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Engineering (Long War): Difference between revisions

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|image=Wiki-facbox_engineering.png
|image=Wiki-facbox_engineering.png
|isize=256
|isize=256
|effect=Workplace for all engineers
|effect=Manufacture/repair items, build facilities, augment soldiers
|adjacency=None
|adjacency=None
|prerequisites=None
|prerequisites=None
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There are several key differences between engineering in Long War versus vanilla:
There are several key differences between engineering in Long War versus vanilla:


<u>There are only 3 ways to get more engineers:</u>
There are only 3 ways to get more engineers:
::Mission rewards  
* Mission rewards  
::From the end-of-the-month continent-reward for satellite covered nations
* From the end-of-the-month continent-reward for satellite covered nations
::From nation requests in exchange for materials, corpses and captured aliens.
* From nation requests in exchange for materials, equipment, corpses or captured aliens
:: '''Workshops do NOT increase the number of engineers!'''


:Almost nothing is built instantaneously. While in vanilla you could manufacture an extra SCOPE right before a mission, in Long War it takes several days. Most things can be built faster by selecting the Build Quickly mode in the manufacturing dialog. This costs significantly more, and uses some Meld, but produces the item in around half the time.
:The more engineers you have the less time it will take to manufacture items. Engineers do not reduce the materials cost of items.
:The more workshops you have the less materials it will take to manufacture items. Workshop adjacency also reduces the materials cost of items. Workshops do not give you more engineers.
:Base facilities still have a minimum number of engineers to build, but most items and foundry projects do not; they will simply take a very long time if you try to build them with much fewer engineers on staff than recommended.


==See also ==
'''Workshops do NOT increase the number of engineers!'''
 
Almost nothing is built instantaneously. While in vanilla you could manufacture an extra SCOPE right before a mission, in Long War it takes several days. Most things can be built faster by selecting the Build Quickly mode in the manufacturing dialog. This costs significantly more (150%), and uses some Meld, but produces the item in around half the time. The more engineers you have the less time it will take to manufacture items. The more Workshops you have the less materials it will take to manufacture items. Workshop adjacency also reduces the materials cost of items. Base facilities still have a minimum number of engineers to build, but most items and Foundry projects do not; they will simply take a very long time if you try to build them with much fewer engineers on staff than recommended.
 
==See also==
* [[Equipment (Long War)|Equipment]]
* [[Armor (Long War)|Armor]]
* [[Weapons (Long War)|Weapons]]
* [[Facilities_(Long_War)#Expanding|Building facilities]]
* [[MEC Trooper (Long War)|MEC Troopers]]
{{ Facilities (Long War) Navbar}}
{{ Facilities (Long War) Navbar}}
[[Category: Long War]]
[[Category: Long War]]
[[Category: Facilities (Long War)]]
[[Category: Facilities (Long War)]]

Revision as of 07:06, 11 July 2015

Effect Manufacture/repair items, build facilities, augment soldiers
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 0


There are several key differences between engineering in Long War versus vanilla:

There are only 3 ways to get more engineers:

  • Mission rewards
  • From the end-of-the-month continent-reward for satellite covered nations
  • From nation requests in exchange for materials, equipment, corpses or captured aliens


Workshops do NOT increase the number of engineers!

Almost nothing is built instantaneously. While in vanilla you could manufacture an extra SCOPE right before a mission, in Long War it takes several days. Most things can be built faster by selecting the Build Quickly mode in the manufacturing dialog. This costs significantly more (150%), and uses some Meld, but produces the item in around half the time. The more engineers you have the less time it will take to manufacture items. The more Workshops you have the less materials it will take to manufacture items. Workshop adjacency also reduces the materials cost of items. Base facilities still have a minimum number of engineers to build, but most items and Foundry projects do not; they will simply take a very long time if you try to build them with much fewer engineers on staff than recommended.

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