Updated July 2026

Personnel Types in SCP Architect X

Personnel are the living engine of your SCP facility. Six NPC types—Doctor, Scientist, Class-D, Security, Task Force, and Maintenance—share your corridors, consume cafeteria services, and determine whether anomalies produce revenue or riots. Each type binds to specific furnishings, salary overhead, and economics bonuses. Understanding roles prevents the classic trap of hiring scientists without inmates, or stacking Class-D without security during Euclid testing spikes. This guide explains every personnel type, hire caps per furnishing, and recommended staffing curves from first login to Keter endgame.

Scientists and Class-D — The Revenue Loop

Scientists run anomaly tests from Lab Stations ($1,000 each, one scientist per station). They are the only role that directly converts contained SCPs into gross profits. Class-D personnel are test subjects hired through Test Subject Zones ($2,500, two inmates per zone). The game requires at least one of each to start any test chain.

Scale both roles together. Adding three scientists without matching Class-D capacity leaves desks idle; stacking Class-D without scientists creates riot-prone overcrowding without revenue. A balanced early ratio is one Lab Station pair per active Safe anomaly.

Doctors and Maintenance — Bonus Multipliers

Doctors staff Medbays ($1,250) and heal injured personnel after breaches or beta need failures. Healthy staff sustain Health bonus multipliers on paychecks—ignore doctors and medical costs become invisible taxes on final income. Maintenance workers operate from Maintenance Closets ($750) and clean facilities to preserve Clean bonus. Dirty sites during heavy Class-D testing schedules bleed bonus percentage even when gross profits look strong.

These roles feel optional early but become mandatory before Euclid captures. Schedule at least one maintenance worker per floor on multi-level sites.

Security and Task Force — Riot and Breach Control

Security guards hire two per Security Station ($1,500) and raise Safety bonus, suppressing Class-D riots when hunger, energy, or bathroom needs crash in beta systems. Task Force operatives hire two per Armory ($30,000) and handle high-threat Wilderness captures, Keter escorts, and active breach response. Security unlocks after research star milestones; Task Force is late-game infrastructure.

Never attempt SCP-173 or SCP-347 captures without Task Force or heavy security online. Riots during transport can wipe staff happiness across the entire save.

Hiring Workflow and Salary Management

Place furnishings in build mode, open Foundation Management Staff tab, hire into available slots. Salaries scale with headcount and final profits according to the economics report—over-hiring raises Personnel Salaries line items and can negate Intel bonuses from server racks. Fire redundant staff after consolidating layouts.

Use cafeteria capacity (eight personnel per $1,250 cafeteria) as a soft cap for localized break areas. Staff without reachable cafeterias suffer needs penalties faster in beta patches.

Staff Priority by Game Phase

Early: scientists and Class-D only, plus one maintenance. Mid: add doctors and security before Euclid. Late: Task Force for captures and Keter wings. This mirrors our staff priority tier list for min-max directors.

  • Scientist — Core income; hire via Lab Station ($1,000)
  • Class-D — Test subjects; hire via Test Subject Zone ($2,500)
  • Maintenance — Clean bonus; hire via Maintenance Closet ($750)
  • Doctor — Health bonus; hire via Medbay ($1,250)
  • Security — Safety bonus; hire via Security Station ($1,500)
  • Task Force — High-threat response; hire via Armory ($30,000)

Salaries, Needs, and Beta Systems

Personnel Salaries on the economics report rise with headcount and profitability. Hiring ten scientists without matching gross profits can erase Intel bonuses from server racks. Fire staff after consolidating wings—empty Lab Stations are cheaper than idle salaries.

Beta NPC needs (hunger, energy, bathroom) affect Class-D and staff morale simultaneously. Cafeterias, medbays, and maintenance interact with personnel tiers: a B-tier scientist hire becomes S-tier only when needs stay green. Read our NPC needs guide for beta-specific tuning alongside this personnel reference.

Personnel on Multiplayer Servers

Guests visiting your site see hired NPCs as proof of operational maturity—empty Lab Stations signal a decorative build. Hire minimally but honestly: show scientists where tests actually run.

Shared saves need agreed hiring budgets so one collaborator does not fire Task Force while another starts SCP-347 capture. Communicate staff tier goals using Foundation Management Staff tab screenshots.

Frequently Asked Questions

How many personnel types exist in SCP Architect X?

Six types: Doctor, Scientist, Class-D, Security, Task Force, and Maintenance. Each requires specific furnishings before hiring.

Why cannot I hire Security yet?

Security requires research progression stars—complete early research like Multiple Floors and level milestones, then revisit the Staff tab.

Do Class-D personnel count toward salary expenses?

Class-D are excluded from certain salary line items on the economics report, but other roles scale Personnel Salaries as headcount grows.

When should I hire Task Force operatives?

Hire Task Force after placing an Armory ($30,000) and before high-risk Wilderness captures or Keter containment—not on day one.

How many scientists do I need?

Aim for one scientist per active anomaly test chain at minimum. Competitive sites run one Lab Station dedicated per Euclid line for maximum uptime.