Engineering (LWR): Difference between revisions
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| SHIV Advancements I | | SHIV Advancements I | ||
| Weapons | | Weapons Technology | ||
| Grants SHIVs '''Repair Servos''' and '''Lock N' Load'''. Also unlocks the ''Anti-Armor Module''. | | Grants SHIVs '''Repair Servos''' and '''Lock N' Load'''. Also unlocks the ''Anti-Armor Module''. | ||
| 15 | | 15 | ||
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| Mechanized Defenses | | Mechanized Defenses | ||
| Armor | | Armor Technology | ||
| Unlocks the ''Alloy Carbide Plating'' item (and with Advanced Power Armor, the ''Core Plating'' item) for MECs and SHIVs to increase their defensive capabilities. | | Unlocks the ''Alloy Carbide Plating'' item (and with Advanced Power Armor, the ''Core Plating'' item) for MECs and SHIVs to increase their defensive capabilities. | ||
| 30 | | 30 | ||
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| Shaped Armor | | Shaped Armor | ||
| Armor | | Armor Technology | ||
| Increases HP of mechanized units (SHIV, MEC) by 3 and KSM penetration by 5. | | Increases HP of mechanized units (SHIV, MEC) by 3 and KSM penetration by 5. | ||
| 35 | | 35 | ||
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| Ammo Conservation | | Ammo Conservation | ||
| Weapons | | Weapons Technology | ||
| Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst. | | Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst. | ||
| 60 | | 60 | ||
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| Beam Strengthening | | Beam Strengthening | ||
| Weapons | | Weapons Technology | ||
| Grants +1 to critical hit damage with all primary laser and pulse weapons. | | Grants +1 to critical hit damage with all primary laser and pulse weapons. | ||
| 45 | | 45 | ||
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| Condensed Plasma | | Condensed Plasma | ||
| Plasma | | Plasma Weaponry<br>Weapons Technology | ||
| Increases the damage of explosives by 1. Allows production of ''Plasma Grenades'' and ''Plasma Stellerators''. | | Increases the damage of explosives by 1. Allows production of ''Plasma Grenades'' and ''Plasma Stellerators''. | ||
| 90 | | 90 | ||
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| Enhanced Ballistics | | Enhanced Ballistics | ||
| Weapons | | Weapons Technology | ||
| Allows production of ''Alloy-Jacketed Rounds''. | | Allows production of ''Alloy-Jacketed Rounds''. | ||
| 10 | | 10 | ||
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| Enhanced Lasers | | Enhanced Lasers | ||
| Laser | | Laser Weaponry<br>Weapons Technology | ||
| Allows production of ''Enhanced Beam Optics''. | | Allows production of ''Enhanced Beam Optics''. | ||
| 10 | | 10 | ||
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| Quenchguns | | Quenchguns | ||
| Gauss | | Gauss Weaponry<br>Weapons Technology | ||
| Grants +1 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6). | | Grants +1 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6). | ||
| 35 | | 35 | ||
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| Advanced Flight | | Advanced Flight | ||
| Aerospace | | Aerospace Technology | ||
| Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%. | | Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%. | ||
| 50 | | 50 | ||
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| Tactical Rigging | | Tactical Rigging | ||
| Armor | | Armor Technology | ||
| Grants one extra equipment slot to biosoldiers. | | Grants one extra equipment slot to biosoldiers. | ||
| 30 | | 30 | ||
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| High-Capacity Pistols | | High-Capacity Pistols | ||
| Weapons | | Weapons Technology | ||
| Grants 1 additional ammo to all non-electric pistols. | | Grants 1 additional ammo to all non-electric pistols. | ||
| 10 | | 10 | ||
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| Rail Pistols | | Rail Pistols | ||
| Gauss | | Gauss Weaponry<br>Weapons Technology | ||
| Grants 10 aim to all pistols. | | Grants 10 aim to all pistols. | ||
| 20 | | 20 | ||
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| Reflex Pistols | | Reflex Pistols | ||
| Plasma | | Plasma Weaponry<br>Weapons Technology | ||
| Grants +35% weapon damage to all pistols. | | Grants +35% weapon damage to all pistols. | ||
| 35 | | 35 | ||
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| Aircraft Boosters | | Aircraft Boosters | ||
| Aerospace<br>Laser | | Aerospace Technology<br>Laser Weaponry | ||
| Allows production of one-time 'boosters' for interception. | | Allows production of one-time 'boosters' for interception. | ||
| 10 | | 10 | ||
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| Armored Fighters | | Armored Fighters | ||
| Aerospace<br>Armor | | Aerospace Technology<br>Armor Technology | ||
| Increases interceptor and firestorm HP by 30%. | | Increases interceptor and firestorm HP by 30%. | ||
| 30 | | 30 | ||
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| Cooling Coils | | Cooling Coils | ||
| Aerospace | | Aerospace Technology | ||
| Increases rate of fire of all air weapons by 30%. | | Increases rate of fire of all air weapons by 30%. | ||
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| Elerium Afterburners | | Elerium Afterburners | ||
| Aerospace | | Aerospace Technology | ||
| Increases aircraft battle speed by 10. | | Increases aircraft battle speed by 10. | ||
| 45 | | 45 | ||
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| Improved Avionics | | Improved Avionics | ||
| Aerospace | | Aerospace Technology | ||
| Increases aircraft aim by 10. | | Increases aircraft aim by 10. | ||
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| Phoenix Coilguns | | Phoenix Coilguns | ||
| Gauss | | Gauss Weaponry | ||
| Upgrades phoenix cannon penetration to Tier 3 (from Tier 2). | | Upgrades phoenix cannon penetration to Tier 3 (from Tier 2). | ||
| 15 | | 15 | ||
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| Supercapacitors | | Supercapacitors | ||
| Laser | | Laser Weaponry | ||
| Increases laser cannon damage from 400 to 800. Unlocks ''Reaper Ammo''. | | Increases laser cannon damage from 400 to 800. Unlocks ''Reaper Ammo''. | ||
| 50 | | 50 | ||
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| UFO Countermeasures | | UFO Countermeasures | ||
| Aerospace | | Aerospace Technology | ||
| Increases aircraft dodge chance by 10%. | | Increases aircraft dodge chance by 10%. | ||
| 50 | | 50 | ||
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| UFO Tracking | | UFO Tracking | ||
| Aerospace | | Aerospace Technology | ||
| | Increases interception time by 20%.<br>Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. | | | Increases interception time by 20%.<br>Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. | ||
| 40 | | 40 | ||
Revision as of 20:07, 29 August 2025
In General
The Engineering Bay houses the engineering team, headed by Dr. Shen.
