Difference between revisions of "Bases (Apocalypse)"

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<u>'''Important'''</u>: Each building has a '''home cell'''. It is a 1x1 cityscape tile in the shape of a grey box which looks like a car-port or parking garage. This is the ''heart'' of the building where road vehicles park, employees stay, facilities are built etc. If this tile is destroyed, the base it contains is destroyed and (usually) [[Cityscape_Fighting_(Apocalypse)#Alien_Bombing|everything]] with it.<br>
 
<u>'''Important'''</u>: Each building has a '''home cell'''. It is a 1x1 cityscape tile in the shape of a grey box which looks like a car-port or parking garage. This is the ''heart'' of the building where road vehicles park, employees stay, facilities are built etc. If this tile is destroyed, the base it contains is destroyed and (usually) [[Cityscape_Fighting_(Apocalypse)#Alien_Bombing|everything]] with it.<br>
Note: the layout of corridors is permanent and cannot be altered.
+
 
  
 
==Purpose==
 
==Purpose==
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* Sub-total of any single type of technical personel = 50.
 
* Sub-total of any single type of technical personel = 50.
 
* Sub-total amount of any agent type = 100.
 
* Sub-total amount of any agent type = 100.
* Other unit limits depend on the ratio of agents to technical personel, which can automatically [[Known_Bugs_(Apocalypse)#Automatic_Unit-Ratio_Reduction|change]] unexpectedly.<br>
+
* Other unit limits depend on the ratio of agents to technical personel, which can automatically [[Known_Bugs_(Apocalypse)#Automatic_Unit-Ratio_Reduction|change]] unexpectedly.
  
 
==Start Base==
 
==Start Base==
 
At game start, a fully functional X-Com base is provided for free, including funds, troops and equipment, scientists and engineers, and a small collection of vehicles. The [[Base_Locations_(Apocalypse)|location]] of the start base is randomly chosen according to the game difficulty from the available buildings owned by the Government: you either get a [[Warehouse_(Apocalypse)|warehouse]] or a [[Slums_(Apocalypse)|slum]] building.<br>
 
At game start, a fully functional X-Com base is provided for free, including funds, troops and equipment, scientists and engineers, and a small collection of vehicles. The [[Base_Locations_(Apocalypse)|location]] of the start base is randomly chosen according to the game difficulty from the available buildings owned by the Government: you either get a [[Warehouse_(Apocalypse)|warehouse]] or a [[Slums_(Apocalypse)|slum]] building.<br>
 
The start base has no operational priority. The facilities provided are in random areas. The shape of the layout may hinder efficient use of defense, living space, or other requirements.<br>
 
The start base has no operational priority. The facilities provided are in random areas. The shape of the layout may hinder efficient use of defense, living space, or other requirements.<br>
<u>Note:</u> A certain [[Base_Locations_(Apocalypse)#Superhuman_Level|Superhuman Difficulty]] cityscape building is structurally unsound. (restart the game until a more suitable place is provided).
+
Caution: A certain [[Base_Locations_(Apocalypse)#Superhuman_Level|Superhuman Difficulty]] cityscape building is structurally unsound. (restart the game until a more suitable place is provided).
  
 
==Base Purchase==
 
==Base Purchase==
 
X-Com starts with one randomly designed base. Additional bases may be purchased (via the building+crane icon) at any time, funds permitting. The priority of choosing a [[Base_Layouts_(Apocalypse)|new base]]:
 
X-Com starts with one randomly designed base. Additional bases may be purchased (via the building+crane icon) at any time, funds permitting. The priority of choosing a [[Base_Layouts_(Apocalypse)|new base]]:
* the type of top-side structure (warehouse or slum) that will hide an X-Com base within the basement.
+
* Type of top-side structure (warehouse or slum) that will hide an X-Com base within the basement.
* location of the access lift for defence and isolation.
+
* Location of the access lift for defence and isolation.
* the layout of the corridors for future expansion.
+
* Layout of the corridors for future expansion.
* the surrounding area to shield your building from stray weapon impacts.
+
* Surrounding area to shield your building from stray weapon impacts.
* price.<br>
+
* Price.<br>
 
A further consideration is the amount of launch tubes, however, since basic air vehicles can be parked at any building without using fuel, tube quantity is not important regarding how many air craft can be launched quickly.
 
A further consideration is the amount of launch tubes, however, since basic air vehicles can be parked at any building without using fuel, tube quantity is not important regarding how many air craft can be launched quickly.
 +
Note: the layout of corridors is permanent and cannot be altered.
  
