|“||A engineering facility that provides power to Bunker structures using pipe connections.||„|
|— In-game description|
Engine Rooms have a capacity of 200L (2 cans) which will last 48 hours. The engine room must be connected by pipes to the structures that require power to be able to power them up. It can only power structures up to 20 pipes away. One engine Room produces 3000W when fueled.
Engine rooms are useful for powering connected garrisons, observation bunkers, and Intelligence Centers.
The animation of the running engine room changes speed based on how full it is. The slower the animation is running, the less fuel it has in it. The amount of fuel does not affect power output, only the animation speed. It has 3 speeds: very fast is over 150L, slower between 150 and 50L, and very slow under 50L.
Engine rooms can be refueled from outside the structure, so internal access to the structure is not necessary to keep it fueled. Currently engine rooms must be refueled by hand. It does not appear the type of fuel makes a difference in output or operating time.
Engine Rooms can be constructed on Tier 2 and Tier 3 square Bunkers.
Constructing an engine Room on a Tier 2 Bunker has no requirements. However upgrading to tier 3 requires to be connected to a Bunker Base through trenches or bunkers, and that base must have the "Concrete" Upgrade (requires 12 Infrastructure Modifications of the "Command" type).
For Tier 3 you can upgrade a Tier 2 Engine room instead of modifying a Tier 3 Bunker. The former is cheaper overall as you only need to spend Concrete Materials once.
Unlike bunker garrisons the engine room doesn't prevent the construction of bunker modifications (Rifle Garrison, etc...) on bunkers adjacent to it. Two engine rooms can even be adjacent.
Structure Integrity Rating
The Engine Room modification significantly decreases the Structural Integrity of its bunker, especially at tier 2.