The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a workshop for adjacency purposes.
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the Equipment page.
Many Foundry projects bear the same name and effects as their original incarnation, though with differing costs, requirements, and time.
Foundry Projects
SHIV-Specific Upgrades
Name
Credit type
Effects
Prerequisites
Cost
Other
Sentinel Drone
-
Grants SHIVs the Repair Servos and Close Combat Specialist perk.
50
Cyberdisc Autopsy
§150
40
0
20
0
21
10x Drone Wreck, 1x UFO Flight Computer
SHIV Suppression
Weapons
Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat. Also unlocks Advanced Suppression Module.
15
Alien Weaponry
§40
0
5
0
0
7
-
General Mechanical Unit Upgrades
Name
Credit type
Effects
Prerequisites
Cost
Other
Advanced Repair
Cybernetics
Reduces interceptor, MEC, SHIV, and item repair time by about one-third.
45
Heavy Floater Autopsy
§500
100
0
0
80
21
4x Heavy Floater Corpse
Advanced Servomotors
Cybernetics
All SHIVs and MECs are granted the Sprinter perk upon completing the project. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs.
45
Mechtoid Autopsy
§300
60
0
40
70
14
8x Mechtoid Core
Field Repairs
-
Allows Arc Throwers to be used to repair SHIVS and MECs.
15
Drone Autopsy
§100
10
10
10
10
14
10x Drone Wreck
Jellied Elerium
Cybernetics
Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the Incinerator Module.
45
Elerium
§100
40
50
80
40
10
-
MEC Close Combat
Cybernetics
Grants all MECs the MEC Close Combat perk, increasing Kinetic Strike damage by 4. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn.
50
Berserker Autopsy
§300
60
30
30
40
7
8x Berserker Corpse
MEC Warfare Systems
Cybernetics
Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items.
20
Alien Biocybernetics
§25
0
0
0
0
7
-
Mechanized Unit Defenses
Armor
Unlocks the Core Armoring and Alloy Carbide Plating items for MECs and SHIVs to increase their defensive capabilities.
30
Advanced Body Armor
§150
60
25
0
0
10
2x Cyberdisc Wreck
Shaped Armor
Armor
Increases health of mechanized units (SHIV, MEC) by 3.
35
Floater Autopsy
§300
80
0
40
40
21
25x Floater Corpse
General Weapon Upgrades
Name
Credit type
Effects
Prerequisites
Cost
Other
Alien Grenades
-
Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%. Bonuses also apply to the MEC Grenade Launcher.
35
Muton Autopsy
§100
20
20
50
0
7
1x Alien Grenade (from live capture)
Ammo Conservation
Weapons
Increases the ammo capacity of weapons by 1 shot/burst.
60
Muton Autopsy
§500
80
100
0
50
14
20x Muton Corpses
Enhanced Ballistics
Weapons
Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1.
10
Alien Materials
§80
10
20
0
0
7
-
Enhanced Lasers
Laser Weapons Weapons
Unlocks Enhanced Beam Optics, which increases beam/pulse Laser weapons damage by +1.
30
Advanced Beam Lasers
§150
40
15
0
0
14
-
Enhanced Plasma
Plasma Weapons Weapons
All plasma-tier weapons receive +1 base damage. Also unlocks Plasma Stellerator, which increases plasma weapons damage by +1.
120
Precision Plasma Weapons
§500
100
100
100
0
21
1x Plasma Dragon
Quenchguns
Gauss Weapons Weapons
Doubles the DR reduction of gauss weapons to 0.67.
60
Advanced Gauss Weapons
§250
40
80
50
25
14
2x Alien Carbine
General Equipment Upgrades
Name
Credit type
Effects
Prerequisites
Cost
Other
Advanced Flight
Aerospace
Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the Fuel Cell item.
50
Antigrav Systems
§325
40
0
40
0
14
5x Drone Wreck, 5x Heavy Floater Corpse, 5x Cyberdisc Wreck
Drone Capture
Cybernetics
XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture).
75
EMP Weapons
§100
0
50
10
0
14
30x Drone Wreck
Improved Arc Thrower
-
Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP).
30
Alien Power Systems
§100
40
30
40
0
14
10x Drone Wreck
Improved Medikit
Cybernetics
Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge.
12
Thin Man Autopsy
§180
0
0
0
20
7
20x Thin Man Corpse
New Combat Systems
-
Unlocks an array of new gear options in combination with other technologies and projects.
