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Build Items: added ingame descriptions
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|-
|-
| align="center" | [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]
| align="center" | [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]
| align="center" |  
| align="center" | ''Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.''
| align="center" | 5 Engineers
| align="center" | 5 Engineers
| align="center" | §20
| align="center" | §20
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|-
|-
| align="center" | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]
| align="center" | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]
| align="center" |  
| align="center" | ''When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim.''
| align="center" | 5 Engineers
| align="center" | 5 Engineers
| align="center" | §20
| align="center" | §20
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|-
|-
| align="center" | [[Arc Thrower (EU2012)|Arc Thrower]]
| align="center" | [[Arc Thrower (EU2012)|Arc Thrower]]
| align="center" |  
| align="center" | ''The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.''
| align="center" | 5 Engineers
| align="center" | 5 Engineers
| align="center" | §35
| align="center" | §35
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|-
|-
| align="center" | [[Chitin Plating (EU2012)|Chitin Plating]]
| align="center" | [[Chitin Plating (EU2012)|Chitin Plating]]
| align="center" |  
| align="center" | ''Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained.''
| align="center" | 15 Engineers
| align="center" | 15 Engineers
| align="center" | §85 <br/> 15x Alloys <br/> 4x Chryssalid Corpse
| align="center" | §85 <br/> 15x Alloys <br/> 4x Chryssalid Corpse
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|-
|-
| align="center" | [[Mind Shield (EU2012) | Mind Shield]]
| align="center" | [[Mind Shield (EU2012) | Mind Shield]]
| align="center" |  
| align="center" | ''Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks.''
| align="center" | 35 Engineers
| align="center" | 35 Engineers
| align="center" | §150 <br/> 30x Elerium <br/> 10x Alloys
| align="center" | §150 <br/> 30x Elerium <br/> 10x Alloys
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|-
|-
| align="center" | [[Combat Stims (EU2012) | Combat Stims]]
| align="center" | [[Combat Stims (EU2012) | Combat Stims]]
| align="center" |  
| align="center" | ''This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics.''
| align="center" | 15 Engineers
| align="center" | 15 Engineers
| align="center" | §50 <br/> 5x Alloys <br/> 1x Berserker Corpse
| align="center" | §50 <br/> 5x Alloys <br/> 1x Berserker Corpse
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|-
|-
| align="center" | [[Medikit (EU2012)|Medikit]]
| align="center" | [[Medikit (EU2012)|Medikit]]
| align="center" | Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nano sutures and high-potency stimulants.
| align="center" | ''Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.''
| align="center" | 5 Engineers
| align="center" | 5 Engineers
| align="center" | §25
| align="center" | §25
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|-
|-
| align="center" | [[Blaster Launcher (EU2012)|Blaster Launcher]]
| align="center" | [[Blaster Launcher (EU2012)|Blaster Launcher]]
| align="center" |  
| align="center" | ''By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core.''
| align="center" | 35 Engineers
| align="center" | 35 Engineers
| align="center" | §275 <br/> 65x Elerium <br/> 50x Alloys <br/> 1x Fusion Core <br/> 2x UFO Flight Computer
| align="center" | §275 <br/> 65x Elerium <br/> 50x Alloys <br/> 1x Fusion Core <br/> 2x UFO Flight Computer
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|-
|-
| align="center" |  [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]
| align="center" |  [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]
| align="center" |  
| align="center" | ''By modifying our current power system to hold a greater charge, we've developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets.''
| align="center" | 25 Engineers
| align="center" | 25 Engineers
| align="center" | §250 <br/> 25x Elerium <br/> 30x Alloys
| align="center" | §250 <br/> 25x Elerium <br/> 30x Alloys
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|-
|-
| align="center" | [[Heavy Plasma (EU2012)|Heavy Plasma]]
