Base Facilities (EU)

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Revision as of 18:21, 12 September 2007 by Zombie (talk | contribs) (→‎Quick Cost Reference: Adjusted width of table and columns, also added costs found in the executable and reworded.)
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There are several types of base facilities that you can place in your installations. Some of these are available from the beginning of the game, others are gained through research. With the exception of the Access Lift, and the facilites you start the game with, all require an amount of time to be built and will charge you a monthly maintanance fee on top of the initial construction costs.

You can remove old unwanted facilities that you no longer use if they are empty, but if you do you should note their is a known bug that means that it is very expensive to keep around empty squares that used to be occupied.

All base facilities must be linked, either directly or via other base facilities, to the Access Lift. While you cannot dismantle a base facility that is in use or is linking other facilities to the Access Lift, it can be destroyed in the process of a Base Defense mission. If a base facility is destroyed in this way, any other base facilities that were relying on that facility as a link to the Access Lift will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).

Initial Base Facilities:


Researchable Base Facilities:


X-COM Base Terrain

See Xcom_and_Alien_Bases#XCom_Base and X-Com_Base_Terrain

Single Use Facilities

Normally, the more base facilities you have, the more you are able to do with them. This is not so for certain facilities, even though it isn't obvious in the game. For these, only the first facility provides any benefit to the base.

They are: The Small Radar, Large Radar, Hyper-Wave Decoder, Grav Shield, and the Mind Shield.

These facilities work with other facilities, but any duplicates won't provide any additional benefits (while still costing maintenance). This is especially important for radars and the Grav Shield. For example, a second Large Radar doesn't provide any additional large-radar functionality, but a single Large Radar and a Small Radar will stack and combine their scanning abilities. Also, the Grav Shield will only repel attackers once per base, no matter how many you have (so one is all you need).

The only reason to build multiples from the above list would be for strategic base defence reasons, as each module provides a different lower corridor layout.

Note: The base information screen does list how many radars you have, but that's all it does. It does not represent your base's actual scanning ability.

Also note that once you have a Hyper-Wave Decoder, you do not need any Small or Large Radars (and can dismantle any you have). The Decoder has a wider range and always detects alien craft immediately (unlike either Radar).

Quick Cost Reference

StructureConstruction CostMaintenance CostConstruction TimeStackable?
Access Lift$300,000*$4,0001 day**No
Living Quarters$400,000$10,00016 daysYes
Laboratory$750,000$30,00026 daysYes
Workshop$800,000$35,00032 daysYes
General Stores$150,000$5,00010 daysYes
Alien Containment$400,000$15,00018 daysYes
Hangar$200,000$25,00025 daysYes
Small Radar$500,000$10,00012 daysNo
Large Radar$800,000$15,00025 daysNo
Missile Defenses$200,000$5,00016 daysYes
Psionic Laboratory$750,000$16,00024 daysYes
Hyper-Wave Decoder$1,400,000$35,00026 daysNo
Laser Defenses$400,000$10,00024 daysYes
Plasma Defenses$600,000$12,00034 daysYes
Fusion Defenses$800,000$14,00034 daysYes
Mind Shield$1,300,000$5,00033 daysNo
Grav Shield$1,200,000$15,00038 daysNo

* The cost found in the executable is $300,000, but the actual cost depends on where the base is built.
** The time found in the executable is 1 day, but in-game the time is instantaneous.

Base Construction Quick Notes

  • Destruction of base facilities through combat and the domino collapse effect - To Do
  • Base Disjoint Bug - in progress