Difference between revisions of "Bases (Apocalypse)"

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Bases are the most important asset that you, as commander of X-COM, could ever possess. Bases are where you store your extra weapons and armor for your troops. It's where you store your ammunition, your captured aliens, your artifacts that you stole from the alien's ships and carcasses. It's where you fix those ships that were damaged in the battles with the alien space ships, and where you research these new and deadly forms of warfare. This is where you construct monstrous ships of awe-inspiring power and create armor of startling strength.  
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Bases are the most important asset that a commander of X-COM can possess. Bases are where extra weapons, ammunition and armor are stored for your troops. It's also where captured aliens and [[Alien Artifacts (Apocalypse)|artifacts]] recovered from crashed UFOs are researched to allow new and deadly forms of warfare. It's where ships that were damaged in the battles with the alien space ships are repaired and equipped. It is also where you construct monstrous ships of awe-inspiring power and create armor of startling strength.  
  
Bases come in many different shapes and forms. Some can be high rise buildings while others can be low slums. This doesn't impact you too much, though the higher the building, the larger a target it is for the alien ships to come in and blow holes in it until it's nothing but rubble and all your troops inside it are dead. The layout is that which you should count on the most. Bases with large layouts are able to have more items constructed in them, and can make good all-purpose bases. Bases with limited or contorted space needs to be specialized as a specific type of base, such as one which only repairs your vehicles, or only researches quantum physics, or only contains workshops. Don't neglect to put in a few living quarters and storage modules, though. If you are ever attacked by an organization, you will want at least a few soldiers on hand to take care of the pests. Also, if you are blitzing on Workshops, you should be aware that you will need storage modules in order to "store" the items which you just manufactured. I tend to buy as many bases as possible and specialize each one, usually dedicating one or two to vehicle repairs, one to quantum physics research, one to biochemistry, a few to housing my soldiers, and then one to three for housing workshops. I then create enough living quarters for at least one soldier in each base.
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== [[Base Layouts (Apocalypse)|Base Layout]] ==
  
When planning your base, it should be noted that [[Hangar|Vehicle Bays]] and [[Access Lift (Apocalypse)|Access Lifts]] are able to be infiltrated by insurgents. If your bases ever come under attack, these are the areas where the enemy will most likely enter from. To counter this, I usually cordon off these sections with a small string of [[Security Station (Apocalypse)|Security Stations]], be they the advanced or regular form. This usually means that the enemy is shredded before you even run into them, and, in case your defenses fall, you can be certain that they enemy will be down most of its assault force.
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The bases in Apocalypse have predefined areas where it is possible to build new [[Facilities (Apocalypse)|facilities]], all linked by corridors. It is impossible to expand the base more than the already excavated areas, which can limit the usefulness of a base.  
  