| align="center" | [[Heavy Plasma (EU2012)|Heavy Plasma]]
| align="center" |  
| align="center" | ''The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we've fielded previously.''
| align="center" | 25 Engineers
| align="center" | 25 Engineers
| align="center" | §250 <br/> 30x Elerium <br/> 30x Alloys
| align="center" | §250 <br/> 30x Elerium <br/> 30x Alloys
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|-
|-
| align="center" | [[Alloy Cannon (EU2012)|Alloy Cannon]]
| align="center" | [[Alloy Cannon (EU2012)|Alloy Cannon]]
| align="center" |  
| align="center" | ''By developing a firing mechanism capable of projecting machined shards of the alien alloy, we've created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances.''
| align="center" | 25 Engineers
| align="center" | 25 Engineers
| align="center" | §250 <br/> 20x Elerium <br/> 50x Alloys
| align="center" | §250 <br/> 20x Elerium <br/> 50x Alloys
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|-
|-
| align="center" | [[Plasma Rifle (EU2012)|Plasma Rifle]]
| align="center" | [[Plasma Rifle (EU2012)|Plasma Rifle]]
| align="center" |  
| align="center" | ''This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon.''
| align="center" | 20 Engineers
| align="center" | 20 Engineers
| align="center" | §200 <br/> 20x Elerium <br/> 30x Alloys
| align="center" | §200 <br/> 20x Elerium <br/> 30x Alloys
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|-
|-
| align="center" | [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]
| align="center" | [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]
| align="center" |  
| align="center" | ''This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon.''
| align="center" | 20 Engineers
| align="center" | 20 Engineers
| align="center" | §125 <br/> 15x Elerium <br/> 20x Alloys
| align="center" | §125 <br/> 15x Elerium <br/> 20x Alloys
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|-
|-
| align="center" | [[Plasma Pistol (EU2012)|Plasma Pistol]]
| align="center" | [[Plasma Pistol (EU2012)|Plasma Pistol]]
| align="center" |  
| align="center" | ''By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm.''
| align="center" | 20 Engineers
| align="center" | 20 Engineers
| align="center" | §100 <br/> 10x Elerium <br/> 20x Alloys
| align="center" | §100 <br/> 10x Elerium <br/> 20x Alloys
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|-
|-
| align="center" | [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]
| align="center" | [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]
| align="center" |  
| align="center" | ''The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range.''
| align="center" | 12 Engineers
| align="center" | 12 Engineers
| align="center" | §35 <br/> 25x Alloys
| align="center" | §35 <br/> 25x Alloys
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|-
|-
| align="center" | [[Heavy Laser (EU2012)|Heavy Laser]]
| align="center" | [[Heavy Laser (EU2012)|Heavy Laser]]
| align="center" |  
| align="center" | ''The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage.''
| align="center" | 12 Engineers
| align="center" | 12 Engineers
| align="center" | §30 <br/> 25x Alloys
| align="center" | §30 <br/> 25x Alloys
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| align="center" | [[Laser Scatter (EU2012)|Scatter Laser]]
| align="center" | [[Laser Scatter (EU2012)|Scatter Laser]]
| align="center" |  
| align="center" | ''The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases.''
| align="center" | 12 Engineers
| align="center" | 12 Engineers
| align="center" | §30 <br/> 25x Alloys
| align="center" | §30 <br/> 25x Alloys
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| align="center" | [[Laser Rifle (EU2012)|Laser Rifle]]
| align="center" | [[Laser Rifle (EU2012)|Laser Rifle]]
| align="center" |  
| align="center" | ''The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle.''
| align="center" | 12 Engineers
| align="center" | 12 Engineers
| align="center" | §25 <br/> 15x Alloys
| align="center" | §25 <br/> 15x Alloys
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|-
|-
| align="center" | [[Laser Pistol (EU2012)|Laser Pistol]]
| align="center" | [[Laser Pistol (EU2012)|Laser Pistol]]
| align="center" |  
| align="center" | ''The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field.''
| align="center" | 10 Engineers
| align="center" | 10 Engineers
| align="center" | §10 <br/> 10x Alloys
| align="center" | §10 <br/> 10x Alloys

