XCOM 2
Wing-san Feb 5, 2016 @ 5:20pm
Which facilities require engineers?
So, I'm building a Workshop in the center column of my base, and I'd like to know which facilities require engineers in them, so I can plan the adjacent buildings accordingly. Does the proving ground need any engineers?
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Showing 1-6 of 6 comments
DownToFeed Feb 5, 2016 @ 5:24pm 
If the building description does not mention any bonuses, assume it does not need engineers
Wing-san Feb 5, 2016 @ 5:33pm 
Alright, thanks. I was gonna do that, but I figured I might as well confirm first instead of having to restart because of a mistake like that.
Altonu Feb 10, 2016 @ 4:26pm 
Had this same question and concern myself.

Turns out the proving grounds does have an engineer slot, so the idea that if it doesnt say it in the description before you build it, it does not use one is not entirely correct

I do not know if it is the only case that uses one and does not mention it or not.
Last edited by Altonu; Feb 10, 2016 @ 4:27pm
Wing-san Feb 10, 2016 @ 4:55pm 
Several rooms are like that, sadly :(
The rooms I know that use engineers are: Advanced Warfare Center, Proving Grounds, Resistance Comms, Power Core, Defense Matrix and Psi Lab. I'm probably forgetting something, but those are all the ones I remember right now.
Angela™ Feb 10, 2016 @ 5:17pm 
Guerilla tactics doesn't need an engineer.
Laboratory doesn't use engineers and instead uses scientists.
Shadow chamber doesn't need an engineer either.

All other facilities use engineers.

- (2) The workshop exists to boost adjecent facilities using drones instead of engineers (helps with building early game). Each engineer provides 2 drones, letting you staff 4 buildings using 2 engineers if placed correctly.
- (1) Psi labs for speeding up training.
- (1) Proving ground for speeding up construction
- (1) Defense center for double turret capacity
- (1) Advanced warfare center for doubled soldier heal speed
- (2) for power plants. Each engineer provides bonus power to the building.
- (2) for resistance comms. Each engineer provides more contact slots.

This totals in 14 engineers with optimal building minus 2 for drone replacement = 12 engineers + 2 scientists provided you built power plants on top of the correct spots and use a maximum of 2 resistance comms.


1 2 3 4 5 4 6 7 8 9 9 0

1 Laboratory (0/2)
2 advanced warfare (1)
3 guerilla tactics (0)
4 resistance comms (2)
5 workshop (2/4)
6 shadow chamber (0)
7 Psi lab (1)
8 Defense matrix (1)
9 Power relay (2)

Assuming you want to build all of those, that'd be the optimal build order. Also this is barring any RNG seed prohibiting regarding optimal power plant build locations (could be possible)
Last edited by Angela™; Feb 10, 2016 @ 5:20pm
MestreLion Oct 16, 2023 @ 8:43pm 
While the above math might be correct, note that 12 Engineers is most likely overkill in most campaigns. A more realistic end-game maximum would be around 8, and you could perfectly get away with less:

2 Workshop (will grant 4 Gremlins to work as Engineers)
2 Resistance Comms
2 Power Relay
1 AWC (only needed when healing)
1 Psi Lab (only needed when training)
= 8 Engineers

- Defensive Matrix can stay empty after its use (or even destroyed, or better yet not even being built)
- Your 2nd Resistance Comms and 2nd Power Relay can be staffed with Gremlins from Workshop if placed correctly.
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Date Posted: Feb 5, 2016 @ 5:20pm
Posts: 6