 
==Base Defense==
 
==Base Defense==
An [[Tactical_Combat_Missions_(Apocalypse)#Base_Attack|undefended]] X-Com base will be destroyed immediately when [[Base_Defense_(Apocalypse)|attacked]] by hostile ground forces (alien craft infiltration or raid). Move armed agent(s) to the building (Go To Building) immediately after purchase - living quarters does not need to be completed since they are ''visitors''. If the new base is under attack and no facilities have been placed, a base defense battlescape will only contain the bare corridors and the access lift.
+
An [[Tactical_Combat_Missions_(Apocalypse)#Base_Attack|undefended]] X-Com base will be destroyed immediately when [[Base_Defense_(Apocalypse)|attacked]] by hostile ground forces (alien craft infiltration or raid). Move armed agent(s) to the building (Go To Building) immediately after purchase - living quarters does not need to be completed since they are [[Base_Defense_(Apocalypse)#Building_Garrison_And_Transfers|visitors]]. If the new base is under attack and no facilities have been placed, a base defense battlescape will only contain the bare corridors and the access lift.
 
* A new base should immediately have at least one (basic) security station being constructed next to the access lift.
 
* A new base should immediately have at least one (basic) security station being constructed next to the access lift.
* If a base is lost and the layout disappears from the 'base slot', the now empty slot is forfeited. It is permanently lost as a base location!
+
* If a base is lost, the layout disappears from the 'base slot' and the now empty slot is forfeited. It is permanently lost as a base location!
Note: [[Base_Defense_(Apocalypse)#Building_Garrison_And_Transfers|Visiting troops]] do not become part of the base until transferred.
 
  
 
==Base Designs==
 
==Base Designs==
 
''These are suggestions, it is your choice how you build them.''<br>
 
''These are suggestions, it is your choice how you build them.''<br>
A single base has a limit of '''six small''' and '''four large''' laboratory/workshop facilities, all others types have no limits. Only three security stations (twelve turrets in total) will be active during a base defence mission. If one station is completely destroyed, others beyond the original three, do not become active.<br>
+
A single base has a limit of '''six small''' and '''four large''' laboratory/workshop facilities, all others types have no limits. Only three security stations (twelve turrets in total) will be active during a base defence mission. If one station is completely destroyed, others beyond the original three, do not become active.<br>
 
Certain layouts will influence the final operational design such as:
 
Certain layouts will influence the final operational design such as:
* access lift location to funnel invaders through multiple security stations.
+
* Access lift location to funnel invaders through multiple security stations.
* placement of vehicle repair bays next to an access lift to encourage invaders to escape.
+
* Placement of vehicle repair bays next to an access lift to encourage invaders to escape.
* corridors which allow multiple large facilities.
+
* Corridors which allow multiple large facilities.
* choke-points to ambush invaders who made it past base defence turrets.
+
* Choke-points to ambush invaders who made it past base defence turrets.
  
 
===Design Ideas===
 
===Design Ideas===
 +
All base designs should use up to three security stations of any type if space allows.
 
====Strike Base====
 
====Strike Base====
* houses X-Com combat agents (training, psi, medical).
+
also known as '''Main''' base.
* home of all vehicles.
+
* Houses X-Com combat agents (training, psi, medical).
* large stores.
+
* Home of all vehicles.
* isolated repair bays next to the lift and security stations.
+
* Large stores.
* alien containment is optional.
+
* Isolated repair bays next to the lift and security stations.
 +
* Alien containment is optional.
 
====Research Base(s)====
 
====Research Base(s)====
 
also known as: '''Bio''' base or '''Quan''' base if specialized, or just '''Lab''' base if not.
 
also known as: '''Bio''' base or '''Quan''' base if specialized, or just '''Lab''' base if not.
* contains a single type (or mix) of laboratories.
+
* Contains a single type (or mix) of laboratories.
* access lift is surrounded by three security stations.
+
* Multiple 2x2 corridors for later expansion to larger labs.
* multiple 2x2 corridors for later expansion to larger labs.
+
* Alien containment.
* alien containment.
+
* No strike base functions.
* no strike base functions.
 
 
====Manufacturing Base====
 
====Manufacturing Base====
 
also known as: '''Workshop''' base.
 
also known as: '''Workshop''' base.
* similiar to Research Base designs.
+
* Similiar to Research Base designs.
* stores instead of alien containment.
+
* Stores instead of alien containment.<br>
 
+
Note: A base designed to have a specialized purpose will eliminate that functionality if it is lost. To prevent losing such a base and if funds permit, each base should be multi-functional.
<u>Note:</u> A base which is designed to have a specialized purpose, and the base is lost, will eliminate that functionality until another is built. If funds permit, having each base as multi-functional, will reduce the severity of losing a dedicated base.
 
