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Engineering (Long War)

From UFOpaedia
Revision as of 07:06, 11 July 2015 by Riw (talk | contribs)
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