Instalaciones de Bases
Existen diversos tipos de instalaciones de bases. Algunas se pueden utilizar desde el principio del juego y otras se revelarán mediante investigación. Con la excepción del Ascensor de Entrada y las instalaciones de la base inicial, todas necesitan un tiempo para construirse y supondrán un costo adicional en gastos de mantenimiento además de los gastos de construcción.
Puedes demoler las instalaciones que no quieras y que no uses, pero, si lo haces, debes saber que existe un error que hace que sigas pagando mantenimiento por cuadrados vacíos que antes usabas.
Todas las instalaciones de la base deben estar conectadas, directa o indirectamente, al Ascensor de Entrada. No se puede desmantelar ninguna instalación que esté en uso o sirva de único enlace con otras instalaciones al Ascensor de Entrada, aunque puede ser destruida durante una misión de Defensa de Base. Si esto ocurre, cualquier otra instalación conectada a ésta, será destruida también. Sin embargo, el equipo, nave o personal que pudiera contener, se mantiene en la base (a pesar de la falta de espacio).
Instalaciones iniciales vs. investigadas
Instalaciones iniciales de la base:
Ascensor de Entrada
Alojamientos
Laboratorio
Taller
Almacenes Generales
Contención Alienígena
Hangar
Radar Pequeño
Radar Grande
Defensas de Misiles
Instalaciones investigables:
Laboratorio Psiónico
Decodificador de Hiper Onda
Defensas Laser
Defensas de Plasma
Defensas de Fusión
Escudo Mental
Escudo de Gravedad
Referencia de Costes
Construcción | Coste | Mantenimiento * | Tiempo | ¡Más de uno? |
---|---|---|---|---|
Access Lift ** | $300,000 | $4,000 | 1 día | No |
Living Quarters | $400,000 | $10,000 | 16 días | Si |
Laboratory | $750,000 | $30,000 | 26 días | Si |
Workshop | $800,000 | $35,000 | 32 días | Si |
General Stores | $150,000 | $5,000 | 10 días | Si |
Alien Containment | $400,000 | $15,000 | 18 días | Si |
Hangar | $200,000 | $25,000 | 25 días | Si |
Small Radar | $500,000 | $10,000 | 12 días | No |
Large Radar | $800,000 | $15,000 | 25 días | No |
Missile Defenses | $200,000 | $5,000 | 16 días | Si |
Psionic Laboratory | $750,000 | $16,000 | 24 días | Si |
Hyper-Wave Decoder | $1,400,000 | $35,000 | 26 días | No |
Laser Defenses | $400,000 | $10,000 | 24 días | Si |
Plasma Defenses | $600,000 | $12,000 | 34 días | Si |
Fusion Defenses | $800,000 | $14,000 | 34 días | Si |
Mind Shield | $1,300,000 | $5,000 | 33 días | No |
Grav Shield | $1,200,000 | $15,000 | 38 días | No |
* Aquí se muestran los costes según el juego, pero se presentan incorrectamente en la Pantalla de Gastos de Mantenimiento de la base. Echa un vistazo a este error.
** El archivo GEOSCAPE.EXE dice que el Ascensor de Entrada tarda 1 día en cosntruirse y cuesta $300k, pero en la práctica se construye inmediatamente y su coste varía en función de la región donde lo construyes.
Instalaciones de un solo uso
Normalmente, cuanto más instalaciones tengas, más capacidades te otorgarán. Algunas de ellas, sin embargo, no proporcionan beneficios adicionales más allá de la primera construcción. Estas son: Radar pequeño, Radar grande, Decodificador de hiper onda, Escudo de gravedad, Escudo mental y Contención alienígena.
Ninguna de las instalaciones anteriores proporciona nada más que costes de mantenimiento adicional cuando construyes más de una. Esto es especialmente importante con el Escudo de gravedad y el Radar. El primero sólo repelerá atacantes una vez por base, sin importar cuántos tengas. De la misma manera, un segundo Radar grande no proporciona funcionalidad añadida, aunque un Radar grande y uno pequeño combinarán sus capacidades de escaneo.
Aunque la pantalla de información de base muestra cuántos radares tienes, no representa tu capacidad de localización de naves actual. Además, cuando adquieras un Decodificador de hiper onda, no necesitarás ningún radar, ya sea pequeño o grande, con lo que deberías desmantelar los que tengas. El decodificador posee mayor rango de escaneo y siempre detecta naves alienígenas inmediatamente, al contrario que los radares (aunque deberías tener en cuenta lo de Pagar por Tierra) cuando lo hagas.