  
 
==Unconventional Tactics==
 
==Unconventional Tactics==
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* land at quan base, message:'keep on board', take off and go land at your bio base, return to strike base, transfer known recovered items at quan base to strike base.<br>
 
* land at quan base, message:'keep on board', take off and go land at your bio base, return to strike base, transfer known recovered items at quan base to strike base.<br>
 
'''Transtellar is hostile:'''
 
'''Transtellar is hostile:'''
* The transfer option not available! The only way to move <u>known</u> exotic items is to sell them at the ''wrong'' base and then buy them at the ''correct'' base. A sell/re-buy '''transfer''' method!<br>
+
* Transfers are not available. The easiest way to move researched items is to sell them at the ''wrong'' base and then buy them at the ''correct'' base. A sell/re-buy 'instant transfer' method!<br>
<u>Note:</u> The 'keep on board' option is only available once per alien recovery.
+
Note: The 'keep on board' option is only available once per alien recovery.
  
 
===Buy And Sell===
 
===Buy And Sell===
If any known exotic items are moved with the ''sell-rebuy'' option, any items re-bought will immediately appear at the buy base without having to use a Transtellar Air-Trans delivery vehicle ...limiting exposure to <s>Megapol</s> enemy attacks. This may be an option to use always since it speeds up movement of known alien items. It does not work for non-exotic items since these will always be delivered from their respective company-owned buildings always, using the Air-Trans vehicles (which Megapol may attack if hostile to that organisation).
+
If any <u>researched</u> items are moved using the ''sell-rebuy'' option, any items re-bought will immediately appear at the buy base without having to use a Transtellar Air-Trans delivery vehicle ...limiting exposure to <s>Megapol</s> enemy attacks. This may be an option to use always since it speeds up movement of known alien items. It does not work for standard market items since these will always be delivered from the respective company-owned buildings using the Air-Trans vehicles (which Megapol may attack if hostile to that organisation).
  
 
===Equipment Transfers===
 
===Equipment Transfers===
If Transtellar is hostile, transfer is not possible for standard agent equipment from one base to another. It is possible to land a large squad of empty agents at one base and load them up with bulk mixed equipment which needs to be 'tranferred', then return to the relevant base and remove the items from inventory. Walking between bases is possible if people tubes are intact.<br>
+
If Transtellar is hostile, transfer is not possible for <u>standard</u> equipment from one base to another. Manually moving equipment and craft items is possible by:
Vehicle modules can be moved with many suitable craft ferrying the needed items, however, elerium and fusion fuel cannot be moved unless there are unloaded plasma weapon or engines at the 'wrong' base.<br>
+
* Sell the items at the ''wrong'' base and buy more at the ''correct'' base if the seller is not hostile.
<u>Note:</u> Techical personel cannot be transferred in any fashion without using Transtellar. If they are sacked, they disappear from the hire screen.
+
* Land/Move To attack vehicles at the ''wrong'' base to re-arm weapons with elerium, missiles, etc. and to re-fuel fusionfuel, return craft to ''correct'' base. (They can remain at the ''wrong'' base if not needing repairs)
 
+
If an organisation is hostile, moving items with the sell-rebuy method is not possible, severely limiting options:
 +
* Land a large squad of empty agents at the ''wrong'' base and load them up with bulk, mixed equipment to be moved to the ''correct'' base then un-equip all agents. Walking between bases is also possible if people tubes are intact since over-encumbered agents are not slowed.
 +
* Craft modules and devices are easily moved using the same method as for agents.<br>
 +
Note: Agents flown/moved to another base will automatically transfer themselves if living quarters space is available. Technical personel cannot be transferred in any fashion without using Transtellar. If they are sacked, they disappear from the hire screen.
  
 
==See Also==
 
==See Also==

Revision as of 07:59, 17 July 2022

An X-Com Base is the headquarters of operations for dealing with the alien menace in Mega-Primus.


Important: Each building has a home cell. It is a 1x1 cityscape tile in the shape of a grey box which looks like a car-port or parking garage. This is the heart of the building where road vehicles park, employees stay, facilities are built etc. If this tile is destroyed, the base it contains is destroyed and (usually) everything with it.


Purpose

A base is a collection of facilities constructed within the basement of a building. An X-Com base contains facilities that are utilized to maximise operational 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 a particular requirement. In general (and completely optional), some 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.
  • Pionics training.
  • Craft repair.
  • Alien lifeform containment.
  • Internal defense.

X-Com has limits on how many units are possible across all bases:

  • Total quantity of units of any type = 180.
  • Sub-total of any single type of technical personel = 50.
  • Sub-total amount of any agent type = 100.
  • Other unit limits depend on the ratio of agents to technical personel, which can automatically change unexpectedly.

Start Base

At game start, a fully functional X-Com base is provided for free, including funds, troops and equipment, scientists and engineers, and a small collection of vehicles. The location of the start base is randomly chosen according to the game difficulty from the available buildings owned by the Government: you either get a warehouse or a slum building.
The start base has no operational priority. The facilities provided are in random areas. The shape of the layout may hinder efficient use of defense, living space, or other requirements.
Caution: A certain Superhuman Difficulty cityscape building is structurally unsound. (restart the game until a more suitable place is provided).

