Scientists and Engineers (LWR): Difference between revisions
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XCOM starts with 10 scientists and may acquire more throughout the campaign. | XCOM starts with 10 scientists and may acquire more throughout the campaign. | ||
Each scientist increases the speed of research | Each scientist increases the speed of research (stacks additively), an exact formula for research speed can be found here: '''[[Research_(LWR)|Research]]''' | ||
Scientists are also required in order to build '''laboratories'''. 20/40 scientists for 1st/2nd Laboratory (+40 sci for each after). | |||
Scientists are also required in order to build '''laboratories'''. | |||
==Engineers== | ==Engineers== | ||
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The speed to produce an item is reduced with more engineers. An exact formula can be found here: '''[[Engineering_(LWR)#Item_Production_Speed|Engineering - Item Production Speed]]''' | The speed to produce an item is reduced with more engineers. An exact formula can be found here: '''[[Engineering_(LWR)#Item_Production_Speed|Engineering - Item Production Speed]]''' | ||
Engineers are also required in order to build '''workshops'''. | Engineers are also required in order to build '''workshops'''. 20/40 engineers for 1st/2nd Workshop (+40 eng for each after). | ||
The same engineer requirements apply to building '''satellite uplinks and nexuses'''. However, the first uplink (the one you start with) does not count towards this requirement. Also, both '''uplinks and nexuses''' share the engineer requirements and are independent from the '''workshop''' engineer requirements. | The same engineer requirements apply to building '''satellite uplinks and nexuses'''. However, the first uplink (the one you start with) does not count towards this requirement. Also, both '''uplinks and nexuses''' share the engineer requirements and are independent from the '''workshop''' engineer requirements. | ||
Revision as of 00:24, 5 May 2025
Scientists
XCOM starts with 10 scientists and may acquire more throughout the campaign.
Each scientist increases the speed of research (stacks additively), an exact formula for research speed can be found here: Research
Scientists are also required in order to build laboratories. 20/40 scientists for 1st/2nd Laboratory (+40 sci for each after).
Engineers
XCOM starts with 10 engineers and may acquire more throughout the campaign.
The speed to produce an item is reduced with more engineers. An exact formula can be found here: Engineering - Item Production Speed
Engineers are also required in order to build workshops. 20/40 engineers for 1st/2nd Workshop (+40 eng for each after).
The same engineer requirements apply to building satellite uplinks and nexuses. However, the first uplink (the one you start with) does not count towards this requirement. Also, both uplinks and nexuses share the engineer requirements and are independent from the workshop engineer requirements.