Effect Development of new technologies and investigating alien species Adjacency Bonus None Prerequisites None Other None Build costs | | | | Normal §0 | 0 | 0 | 0 | 0 Quick §0 | 0 | 0 | 0 | 0 Maintenance §0 Power 5



The Research Lab houses the research team, headed by Dr. Vahlen.

Options:

Start New Research Project .

. Change Research Project . If necessary, this can be done at any time. The progress achieved in the current project won't be lost.

. If necessary, this can be done at any time. The progress achieved in the current project won't be lost. Access Research Archives . Here you can see information about projects that have already been completed.

. Here you can see information about projects that have already been completed. Review Research Credits . View the research credits gained from completed interrogations.

. View the research credits gained from completed interrogations. Visit the Gene Lab. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can be sent to genetic modification. See Genetics Lab (Long War).

New in Long War

While research in Long War works similar to how it works in Vanilla, there are some notable changes:

New research projects have been added, expanding the research tree.

The time required to research a project has been increased.

Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.

Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.

Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.

Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.

Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.

UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.

All Council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.

South America's continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.

Research Speed

The duration listed for all research projects is the duration for 30 scientists with no Laboratories, adjacency bonus or research credits.

Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.

Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.

Each Laboratories additively increases the effectiveness of your scientists by 20%.

Each adjacency links between Laboratories, the Genetics Lab and the Psionic Labs additively increases the effectiveness of your scientists by 10%.

Interrogations provide research credits, which lower the research time of all research projects and foundry projects that match the credit type by 25%.

Expertise (Brazil's starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction.

FORMULA: finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus, with creditBonus = 0.75, brazilExpertiseBonus = 0.85

Analysis Projects

Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.

Items in the "Unlocks" columns that are listed in italic and gray require multiple research projects, or require both a research project and a Foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.

Exception: Alien Operations only require a single interrogation in addition to Xenopsionics.

Alien Autopsies

Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.

In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related Council requests.

Alien Autopsies (Long War) Research Prerequisites Cost Unlocks Corpses Research Foundry Loadout Other Council Request Sectoid Autopsy Xenobiology 10 Sectoids 4 Sectoid Commander Autopsy

Mechtoid Autopsy

Sectoid Interrogation

Xenopsionics - - Smart Macrophages

(Gene Mod) - Thin Man Autopsy Xenobiology 10 Thin Men 6 Thin Man Interrogation Improved Medikit Chem Grenade



Restorative Mist

(MEC) Muscle Fiber Density

(Gene Mod) Thin Man Corpses

(Soldiers / Scientists / Engineers) Floater Autopsy Alien Biocybernetics 10 Floaters 5 Heavy Floater Autopsy

Floater Interrogation Shaped Armor Kinetic Strike Module

(MEC) Uplink Targeting (Aim) Module (Aerospace)

Flak Ammo Floater Corpses

(Soldiers / Engineers) Muton Autopsy Xenobiology 10 Mutons 8 Muton Elite Autopsy

Berserker Autopsy

Muton Interrogation Ammo Conservation

Alien Grenades - Adrenal Neurosympathy

(Gene Mod) Muton Corpses

(Soldiers / Scientists / Engineers) Berserker Autopsy Muton Autopsy

Xenoneurology 5 Berserkers 10 Berserker Interrogation MEC Close Combat Combat Stims Neural Damping

(Gene Mod) Berserker Corpses

(Soldiers / Credits / Scientists) Sectoid Commander Autopsy Sectoid Autopsy

Xenogenetics 5 Sectoid Commanders 35 Sectoid Commander Interrogation - Mind Shield Mind Merge

(Psi Power) Sectoid Commander Corpses

(Soldiers / Scientists)



Alien Entertainment

(Panic Reduction) Heavy Floater Autopsy Floater Autopsy 5 Heavy Floaters 10 Heavy Floater Interrogation Advanced Repair Damage Control Pod

