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Blarghonk

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Blarghonk2

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About this mod

Add new staffing slots to some of your facilities which scientists can staff at the cost of research time.

Permissions and credits
I created this mod because I felt that the scientists in XCOM were generally underused - the only option you have for staffing them in the base game is to assign them to a laboratory. The aim of this mod is to give the player more options in how they use their scientists. There are several powerful effects available at the cost of research time. 
This mod adds facility slots which can be staffed by scientists for additional bonuses. Be aware that assigning a scientist to any post other than a laboratory slot will stop their contribution to research.

Current additions - 

Proving Grounds - If a project is completed whilst a scientist is assigned, all future projects of that type will complete instantly. 
Resistance Comms - Increases your scanning speed by 25% - configurable via .ini. 
Workshop - Creates drones which can staff scientist slots. 


There are a few UI bugs that I am aware of - these may be fixed in the future. 
This mod currently has limited functionality on existing saved games - any facilities that have already been built will not have the scientist slots. Rebuilding them will fix this. 

This mod Overrides the following classes. It will be incompatible with any mod which also override these. 
UIPersonnel_DropDownListItem
UIPersonnel_DropDownToolTip
X2StrategyElement_DefaultFacilities 
X2StrategyElement_DefaultStaffSlots 
X2StrategyElement_DefaultTechs