Base Purchase

X-Com starts with one randomly designed base. Additional bases may be purchased (via the building+crane icon) at any time, funds permitting. The priority of choosing a new base:

  • Type of top-side structure (warehouse or slum) that will hide an X-Com base within the basement.
  • Location of the access lift for defence and isolation.
  • Layout of the corridors for future expansion.
  • Surrounding area to shield your building from stray weapon impacts.
  • Price.

A further consideration is the amount of launch tubes, however, since basic air vehicles can be parked at any building without using fuel, tube quantity is not important regarding how many air craft can be launched quickly. Note: the layout of corridors is permanent and cannot be altered.

Base Defense

An undefended X-Com base will be destroyed immediately when attacked by hostile ground forces (alien craft infiltration or raid). Move armed agent(s) to the building (Go To Building) immediately after purchase - living quarters does not need to be completed since they are visitors. If the new base is under attack and no facilities have been placed, a base defense battlescape will only contain the bare corridors and the access lift.

  • A new base should immediately have at least one (basic) security station being constructed next to the access lift.
  • If a base is lost, the layout disappears from the 'base slot' and the now empty slot is forfeited. It is permanently lost as a base location!

Base Designs

These are suggestions, it is your choice how you build them.
A single base has a limit of six small and four large laboratory/workshop facilities, all others types have no limits. Only three security stations (twelve turrets in total) will be active during a base defence mission. If one station is completely destroyed, others beyond the original three, do not become active.
Certain layouts will influence the final operational design such as:

  • Access lift location to funnel invaders through multiple security stations.
  • Placement of vehicle repair bays next to an access lift to encourage invaders to escape.
  • Corridors which allow multiple large facilities.
  • Choke-points to ambush invaders who made it past base defence turrets.

Design Ideas

All base designs should use up to three security stations of any type if space allows.

Strike Base

also known as Main base.

  • Houses X-Com combat agents (training, psi, medical).
  • Home of all vehicles.
  • Large stores.
  • Isolated repair bays next to the lift and security stations.
  • Alien containment is optional.

Research Base(s)

also known as: Bio base or Quan base if specialized, or just Lab base if not.

  • Contains a single type (or mix) of laboratories.
  • Multiple 2x2 corridors for later expansion to larger labs.
  • Alien containment.
  • No strike base functions.

Manufacturing Base

also known as: Workshop base.

  • Similiar to Research Base designs.
  • Stores instead of alien containment.

Note: A base designed to have a specialized purpose will eliminate that functionality if it is lost. To prevent losing such a base and if funds permit, each base should be multi-functional.

Unconventional Tactics

If alien containment is not used at your strike base to save room:
Transporting lifeforms only:

  • land at strike base, message:'keep on board', take off and go land at your bio base, return to strike base.

Exotic items recovered:

  • land at quan base, message:'keep on board', take off and go land at your bio base, return to strike base, transfer known recovered items at quan base to strike base.

Transtellar is hostile:

  • Transfers are not available. The easiest way to move researched items is to sell them at the wrong base and then buy them at the correct base. A sell/re-buy 'instant transfer' method!

Note: The 'keep on board' option is only available once per alien recovery.

Buy And Sell

If any researched items are moved using the sell-rebuy option, any items re-bought will immediately appear at the buy base without having to use a Transtellar Air-Trans delivery vehicle ...limiting exposure to Megapol enemy attacks. This may be an option to use always since it speeds up movement of known alien items. It does not work for standard market items since these will always be delivered from the respective company-owned buildings using the Air-Trans vehicles (which Megapol may attack if hostile to that organisation).

Equipment Transfers

If Transtellar is hostile, transfer is not possible for standard equipment from one base to another. Manually moving equipment and craft items is possible by:

  • Sell the items at the wrong base and buy more at the correct base if the seller is not hostile.
  • Land/Move To attack vehicles at the wrong base to re-arm weapons with elerium, missiles, etc. and to re-fuel fusionfuel, return craft to correct base. (They can remain at the wrong base if not needing repairs)

If an organisation is hostile, moving items with the sell-rebuy method is not possible, severely limiting options:

  • Land a large squad of empty agents at the wrong base and load them up with bulk, mixed equipment to be moved to the correct base then un-equip all agents. Walking between bases is also possible if people tubes are intact since over-encumbered agents are not slowed.
  • Craft modules and devices are easily moved using the same method as for agents.

Note: Agents flown/moved to another base will automatically transfer themselves if living quarters space is available. Technical personel cannot be transferred in any fashion without using Transtellar. If they are sacked, they disappear from the hire screen.

See Also