(SHIV) - Heavy Floater Corpses

(Soldiers / Scientists / Engineers) Muton Elite Autopsy Muton Autopsy 5 Muton Elites 10 Muton Elite Interrogation Tactical Rigging - Secondary Heart

(Gene Mod) Muton Elite Corpses

(Soldiers / Scientists) Ethereal Autopsy Xenopsionics 3 Ethereals 50 Ethereal Interrogation - - Telekinetic Field

(Psi Power) Ethereal Corpses

(Soldiers and maybe Scientists) Drone Autopsy Alien Computers 5 Drones 3 - Field Repairs Holo-Targeter

(MEC/SHIV) - Drone Wrecks

(Engineers) Seeker Autopsy Alien Computers 5 Seekers 6 - UFO Countermeasures Respirator Implant

Chameleon Suit

Shadow Device Bioelectric Skin

(Gene Mod) Seeker Wrecks

(Engineers / Credits) Chryssalid Autopsy Xenogenetics 5 Chryssalids 9 - - Chitin Plating Adaptive Bone Marrow

(Gene Mod) Chryssalid Carcasses

(Credits / Scientists) Cyberdisc Autopsy Alien Biocybernetics 3 Cyberdiscs 7 - Sentinel Drone Autosentry Turret

(SHIV) Iron Skin

(Gene Mod)



Defensive Matrix (Dodge) Module

(Aerospace) Cyberdisc Wrecks

(Credits and

Soldiers / Engineers) Mechtoid Autopsy Sectoid Autopsy

Alien Biocybernetics 3 Mechtoids 18 - Advanced Servomotors Psi Screen



Tactical Sensors

(MEC) - Mechtoid Cores

(Scientists and Engineers) Sectopod Autopsy Alien Computers 3 Sectopods 25 - - Battle Computer

(MEC/SHIV)



Weapon Supercooler

(SHIV) - Sectopod Wrecks

(Credits and Engineers)

Alien Interrogations

Alien captives that have been captured with an Arc Thrower and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.

All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type by 25%, and often also unlock related Council requests.

Alien Interrogations (Long War) Research Prerequisites Cost Unlocks Research Credits Captives Research Other Council Request Research Foundry Sectoid Interrogation Sectoid Autopsy 1 Sectoid 9 Alien Operations Psi Inspiration

(Psi Power) Sectoid Captive

(Soldiers / Scientists) Cybernetics:

Xenogenetics

Alien Biocybernetics Cybernetics:

Advanced Repair

Advanced Servomotors

Advanced Surgery

Drone Capture

Improved Medikit

Jellied Elerium

MEC Close Combat

MEC Warfare Systems Thin Man Interrogation Thin Man Autopsy 1 Thin Man 10 Alien Operations Regen Biofield

(Psi Power) Thin Man Captive

(Scientists / Credits) Laser Weapons:

Beam Lasers

Advanced Beam Lasers

Pulse Lasers

Advanced Pulse Lasers Laser Weapons:

Aircraft Boosters

Enhanced Lasers

Supercapacitators Floater Interrogation Floater Autopsy 1 Floater 9 Alien Operations - Floater Captive

(Engineers) Aerospace:

UFO Analysis: (all)

Advanced Aerospace Concepts

Alien Propulsion

Antigrav Systems Aerospace:

Advanced Flight

Aircraft Boosters

Armored Fighters

Elerium Afterburners

Improved Avionics

Penetrator Weapons

Super Skyranger

UFO Countermeasures

UFO Tracking

Wingtip Sparrowhawks Muton Interrogation Muton Autopsy 1 Muton 14 Alien Operations Distortion Field

(Psi Power) Muton Captive

(Soldiers and maybe

Scientists) Gauss Weapons:

Gauss Weapons

Advanced Gauss Weapons Gauss Weapons:

Mag Pistols

Phoenix Coilguns

Quenchguns

Rail Pistols

Wingtip Sparrowhawks Berserker Interrogation Berserker Autopsy 1 Berserker 20 Alien Operations Psi Panic

