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==Tech Tree==
==Tech Tree==
:''See [[Media:Tech_Tree (Long War).jpg|Long War Tech Tree]]''
:''See [[Media:Tech_Tree (Long War).png|Long War Tech Tree]]''


==Analysis Projects==
==Analysis Projects==

Latest revision as of 22:18, 23 June 2024

Long War Main Page
Effect Development of new technologies and investigating alien species
Adjacency Bonus None
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§0 | 0 | 0 | 0 | 0
Quick
§0 | 0 | 0 | 0 | 0
Maintenance §0
Power 5


The Research Lab houses the research team, headed by Dr. Vahlen.

Options:

  • Start New Research Project.
  • Change Research Project. If necessary, this can be done at any time. The progress achieved in the current project won't be lost.
  • Access Research Archives. Here you can see information about projects that have already been completed.
  • Review Research Credits. View the research credits gained from completed interrogations.
  • Visit the Gene Lab. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can undergo genetic modification at any one time. See Genetics Lab (Long War).

New in Long War

While research in Long War works similar to how it works in Vanilla, there are some notable changes:

  • New research projects have been added, expanding the research tree.
  • The time required to research a project has been increased.
  • Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.
  • Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.
  • Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.
  • Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.
  • Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.
  • UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.
  • All Council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.
  • South America's continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.

Research Speed

The duration listed for all research projects is the duration for 30 scientists with no Laboratories, adjacency bonus or research credits.

  • Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.
  • Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.
  • Each Laboratory additively increases the effectiveness of scientists by 20%.
  • Each adjacency links between Laboratories, the Genetics Lab and the Psionic Labs additively increases the effectiveness of scientists by 10%.
  • Interrogations provide research credits, which lower the research time of all research projects and foundry projects that match the credit type by 25%.
  • Expertise (Brazil's starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction.
  • FORMULA: finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus, with creditBonus = 0.75, brazilExpertiseBonus = 0.85

Tech Tree

See Long War Tech Tree

Analysis Projects

Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.

Items in the "Unlocks" columns that are listed in italic and gray require multiple research projects, or require both a research project and a Foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.

  • Exception: Alien Operations only require a single interrogation in addition to Xenopsionics.

Alien Autopsies

Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.

In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related Council requests.

Alien Autopsies (Long War)
Research Prerequisites Cost Unlocks
Research Corpses
Days
Research Foundry Loadout Other Council Request
Sectoid Autopsy
Xenobiology 10 Sectoids 4 Sectoid Commander Autopsy
Mechtoid Autopsy
Sectoid Interrogation
Xenopsionics
- - Smart Macrophages -
Thin Man Autopsy
Xenobiology 10 Thin Men 6 Thin Man Interrogation Improved Medikit Chem Grenade
Restorative Mist
Muscle Fiber Density Artifact Sales: Thin Man Corpses
Floater Autopsy
Alien Biocybernetics 10 Floaters 5 Heavy Floater Autopsy
Floater Interrogation
Shaped Armor Kinetic Strike Module

Flak Ammo
Uplink Targeting (Aim) Artifact Sales: Floater Corpses
Muton Autopsy
Xenobiology 10 Mutons 8 Muton Elite Autopsy
Berserker Autopsy
Muton Interrogation
Ammo Conservation

Alien Grenades
- Adrenal Neurosympathy Artifact Sales: Muton Corpses
Berserker Autopsy
Muton Autopsy
Xenoneurology
5 Berserkers 10 Berserker Interrogation MEC Close Combat Combat Stims Neural Damping Artifact Sales: Berserker Corpses
Sectoid Commander Autopsy
Sectoid Autopsy
Xenogenetics
5 Sectoid Commanders 35 Sectoid Commander Interrogation - Mind Shield Mind Merge Artifact Sales: Sectoid Commander Corpses