Build/Buy Items
Here you can build or purchase items that you have the resources for.
Item Production and Foundry Project Speed
Each engineer increases the item production and foundry project speed through a complex formula (this is a rough approximation):
Time (in hours) = Build Time * Optimal Engineers * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1.6 ^ Number of Workshops)
As long as the the number of available engineers is much lower than the recommended value, recruiting an additional engineer will significantly reduce the completion time. As the number of engineers approaches or exceeds the recommended number, then adding additional engineers has diminishing returns, i.e. each new engineer reduces time by a smaller and smaller amount.
Item Fabrication Capacity
The Engineering Bay grants an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued to start once they finish. The item fabrication capacity is increased by 1 for every 2 workshops.
Rushing
Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.
Due to number of engineers affecting actual build times, when rush building, the final build time will likely not decrease by a full 80% (Click here for more info: Scientists and Engineers)
Build Facilities
By selecting "Build Facilities," a listing of the new facilities available for construction will be provided, along with the associated resource costs and time required for construction. There is no limit on the amount of excavation or construction that can be done at once.
Excavations cannot be rushed, and take 8 days to complete.
Rushing
Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.
The Foundry
SHIV-Specific Upgrades
General Mechanical Unit Upgrades
General Weapon Upgrades
General Equipment Upgrades
Pistol Upgrades
These upgrades apply to most pistols and machine pistols.
Material Recovery
Base Upgrades
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| Advanced Surgery | Cybernetics | Decreases biosoldier wound times by 25%. | 45 | Alien Biocybernetics | §600 | 0 | 0 | 0 | 0 | 30 | 4x Alien Stasis Tank, 4x Alien Surgery |
| Grey Market | - | Unlocks the Grey Market. | 10 | - | §10 | 10 | 0 | 10 | 10 | 45 | 1x Sectoid Captive |
| Operation Rapid Forge | - | Refines recruitment logistics to bring new soldiers on board faster and at reduced cost. Lowers recruitment time by 3 days. Establishes patrol routes staffed by all idle soldiers not actively selected to defend the base. These patrols weaken alien attackers, reducing their HP by an average of 0.5% per soldier on patrol. | 25 | Beam Lasers | §200 | 0 | 0 | 0 | 0 | 5 | - |
| Project Iron Resolve | - | Enhances XCOM Base patrol tactics and defensive readiness while streamlining recruitment efforts. Reduces recruitment time by an additional 3 days. Defensive outposts along patrol routes allow soldiers to engage alien forces more efficiently, reducing fatigue and injuries sustained by patrolling soldiers during an alien assault by 30% and increasing the HP reduction on alien attackers to as average of 0.75% per soldier on patrol. | 25 | Improved Body Armor Operation Rapid Forge |
§400 | 0 | 0 | 0 | 0 | 5 | - |
| Aegis Initiative | - | Reinforces XCOM Base patrol positions with cutting-edge defense strategies and reduces psionic training time by 50%. Attacking aliens will have their HP reduced by an average of 1.0% per soldier on patrol due to advanced training, fortifications, and equipment. Reduces fatigue and injuries by 90% for patrol teams, as they defend from fortified locations, damaging aliens before they can retaliate. Further improves recruitment pipelines, lowering recruitment time by an additional 3 days. | 25 | Alien Command and Control Project Iron Resolve |
§600 | 0 | 0 | 0 | 0 | 5 | - |
Aerospace Improvements
Repair Bay
Items can be damaged when a unit is wounded during a battle.
They require 20% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.
Augment Soldiers
Augment up to 1 soldier at a time to become a MEC. For more information click here: MEC Augmentation