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The "Basic Research" project will increase the base points per hour by 5, and it is infinitely repeatable, but each completion increases the cost of the next one by 2800 points.
The "Basic Research" project will increase the base points per hour by 5, and it is infinitely repeatable, but each completion increases the cost of the next one by 2800 points.
== Basic Projects ==
These projects increase XCOM's efficiency at research and engineering, reducing staff requirements and increasing speed. They can be repeated indefinitely, but each time they are completed the time for the next repeat increases.
{| class="wikitable" width=80% style="border-width: 2px"
! rowspan="1" style="width:75px;border-width: 2px"| Research !! colspan="1" style="border-right-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>Points Cost !! colspan="1" | Effect
|-align=center
|style="border-right-width: 2px"|[[Image:XCOM2 Alert Alien Encryption.png|150x75px]]<br>'''Basic Research'''
|style="border-right-width: 2px"|5200<br>(+2800 for each completion)
|style="border-right-width: 2px"|Increases effective scientists for project prerequisites by 1<br>Increases science speed by 5 points per hour
|-align=center
|style="border-right-width: 2px"|[[Image:XCOM2 TECH Bluescreen Project.png|150x75px]]<br>'''Basic Engineering'''
|style="border-right-width: 2px"|5200<br>(+2800 for each completion)
|style="border-right-width: 2px"|Increases effective engineers for project prerequisites by 1
|}
== Resistance ==
These projects unlock facilities for contacting the Resistance in more regions. In addition to the time invested, they now have an intel cost.
{| class="wikitable" width=80% style="border-width: 2px"
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="1" style="border-right-width: 2px"| Prerequisites !! colspan="2" style="border-right-width: 2px"| Cost !! colspan="2" | Unlocks
|-align=center
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 Inv Intel.png|x32px|Intel]]<br>'''Intel'''
|style="border-bottom-width: 2px"| '''Research'''
|style="border-bottom-width: 2px"| '''Facilities'''
|-align=center
|style="border-right-width: 2px"|<div id="Resistance Communications"><h4 style="display: none">Resistance Communications</h4></div>[[Image:XCOM2 GOLDTECH Resistance Communications.png|150x75px]]</div><br>'''Resistance Communications'''
|style="border-right-width: 2px"| -
| 1250
|style="border-right-width: 2px"| 20
| [[Research (LW2)#Resistance Radio|'''Resistance Radio''']]
|style="border-right-width: 2px"| '''Resistance Comms'''
|-align=center
|style="border-right-width: 2px"|<div id="Resistance Radio"><h4 style="display: none">Resistance Radio</h4></div>[[Image:XCOM2 TECH Resistance Radio.png|150x75px]]</div><br>'''Resistance Radio'''
|style="border-right-width: 2px"| [[Research (LW2)#Resistance Communications|'''Resistance Communications''']]
| 40000
|style="border-right-width: 2px"| 60
| -
|style="border-right-width: 2px"| '''''Radio Relays'''''<br>'''Additional Comm Station'''<br>(Resistance Comms upgrade)
|}


== Xenology ==
== Xenology ==
Line 35: Line 79:
| 4500  
| 4500  
|style="border-right-width: 2px"| 30
|style="border-right-width: 2px"| 30
| [[Research (LW2)#Gatekeeper Autopsy|'''Gatekeeper Autopsy''']]<br>[[Research (LW2)#Wraith Suit|''Wraith Suit'']]|| - || '''Psi Lab'''<br>'''Second Cell<br>(Psi Lab upgrade)''' || '''Neurowhip'''<br>''Advanced Psi Amp''<br>''Alien Psi Amp''
| [[Research (LW2)#Gatekeeper Autopsy|'''Gatekeeper Autopsy''']]<br>[[Research (LW2)#Wraith Suit|''Wraith Suit'']]|| - || '''Psi Lab'''<br>'''Second Cell'''<br>(Psi Lab upgrade) || '''Neurowhip'''<br>''Advanced Psi Amp''<br>''Alien Psi Amp''
|}
|}


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Once Alien Biotech has been researched, corpses recovered from some missions can be autopsied. If enough corpses are available, the autopsy will take no time to complete, but only one corpse will be consumed.
Once Alien Biotech has been researched, corpses recovered from some missions can be autopsied. If enough corpses are available, the autopsy will take no time to complete, but only one corpse will be consumed.