Artifact Sales: Alien Stasis Tank

Artifact Sales: Alien Surgery
Heavy Floater Autopsy
Floater Autopsy 5 Heavy Floaters 10 Heavy Floater Interrogation Advanced Repair Damage Control Pod - Artifact Sales: Heavy Floater Corpses
Muton Elite Autopsy
Muton Autopsy 5 Muton Elites 10 Muton Elite Interrogation Tactical Rigging - Secondary Heart Artifact Sales: Muton Elite Corpses
Ethereal Autopsy
Xenopsionics 3 Ethereals 50 Ethereal Interrogation - - Telekinetic Field Artifact Sales: Ethereal Corpses
Drone Autopsy
Alien Computers 5 Drones 3 - Field Repairs Holo-Targeter - Artifact Sales: Drone Wrecks
Seeker Autopsy
Alien Computers 5 Seekers 6 - UFO Countermeasures Respirator Implant

Chameleon Suit

Shadow Device
Bioelectric Skin Artifact Sales: Seeker Wrecks
Chryssalid Autopsy
Xenogenetics 5 Chryssalids 9 - - Chitin Plating Adaptive Bone Marrow Artifact Sales: Chryssalid Carcasses
Cyberdisc Autopsy
Alien Biocybernetics 3 Cyberdiscs 7 - Sentinel Drone Autosentry Turret Iron Skin

Defensive Matrix (Dodge)
Artifact Sales: Cyberdisc Wrecks
Mechtoid Autopsy
Sectoid Autopsy
Alien Biocybernetics
3 Mechtoids 18 - Advanced Servomotors Psi Screen

Tactical Sensors
- Artifact Sales: Mechtoid Cores
Sectopod Autopsy
Alien Computers 3 Sectopods 25 - - Battle Computer

Weapon Supercooler
- Artifact Sales: Sectopod Wrecks

Alien Interrogations

Alien captives that have been captured with an Arc Thrower and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.

All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type by 25%, and often also unlock related Council requests.

Alien Interrogations (Long War)
Research Prerequisites Cost Unlocks Research Credits
Research Captives
Days
Research Other Council Request Research Foundry
Sectoid Interrogation
Sectoid Autopsy 1 Sectoid Captive 9 Alien Operations Psi Inspiration Prisoner Transfer: Sectoid Captive Cybernetics:
Xenogenetics
Alien Biocybernetics
Cybernetics:
Advanced Repair
Advanced Servomotors
Advanced Surgery
Drone Capture
Improved Medikit
Jellied Elerium
MEC Close Combat
MEC Warfare Systems
Thin Man Interrogation
Thin Man Autopsy 1 Thin Man Captive 10 Alien Operations Regen Biofield Prisoner Transfer: Thin Man Captive Laser Weapons:
Beam Lasers
Advanced Beam Lasers
Pulse Lasers
Advanced Pulse Lasers
Laser Weapons:
Aircraft Boosters
Enhanced Lasers
Supercapacitators
Floater Interrogation
Floater Autopsy 1 Floater Captive 9 Alien Operations - Prisoner Transfer: Floater Captive Aerospace:
UFO Analysis: (all)
Advanced Aerospace Concepts
Alien Propulsion
Antigrav Systems
Aerospace:
Advanced Flight
Aircraft Boosters
Armored Fighters
Elerium Afterburners
Improved Avionics
Penetrator Weapons
Super Skyranger
UFO Countermeasures
UFO Tracking
Wingtip Sparrowhawks
Muton Interrogation
Muton Autopsy 1 Muton Captive 14 Alien Operations Distortion Field Prisoner Transfer: Muton Captive Gauss Weapons:
Gauss Weapons
Advanced Gauss Weapons
Gauss Weapons:
Mag Pistols
Phoenix Coilguns
Quenchguns
Rail Pistols
Wingtip Sparrowhawks
Berserker Interrogation
Berserker Autopsy 1 Berserker Captive 20 Alien Operations Psi Panic Prisoner Transfer: Berserker Captive Armor:
Improved Body Armor
Advanced Body Armor
Mobile Power Armor
Advanced Power Armor
Improved Combat Exoskeletons
Heavy Combat Exoskeletons
Mobile Combat Exoskeletons
Armor:
Armored Fighters
Shaped Armor
Mechanized Unit Defenses
Tactical Rigging
Sectoid Commander Interrogation
Sectoid Commander Autopsy 1 Sectoid Commander Captive 35 Alien Operations Psychokinetic Strike Prisoner Transfer: Sectoid Commander Captive Psionics:
Xenopsionics
Alien Command and Control
Alien Communications
Mind and Machine
Psionics:
Psi Warfare Systems
Heavy Floater Interrogation
Heavy Floater Autopsy 1 Heavy Floater Captive 18 Alien Operations - Prisoner Transfer: Heavy Floater Captive Plasma Weapons:
Plasma Weapons
Advanced Plasma Weapons
Compact Plasma Weapons
Heavy Plasma Weapons
Precision Plasma Weapons
Vehicular Plasma Weapons
Plasma Weapons:
Enhanced Plasma
Reflex Pistols
Muton Elite Interrogation
Muton Elite Autopsy 1 Muton Elite Captive 25 Alien Operations Pyrokinesis Prisoner Transfer: Muton Elite Captive Weapons:
All Laser Weapon Research
All Gauss Weapon Research
All Plasma Weapon Research
Alien Weaponry
EMP Weapons
Fusion Weapons
Weapons:
All Laser Weapon Projects
All Gauss Weapon Projects
All Plasma Weapon Projects
Ammo Conservation
Enhanced Ballistics
SCOPE Upgrade
SHIV Suppression
Ethereal Interrogation
Ethereal Autopsy 1 Ethereal Captive 50 Alien Operations
Alien Command and Control
Mind Control

