Alien Containment (EU2012): Difference between revisions
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After all alien species have been interrogated, you do not lose anything by deconstructing the Containment facility, so keeping it is a matter of asthetics: 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 asthetics: 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. | ||
==See Also== | |||
{{Base Facilities (EU2012)}} | |||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] | ||
[[Category: Base Facilities (EU2012)]] | [[Category: Base Facilities (EU2012)]] | ||
Revision as of 18:30, 20 April 2013

An Alien Containment allows the capture of live alien specimens (using the Arc Thrower), opening up the Interrogation research projects.
Required research: Xeno-Biology.
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 asthetics: 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.
See Also
| Headquarters: | Mission Control • Hangar • Engineering • Research • Barracks • Situation Room | ||||||||||
| Additions: |
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| Strategic: | Building Optimization | ||||||||||