Revision as of 15:15, 11 January 2013

Dr. Shen, XCOMs head of engineering.

In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.

Dr. Shen

Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.


Resources

Info on resources, cost & time

  • Credits
  • Elerium
  • Alloys

Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.

The formula for the cost of a manufactured item is:

final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]

Other resource cost(corpses, etc) will not be discounted. NA continental bonus gives another 50% discount to aircraft and aircraft weapons. Asia continental bonus gives another 50% discount to SHIVs.

Workshops

Info on workshops and bonus.

The Foundry

The Foundry is one of two places you can research equipment upgrades.

Foundry Projects

Build/Buy Items

Build Items

Item Description Prerequisite Cost Build time
Nano-Fiber Vest Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer. 5 Engineers §20 Immediate
S.C.O.P.E. When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim. 5 Engineers §20 Immediate
Arc Thrower The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies. 5 Engineers §35 Immediate
Chitin Plating Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained. 15 Engineers §85
15x Alloys
4x Chryssalid Corpse
Immediate
Mind Shield Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks. 35 Engineers §150
30x Elerium
10x Alloys
Immediate
Combat Stims This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics. 15 Engineers §50
5x Alloys
1x Berserker Corpse
Immediate
Medikit Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants. 5 Engineers §25 Immediate
Blaster Launcher By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core. 35 Engineers §275
65x Elerium
50x Alloys
1x Fusion Core
2x UFO Flight Computer
Immediate
Plasma Sniper Rifle By modifying our current power system to hold a greater charge, we've developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets. 25 Engineers §250
25x Elerium
30x Alloys
Immediate
Heavy Plasma The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we've fielded previously. 25 Engineers §250
30x Elerium
30x Alloys
Immediate
Alloy Cannon By developing a firing mechanism capable of projecting machined shards of the alien alloy, we've created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances. 25 Engineers §250
20x Elerium
50x Alloys
Immediate
Plasma Rifle This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon. 20 Engineers §200
20x Elerium
30x Alloys
Immediate
Light Plasma Rifle This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon. 20 Engineers §125
15x Elerium
20x Alloys
Immediate
Plasma Pistol By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm. 20 Engineers §100
10x Elerium
20x Alloys
Immediate
Laser Sniper Rifle The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range. 12 Engineers §35
25x Alloys
Immediate
Heavy Laser The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage. 12 Engineers §30
25x Alloys
Immediate
Scatter Laser The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases. 12 Engineers §30
25x Alloys
Immediate
Laser Rifle The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle. 12 Engineers §25
15x Alloys
Immediate
Laser Pistol The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field. 10 Engineers §10
10x Alloys
Immediate

Build Armor

Item Description Prerequisite Cost Build time
Carapace Armor Carapace Armor
10 Engineers
§25
15x Alloys
Immediate
Skeleton Suit Skeleton Suit
15 Engineers
§30
10x Alloys
Immediate
Titan Armor Titan Armor
25 Engineers
§150
10x Elerium
35x Alloys
Immediate
Ghost Armor Ghost Armor
40 Engineers
§250
50x Elerium
40x Alloys
Immediate
Archangel Armor Archangel Armor
35 Engineers
§200
35x Elerium
50x Alloys
Immediate
Psi Armor Psi Armor
30 Engineers
§400
40x Elerium
20x Alloys
Immediate