{| class="wikitable" width=80% style="border-width: 2px"
{| class="wikitable" width=100% style="border-width: 2px"
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="1" style="border-right-width: 2px"| Prerequisites !! colspan="2" style="border-right-width: 2px"| Cost !! colspan="4" | Unlocks
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="1" style="border-right-width: 2px"| Prerequisites !! colspan="2" style="border-right-width: 2px"| Cost !! colspan="4" | Unlocks
|-align=center
|-align=center
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|style="border-right-width: 2px"| 1x Gatekeeper Shell<br>(10x for Instant)
|style="border-right-width: 2px"| 1x Gatekeeper Shell<br>(10x for Instant)
| - || - || - || '''Arc Blaster'''<br>'''Superior PCS: Focus'''<br>''Alien Psi Amp''
| - || - || - || '''Arc Blaster'''<br>'''Superior PCS: Focus'''<br>''Alien Psi Amp''
|-align=center
|style="border-right-width: 2px"|<div id="Viper King Autopsy"><h4 style="display: none">Viper King Autopsy</h4></div>'''Viper King Autopsy'''
|style="border-right-width: 2px"| [[Research (LW2)#Viper Autopsy|'''Viper Autopsy''']]
| 500
|style="border-right-width: 2px"| Viper King Corpse
| - || '''Serpent Suit''' || - || -
|-align=center
|style="border-right-width: 2px"|<div id="Berserker Queen Autopsy"><h4 style="display: none">Berserker Queen Autopsy</h4></div>'''Berserker Queen Autopsy'''
|style="border-right-width: 2px"| [[Research (LW2)#Berserker Autopsy|'''Berserker Autopsy''']]
| 1000
|style="border-right-width: 2px"| Berserker Queen Corpse
| - || '''R.A.G.E. Suit''' || - || -
|-align=center
|style="border-right-width: 2px"|<div id="Archon King Autopsy"><h4 style="display: none">Archon King Autopsy</h4></div>'''Archon King Autopsy'''
|style="border-right-width: 2px"| [[Research (LW2)#Archon Autopsy|'''Archon Autopsy''']]
| 1500
|style="border-right-width: 2px"| Archon King Corpse
| - || '''Icarus Armor''' || - || -
|}
|}


== ADVENT Autopsies ==
== ADVENT Autopsies ==


{| class="wikitable" width=80% style="border-width: 2px"
Once Alien Biotech has been researched, corpses recovered from some missions can be autopsied. If enough corpses are available, the autopsy will take no time to complete, but only one corpse will be consumed. These also include mechanized units, which can be broken down after their robotics have been investigated (which doubles as drone breakdown).
 
{| class="wikitable" width=100% style="border-width: 2px"
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="1" style="border-right-width: 2px"| Prerequisites !! colspan="2" style="border-right-width: 2px"| Cost !! colspan="4" | Unlocks
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="1" style="border-right-width: 2px"| Prerequisites !! colspan="2" style="border-right-width: 2px"| Cost !! colspan="4" | Unlocks
|-align=center
|-align=center
Line 131: Line 195:
| 2000  
| 2000  
|style="border-right-width: 2px"| 1x ADVENT Trooper Corpse<br>(10x for Instant)
|style="border-right-width: 2px"| 1x ADVENT Trooper Corpse<br>(10x for Instant)
| [[Research (LW2)#ADVENT Stun Lancer Autopsy|'''ADVENT Stun Lancer Autopsy''']]<br>[[Research (LW2)#ADVENT Shieldbearer Autopsy|'''ADVENT Shieldbearer Autopsy''']]<br>[[Research (LW2)#ADVENT Officer Autopsy|'''ADVENT Officer Autopsy''']]<br>[[Research (LW2)#ADVENT Robotics|'''ADVENT Robotics''']]  || ''Alloy Plating'' || '''Proving Ground''' || -
| [[Research (LW2)#ADVENT Stun Lancer Autopsy|'''ADVENT Stun Lancer Autopsy''']]<br>[[Research (LW2)#ADVENT Shieldbearer Autopsy|'''ADVENT Shieldbearer Autopsy''']]<br>[[Research (LW2)#ADVENT Officer Autopsy|'''ADVENT Officer Autopsy''']]<br>[[Research (LW2)#ADVENT Robotics|''ADVENT Robotics'']]  || ''Alloy Plating'' || '''Proving Ground''' || -
|-align=center
|-align=center
|style="border-right-width: 2px"|<div id="ADVENT Stun Lancer Autopsy"><h4 style="display: none">ADVENT Stun Lancer Autopsy</h4></div>[[Image:XCOM2 IC AutopsyAdventStunLancer.png|150x75px]]</div><br>'''ADVENT Stun Lancer Autopsy'''  
|style="border-right-width: 2px"|<div id="ADVENT Stun Lancer Autopsy"><h4 style="display: none">ADVENT Stun Lancer Autopsy</h4></div>[[Image:XCOM2 IC AutopsyAdventStunLancer.png|150x75px]]</div><br>'''ADVENT Stun Lancer Autopsy'''  
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|-align=center
|-align=center
|style="border-right-width: 2px"|<div id="ADVENT Robotics"><h4 style="display: none">ADVENT Robotics</h4></div>[[Image:LW IC AutopsyDrone.png|150x75px]]</div><br>'''ADVENT Robotics'''  
|style="border-right-width: 2px"|<div id="ADVENT Robotics"><h4 style="display: none">ADVENT Robotics</h4></div>[[Image:LW IC AutopsyDrone.png|150x75px]]</div><br>'''ADVENT Robotics'''  
|style="border-right-width: 2px"| [[Research (LW2)#ADVENT Trooper Autopsy|'''ADVENT Trooper Autopsy''']]  
|style="border-right-width: 2px"| [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#ADVENT Trooper Autopsy|'''ADVENT Trooper Autopsy''']]  
| 2000  
| 2000  
|style="border-right-width: 2px"| 3x ADVENT Drone Wreck
|style="border-right-width: 2px"| 3x ADVENT Drone Wreck
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| 2500  
| 2500  
|style="border-right-width: 2px"| 1x ADVENT MEC Wreck<br>(10x for Instant)
|style="border-right-width: 2px"| 1x ADVENT MEC Wreck<br>(10x for Instant)
| - || ''Bluescreen Rounds'' || - || '''Holotargeter Mark II'''<br>''Plated BIT''
| - || '''Bluescreen Protocol''' || - || '''Holotargeter Mark II'''<br>''Plated BIT''
|-align=center
|-align=center
|style="border-right-width: 2px"|<div id="ADVENT Turret Breakdown"><h4 style="display: none">ADVENT Turret Breakdown</h4></div>[[Image:XCOM2 IC AutopsyAdventTurret.png|150x75px]]</div><br>'''ADVENT Turret Breakdown'''  
|style="border-right-width: 2px"|<div id="ADVENT Turret Breakdown"><h4 style="display: none">ADVENT Turret Breakdown</h4></div>[[Image:XCOM2 IC AutopsyAdventTurret.png|150x75px]]</div><br>'''ADVENT Turret Breakdown'''  
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== Weapons ==
== Weapons ==
These projects aim to improve XCOM's weaponry through various means.


{| class="wikitable" width=100% style="border-width: 2px"
{| class="wikitable" width=100% style="border-width: 2px"
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|style="border-right-width: 2px"| -
|style="border-right-width: 2px"| -
| [[Research (LW2)#Laser Weapons|''Laser Weapons'']] || '''Basic Weapon Upgrades''' || - || '''''Weapon Upgrading'''''
| [[Research (LW2)#Laser Weapons|''Laser Weapons'']] || '''Basic Weapon Upgrades''' || - || '''''Weapon Upgrading'''''
|-align=center
|style="border-right-width: 2px"|<div id="Experimental Weapons"><h4 style="display: none">Experimental Weapons</h4></div></div>'''Experimental Weapons'''
|style="border-right-width: 2px"| -
| 2400 || - || - || -
|style="border-right-width: 2px"| -
| - || '''Bolt Caster'''<br>'''Shadowkeeper'''<br>'''Hunter's Axe'''<br>'''Frost Bomb''' || - || -
|-align=center
|-align=center
|style="border-right-width: 2px"|<div id="Laser Weapons"><h4 style="display: none">Laser Weapons</h4></div>[[Image:LW TECH LaserWeapons.png|150x75px]]</div><br>'''Laser Weapons'''  
|style="border-right-width: 2px"|<div id="Laser Weapons"><h4 style="display: none">Laser Weapons</h4></div>[[Image:LW TECH LaserWeapons.png|150x75px]]</div><br>'''Laser Weapons'''  
Line 232: Line 304:
| 10500 || 50 || 10 || -  
| 10500 || 50 || 10 || -  
|style="border-right-width: 2px"| -
|style="border-right-width: 2px"| -
| [[Research (LW2)#Plasma Rifle|''Plasma Rifle'']] || '''Shredstorm Cannons''' || - || '''Gauss Long Rifle''' (1 granted on completion)<br>'''Gauss Cannon'''<br>'''Scattergun'''<br>'''Mag Shorty'''
| [[Research (LW2)#Plasma Rifle|''Plasma Rifle'']] || ''Shredstorm Cannons'' || - || '''Gauss Long Rifle''' (1 granted on completion)<br>'''Gauss Cannon'''<br>'''Scattergun'''<br>'''Mag Shorty'''
|-align=center
|-align=center
|style="border-right-width: 2px"|<div id="Plasma Rifle"><h4 style="display: none">Plasma Rifle</h4></div>[[Image:XCOM2 TECH PlasmaRifle.png|150x75px]]</div><br>'''Plasma Rifle'''  
|style="border-right-width: 2px"|<div id="Plasma Rifle"><h4 style="display: none">Plasma Rifle</h4></div>[[Image:XCOM2 TECH PlasmaRifle.png|150x75px]]</div><br>'''Plasma Rifle'''  
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| 22000 || 150 || 20 || 30
| 22000 || 150 || 20 || 30
|style="border-right-width: 2px"| 3
|style="border-right-width: 2px"| 3
| [[Research (LW2)#Beam Cannon|'''Beam Cannon''']]<br>[[Research (LW2)#Plasma Lance|'''Plasma Lance''']]<br>[[Research (LW2)#Storm Gun|'''Storm Gun''']] || '''Plasma Blasters''' || - || '''Plasma Rifle''' (1 granted on completion)<br>'''Scramgun'''<br>'''Plasma Pistol'''<br>'''Plasma Bolt Caster'''<br>'''Powered Shadowkeeper'''
| [[Research (LW2)#Beam Cannon|'''Beam Cannon''']]<br>[[Research (LW2)#Plasma Lance|'''Plasma Lance''']]<br>[[Research (LW2)#Storm Gun|'''Storm Gun''']] || ''Plasma Blasters'' || - || '''Plasma Rifle''' (1 granted on completion)<br>'''Scramgun'''<br>'''Plasma Pistol'''<br>'''Plasma Bolt Caster'''<br>'''Powered Shadowkeeper'''
|-align=center
|-align=center
|style="border-right-width: 2px"|<div id="Beam Cannon"><h4 style="display: none">Beam Cannon</h4></div>[[Image:XCOM2 TECH Heavy Plasma.png|150x75px]]</div><br>'''Beam Cannon'''  
|style="border-right-width: 2px"|<div id="Beam Cannon"><h4 style="display: none">Beam Cannon</h4></div>[[Image:XCOM2 TECH Heavy Plasma.png|150x75px]]</div><br>'''Beam Cannon'''  
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|}
|}
== Materials and Armor ==
== Materials and Armor ==
These projects study alien materials and improve XCOM's defensive capabilities.
{| class="wikitable" width=100% style="border-width: 2px"
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="1" style="border-right-width: 2px"| Prerequisites !! colspan="5" style="border-right-width: 2px"| Cost !! colspan="4" | Unlocks
|-align=center
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies'''
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Supplies]]<br />'''Alien Alloys'''
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals'''
|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Crystals]]<br />'''Elerium Cores'''
|style="border-bottom-width: 2px"| '''Research'''
|style="border-bottom-width: 2px"| '''Proving Ground'''
|style="border-bottom-width: 2px"| '''Facilities''' 