Rift
Prisoner Transfer: Ethereal Captive All Research All Projects

UFO Analysis

Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 10% damage bonus against all UFOs of the same type. Also, once UFO Scanners Foundry project is completed, you can view the UFO's remaining health during Air Combat.

All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.

UFO Analysis (Long War)
Research Credit type Prerequisites Cost Unlocks
Research Other
Days
Other
UFO Analysis: Scout
Aerospace Alien Materials Scout Crash Site or
Landing Site
mission completed
3 10% Bonus Damage to Scouts
Salvage 20% more alloys and elerium from Scouts
UFO Analysis: Fighter
Aerospace Alien Materials Fighter Crash Site
mission completed
3 10% Bonus Damage to Fighters
Salvage 20% more alloys and elerium from Fighters
UFO Analysis: Raider
Aerospace Alien Materials Raider Crash Site or
Landing Site
mission completed
4 10% Bonus Damage to Raiders
Salvage 20% more alloys and elerium from Raiders
UFO Analysis: Destroyer
Aerospace Alien Materials Destroyer Crash Site
mission completed
4 10% Bonus Damage to Destroyers
Salvage 20% more alloys and elerium from Destroyers
UFO Analysis: Abductor
Aerospace Alien Materials Abductor Crash Site or
Landing Site
mission completed
5 10% Bonus Damage to Abductors
Salvage 20% more alloys and elerium from Abductors
UFO Analysis: Harvester
Aerospace Alien Materials Harvester Crash Site or
Landing Site
mission completed
5 10% Bonus Damage to Harvesters
Salvage 20% more alloys and elerium from Harvesters
UFO Analysis: Transport
Aerospace Alien Materials Transport Crash Site or
Landing Site
mission completed
6 10% Bonus Damage to Transports
Salvage 20% more alloys and elerium from Transports
UFO Analysis: Terror Ship
Aerospace Alien Materials Terror Ship Crash Site or
Landing Site
mission completed
6 10% Bonus Damage to Terror Ships
Salvage 20% more alloys and elerium from Terror Ships
UFO Analysis: Assault Carrier
Aerospace Alien Materials Assault Carrier Crash Site or
Landing Site
mission completed
7 10% Bonus Damage to Assault Carriers
Salvage 20% more alloys and elerium from Assault Carriers
UFO Analysis: Battleship
Aerospace Alien Materials Battleship Crash Site
mission completed
7 10% Bonus Damage to Battleships
Salvage 20% more alloys and elerium from Battleships
UFO Analysis: Overseer
Aerospace Alien Materials Overseer Crash Site
mission completed
7 10% Bonus Damage to Overseers
Salvage 20% more alloys and elerium from Overseers

Technology Projects

Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.

Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.

Xenology

These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.

Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.

Xenology (Long War)
Research Credit type Prerequisites Cost Unlocks
Research Other
Alien Alloys
Elerium
Weapon Fragments
Meld
Corpses
Days
Research Facility Loadout Other
Xenobiology
- - - - - - - 5 Sectoids 6 Xenoneurology
Xenogenetics
Sectoid Autopsy
Thin Man Autopsy
Muton Autopsy
Alien Containment Targeting Module Artifact Sales: Sectoid Corpses
Xenoneurology
- Xenobiology - - - 10 - 10 Sectoids 8 Xenopsionics
Alien Communications
Berserker Autopsy
- Arc Thrower

Arc Rifle
-
Xenogenetics
Cybernetics Xenobiology - - - - 20 - 10 Xenopsionics
Alien Biocybernetics
Sectoid Commander Autopsy
Chryssalid Autopsy
Genetics Lab - Depth Perception

Hyper-Reactive Pupils
Xenopsionics
Psionics Xenoneurology
Xenogenetics
Sectoid Autopsy
- - - - 15 - 14 Alien Operations
Ethereal Autopsy
Psionic Labs Aurora Armor Mindfray

Neural Feedback

Psi Warfare Systems
Alien Operations
- Xenopsionics
any interrogation
Outsider Shard - - - - - 20 - - - Skeleton Key
Alien Biocybernetics
Cybernetics Xenogenetics
Alien Materials
Alien Computers
- 5 30 50 40 - 25 Floater Autopsy
Cyberdisc Autopsy
Mechtoid Autopsy
Mind and Machine
Plasma Weapons
Improved Combat Exoskeletons
Neural Gunlink
Incinerator Module

Flamethrower


MEC-1 Paladin
Advanced Surgery

MEC Warfare Systems
Alien Communications
Psionics Xenoneurology Hyperwave Beacon - 100 - - - 60 Stealth Systems Hyperwave Relay Mimic Beacon Artifact Sales: Alien Entertainment
Alien Command and Control
Psionics Ethereal Interrogation Ethereal Device - 100 - - - 150 Mind and Machine Gollop Chamber - -

Materials and Aerospace

These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as Council requests for these materials.

Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.

Materials and Aerospace (Long War)
Research Credit type Prerequisites Cost Unlocks
Research
Alien Alloys
Elerium
Weapon Fragments
Meld
Devices
Days
Research Foundry Loadout & Other Council Request
Alien Materials
- - 4 4 10 1 - 6 Elerium
Advanced Aerospace Concepts
UFO Analysis: (all)
Alien Biocybernetics
Improved Body Armor
Gauss Weapons
Alien Metallurgy

Improved Salvage

Enhanced Ballistics

Aircraft Boosters
Alloy Plating
Breaching Ammo
Shredder Ammo
Alloy Bipod
HEAT Ammo

Phoenix Cannon
UFO Tracking (Boost)
Artifact Sales: Alien Alloys

Artifact Sales: Elerium

Artifact Sales: Meld
Alien Weaponry
Weapons - - - 5 - - 6 Experimental Warfare
Beam Lasers
Plasma Weapons
Mag Pistols

SHIV Suppression
SCOPE

Marksman's Scope
Artifact Sales: Weapon Fragments
Experimental Warfare
- Alien Weaponry - - 20 - - 8 Advanced Aerospace Concepts
Gauss Weapons
SCOPE Upgrade

New Combat Systems
Smartshell Pod

Adaptive Tracking Pod
-
Alien Computers
- - - - - - 4 UFO
Flight
Computers
10 Alien Power Systems
Drone Autopsy
Seeker Autopsy
Sectopod Autopsy
Alien Biocybernetics
- Satellite Nexus
(Facility)
Artifact Sales: UFO Flight Computers
Advanced Aerospace Concepts
Aerospace Alien Materials
Experimental Warfare
10 - 50 - - 22 Alien Propulsion Super Skyranger
Armored Fighters
Improved Avionics
Penetrator Weapons
Wingtip Sparrowhawks
UFO Scanners
- -
Elerium
- Alien Materials - 60 - - - 30 Alien Power Systems
Mobile Power Armor
Jellied Elerium Elerium Turbos -
Alien Power Systems
- Alien Computers
Elerium
- 60 - - 6 UFO
Power
Sources
40 Alien Propulsion
Advanced Power Armor
Pulse Lasers
Plasma Weapons
Alien Nucleonics

