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Genetics Lab (Long War)

From UFOpaedia
Effect Implementation of
Gene Mods
Adjacency Bonus Laboratory
(+10% research speed)
Prerequisites Xenogenetics
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | 0 | 0 | 0 | 18
Quick
§300 | 0 | 0 | 10 | 9
Maintenance §30
Power 4


Much the same as Vanilla, this facility is required for applying Gene Mods to your soldiers via the Research menu tab. See the aforementioned page for detailed information on individual mods.

  • Soldiers who receive genetic modification retain both their class and rank. Only one Genetics Lab may be constructed, although it counts as a Laboratory if built next to one. Dr. Vahlen recommends that XCOM deploy genetically enhanced soldiers as soon as possible.
  • Up to five genetic modifications may be applied to a single soldier. They modify a variety of human anatomical systems, yielding different tactical advantages. Mods can be freely replaced given the required resources with the opposite mod corresponding to the specific anatomical body part. Each gene mod increases the amount of rest required between missions.
  • Performing alien autopsies can result in access to new genetic modification options. If you want to access a specific mod, make sure you limit the use of explosives on the battlefield and do not sell off the bodies when short on cash.

See also

Long War: XCOM Facilities 
Static Facilities
Static Facilities

Overview

Mission Control

Research

Engineering

Barracks

Hangar

Situation Room
Constructible Facilities
Constructible Facilities

Access Lift

Alien Containment

Elerium Generator

Foundry

Fission Generator

Genetics Lab

Gollop Chamber

Hyperwave Relay

Laboratory

Officer Training School

Psionic Lab

Repair Bay

Satellite Nexus

Satellite Uplink

Thermo Generator

Workshop