Difference between revisions of "Alien Containment (EU2012)"

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*An '''Alien Containment''' allows the capture of live alien specimens (using the [[Arc Thrower (EU2012)|Arc Thrower]]), opening up the Interrogation research projects.
 
*An '''Alien Containment''' allows the capture of live alien specimens (using the [[Arc Thrower (EU2012)|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.
 
*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.
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*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.
 
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==See Also==
 
==See Also==
 
{{Base Facilities (EU2012)}}
 
{{Base Facilities (EU2012)}}

Latest revision as of 18:56, 9 July 2017

Description
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.

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

EU2012 Badge XCOM: Enemy Unknown (2012): Base Facilities
Headquarters:Mission ControlHangarEngineeringResearchBarracksSituation Room
Additions:
Power:Power GeneratorThermo Power GeneratorElerium Generator
Story:Hyperwave RelayGollop Chamber
R&D:FoundryOfficer Training SchoolPsionic LabAlien Containment
Other:Satellite UplinkSatellite NexusLaboratoryWorkshopAccess Lift
EW DLC:Genetics LabCybernetics Lab
Strategic:Building Optimization