Alien Containment (EU2012): Difference between revisions
Appearance
m categorizing |
3371-Alpha (talk | contribs) |
||
| (6 intermediate revisions by 3 users not shown) | |||
| Line 1: | Line 1: | ||
{{Ref Open | title = Description }} | |||
[[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 | |||
|}} | |||
*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. | |||
*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"> | |||
==See Also== | |||
{{Base Facilities (EU2012)}} | |||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] | ||
[[Category: Base Facilities (EU2012)]] | |||
Latest revision as of 18:56, 9 July 2017
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
| Headquarters: | Mission Control • Hangar • Engineering • Research • Barracks • Situation Room | ||||||||||
| Additions: |
| ||||||||||
| Strategic: | Building Optimization | ||||||||||
