Engineering (LWR): Difference between revisions
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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. | 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. | ||
=== Workshop Discount === | |||
A Workshop reduces Credit/Alloy/Elerium costs of all items and foundry projects by 10%. Workshop adjacency bonus counts as half of the Workshop. Multiple Workshops and adjacencies have diminishing returns and discounts cannot exceed 50%. The price you pay is given by formula: | |||
<div style="max-width:470px"> | |||
Percent of price you pay = 0.5 + 0.5 * 0.8 ^ ('''w''' + 0.5'''a''') | |||
</div> | |||
(Where '''w''' is the number of Workshops and '''a''' is the number of adjacency bonuses) | |||
Values in the following table represent the natural expansion of Workshops in your base. It is assumed that you first build a Foundry and a Repair Bay, then four Workshops adjacent to them. | |||
{| class="wikitable" | |||
! Workshops and adjacencies | |||
! Total Discount | |||
|- | |||
|0.5 | |||
|5.28% | |||
|- | |||
|2 | |||
|18.00% | |||
|- | |||
|4 | |||
|29.52% | |||
|- | |||
|5.5 | |||
|35.35% | |||
|- | |||
|7.5 | |||
|40.62% | |||
|- | |||
|} | |||
=== Item Fabrication Capacity === | === Item Fabrication Capacity === | ||
Revision as of 22:06, 2 September 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.
Workshop Discount
A Workshop reduces Credit/Alloy/Elerium costs of all items and foundry projects by 10%. Workshop adjacency bonus counts as half of the Workshop. Multiple Workshops and adjacencies have diminishing returns and discounts cannot exceed 50%. The price you pay is given by formula:
Percent of price you pay = 0.5 + 0.5 * 0.8 ^ (w + 0.5a)
(Where w is the number of Workshops and a is the number of adjacency bonuses)
Values in the following table represent the natural expansion of Workshops in your base. It is assumed that you first build a Foundry and a Repair Bay, then four Workshops adjacent to them.
| Workshops and adjacencies | Total Discount |
|---|---|
| 0.5 | 5.28% |
| 2 | 18.00% |
| 4 | 29.52% |
| 5.5 | 35.35% |
| 7.5 | 40.62% |
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. If a unit took no base HP damage, there is a 0% chance for the items on that unit to become damaged. If a unit was reduced to 0 health, there's a 20~95% chance for the item to become damaged (depending on the item). The actual chance scales with the percentage of base HP lost. Items with unlimited supply cannot become damaged. Most of the lategame items also cannot become damaged.
Items 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