Remalle's NERV
Tokyo
Superior Combat Personnel
1000 CR
Income: 500 CR/month
Sarrak's HERALD
Antarctic
Superior Combat Personnel
1000 CR
Income: 500 CR/month
Adwarf's Black Forge
San Fransisco
Superior Engineers
1000 CR
Income: 500 CR/month
Wwolin's F.A.F.N.I.R.
Charlotte, North Carolina, USA
Capitalist Funding
1500 CR
Income: 750 CR/month
IronyOwl's SINCOM
Berlin
Superior Scientists
1000 CR
Income: 500 CR/month
Hawk132's Halberd
Germany
Superior Engineers
1000 CR
Income: 500 CR/month
Furtuka's Timmy Grant and the Kaiju Fighters ... ? Well, it has the commander's signature on it.
California
Superior Charisma
1000 CR
Income: 500 CR/month
What is a credit? I don't know.
200 CR: Small Workshop - Allows 25 engineers to work on small projects, up to the size of a small motorcycle.
350 CR: Large Workshop - Allows 25 engineers to work on projects as large as a medium-sized plane.
Workshops may initially be upgraded up to four times, for a dice bonus. Costs are 100, 200, 400, and 800 extra (1000 for a fully upgraded small workshop). This may be paid later, but work cannot be done inside a building during construction.
250 CR + 10/month: General Laboratory - Allows 25 scientists to work on any one project each month.
+100 CR: Specialized Laboratory - Provides a bonus to work in one field, with a severe penalty to unrelated fields. De-specialization has the same cost.
Laboratories may initially be upgraded up to three times, for a dice bonus. Costs are 100, 200, and 400 extra. This may be paid later, but work cannot be done inside a building during construction.
100 CR: Hospital Ward - Allows up to 10 injured personnel to remain safely on-base. Doubles healing speed, and allows those with minor injures to continue light work.
50 CR: Living Quarters - Provides on-base living, recreation, and dining space for 100 personnel. Removes the morale penalty for commutes, required for bases in inhospitable locations.
100 CR: Small Airfield - Space for small aircraft to launch from or land on. Comes with a control tower.
+50 CR: Large Airfield - Allows larger aircraft to use the airfield.
+50 CR: Hangars - Provides maintenance and secure storage space for 3 fighter-sized aircraft or 1 bomber-sized aircraft. May be taken multiple times.
Larger workshops must be researched, because we're currently at modern tech levels and there is no off-the-shelf design for Eva workshops.
Base facilities are usually optional, if you want to use sub-par rental labs and civilian airports. Your initial buildings are built instantly. Future buildings take one month.
Free: General support personnel - Janitors, secretaries, and the like. Their budgets are included in the hiring costs for other employees.
Scientists
0~1/mo: Undergrad Students - They'll work for food and paperwork, and are better than empty space.
10~5/mo: General scientists - They're decent at most mundane fields, but don't leave them studying fusion unattended.
25~5/mo: Low-grade specialists - They are heavily specialized, and you might not get exactly the specialty you were hoping for.
50~10/mo: Specialists - These have a more broad focus, and research just as fast as lower grade specialists in their specialties.
150~25/mo: Superior Scientists - They are generally good at everything that's not too overly exotic.
500~100/mo: XCOM-tier scientists - Need a small team who can study a dimensional gate, reverse-engineer its access method, and design a manned inter-dimensional vehicle, all within two months?
Engineers
0~1/mo: Undergrad Students - They'll work for food and paperwork, and are better than empty space.
10~5/mo: General engineers - They're decent at most mundane tasks. Precision work is better done by specialists.
25~5/mo: Low-grade specialists - They are heavily specialized, and you might not get exactly the specialty you were hoping for.
50~10/mo: Specialists - These have a more broad focus, and build just as well as lower grade specialists in their specialties.
150~25/mo: Superior engineers - Their creations are generally superior.
500~100/mo: XCOM-tier engineers - Probably overkill.
Soldiers
20~10/mo: General infantry platoon(50)
50~25/mo: Special forces platoon(50)
If you want to hire better trained soldiers, spend more money for random results.
Pilots
4~1/mo: General Pilot. Able to fly or drive anything conventional with minimal practice.
If you want to hire better trained pilots, spend more money for random results.
Better engineers will produce better equipment. You should get a fairly significant improvement with even one great engineer leading in inferior team. Better scientists will both study faster and have better rolls, but don't have much of a leadership bonus over their inferior brethren.
YES OF COURSE we need that many types of engineers and scientists.
If you want anything not listed, ask for it. Some will need to be researched. If a government could get something with today's tech, it's probably purchasable in this game.
Begin first turn, phase one: purchases and hiring.