Vehicles

Item Description Prerequisite Cost Build time
Firestorm New Fighter Craft
20 Engineers
§200
20x Elerium
40x Alloys
1x UFO Power Source
2x UFO Flight Computer
14d
Satellite An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight 5 Engineers §100 20d
Hover SHIV New Fighter Craft
Heavy Weapons Platform
20 Engineers
1 Barracks Capacity
§200
40x Elerium
60x Alloys
7d
Alloy SHIV "Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field." Heavy Weapons Platform
10 Engineers
1 Barracks Capacity
§150
40 Alloys
7d
SHIV "The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs." Heavy Weapons Platform
5 Engineers
1 Barracks Capacity
§100 7d
Fusion Lance "The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM. It should be capable of taking down any UFO engaged by the Firestorm." Fusion Lance
35 Engineers
§150
20x Elerium
30x Alloys
Immediate
EMP Cannon EMP Cannon
30 Engineers
§200
20x Elerium
30x Alloys
Immediate
Plasma Cannon "The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range." Plasma Cannon
20 Engineers
§100
20x Elerium
20x Alloys
Immediate
Laser Cannon "These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets." Heavy Lasers
10 Engineers
§35
25x Alloys
Immediate
Phoenix Cannon The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. Experimental Warfare
5 Engineers
§35 Immediate
Defence Matrix (Dodge) Floater Autopsy
10 Engineers
§50
3x Floater Corpse
Immediate
UFO Tracking (Boost) Cyberdisc Autopsy
10 Engineers
§20
2x Cyberdisc Wreck
Immediate
Uplink Targeting (Aim) Activate this module during interception to provide an immediate, temporary booste to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network. Sectoid Autopsy
5 Engineers
§10
3x Sectoid Corpse
Immediate

Build Facilities

Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities. After researching Advanced Construction in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%.

Facilities
Facility Description Prerequisite Cost Monthly cost Bonus Build time
Access Lift Required to access a level None §50
2 Power
§10 None 5d
Satellite Uplink With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus) §150
5 Power
§15 +1 Satellite capacity for every adjacent Uplink or Nexus 14d
Satellite Nexus With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites Alien Nav Computer Research,
5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)
§300
8 Power
25x Alloys
2x UFO Flight Computer
§26 +1 Satellite capacity for every adjacent Uplink or Nexus 21d
Laboratory Each laboratory increases research speed by 20% 6 Scientists (second requires 10, each next requires 5 more) §125
3 Power
§24 +10% increase to research speed for every adjacent laboratory 10d
Workshop Each workshop adds 5 engineers to our staff 6 Engineers (second requires 15, each next requires 10 more) §130
3 Power
§26 +7% refund on resources used when building vehicles, foundry projects and facilities 10d
The Foundry Develop new combat items or improve current items in the Foundry. Experimental Warfare Research §75
3 Power
§20 None. 10d
Alien Containment This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. Xenobiology Research §85
5 Power
§18 None. 7d
Power Generator Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. None §60 §11 +2 power for every adjacent power facility. 5d
Thermo Power Generator Thermal Power Generators supply +20 power, but must be built over steam vents. Steam Vent §200 §23 +2 power for every adjacent power facility. 8d
Elerium Generator Elerium Power Generators supply +30 power. UFO Power Source Research §275
40x Alloys
30x Elerium
2x UFO Power Source
§29 +2 power for every adjacent power facility. 14d
Psionic Lab Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills.
Can be only one
Sectoid Commander Autopsy/Interrogate Sectoid Commander §200
3 Power
20x Elerium
20x Alloys
§30 None 14d
Gollop Chamber Once we build this facility, a psionically powerful soldier will be able to access the Ethereal's psychic net.
Cannot remove this facility
Ethereal Device Research §200
5 Power
1x Ethereal Device
§100 None. 14d
Hyperwave Relay Provides extra information about UFOs, such as number of crew, species and their objective.
Cannot remove this facility
Hyperwave Communication Research §175
4 Power
10x Alloys
1x Hyperwave Beacon
§30 None. 14d
Officer Training School Allows to purchase extra bonuses, such as increased squad size, faster healing, faster XP gaining.
Normal and Easy start with this facility already built
Sergeant rank (Classic) §125
3 Power
§25 None. 8d

See Also

Notes & References