(Psi Power) Berserker Captive

(Soldiers and maybe Scientists) Armor:

Improved Body Armor

Advanced Body Armor

Mobile Power Armor

Advanced Power Armor

Improved Combat Exoskeletons

Heavy Combat Exoskeletons

Mobile Combat Exoskeletons Armor:

Armored Fighters

Shaped Armor

Mechanized Unit Defenses

Tactical Rigging Sectoid Commander Interrogation Sectoid Commander Autopsy 1 Sectoid Commander 35 Alien Operations Psychokinetic Strike

(Psi Power) Sectoid Commander Captive

(Panic Reduction and

Soldiers / Scientists) Psionics:

Xenopsionics

Alien Operations

Alien Command and Control

Mind and Machine Psionics:

Psi Warfare Systems Heavy Floater Interrogation Heavy Floater Autopsy 1 Heavy Floater 18 Alien Operations - Heavy Floater Captive

(Engineers and Scientists / Soldiers) Plasma Weapons:

Plasma Weapons

Advanced Plasma Weapons

Compact Plasma Weapons

Heavy Plasma Weapons

Precision Plasma Weapons

Vehicular Plasma Weapons Plasma Weapons:

Enhanced Plasma

Reflex Pistols Muton Elite Interrogation Muton Elite Autopsy 1 Muton Elite 25 Alien Operations Pyrokinesis

(Psi Power) Muton Elite Captive

(Soldiers and maybe

Scientists) Weapons:

All Laser Weapon Research

All Gauss Weapon Research

All Plasma Weapon Research

Alien Weaponry

EMP Weapons

Fusion Weapons Weapons:

All Laser Weapon Projects

All Gauss Weapon Projects

All Plasma Weapon Projects

Ammo Conservation

Enhanced Ballistics

SCOPE Upgrade

SHIV Suppression Ethereal Interrogation Ethereal Autopsy 1 Ethereal 50 Alien Operations

Alien Command and Control Mind Control

(Psi Power)



Rift

(Psi Power) Ethereal Captive

(Scientists and Engineers) All Research All Projects

UFO Analysis

Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 10% damage bonus against all UFOs of the same type. Also, once UFO Scanners Foundry project is completed, analyzed UFO's display damage during Air Combat.

All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.

Technology Projects

Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.

Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.

Xenology

These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.

Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.

Materials and Aerospace

These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as Council requests for these materials.

Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.

Materials and Aerospace (Long War) Research Credit type Prerequisites Cost Unlocks Devices Research Foundry Loadout & Other Council Request Alien Materials - - 4 4 10 1 - 6 Elerium

Advanced Aerospace Concepts

UFO Analysis: (all)

Alien Biocybernetics

Improved Body Armor

Gauss Weapons Alien Metallurgy

Improved Salvage

Enhanced Ballistics

Aircraft Boosters Alloy Plating

Breaching Ammo

Shredder Ammo

Alloy Bipod

Phoenix Cannon



HEAT Ammo (SHIV) Alien Alloys

(Credits / Scientists / Engineers)



Elerium

(Credits / Scientists / Engineers)



Meld

(Credits / Scientists / Engineers) Alien Weaponry Weapons - - - 5 - - 6 Experimental Warfare

Beam Lasers

Plasma Weapons Mag Pistols

SHIV Suppression SCOPE

Marksman's Scope Weapon Fragments

(Engineers) Experimental Warfare - Alien Weaponry - - 20 - - 8 Advanced Aerospace Concepts

Gauss Weapons SCOPE Upgrade

New Combat Systems Smartshell Pod

(SHIV)



Adaptive Tracking Pod

(SHIV) - Alien Computers - - - - - - 4 UFO

Flight

Computers 10 Alien Power Systems

Drone Autopsy

Seeker Autopsy

Sectopod Autopsy

Alien Biocybernetics - Satellite Nexus

(Facility) UFO Flight Computers

(Engineers / Credits / Soldiers) Advanced Aerospace Concepts Aerospace Alien Materials

