All CT's are either found (in the case of Mk 2 robots, via artifact scanning), or are made by players. They have three attributes worth mentioning:
- The type of item the CT represents and will help create
- The material efficiency of the CT - how much additional material will be required beyond “perfect” construction
- The time efficiency of the CT - how much additional time will be required beyond “perfect” construction
The lower the efficiency numbers, the less efficient the CT, and thus the more materials or time will be required if that CT is used. To utilize the CT, it must be installed in an Outpost's Factory. Doing so allows an Agent to - provided sufficient NIC and commodities are in their personal hangar - create whatever the CT represents.
Calibration Template Degradation occurs at the end of cycle, or when the CT is uninstalled from the Factory. To mitigate the former, improve the Intensive Mass Production extension (more objects created per run) and to mitigate the latter improve the Calibration Template Extraction Efficiency extension (less damage caused per extraction.)
The six skills associated with Reverse Engineering are:
- Basic/Advanced/Expert Extensive Reverse Engineering: adds 1 reverse engineer line to your ability per level, up to a max of 31 lines.
- Basic/Advanced/Expert Intensive Reverse Engineering: Reduces the time requirement by 2% per level, up to a max of 60%.
The cost of a Reverse Engineering run is dictated heavily by player skills, so frequent Reverse Engineering runs would benefit from points in Intensive Reverse Engineering. Because the task ultimately has no real skill requirements, though, “casual” engineers may wish to skip putting EP into this field altogether.
All Tech 1 items require simply a copy of themselves for Reverse Engineering. The base item required for Reverse Engineering more advanced technologies - Tech 2, 3, and 4 - has specific requirements - a prototype of that level. Prototyping is a distinct and unique process.