|style="border-bottom-width: 2px"| '''Items'''
|-align=center
|style="border-right-width: 2px"|<div id="Hybrid Materials"><h4 style="display: none">Hybrid Materials</h4></div>[[Image:XCOM2 TECH Nanofiber Materials.png|150x75px]]</div><br>'''Hybrid Materials'''
|style="border-right-width: 2px"| -
| 2000 || - || 5 || 3
|style="border-right-width: 2px"| -
| [[Research (LW2)#Elerium|'''Elerium''']]<br>[[Research (LW2)#Combat Armor|'''Combat Armor''']]<br>[[Research (LW2)#ADVENT Robotics|''ADVENT Robotics'']]<br>[[Research (LW2)#Laser Weapons|''Laser Weapons'']]<br>[[Research (LW2)#Magnetic Weapons|''Magnetic Weapons'']] || '''Most Proving Ground projects''' || - || '''Tracer Rounds'''
|-align=center
|style="border-right-width: 2px"|<div id="Elerium"><h4 style="display: none">Elerium</h4></div>[[Image:XCOM2 IC Elerium.png|150x75px]]</div><br>'''Elerium'''
|style="border-right-width: 2px"| [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]
| 10000 || 50 || - || 50
|style="border-right-width: 2px"| 5
| [[Research (LW2)#Powered Armor|''Powered Armor'']]<br>[[Research (LW2)#Coilguns|''Coilguns'']] || - || '''Elerium Conduit'''<br>(Power Relay upgrade) || ''Advanced Psi Amp''
|-align=center
|style="border-right-width: 2px"|<div id="Combat Armor"><h4 style="display: none">Combat Armor</h4></div>[[Image:XCOM2 TECH PlatedArmor.png|150x75px]]</div><br>'''Combat Armor'''
|style="border-right-width: 2px"| [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]
| 5500 || 50 || 15 || -
|style="border-right-width: 2px"| -
| [[Research (LW2)#Mobile Armor|'''Mobile Armor''']]<br>[[Research (LW2)#Battle Armor|'''Battle Armor''']]<br>[[Research (LW2)#Powered Armor|''Powered Armor'']] || - || - || '''Predator Armor''' (1 granted on completion)
|-align=center
|style="border-right-width: 2px"|<div id="Mobile Armor"><h4 style="display: none">Mobile Armor</h4></div>[[Image:XCOM2 TECH SpiderSuit.png|150x75px]]</div><br>'''Mobile Armor'''
|style="border-right-width: 2px"| [[Research (LW2)#Combat Armor|'''Combat Armor''']]
| 5500 || 50 || 5 || 2
|style="border-right-width: 2px"| -
| [[Research (LW2)#Shadow Armor|''Shadow Armor'']] || - || - || '''Spider Suit''' (1 granted on completion)
|-align=center
|style="border-right-width: 2px"|<div id="Battle Armor"><h4 style="display: none">Battle Armor</h4></div>[[Image:XCOM2 TECH EXOSuit.png|150x75px]]</div><br>'''Battle Armor'''
|style="border-right-width: 2px"| [[Research (LW2)#Combat Armor|'''Combat Armor''']]
| 5500 || 50 || 10 || -
|style="border-right-width: 2px"| 1
| [[Research (LW2)#Battlesuits|''Battlesuits'']] || ''Plasma Blasters'' || - || '''E.X.O. Suit''' (1 granted on completion)<br>'''Reinforced Frame'''
|-align=center
|style="border-right-width: 2px"|<div id="Powered Armor"><h4 style="display: none">Powered Armor</h4></div>[[Image:XCOM2 TECH PoweredArmor.png|150x75px]]</div><br>'''Powered Armor'''
|style="border-right-width: 2px"| [[Research (LW2)#Combat Armor|'''Combat Armor''']]<br>[[Research (LW2)#Elerium|'''Elerium''']]
| 18000 || 100 || 20 || 20
|style="border-right-width: 2px"| 2
| [[Research (LW2)#Shadow Armor|''Shadow Armor'']]<br>[[Research (LW2)#Battlesuits|''Battlesuits'']] || - || - || '''Warden Armor''' (1 granted on completion)
|-align=center
|style="border-right-width: 2px"|<div id="Shadow Armor"><h4 style="display: none">Shadow Armor</h4></div>[[Image:XCOM2 TECH WraithSuit.png|150x75px]]</div><br>'''Shadow Armor'''
|style="border-right-width: 2px"| [[Research (LW2)#Powered Armor|'''Powered Armor''']]<br>[[Research (LW2)#Mobile Armor|'''Mobile Armor''']]<br>[[Research (LW2)#Psionics|'''Psionics''']]
| 14000 || 100 || 20 || 20
|style="border-right-width: 2px"| 3
| - || - || - || '''Wraith Suit''' (1 granted on completion)
|-align=center
|style="border-right-width: 2px"|<div id="Battlesuits"><h4 style="display: none">Battlesuits</h4></div>[[Image:XCOM2 TECH WARSuit.png|150x75px]]</div><br>'''Battlesuits
|style="border-right-width: 2px"| [[Research (LW2)#Powered Armor|'''Powered Armor''']]<br>[[Research (LW2)#Battle Armor|'''Battle Armor''']]
| 14000 || 100 || 20 || 20
|style="border-right-width: 2px"| 2
| - || ''Shredstorm Cannons'' || - || '''W.A.R. Suit''' (1 granted on completion)<br>'''Anodized Chassis'''<br>''Blaster Gauntlet''
|}