Experimental Warfare 10 - 50 - - 22 Alien Propulsion Super Skyranger

Armored Fighters

Improved Avionics

Penetrator Weapons

Wingtip Sparrowhawks

UFO Scanners - - Elerium - Alien Materials - 60 - - - 30 Alien Power Systems

Mobile Power Armor Jellied Elerium Elerium Turbos

(SHIV) - Alien Power Systems - Alien Computers

Elerium - 60 - - 6 UFO

Power

Sources 40 Alien Propulsion

Advanced Power Armor

Pulse Lasers

Plasma Weapons Alien Nucleonics

Improved Arc Thrower

UFO Tracking Elerium Generator

(Facility) UFO Power Sources

(Credits and

Soldiers / Scientists / Engineers) Alien Propulsion Aerospace Alien Power Systems

Advanced Aerospace Concepts 20 100 160 - 6 UFO

Power

Sources 92 Antigrav Systems Elerium Afterburners Firestorm

(Aerospace) -

Armor, MECs, and SHIVs

These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.

Armor, MECs, and SHIVs (Long War) Research Credit type Prerequisites Cost Unlocks Research Foundry Loadout Other Improved Body Armor Armor Alien Materials 8 - - - 8 Advanced Body Armor Security Training: Armor Phalanx Armor

Aurora Armor

Reinforced Armor

Armor Piercing Ammo Alloy SHIV Advanced Body Armor Armor Improved Body Armor 12 - - - 20 Mobile Power Armor Mechanized Unit Defenses Kestrel Armor

Carapace Armor - Mobile Power Armor Armor Advanced Body Armor

Elerium 20 20 - - 40 Improved Combat Exoskeletons

Advanced Power Armor - Banshee Armor

Aegis Armor

Impact Vest - Improved Combat Exoskeletons Armor Mobile Power Armor

Alien Biocybernetics 10 100 50 10 50 Mobile Combat Exoskeletons

Heavy Combat Exoskeletons - MEC-2 Defender

MEC-3 Valiant

- Advanced Power Armor Armor Mobile Power Armor

Alien Power Systems 20 40 - - 68 Mobile Combat Exoskeletons

Heavy Combat Exoskeletons

Antigrav Systems

Stealth Systems - Corsair Armor

Titan Armor

Walker Servos - Antigrav Systems Aerospace Advanced Power Armor

Alien Propulsion 5 100 - - 70 - Advanced Flight Seraph Armor

Archangel Armor

Fuel Cell



The Thumper (MEC) Hover SHIV Stealth Systems - Advanced Power Armor

Alien Communications 30 100 - - 80 - Stealth Satellites Shadow Armor - Heavy Combat Exoskeletons Armor Advanced Power Armor

Improved Combat Exoskeletons 20 75 50 10 90 - - MEC-4 Dauntless

MEC-5 Devastator

- Mobile Combat Exoskeletons Armor Advanced Power Armor

Improved Combat Exoskeletons 15 100 50 10 90 - - MEC-6 Vanguard

MEC-7 Vindicator

- Mind and Machine Psionics Alien Biocybernetics

Alien Command and Control 20 100 - 5 150 - - Vortex Armor -

Laser and Gauss Weapons

These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.

Laser and Gauss Weapons (Long War) Research Credit type Prerequisites Cost Unlocks Research Foundry Loadout Other Beam Lasers Laser Weapons

Weapons Alien Weaponry 10 - 40 - 8 Advanced Beam Lasers Security Training: Weapons Laser Shatterray

Laser Carbine

Laser Rifle

Autolaser

Gatling Laser

Laser Pistol

Heater Laser Rifles

(Council Request

for Soldiers) Advanced Beam Lasers Laser Weapons

Weapons Beam Lasers 10 - 50 - 14 Pulse Lasers Enhanced Lasers Heavy Laser Rifle

Scatter Laser

Laser Strike Rifle

Laser Sniper Rifle



Laser Lance (MEC)