Error al mostrar los gastos de mantenimiento
X-COM has an interesting bug: When tallying maintenance costs for display on the Base Facilities screen, the code erroneously passes on the row number of the base that the facility is found in, instead of the record number for the facility. The following table shows the first six base facilities from BASE.DAT (compare, e.g., their order in the in-game UFOpaedia). Alongside are the monthly maintenance costs incorrectly displayed for having a facility on a particular base row:
C1 | C2 | C3 | C4 | C5 | C6 | |
---|---|---|---|---|---|---|
R1 | 4k | 4k | 4k | 4k | 4k | 4k |
R2 | 10k | 10k | 10k | 10k | 10k | 10k |
R3 | 30k | 30k | 30k | 30k | 30k | 30k |
R4 | 35k | 35k | 35k | 35k | 35k | 35k |
R5 | 10k | 10k | 10k | 10k | 10k | 10k |
R6 | 15k | 15k | 15k | 15k | 15k | 15k |
Record Facility Maintenance 00 Access Lift 4k 01 Living Quarters 10k 02 Laboratory 30k 03 Workshop 35k 04 Small Radar System 10k 05 Large Radar System 15k
Due to the bug, the monthly maintenance cost displayed on the base info screen for base facilities depends only on their placement (and the in-game UFOpaedia maintenance numbers are effectively meaningless). However, the Geo finance Graph does get the total correct.
The in-game mechanics (the actual monthly cost) are correct as well. Next lines are only hypothetical (see discussion):
Hangars are only charged once, for their upper right (upper left?) square. So a Hangar along the "bottom" of your base would appear to cost $10k/month.
If this actually affected the real cost, clearly it's cheapest to have a strategy that puts a defensive buffer along the third or fourth row, like so:
The incorrect displayed cost for this layout is $329k/month: The hangars on the bottom are 3*10, the lift is 35, and the rest is 6 * (30+10+4). Replace all the Psi with whatever you like, it's irrelevant. Also, the Lift could be anywhere on its row. The average (incorrect displayed) cost for a facility on the top 3 rows is $14,667/month (44/3). |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
A design with hangars along the top cost incorrectly displays as $402k/month, $73k more 'expensive' than one with hangars along the bottom, despite having precisely the same facilities. Here, the average for the bottom 3 rows is $20k/month (60/3). |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
So (if these costs were real) a design with hangars along the bottom is the most cost effective for a "full" base. Small outpost bases have more options available. If you have hangars along the bottom and a single connector facility on rows 3 and 4, the average (incorrect displayed) cost for facilities on the top 2 rows is only $7k/month! (14/2) This is cheaper than the listed maintenance costs for everything except these three facilities, at $5k/month each: General Stores, Mind Shield, and Missile Defences.
Note: This bug has the dubious honor of being a fairly straightforward, important one which went unnoticed for a dozen years until Sfnhltb caught it in February 2007. For more info, see this page's Discussion.
Paying For Dirt Bug
If you take down a facility and leave bare dirt, you will continue to pay maintenance on it. But not at the old rate; filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay $80k/month. Thats $320k per hangar you take down.
There are only two known ways to stop paying this premium: 1) completely dismantle the base, or 2) build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.
Note: If you start a facility and change your mind before it is complete, after the time it would have completed you will start paying this $80k premium!
Base Module Collapse
Base modules that get severely damaged through combat will get destroyed the moment you return to the Geoscape. If the destruction of the module causes any adjacent modules to become isolated from the Access Lift, they will collapse like dominos.
Take this base as an example:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Let's assume that there was heavy fighting with blaster bombs during a base defence mission and everything in the workshop was destroyed.
Assuming that the battle was won. The base will now look like:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Half of the base has been wiped out!
The good news though, apart from losing the use of the modules you just lost, much of your assets will remain intact. Amongst them:
- Staff
- Staff will remain, even if there are insufficient beds.
- Equipment
- Nothing is lost. Just storage capacity for moving in new items.
- Aircraft
- The aircraft remain assigned to the base and you can use them as normal. If moved to another base, they will no longer be able to return until a new hangar is built.
- Alien Containment prisoners
- They'll somehow remain, strangely enough. Possibly shoved into fridges, but they still be available when the containment module is rebuilt.
- Research and constructions projects
- These will be halted, but progress on research projects should not be lost.
Since single choke-point bases are very popular, it is recommended that fighting with explosives in the choke point module be kept to a bare minimum, lest the entire base is lost. Alternatively, you could use one or more of the invulnerable modules as the choke point. The Access Lift and General Stores work well for this purpose.
Some base modules are built in such a way that they cannot be destroyed during a Base Defense mission, regardless of collateral damage. These modules are the Access Lift, the General Stores, the Living Quarters, and the Hangar.
TO-DOs
- Base Disjoint Bug - in progress
See Also
- Base Facilities (TFTD)
- X-COM Bases
- Base Layout Strategy
- X-Com Base Terrain
- Base Defense
- UFO Base Kit (for designing your own base layouts!)