== Golden Path ==
== Golden Path ==


These projects form a major part of the storyline, beginning when either the Blacksite mission is completed or when a Codex Brain is recovered from Skulljacking an ADVENT Officer. The first of these unlocks the Shadow Chamber, a facility needed for every storyline project afterwards. These projects will unlock further storyline missions, including the final ones.
These projects form a major part of the storyline, beginning when either the Blacksite mission is completed or when a Codex Brain is recovered from Skulljacking an ADVENT Officer. The first of these unlocks the Shadow Chamber, a facility needed for every storyline project afterwards. These projects cost Intel, and they will unlock further storyline missions, including the final ones.


{| class="wikitable" width=100% style="border-width: 2px"
{| class="wikitable" width=100% style="border-width: 2px"
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|style="border-bottom-width: 2px"| '''Missions'''
|style="border-bottom-width: 2px"| '''Missions'''
|-align=center
|-align=center
|style="border-right-width: 2px"|<div id="Alien Encryption"><h4 style="display: none">Alien Encryption</h4></div>[[Image:XCOM2 GOLDTECH Alien Encryption.png|150x75px]]</div><br>'''Alien Encryption'''  
|style="border-right-width: 2px"|<div id="Alien Encryption"><h4 style="display: none">Alien Encryption</h4></div>[[Image:XCOM2 Alert Alien Encryption.png|150x75px]]</div><br>'''Alien Encryption'''  
| -  
| -  
|style="border-right-width: 2px"| '''Blacksite Vial'''<br>''or''<br>'''Codex Brain'''  
|style="border-right-width: 2px"| '''Blacksite Vial'''<br>''or''<br>'''Codex Brain'''  
Line 329: Line 466:
|}
|}


== Basic and Intel Research ==
== Intel and Rendering ==
 
Datapads, Leads, Cores and Corpses can be processed with these projects, consuming them in exchange for resources.


== Corpse Rendering ==
{| class="wikitable" width=40% style="border-width: 2px"
! rowspan="2" style="width:75px;border-width: 2px"| Research !!  colspan="2" style="border-right-width: 2px"| Cost !! rowspan="2" | Reward
|-align=center
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 Inv Storage Module.png|x32px|Item Consumed]]<br>'''Item'''
|-align=center
|style="border-right-width: 2px"| [[Image:XCOM2 TECH Advent Datapad.png|150x75px]]</div><br>'''ADVENT Datapad Decryption'''
| 1200
|style="border-right-width: 2px"| ADVENT Datapad
|style="border-right-width: 2px"| [[image:XCOM2 Inv Intel.png|x32px|Intel]]<br>'''20-30 Intel'''
|-align=center
|style="border-right-width: 2px"| [[Image:XCOM2 IC Alien Datapad Decryption.png|150x75px]]</div><br>'''Alien Data Cache Decryption'''
| 1800
|style="border-right-width: 2px"| Alien Data Cache
|style="border-right-width: 2px"| [[image:XCOM2 Inv Intel.png|x32px|Intel]]<br>'''31-40 Intel'''
|-align=center
|style="border-right-width: 2px"| [[Image:XCOM2 TECH Facility Lead.png|150x75px]]</div><br>'''Facility Lead'''
| 1800<br>(+1200 for each completion)
|style="border-right-width: 2px"| Facility Lead<br>5 Intel
|style="border-right-width: 2px"| '''Alien Facility Revealed'''
|}


== Comprehensive Tech Tree ==
== Comprehensive Tech Tree ==
Line 339: Line 498:


The full Comprehensive Tech Tree 1.3 (including item stats) is available [http://i.imgur.com/gVgX5dU.png here]
The full Comprehensive Tech Tree 1.3 (including item stats) is available [http://i.imgur.com/gVgX5dU.png here]
File:XCOM_2_Long_War_1_3_Tech_Tree_(no_stats).jpg
[[Category:Facilities (LW2)]]
[[Category:Facilities (LW2)]]

Revision as of 12:45, 11 September 2020

Long War 2 Main Page

Research in Long War 2 has been expanded with two more weapon tier techs, one more autopsy, and more Proving Grounds projects unlocked by autopsies.

