Difference between revisions of "Alien Containment"

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(→‎Statistics: reverting some stuff, will explain it all elsewhere once i have sorted things out a bit)
(rewrite, added "unique types" section & list)
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== General Information [[Image:Base-containment.gif]] ==
 
== General Information [[Image:Base-containment.gif]] ==
  
This is required to hold captured aliens, as it provides the environment that is needed to keep them alive for extended periods of time. Several research advances that are necessary to complete the game require the presence of a particular alien species in Alien Containment.
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'''Alien Containment''' facilities provide the special environments needed to keep aliens alive for extended periods of time. Without an Alien Containment, any live aliens captured at the end of a mission will die.
  
 
A single Alien Containment facility can hold any number of alien individuals from up to ten different combinations of alien species and rank. For example, one facility can hold any number of [[Sectoid]] Soldiers, but cannot hold alien units of every rank and race all at the same time.
 
A single Alien Containment facility can hold any number of alien individuals from up to ten different combinations of alien species and rank. For example, one facility can hold any number of [[Sectoid]] Soldiers, but cannot hold alien units of every rank and race all at the same time.
  
Whilst this facility can be built from the start of the game, the default starting base does not include this facility.
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The default starting base does not include an Alien Containment facility, although they are available to build at the start of the game.  It is recommended you build one immediately, as some of the highest-priority [[research]] in the game depends on studying specific live aliens.
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== Unique Alien Types ==
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There are 29 different alien race/rank combos in the game:
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* Sectoid Soldier, Medic, Navigator, Engineer, Leader, or Commander
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* Snakeman Soldier, Navigator, Engineer, Leader, or Commander
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* Ethereal Soldier, Leader, or Commander
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* Muton Soldier, Navigator, or Engineer
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* Floater Soldier, Medic, Navigator, Engineer, Leader, or Commander
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* Celatid Terrorist
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* Silacoid Terrorist
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* Chryssalid Terrorist
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* Reaper Terrorist
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* Sectopod Terrorist
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* Cyberdisc Terrorist
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The two robotic units (Sectpods and Cyberdiscs) cannot be captured alive.  Therefore, only 27 of the race/rank combos that can be kept in a containment facility.  To house all possible alien units in the game, you will need at most three Alien Containment modules.
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In practice, one containment module can suffice for the duration of the game.  Researching live aliens invariably kills them, and if all aliens of a given type are researched, their space will become available for a different unique alien type.  Thus to clear out space in your containment, just research some aliens.  This is only necessary if you are nearing the limit of 10 unique types that can be held in your containment.  (Each alien type available for research represents one of the unique types in your containment.)
  
 
<center>[[Image:XBASE_08MAP-L1.JPG|Alien Containment: Level 0|250 px]] [[Image:XBASE_08MAP-L2.JPG|Alien Containment: Level 1|250 px]]</center>
 
<center>[[Image:XBASE_08MAP-L1.JPG|Alien Containment: Level 0|250 px]] [[Image:XBASE_08MAP-L2.JPG|Alien Containment: Level 1|250 px]]</center>

Revision as of 02:52, 7 March 2007

General Information Base-containment.gif

Alien Containment facilities provide the special environments needed to keep aliens alive for extended periods of time. Without an Alien Containment, any live aliens captured at the end of a mission will die.

A single Alien Containment facility can hold any number of alien individuals from up to ten different combinations of alien species and rank. For example, one facility can hold any number of Sectoid Soldiers, but cannot hold alien units of every rank and race all at the same time.

The default starting base does not include an Alien Containment facility, although they are available to build at the start of the game. It is recommended you build one immediately, as some of the highest-priority research in the game depends on studying specific live aliens.

Unique Alien Types

There are 29 different alien race/rank combos in the game:

  • Sectoid Soldier, Medic, Navigator, Engineer, Leader, or Commander
  • Snakeman Soldier, Navigator, Engineer, Leader, or Commander
  • Ethereal Soldier, Leader, or Commander
  • Muton Soldier, Navigator, or Engineer
  • Floater Soldier, Medic, Navigator, Engineer, Leader, or Commander
  • Celatid Terrorist
  • Silacoid Terrorist
  • Chryssalid Terrorist
  • Reaper Terrorist
  • Sectopod Terrorist
  • Cyberdisc Terrorist

The two robotic units (Sectpods and Cyberdiscs) cannot be captured alive. Therefore, only 27 of the race/rank combos that can be kept in a containment facility. To house all possible alien units in the game, you will need at most three Alien Containment modules.

In practice, one containment module can suffice for the duration of the game. Researching live aliens invariably kills them, and if all aliens of a given type are researched, their space will become available for a different unique alien type. Thus to clear out space in your containment, just research some aliens. This is only necessary if you are nearing the limit of 10 unique types that can be held in your containment. (Each alien type available for research represents one of the unique types in your containment.)

Alien Containment: Level 0 Alien Containment: Level 1

Statistics

Construction Time: 18 days
Construction Cost: $400,000
Maintenance Cost: $15,000/monthbr>

See Also