Improved Arc Thrower

UFO Tracking
Elerium Generator
(Facility)
Artifact Sales: UFO Power Sources
Alien Propulsion
Aerospace Alien Power Systems
Advanced Aerospace Concepts
20 100 160 - 6 UFO
Power
Sources
92 Antigrav Systems Elerium Afterburners Firestorm -

Armor, MECs, and SHIVs

These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.

Armor, MECs, and SHIVs (Long War)
Research Credit type Prerequisites Cost Unlocks
Research
Alien Alloys
Elerium
Weapon Fragments
Meld
Days
Research Foundry Loadout Other
Improved Body Armor
Armor Alien Materials 8 - - - 8 Advanced Body Armor Base Security: Armor Phalanx Armor
Aurora Armor

Reinforced Armor

Armor Piercing Ammo
Alloy SHIV
Advanced Body Armor
Armor Improved Body Armor 12 - - - 20 Mobile Power Armor Mechanized Unit Defenses Kestrel Armor
Carapace Armor
-
Mobile Power Armor
Armor Advanced Body Armor
Elerium
20 20 - - 40 Improved Combat Exoskeletons
Advanced Power Armor
- Banshee Armor
Aegis Armor

Impact Vest
-
Improved Combat Exoskeletons
Armor Mobile Power Armor
Alien Biocybernetics
10 100 50 10 50 Mobile Combat Exoskeletons
Heavy Combat Exoskeletons
- MEC-2 Defender
MEC-3 Valiant
-
Advanced Power Armor
Armor Mobile Power Armor
Alien Power Systems
20 40 - - 68 Mobile Combat Exoskeletons
Heavy Combat Exoskeletons
Antigrav Systems
Stealth Systems
- Corsair Armor
Titan Armor

Walker Servos
-
Antigrav Systems
Aerospace Advanced Power Armor
Alien Propulsion
5 100 - - 70 - Advanced Flight Seraph Armor
Archangel Armor

Fuel Cell
The Thumper
Hover SHIV
Stealth Systems
- Advanced Power Armor
Alien Communications
30 100 - - 80 - Stealth Satellites Shadow Armor -
Heavy Combat Exoskeletons
Armor Advanced Power Armor
Improved Combat Exoskeletons
20 75 50 10 90 - - MEC-4 Dauntless
MEC-5 Devastator
-
Mobile Combat Exoskeletons
Armor Advanced Power Armor
Improved Combat Exoskeletons
15 100 50 10 90 - - MEC-6 Vanguard
MEC-7 Vindicator
-
Mind and Machine
Psionics Alien Biocybernetics
Alien Command and Control
20 100 - 5 150 - - Vortex Armor -

Laser and Gauss Weapons

These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.

Laser and Gauss Weapons (Long War)
Research Credit type Prerequisites Cost Unlocks
Research
Alien Alloys
Elerium
Weapon Fragments
Meld
Days
Research Foundry Loadout Other
Beam Lasers
Laser Weapons
Weapons
Alien Weaponry 10 - 40 - 8 Advanced Beam
Lasers
Base Security: Weapons Laser Shatterray
Laser Carbine
Laser Rifle
Autolaser
Gatling Laser

Laser Pistol
Heater
Arms Sales: Laser Rifles
Advanced Beam Lasers
Laser Weapons
Weapons
Beam Lasers 10 - 50 - 14 Pulse Lasers Enhanced Lasers Heavy Laser Rifle
Scatter Laser
Laser Strike Rifle
Laser Sniper Rifle

Laser Lance
Superheavy Laser
Laser Cannon
Gauss Weapons
Gauss Weapons
Weapons
Alien Materials
Experimental Warfare
20 10 80 - 32 Advanced Gauss
Weapons
Rail Pistols