  • Unlocked items in bold don't need any other project, while items in italics need another research or Proving Grounds project to be fully available.

Research Time

The time to research a project is based on a points system: each project has a required amount of points to complete, and each hour a number of points is added depending on the number of scientists in the Avenger and how they're staffed.

At the start of the game, the only contribution to research comes from Tygan, counts as a scientist contributing 10 science points per hour, but he cannot be assigned to any scientist staff slots. Each additional scientist contributes another 5 points per hour, increasing to 10 if they're working in a laboratory, but if they're staffed in any other facility, they won't be able to contribute to research.

The "Basic Research" project will increase the base points per hour by 5, and it is infinitely repeatable, but each completion increases the cost of the next one by 2800 points.

Basic Projects

These projects increase XCOM's efficiency at research and engineering, reducing staff requirements and increasing speed. They can be repeated indefinitely, but each time they are completed the time for the next repeat increases.

Research Research Points
Points Cost
Effect

Basic Research
5200
(+2800 for each completion)
Increases effective scientists for project prerequisites by 1
Increases science speed by 5 points per hour

Basic Engineering
5200
(+2800 for each completion)
Increases effective engineers for project prerequisites by 1

Resistance

These projects unlock facilities for contacting the Resistance in more regions. In addition to the time invested, they now have an intel cost.

Research Prerequisites Cost Unlocks
Research
Research
Research Points
Points
Intel
Intel
Research Facilities

Resistance Communications


Resistance Communications
- 1250 20 Resistance Radio Resistance Comms

Resistance Radio


Resistance Radio
Resistance Communications 40000 60 - Radio Relays
Additional Comm Station
(Resistance Comms upgrade)

Xenology

These projects study the aliens' capabilities in a way that doesn't fit in other categories.

Research Prerequisites Cost Unlocks
Research
Research
Research Points
Points
Supplies
Supplies
Research Proving Ground Facilities Items

Alien Biotech


Alien Biotech
- 1300 - Most autopsies Hazmat Vest - AP Rounds

Psionics


Psionics
Sectoid Autopsy 4500 30 Gatekeeper Autopsy
Wraith Suit
- Psi Lab
Second Cell
(Psi Lab upgrade)
Neurowhip
Advanced Psi Amp
Alien Psi Amp

Alien Autopsies

Once Alien Biotech has been researched, corpses recovered from some missions can be autopsied. If enough corpses are available, the autopsy will take no time to complete, but only one corpse will be consumed.

Research Prerequisites Cost Unlocks
Research
Research
Research Points
Points
Corpses
Corpses
Research Proving Ground Facilities Items

Sectoid Autopsy


Sectoid Autopsy
Alien Biotech 2200 1x Sectoid Corpse
(10x for Instant)
Psionics Talon Rounds - Mind Shield
Advanced PCS: Focus

Viper Autopsy


Viper Autopsy
Alien Biotech 2500 1x Viper Corpse
(10x for Instant)
Viper King Autopsy Battlefield Medicine
Venom Rounds
Gas Grenade
- -

Muton Autopsy


Muton Autopsy
Alien Biotech 3500 1x Muton Corpse
(10x for Instant)
Berserker Autopsy
Muton Elite Autopsy
Tactical Vest
Plasma Grenade
- Vibroblade

Berserker Autopsy


Berserker Autopsy
Muton Autopsy 3500 1x Berserker Corpse
(10x for Instant)
Berserker Queen Autopsy Hellweave - Overdrive Serum

Muton Elite Autopsy


Muton Elite Autopsy
Muton Autopsy 4000 1x Muton Elite Corpse
(10x for Instant)
- Carapace Plating
Dragon Rounds
- Blaster Gauntlet

Archon Autopsy


Archon Autopsy
Alien Biotech 4000 1x Archon Corpse
(10x for Instant)
Archon King Autopsy Acid Grenade - Fusion Blade
Fusion Axe

Faceless Autopsy


Faceless Autopsy
Alien Biotech 3500 1x Faceless Corpse
(10x for Instant)
- Chameleon Suit
Needle Rounds
- -

Chryssalid Autopsy


Chryssalid Autopsy
Alien Biotech 2500 1x Chryssalid Corpse
(10x for Instant)
- Chitin Plating
Flechette Rounds
- -

Andromedon Autopsy


Andromedon Autopsy
Alien Biotech 4000 1x Andromedon Wreck
(10x for Instant)
- Advanced Grenades - Holotargeter Mark III

