Updated July 2026
Furnishings & Station Costs in SCP Architect X
Furnishings are the hardware layer of SCP Architect X staffing. You cannot hire scientists without Lab Stations, cannot treat injured staff without Medbays, and cannot stop riots without Security Stations or Task Force Armories. Each furnishing has a placement cost, a staff capacity cap, and indirect effects on economics bonuses like Clean, Safety, and Health. This guide lists every major furnishing, its price, capacity rules, and how to prioritize placements during your first day versus mid-game expansion.
Core Production Furnishings
Lab Station ($1,000) hires one scientist and anchors anomaly testing. This is the highest-priority furnishing in the game—place Lab Stations before buying additional anomalies. Test Subject Zone ($2,500) hires two Class-D inmates per zone and should sit near Lab Stations and containment cells to minimize walk time penalties on gross profits.
Without paired Lab Stations and Test Subject Zones, anomalies cannot cycle tests even if beautifully contained. Budget at least one pair before SCP-005, then duplicate pairs as Safe income scales.
Medical, Security, and Maintenance Furnishings
Medbay ($1,250) supports one doctor and treats up to two other personnel simultaneously. Doctors drive Health bonus percentages on paychecks—neglect medbays and injuries from beta events or breaches will suppress overall income. Security Station ($1,500) hires two security guards and materially increases Safety bonus, reducing riot frequency when Class-D needs drop.
Maintenance Closet ($750) hires one maintenance worker who cleans messes that drag Clean bonus. Cafeteria ($1,250) serves up to eight personnel and underpins beta hunger systems—place centrally so scientists and Class-D share routes. Armory ($30,000) hires two Task Force operatives; it is a late placement reserved for Euclid capture escorts and Keter containment wings.
Furnishing Cost Summary Table
Use this table when planning construction loans from early Safe profits. Costs reflect standard placement fees before cosmetic wall pack expenses.
- Maintenance Closet — $750 — 1 Maintenance worker
- Lab Station — $1,000 — 1 Scientist
- Medbay — $1,250 — 1 Doctor + treats 2 others
- Cafeteria — $1,250 — Serves up to 8 personnel
- Security Station — $1,500 — 2 Security guards
- Test Subject Zone — $2,500 — 2 Class-D inmates
- Armory — $30,000 — 2 Task Force operatives
Recommended Placement Priority
Day one: one Lab Station, one Test Subject Zone, one Maintenance Closet, one Cafeteria. Week one: duplicate Lab/Test pairs for each new anomaly, add first Medbay when doctors unlock, add Security Station before Euclid research completes. Mid-game: scatter medbays near Euclid wings, stack security near riot-prone Class-D zones, deploy Armories before Wilderness captures.
Furnishings must be placed in build mode (B) before hiring through Foundation Management Staff tab. Hiring without stations wastes cash—always build first, hire second.
Cafeteria and Armory Considerations
Cafeterias cost $1,250 and serve eight personnel—often the best single-tile investment for beta NPC hunger systems. Place them at corridor intersections where scientists and Class-D paths overlap. A wing with anomalies but no reachable cafeteria will riot sooner regardless of Security Station count.
Armories are late-game furnishings at $30,000 each. Budget them only when Task Force missions become routine—typically after Foundation Transport and before SCP-173 capture attempts. Two Task Force operatives per armory sounds modest but salary and pathing costs add up; do not spam armories without capture income to justify them.
Sample Furnishing Build Order
Minutes 0–30: one Lab Station, one Test Subject Zone, one Maintenance Closet. Minutes 30–60: cafeteria plus second Lab pair for SCP-005. Hour 2–4: medbay and first Security Station placeholder tiles before Euclid research completes. Hour 4+: armory footprint reserved but unbuilt until capture income arrives.
This sequence minimizes cash trapped in unusable furnishings—Security Stations before unlock are fine as tiles, but hiring early wastes salaries if research stars lag.
Linking Furnishings to Economics Bonuses
Each furnishing type maps to a paycheck multiplier line on the economics report. Maintenance closets feed Clean bonus, security stations feed Safety bonus, medbays with doctors feed Health bonus, and Lab Stations feed gross profits indirectly through tests. Neglecting any chain while spamming Test Subject Zones creates lopsided reports where gross climbs but Final stagnates.
Frequently Asked Questions
How much does a Lab Station cost?
Lab Stations cost $1,000 to place and support exactly one scientist each. Duplicate stations to scale testing throughput.
What is the most expensive furnishing?
The Armory costs $30,000 per placement and supports two Task Force operatives—far more than standard Lab or Security Stations.
Can one Medbay support my entire site?
Each medbay handles one doctor and two treatment slots. Large sites need multiple medbays spread near Euclid and Keter wings to maintain Health bonus during breach spikes.
Do furnishings affect Clean, Safety, and Health bonuses?
Yes. Maintenance closets boost Clean bonus, security furnishings boost Safety bonus, and medbays with doctors boost Health bonus—all multipliers on your economics paycheck.