Superheavy Laser (SHIV) Laser Cannon

(Aerospace) Gauss Weapons Gauss Weapons

Weapons Alien Materials

Experimental Warfare 20 10 80 - 32 Advanced Gauss Weapons Rail Pistols

Phoenix Coilguns Gauss Stuttergun

Gauss Carbine

Gauss Rifle

Gauss Autorifle

Gauss Machine Gun

Gauss Autopistol



Grenade Launcher (MEC)

Sentry Gun (SHIV) - Advanced Gauss Weapons Gauss Weapons

Weapons Gauss Weapons 20 10 100 - 38 Electromagnetic Pulse (EMP) Weapons Quenchguns Heavy Gauss Rifle

Alloy Cannon

Alloy Strike Rifle

Gauss Long Rifle

Recoilless Rifle



Railgun (MEC)

Proximity Mine Launcher (MEC) - Pulse Lasers Laser Weapons

Weapons Advanced Beam Lasers

Alien Power Systems 20 40 125 - 60 Advanced Pulse Lasers - Pulse Stengun

Pulse Carbine

Pulse Rifle

Pulse Autoblaster

Gatling Pulser

Blaster



Superheavy Pulser (SHIV) - Advanced Pulse Lasers Laser Weapons

Weapons Pulse Lasers 20 40 150 - 65 EMP Weapons Supercapacitors Heavy Pulse Rifle

Scatter Blaster

Blaster Rifle

Pulse Sniper Rifle



Pulse Lance (MEC) - EMP Weapons Weapons Advanced Gauss Weapons

Advanced Pulse Lasers - 200 300 40 95 Fusion Weapons Drone Capture Electropulse (MEC) EMP Cannon

(Aerospace)

Plasma Weapons

When aliens die, the weapons they wield self-destruct. When aliens are captured with an Arc Thrower, their weapons remain intact, allowing then to be studied and retrofitted for human use.

Plasma Weapons (Long War) Research Credit type Prerequisites Cost Unlocks Alien Weapons Research Foundry Loadout Other Compact Plasma Weapons Plasma Weapons

Weapons Plasma Weapons 10 40 150 2 Pistols 50 - Reflex Pistols Plasma Pistol

Plasma Mauler Alien Pistols

(Council Request

for Soldiers / Scientists / Credits) Plasma Weapons Plasma Weapons

Weapons Alien Weaponry

Alien Power Systems

Alien Biocybernetics 20 60 175 5 Carbines 75 Advanced Plasma Weapons

Compact Plasma Weapons - Plasma Stormgun

Plasma Carbine Alien Carbines

(Council Request

for Soldiers / Scientists) Advanced Plasma Weapons Plasma Weapons

Weapons Plasma Weapons 20 80 200 3 Rifles 90 Heavy Plasma Weapons

Precision Plasma Weapons

Vehicular Plasma Weapons - Plasma Rifle

Plasma Novagun

Reflex Cannon Alien Rifle

(Council Request

for Soldiers / Scientists) Heavy Plasma Weapons Plasma Weapons

Weapons Advanced Plasma Weapons 20 90 200 2 Heavy Weapons 90 Fusion Weapons - Heavy Plasma Rifle

Plasma Dragon



Particle Cannon

(MEC) - Precision Plasma Weapons Plasma Weapons

Weapons Advanced Plasma Weapons 20 90 200 - 90 - Enhanced Plasma Reflex Rifle

Plasma Sniper Rifle - Vehicular Plasma Weapons Plasma Weapons

Weapons Advanced Plasma Weapons 20 90 200 - 90 - - Superheavy Plasma

(SHIV) Plasma Cannon

(Aerospace) Fusion Weapons Weapons Heavy Plasma Weapons

EMP Weapons 40 200 300 1 Fusion Core

(not consumed) 120 - - Blaster Launcher Fusion Lance

(Aerospace)