30
Experimental Warfare
§100
30
50
20
0
14
-
Psi Warfare Systems
Psionics
Like New Combat Systems, unlocks an assortment of psionic special equipment.
40
Xenopsionics
§100
0
30
20
40
14
12x Sectoid Corpse
SCOPE Upgrade
Weapons
Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.
25
Experimental Warfare
§100
0
35
0
0
7
1x SCOPE
Tactical Rigging
Armor
Grants one extra item slot to soldiers.
80
Muton Elite Autopsy
§500
100
100
0
60
21
20x Muton Elite Corpse
Pistol Upgrades
Name
Credit type
Effects
Prerequisites
Cost
Other
Mag Pistols
Weapons
Grants +8% critical hit chance to all pistols.
10
Alien Weaponry
§35
0
5
0
0
7
-
Rail Pistols
Gauss Weapons Weapons
Grants +8% aim to all pistols.
20
Gauss Weapons
§90
10
35
0
0
10
-
Reflex Pistols
Plasma Weapons Weapons
Grants +1 base damage to all pistols.
35
Compact Plasma Weapons
§145
30
60
30
0
14
1x Alien Pistol
Material Recovery
Name
Credit type
Effects
Prerequisites
Cost
Other
Improved Salvage
-
Increases weapon fragment recovery by 20%.
20
Alien Materials
§200
40
0
20
40
14
-
Alien Metallurgy
-
Increases alien alloy recovery by 20%.
20
Alien Materials
§300
30
0
10
100
14
-
Alien Nucleonics
-
Increases elerium recovery by 20%.
45
Alien Power Systems
§500
120
0
40
150
14
-
Base Security Upgrades
Name
Credit type
Effects
Prerequisites
Cost
Other
Advanced Surgery
Cybernetics
Decreases soldier wound times by 30%.
45
Alien Biocybernetics
§600
0
0
0
0
21
12x Alien Stasis Tank, 12x Alien Surgery
Base Security: Armor
-
Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission.
25
Improved Body Armor
§20
0
0
0
0
3
-
Base Security: Weapons
-
Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission.
25
Beam Lasers
§40
0
0
0
0
3
-
Aerospace Improvements
Name
Credit type
Effects
Prerequisites
Cost
Other
Aircraft Boosters
Aerospace Laser Weapons
Allows production of one-time 'boosters' for interception.
10
Alien Materials
§50
0
10
0
10
7
-
Armored Fighters
Aerospace Armor
Increases all interceptor HP by 1000.
30
Advanced Aerospace Concepts
§400
200
0
60
70
14
30x Floater Corpse
Elerium Afterburners
Aerospace
Increases interceptor combat time by 5 seconds.
45
Alien Propulsion
§200
30
0
30
0
14
2x UFO Power Source
Improved Avionics
Aerospace
Increases interceptor aim by 10.
40
Advanced Aerospace Concepts
§400
10
50
0
0
14
3x UFO Flight Computer
Penetrator Weapons
Aerospace
Increases armor penetration of air weapons by 5.
35
Advanced Aerospace Concepts
§300
80
45
0
0
14
3x Cyberdisc Wreck, 3x UFO Flight Computer
Phoenix Coilguns
Gauss Weapons
Increases the Phoenix Cannon's damage by 90 and armor penetration by 13.
50
Gauss Weapons
§300
120
100
60
40
14
2x UFO Power Source
Stealth Satellites
-
Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).
115
Stealth Systems
§1200
200
0
200
0
28
10x UFO Flight Computer
Supercapacitors
Laser Weapons
Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.
70
Advanced Pulse Lasers
§800
150
100
200
80
21
6x UFO Power Source
Super Skyranger
Aerospace
Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.
35
Advanced Aerospace Concepts
§200
60
0
0
0
14
-
UFO Countermeasures
Aerospace
Increases interceptor dodge chance by +15%.
50
Seeker Autopsy
§350
10
40
60
0
14
4x Seeker Wrecks, 4x UFO Flight Computer
UFO Scanners
-
Add UFO HP display to the interception screen for UFO classes that have their analyses complete.
40
Advanced Aerospace Concepts
§65
10
0
10
0
14
2x UFO Flight Computer
UFO Tracking
Aerospace
Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.
40
Alien Power Systems
§300
20
0
40
0
28
2x UFO Flight Computer
Wingtip Sparrowhawks
Aerospace Gauss Weapons
Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons.