Difference between revisions of "Bases (Apocalypse)"

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(The Gov cannot be "contacted". re-write is a coming....)
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Bases are the most important asset that a commander of X-COM can possess. Bases are where extra weapons, ammunition and armor are stored for your troops. It's also where captured aliens and [[Alien Artifacts (Apocalypse)|artifacts]] recovered from crashed UFOs are researched to allow new and deadly forms of warfare. It's where ships that were damaged in the battles with the alien space ships are repaired and equipped. It is also where you construct monstrous ships of awe-inspiring power and create armor of startling strength.  
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An X-Com base is the headquarters of operations for dealing with the alien problem within Mega-Primus.<br>
The [[Base_Layouts_(Apocalypse)|bases]] in Apocalypse have predefined areas where it is possible to build new [[Facilities (Apocalypse)|facilities]], all linked by corridors. It is impossible to expand the base more than the already excavated areas, which can limit the usefulness of a base.
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==Purpose==
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A base is a collection of facilities constructed within the basement of a building. An X-Com Base must contain facilities that are be utilized to maximise potential and efficiency. At minimum, a base must contain:
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* a place to barrack troops.
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* an area to store items.<br>
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Facilities are available to enable customisation of a base to optimise particular usage requirements. In general, operational priorties are:
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* a strike base.
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* a biology research base.
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* a quantum physics research base.
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* a manufacturing base.<br>
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Other facilities may further enhance such operational priorities to include:
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* emergency medical care.
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* combat training.
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* psionics training.
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* craft repair.
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* internal defense. <br>
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==Start Base==
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At game start, a fully functional X-Com base is provided for free, including some troops and equipment, scientists and enginners, and a small collection of vehicles. The location of the start base is randomly chosen according to game difficulty from the available buildings owned by the Government: either a warehouse or a slum building.<br>
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Order:
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what+use
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buy
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location
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layout
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facilities
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==Purchase==
 
==Purchase==
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There are 4 factors to consider when buying a new base: '''Cost''', '''Layout''', '''Building Type''' and '''Location'''. A complete list of all the buildings and their characteristics can be found at [[Base Locations (Apocalypse)|Base Locations]] and a detailed analysis of their layouts at [[Base Layouts (Apocalypse)|Base Layouts]].
 
There are 4 factors to consider when buying a new base: '''Cost''', '''Layout''', '''Building Type''' and '''Location'''. A complete list of all the buildings and their characteristics can be found at [[Base Locations (Apocalypse)|Base Locations]] and a detailed analysis of their layouts at [[Base Layouts (Apocalypse)|Base Layouts]].
 
Another important factor when buying a new base is the number of aircraft launch tubes present at the building. The more it has, the faster multiple X-COM craft can scramble to intercept enemy craft, although this can also be achieved by parking aircraft into the buildings of other [[Organizations]], especially the [[Space Port (Apocalypse)|Space Port]].
 
 
 
== Base Location and Type ==
 
== Base Location and Type ==
  

Revision as of 20:20, 6 April 2022

An X-Com base is the headquarters of operations for dealing with the alien problem within Mega-Primus.

Purpose

A base is a collection of facilities constructed within the basement of a building. An X-Com Base must contain facilities that are be utilized to maximise potential and efficiency. At minimum, a base must contain:

  • a place to barrack troops.
  • an area to store items.

Facilities are available to enable customisation of a base to optimise particular usage requirements. In general, operational priorties are:

  • a strike base.
  • a biology research base.
  • a quantum physics research base.
  • a manufacturing base.

Other facilities may further enhance such operational priorities to include:

  • emergency medical care.
  • combat training.
  • psionics training.
  • craft repair.
  • internal defense.

Start Base

At game start, a fully functional X-Com base is provided for free, including some troops and equipment, scientists and enginners, and a small collection of vehicles. The location of the start base is randomly chosen according to game difficulty from the available buildings owned by the Government: either a warehouse or a slum building.