Difference between revisions of "Alien Containment (EU2012)"
Jump to navigation
Jump to search
Leman Russ (talk | contribs) |
3371-Alpha (talk | contribs) (→Notes) |
||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
+ | {{Ref Open | title = Description }} |
||
− | [[Image:containmentCenter.jpg |
+ | [[Image:containmentCenter.jpg|right|200px|The Containment Center with a resident Muton Berserker.]] |
+ | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. |
||
+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} |
||
+ | ==Notes== |
||
⚫ | |||
+ | {{Facilities Data Box (EU2012) |
||
+ | |requires=[[Xeno-Biology (EU2012)|Xeno-Biology]] |
||
+ | |manpower=N/A |
||
+ | |costs=§85 |
||
+ | |power=5 |
||
+ | |maintenance=§18 per month |
||
+ | |build time=7 days |
||
+ | |provides=see notes |
||
+ | |adjacency=N/A |
||
+ | |}} |
||
⚫ | |||
− | Required research: Xeno-Biology. |
||
⚫ | *After all alien species have been interrogated, you do not lose anything by deconstructing the Containment facility, so keeping it is a matter of aesthetics: whenever the Base is loaded, any alien species you still have live specimens of (ie: plus interrogation, stun two of every alien to have one live left over) will randomly be inside it in the "ant farm" view. |
||
+ | *A common misconception from new players is that the '''Alien Containment''' counts as a lab. Though it does technically add new research projects to your research department, it does ''not'' offer adjacency bonuses. |
||
+ | <br clear="all"> |
||
− | They require §85 and 5 Power to build. |
||
− | |||
⚫ | After all alien species have been interrogated, you do not lose anything by deconstructing the Containment facility, so keeping it is a matter of |
||
==See Also== |
==See Also== |
||
{{Base Facilities (EU2012)}} |
{{Base Facilities (EU2012)}} |
Latest revision as of 19:56, 9 July 2017
Description |
This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. |
Source: XCOM: Enemy Unknown (2012)
|
Notes
Research Required | Xeno-Biology |
Manpower Required | N/A |
Base Costs | §85 |
Power | 5 |
Maintenance | §18 per month |
Build Time | 7 days |
Provides | see notes |
Adjacency Bonus | N/A |
- An Alien Containment allows the capture of live alien specimens (using the Arc Thrower), opening up the Interrogation research projects.
- After all alien species have been interrogated, you do not lose anything by deconstructing the Containment facility, so keeping it is a matter of aesthetics: whenever the Base is loaded, any alien species you still have live specimens of (ie: plus interrogation, stun two of every alien to have one live left over) will randomly be inside it in the "ant farm" view.
- A common misconception from new players is that the Alien Containment counts as a lab. Though it does technically add new research projects to your research department, it does not offer adjacency bonuses.
See Also
XCOM: Enemy Unknown (2012): Base Facilities | |||||||||||
Headquarters: | Mission Control • Hangar • Engineering • Research • Barracks • Situation Room | ||||||||||
Additions: |
| ||||||||||
Strategic: | Building Optimization |