Gatekeeper Autopsy


Gatekeeper Autopsy
Psionics 5000 1x Gatekeeper Shell
(10x for Instant)
- - - Arc Blaster
Superior PCS: Focus
Alien Psi Amp

Viper King Autopsy

Viper King Autopsy
Viper Autopsy 500 Viper King Corpse - Serpent Suit - -

Berserker Queen Autopsy

Berserker Queen Autopsy
Berserker Autopsy 1000 Berserker Queen Corpse - R.A.G.E. Suit - -

Archon King Autopsy

Archon King Autopsy
Archon Autopsy 1500 Archon King Corpse - Icarus Armor - -

ADVENT Autopsies

Once Alien Biotech has been researched, corpses recovered from some missions can be autopsied. If enough corpses are available, the autopsy will take no time to complete, but only one corpse will be consumed. These also include mechanized units, which can be broken down after their robotics have been investigated (which doubles as drone breakdown).

Research Prerequisites Cost Unlocks
Research
Research
Research Points
Points
Corpses
Corpses
Research Proving Ground Facilities Items

ADVENT Trooper Autopsy


ADVENT Trooper Autopsy
Alien Biotech 2000 1x ADVENT Trooper Corpse
(10x for Instant)
ADVENT Stun Lancer Autopsy
ADVENT Shieldbearer Autopsy
ADVENT Officer Autopsy
ADVENT Robotics
Alloy Plating Proving Ground -

ADVENT Stun Lancer Autopsy


ADVENT Stun Lancer Autopsy
ADVENT Trooper Autopsy 2000 1x ADVENT Stun Lancer Corpse
(10x for Instant)
- - - Arc Blade
Advanced Arc Thrower

ADVENT Shieldbearer Autopsy


ADVENT Shieldbearer Autopsy
ADVENT Trooper Autopsy 2200 1x ADVENT Shieldbearer Corpse
(10x for Instant)
- Stasis Vest
Stiletto Rounds
- -

ADVENT Officer Autopsy


ADVENT Officer Autopsy
ADVENT Trooper Autopsy 4000 1x ADVENT Officer Corpse
(10x for Instant)
Magnetic Weapons
Skulljack
Incendiary Grenade
- -

ADVENT Robotics


ADVENT Robotics
Hybrid Materials
ADVENT Trooper Autopsy
2000 3x ADVENT Drone Wreck ADVENT MEC Breakdown
ADVENT Turret Breakdown
Sectopod Breakdown
Mechanized Warfare
Skullmining
Redscreen Rounds
Battlescanners
- GREMLIN Mark II

ADVENT MEC Breakdown


ADVENT MEC Breakdown
ADVENT Robotics 2500 1x ADVENT MEC Wreck
(10x for Instant)
- Bluescreen Protocol - Holotargeter Mark II
Plated BIT

ADVENT Turret Breakdown


ADVENT Turret Breakdown
ADVENT Robotics 1200 1x ADVENT Turret Wreck
(10x for Instant)
- Falcon Rounds Defense Matrix -

Sectopod Breakdown


Sectopod Breakdown
ADVENT Robotics 5000 1x Sectopod Wreck
(10x for Instant)
- Proximity Mines - GREMLIN Mark III
Powered BIT

Weapons

These projects aim to improve XCOM's weaponry through various means.

Research Prerequisites Cost Unlocks
Research
Research
Research Points
Points
Supplies
Supplies
Supplies
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Crystals
Elerium Cores
Research Proving Ground Facilities Items

Modular Weapons


Modular Weapons
- 760 - - - - Laser Weapons Basic Weapon Upgrades - Weapon Upgrading

Experimental Weapons

Experimental Weapons
- 2400 - - - - - Bolt Caster
Shadowkeeper
Hunter's Axe
Frost Bomb
- -

Laser Weapons


Laser Weapons
Modular Weapons
Hybrid Materials
4000 - 2 5 - Advanced Laser Weapons - - Laser Rifle (1 granted on completion)
Laser Stengun
Laser Pistol

Advanced Laser Weapons


Advanced Laser Weapons
Laser Weapons 4000 - 2 10 - Plasma Rifle - - Laser Cannon (1 granted on completion)
Scatterray
Laser Lance

Magnetic Weapons


Magnetic Weapons
Hybrid Materials
ADVENT Officer Autopsy
10500 50 10 - - Advanced Magnetic Weaponry - - Mag Rifle (1 granted on completion)
Stuttermag
Mag Pistol
Gauntlet Mark II
Advanced Grenade Launcher
Magnetic Bolt Caster
Enhanced Shadowkeeper

Advanced Magnetic Weaponry


Advanced Magnetic Weaponry
Magnetic Weapons 10500 50 10 - - Coilguns - - Shard Gun (1 granted on completion)
Mag Cannon
Mag Long Rifle
Helix Rail-Cannon

Coilguns


Coilguns
Advanced Magnetic Weaponry
Elerium
18000 100 15 15 - Advanced Coilguns - - Coil Rifle (1 granted on completion)
Subcoiler
Gauss Pistol

Advanced Coilguns


Advanced Coilguns
Coilguns 10500 50 10 - - Plasma Rifle Shredstorm Cannons - Gauss Long Rifle (1 granted on completion)
Gauss Cannon
Scattergun
Mag Shorty