Phoenix Coilguns
Gauss Stuttergun
Gauss Carbine
Gauss Rifle
Gauss Autorifle
Gauss Machine Gun

Gauss Autopistol

Grenade Launcher
Sentry Gun
-
Advanced Gauss Weapons
Gauss Weapons
Weapons
Gauss Weapons 20 10 100 - 38 EMP Weapons Quenchguns Heavy Gauss Rifle
Alloy Cannon
Alloy Strike Rifle
Gauss Long Rifle

Recoilless Rifle

Railgun
Proximity Mine Launcher
-
Pulse Lasers
Laser Weapons
Weapons
Advanced Beam Lasers
Alien Power Systems
20 40 125 - 60 Advanced Pulse Lasers - Pulse Stengun
Pulse Carbine
Pulse Rifle
Pulse Autoblaster
Gatling Pulser

Blaster

Superheavy Pulser
-
Advanced Pulse Lasers
Laser Weapons
Weapons
Pulse Lasers 20 40 150 - 65 EMP Weapons Supercapacitors Heavy Pulse Rifle
Scatter Blaster
Blaster Rifle
Pulse Sniper Rifle

Pulse Lance
-
EMP Weapons
Weapons Advanced Gauss Weapons
Advanced Pulse Lasers
- 200 300 40 95 Fusion Weapons Drone Capture Electro Pulse EMP Cannon

Plasma Weapons

When aliens die, the weapons they wield self-destruct. When aliens are captured with an Arc Thrower, their weapons remain intact, allowing then to be studied and retrofitted for human use.

Plasma Weapons (Long War)
Research Credit type Prerequisites Cost Unlocks
Research
Alien Alloys
Elerium
Weapon Fragments
Alien Weapons
Days
Research Foundry Loadout Other
Compact Plasma Weapons
Plasma Weapons
Weapons
Plasma Weapons 10 40 150 2 Alien Pistols 50 - Reflex Pistols Plasma Pistol
Plasma Mauler
Arms Sales: Alien Pistols
Plasma Weapons
Plasma Weapons
Weapons
Alien Weaponry
Alien Power Systems
Alien Biocybernetics
20 60 175 5 Alien Carbines 75 Advanced Plasma Weapons
Compact Plasma Weapons
- Plasma Stormgun
Plasma Carbine
Arms Sales: Alien Carbines
Advanced Plasma Weapons
Plasma Weapons
Weapons
Plasma Weapons 20 80 200 3 Alien Rifles 90 Heavy Plasma Weapons
Precision Plasma Weapons
Vehicular Plasma Weapons
- Plasma Rifle
Plasma Novagun
Reflex Cannon
Arms Sales: Alien Rifle
Heavy Plasma Weapons
Plasma Weapons
Weapons
Advanced Plasma Weapons 20 90 200 2 Alien Heavy Weapons 90 Fusion Weapons - Heavy Plasma Rifle
Plasma Dragon

Particle Cannon
Arms Sales: Alien Heavy Weapon
Precision Plasma Weapons
Plasma Weapons
Weapons
Advanced Plasma Weapons 20 90 200 - 90 - Enhanced Plasma Reflex Rifle
Plasma Sniper Rifle
-
Vehicular Plasma Weapons
Plasma Weapons
Weapons
Advanced Plasma Weapons 20 90 200 - 90 - - Superheavy Plasma Plasma Cannon
Fusion Weapons
Weapons Heavy Plasma Weapons
EMP Weapons
40 200 300 1 Fusion Core
(not consumed)
120 - - Blaster Launcher Fusion Lance

Artifact Sales: Fusion Core

See also

Long War: XCOM Facilities 
Static Facilities
Static Facilities

Overview

Mission Control

Research

Engineering

Barracks

Hangar

Situation Room
Constructible Facilities
Constructible Facilities

Access Lift

Alien Containment

Elerium Generator

Foundry

Fission Generator

Genetics Lab

Gollop Chamber

Hyperwave Relay

Laboratory

Officer Training School

Psionic Lab

Repair Bay

Satellite Nexus

Satellite Uplink

Thermo Generator

Workshop