This guide aims to provide the most efficient ways for unlocking engineers neccesary for anti-xeno combat.
You DO NOT have to max out the previous grade of an engineering blueprint before applying the next. A module only stores one grade of engineering, so each higher grade replaces previous ones.
For a shieldless ship, the following components should be engineered at a minimum:
There are other optional, but recommended engineering includes:
When starting out, some engineers can be skipped. This gives us a minimal list of:
Since many of these engineers have pre-requisites, the full list of engineers who must be unlocked is much longer.
The full list is as follows (> denotes referrals):
While Farseer does not provide any unique grade five blueprints, it is highly recommended to unlock her first. Engineering a jumpship with an FSD and other experimentals she offers will improve your ship’s performance at a low cost.
A few guides exist on how to unlock engineers. The rough overview is that each engineer needs two things met: some achivement, and some cargo delivery.
A guide for unlocking engineers can be found here.
It should be noted that bringing a guardian-thargoid hybrid relic to Arque bypasses Palin’s 5000ly travel requirement. You may be able to acquire such a relic bi asking in the Anti-Xeno Initiative Discord.
Some CMDRs, particularly those purchasing the game after the release of the Odyssey expansion, report having access to certain engineers without meeting the prerequisites for unlock. These include:
Courtesy of CMDR lyonhaert
For refining 500T of minerals most efficiently, I recommend this approach as it is more consistent and faster than any form of deposit mining.
Steps:
Expect this to take about 2-5 hrs, depending on positioning skill.
Occasionally check “Minerals refined” in your statistics to see when you’re over 500 on that number. Once you’ve reached that point if you have limpets left and don’t have 10T of Painite yet you can just keep prospecting for any rocks with Painite >20%.
Courtesy of CMDR Ansic
This route provides you the optimal path for collecting the experimentals you need engineered for AX, assuming that you’re starting with buying your ship fully from Shinrarta Dezhra. Although you can go in any order, we suggest Deciat as engineering your FSD first will decrease the number of jumps you need, and you should engineer Armor and Hull Reinforcements last as they add mass (and reduce your jump range).
Note: This assumes that you have blueprints pinned to G5 from every engineer needed.
Courtesy of CMDR Secretpro
Can’t be bothered flying to engineers in a random order to get all those experimentals applied? Looking for a way to save some time?
Lucky for you, I have found a pretty nifty way to make this part of the grind better!
First, go to https://inara.cz/elite/engineers/ and make a list of the systems each engineer you will need to visit resides in. Obviously, if an engineer can do several of the things you need, it’s probably better to pick that one.
Now that you’ve got that list, we can actually just use https://spansh.co.uk/tourist (the optimal tourism route planner) to create, what should be, the best path between all those pesky, spread out engineers.
Alternatives:
https://github.com/neotron/EDPathFinder
https://github.com/jixxed/ed-odyssey-materials-helper