Plasma Rifle


Plasma Rifle
Advanced Laser Weapons
Advanced Coilguns
22000 150 20 30 3 Beam Cannon
Plasma Lance
Storm Gun
Plasma Blasters - Plasma Rifle (1 granted on completion)
Scramgun
Plasma Pistol
Plasma Bolt Caster
Powered Shadowkeeper

Beam Cannon


Beam Cannon
Plasma Rifle 15000 100 10 15 1 - - - Beam Cannon (1 granted on completion)
Elerium Phase-Cannon

Plasma Lance


Plasma Lance
Plasma Rifle 15000 100 10 15 1 - - - Plasma Lance (1 granted on completion)

Storm Gun


Storm Gun
Plasma Rifle 15000 100 10 15 1 - - - Storm Gun (1 granted on completion)

Materials and Armor

These projects study alien materials and improve XCOM's defensive capabilities.

Research Prerequisites Cost Unlocks
Research
Research
Research Points
Points
Supplies
Supplies
Supplies
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Crystals
Elerium Cores
Research Proving Ground Facilities Items

Hybrid Materials


Hybrid Materials
- 2000 - 5 3 - Elerium
Combat Armor
ADVENT Robotics
Laser Weapons
Magnetic Weapons
Most Proving Ground projects - Tracer Rounds

Elerium


Elerium
Hybrid Materials 10000 50 - 50 5 Powered Armor
Coilguns
- Elerium Conduit
(Power Relay upgrade)
Advanced Psi Amp

Combat Armor


Combat Armor
Hybrid Materials 5500 50 15 - - Mobile Armor
Battle Armor
Powered Armor
- - Predator Armor (1 granted on completion)

Mobile Armor


Mobile Armor
Combat Armor 5500 50 5 2 - Shadow Armor - - Spider Suit (1 granted on completion)

Battle Armor


Battle Armor
Combat Armor 5500 50 10 - 1 Battlesuits Plasma Blasters - E.X.O. Suit (1 granted on completion)
Reinforced Frame

Powered Armor


Powered Armor
Combat Armor
Elerium
18000 100 20 20 2 Shadow Armor
Battlesuits
- - Warden Armor (1 granted on completion)

Shadow Armor


Shadow Armor
Powered Armor
Mobile Armor
Psionics
14000 100 20 20 3 - - - Wraith Suit (1 granted on completion)

Battlesuits


Battlesuits
Powered Armor
Battle Armor
14000 100 20 20 2 - Shredstorm Cannons - W.A.R. Suit (1 granted on completion)
Anodized Chassis
Blaster Gauntlet

Golden Path

These projects form a major part of the storyline, beginning when either the Blacksite mission is completed or when a Codex Brain is recovered from Skulljacking an ADVENT Officer. The first of these unlocks the Shadow Chamber, a facility needed for every storyline project afterwards. These projects cost Intel, and they will unlock further storyline missions, including the final ones.

Research Prerequisites Cost Unlocks
Research
Research
Other Research Points
Points
Items
Items
Intel
Intel
Supplies
Supplies
Elerium Crystals
Elerium Crystals
Research Proving Ground Facilities Missions

Alien Encryption


Alien Encryption
- Blacksite Vial
or
Codex Brain
3580 - 40 - - - - Shadow Chamber -

Blacksite Vial


Blacksite Vial
- Shadow Chamber 3500 Blacksite Vial 50 - - - - - Blacksite Data Coordinates

Codex Brain


Codex Brain
Alien Biotech Shadow Chamber 2400 Codex Brain 25 - - Encrypted Codex Data - - Codex Brain Coordinates

Encrypted Codex Data


Encrypted Codex Data
Alien Biotech
Codex Brain
Shadow Chamber 3800 - 25 - - - - - Breach the Alien Network

Recovered ADVENT Stasis Suit


Recovered ADVENT Stasis Suit
- Shadow Chamber 4000 ADVENT Stasis Suit 60 - - Avatar Autopsy - - -

Psionic Gate


Psionic Gate
- Shadow Chamber
(Psionic Gate upgrade)
4000 - 80 65 10 Avatar Autopsy Mimic Beacons - -

Avatar Autopsy


Avatar Autopsy
Alien Biotech
Recovered ADVENT Stasis Suit
Psionic Gate
Shadow Chamber 5000 Avatar Corpse - - - - - - ADVENT Network Tower
and
Alien Fortress

Intel and Rendering

Datapads, Leads, Cores and Corpses can be processed with these projects, consuming them in exchange for resources.

Research Cost Reward
Research Points
Points
Item Consumed
Item

ADVENT Datapad Decryption
1200 ADVENT Datapad Intel
20-30 Intel

Alien Data Cache Decryption
1800 Alien Data Cache Intel
31-40 Intel

Facility Lead
1800
(+1200 for each completion)
Facility Lead
5 Intel
Alien Facility Revealed

Comprehensive Tech Tree

Created by Reddit User exodusinfinite

The Basic Tech Tree 1.3 (without Item stats) is available here

The full Comprehensive Tech Tree 1.3 (including item stats) is available here