Aktualisiert July 2026
Personnel-Typen in SCP Architect X
Sechs NPC-Rollen = lebendiger Motor. Furnishings, Salaries, Bonuses. Scientists ohne Class-D oder umgekehrt = klassische Fallen.
Scientists & Class-D — Revenue Loop
Scientists an Lab Stations ($1k) = Gross Profit. Class-D an Test Zones ($2.5k, 2/Zone). Min. je 1 für Tests.
Gemeinsam skalieren — 1 Lab-Pair pro aktives Safe.
Doctors & Maintenance
Doctors Medbay $1.25k → Health. Maintenance $750 → Clean. Vor Euclid mandatory, 1 Maintenance/Floor.
Security & Task Force
Security $1.5k = 2 Guards, Safety. Task Force Armory $30k = Captures/Keter. Nie SCP-173/347 ohne Task Force.
Hiring Workflow
Furnishings platzieren, Staff tab hire. Over-hire frisst Intel. Cafeteria-Cap 8 als Soft-Limit.
Priorität nach Phase
Early: Sci+Class-D+Maint. Mid: Doc+Sec vor Euclid. Late: Task Force.
- Scientist — Lab Station ($1.000)
- Class-D — Test Subject Zone ($2.500)
- Maintenance — Closet ($750)
- Doctor — Medbay ($1.250)
- Security — Station ($1.500)
- Task Force — Armory ($30.000)
Salaries & Beta Needs
Personnel Salaries steigt mit Headcount. Fire nach Consolidation. NPC Needs: Cafeteria, Medbay, Maintenance für grüne Bars.
Multiplayer Personnel
Leere Labs = Dekor. Shared saves: Hire-Budget abstimmen, Staff-Screenshots.
Häufig gestellte Fragen
Wie viele Typen?
Sechs — je Furnishing nötig.
Security locked?
Research-Stars — Multiple Floors, Level, dann Staff.
Class-D Salaries?
Teils excluded, andere Rollen scale Personnel Salaries.
Task Force wann?
Nach Armory, vor high-risk Capture/Keter.
Wie viele Scientists?
Min. 1 pro Testkette; competitive 1 Lab pro Euclid-Linie.