Starting Base (EU)

From UFOpaedia
Jump to navigation Jump to search

Replacement Cost of Starting Base

  • 550K to 1000K depending on location - Access Lift / Base Creation
  • 1200K - 2 Interceptors
  • 500K - 1 Skyranger
  • 800K - Workshop
  • 750K - Laboratory
  • 600K - 3 Hangars
  • 600K - 10 Scientists
  • 500K - 10 Engineers
  • 320K - 8 Soldiers
  • 400K - Living Quarters
  • 500K - Small Radar
  • 150K - General Stores
  • 400K - Craft armament (arguably only 107K of which is useful) [1]
  • 75K - Battlefield armament [2]

TOTAL $6.795 million plus location cost = $7.345 to $7.795 million. Typically $7.795 million as it is usual to locate the base in one of the most expensive locations (Europe, US or NE Asia).


[1]: 4 Cannon @30K, 9 x 50 rounds@1240, 37 Stingray@3K & 3 Launchers@16K, 10 Avalanche@9K & 1 Launcher@17K = $397.16K

[2]: 5/13 Pistol 800/70; 8/20 Rifle 3000/200; 2/8/1 HC 6400/300/500; 1/6 AC 13500/500; 1/4 Rocket 4000/600; 13 Grenade 300; 5 Smoke 150; = $76,160


Sale Value of Starting Base

The overwhelming majority of assets in the Starting Base have no resale value. You will yield only $260,278 for selling everything, apart from the weapons currently that are initially loaded in the Interceptors. In fact, for reasons below, you need to hold on to the spare launchers (sale value $24,750), so this only yields $235,528.

Selling all the craft weapons is normally impossible as craft weapons can only be swapped out for another weapon, a craft hardpoint can't be disarmed. By retaining all the launchers, replacing all the hardpoints with all 4 initial launchers, it's possible to sell all the missiles, cannon, and cannon ammo. This raises an additional 2 x 22,500 + 8 x 1,012 + 12 x 2,400 = $81,896 for a total $317,424.

If you use Seb76's loader, there is an option to disarm aircraft hardpoints. This would allow you to also sell the 4 missile launchers for a further $48,700, raising the total to the maximum of $366,124.