Finally remember that you can transfer people between stations. If you stick all your scientists and men in one base, it is very likely that one well-placed missile or beam can completely annihilate your entire platoon of troops and all your researchers, which is generally BAD. Also, you will only lose the men in your base if a piece of building falls on top of the bay through which your men enter and leave via car. Otherwise, the aliens can destroy your entire base and you'll be fine.
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The game starts with X-COM already in possession of a randomly selected base, and if needed, the [[Government]] can be contacted to give additional base(s), provided the funds are available. The layout of those new bases can vary, so it is prudent to examine the layouts before making the purchase.
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== Buying A New Base ==
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There are 4 factors to consider when buying a new base: '''Cost''', '''Layout''', '''Building Type''' and '''Location'''. A complete list of all the buildings and their characteristics can be found at [[Base Locations (Apocalypse)|Base Locations]] and a detailed analysis of their layouts at [[Base Layouts (Apocalypse)|Base Layouts]].
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Another important factor when buying a new base is the number of aircraft launch tubes present at the building. The more it has, the faster multiple X-COM craft can scramble to intercept enemy craft, although this can also be achieved by parking aircraft into the buildings of other [[Organizations]], especially the [[Space Port (Apocalypse)|Space Port]].
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== Base Location and Type ==
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Since X-COM will mostly be employing [[Air Vehicles (Apocalypse)|air vehicles]] the location of the base or number of launch tubes isn't that important since aircraft can be strategically docked anywhere in the city, allowing them quick access to any part of [[Mega-Primus]].
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Of more importance is the type of building where the base is located. All bases are built in either [[Warehouse (Apocalypse)|Warehouses]] or [[Slums (Apocalypse)|Slums]].
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The type of building has little effect during an actual [[Base Defense (Apocalypse)|Base Defense]] mission since they will be fought using the base layout. It is particularly important during [[Cityscape Fighting (Apocalypse)|Cityscape battles]].
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Warehouse exteriors can sustain more damage than Slums and their lower profiles make it harder for stray shots to hit them.
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Slums cost about the same as Warehouses but the structural integrity of these badly maintained buildings is questionable. They are much larger targets and crumble easily. In addition to that, any building connected to the slum will collapse with it.
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Slums are usually the only kind of buildings purchasable in the more remote and dilapidated areas of the city.
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With either type of building, if the main square where the agents and vehicles are stored is hit and it falls down, agents will get killed and craft will be destroyed. This risk is greater with slums.
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The type of building will also affect where you fight if you choose to investigate your own base when aliens have infiltrated the building but no base attack has commenced.
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== Base Design ==
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There a many considerations and trade-offs to make when planning your bases. Base location, security, coordinating human resources, etc.
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Bases with large layouts are able to have more facilities constructed in them, and can make good all-purpose bases. Bases with limited space need to be specialized as a specific type of base, such as one which only [[Vehicle Repair Bay (Apocalypse)|repairs]] your vehicles, researches [[Quantum Physics Lab (Apocalypse)|Quantum Physics]]/[[Biochemistry Lab (Apocalypse)|Biochemistry]] or only contains [[Workshop (Apocalypse)|Workshops]].
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Every base needs a few [[Living Quarters (Apocalypse)|Living Quarters]] and a [[Stores (Apocalypse)|Stores]] module. If a base is attacked by an organization, it is necessary to have at least one agent at the base otherwise the base will be destroyed without opposition. In addition, any [[Workshop (Apocalypse)|Workshops]] will require at least one storage module to store the newly manufactured items.
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When planning your base, it should be noted that [[Vehicle Repair Bay (Apocalypse)|Repair Bays]] and [[Access Lift (Apocalypse)|Access Lifts]] are the entry points for hostile forces during base raids. Place your modules around the base with the raids in mind.
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It is a good idea to cordon off the entry points with [[Security Station (Apocalypse)|Security Stations]]. With the stations in place, enemy forces will often suffer heavy casualties before defending agents run into them. In case the stations fall, they will have damaged the enemy force considerably or at least delayed the enemy long enough for you to lead your scientists to safety and coordinate your combat troops.
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One consideration for managing raids is the distribution of personnel at the base. In combat, you have six squads of six agent slots that is shared by your agents and the technical staff. Six of the individual slots are reserved slots (for mind controlled units and presumably the security stations), leaving room for only 30 personnel to appear in the battle. In an overcrowded situation where you have a lot of agents and technical staff, you will have no choice in which agents or how many of them appear in the battle once the raid commences.
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On a similar note about staff distribution, if all the scientists, engineers and agents are present in one base, it is very likely that one well-placed attack on the building may completely annihilate the entire platoon of agents and technical personnel. For this to happen a piece of building needs to fall on top of the bay through which X-COM agents enter and leave via car. To reduce the risk of such a catastrophic loss, either avoid using Slums for research or manufacture complexes, or consider decentralizing the labs and workshops to smaller bases around the city.
  
 
==See Also==
 
==See Also==
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* [[Base Locations (Apocalypse)|Base Locations]]
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* [[Base Layouts (Apocalypse)|Base Layouts]]
 
* [[Facilities (Apocalypse)|Base Facilities]]
 
* [[Facilities (Apocalypse)|Base Facilities]]
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[[Category: Apocalypse]]
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[[Category: Bases (Apocalypse)]]

Revision as of 06:33, 11 February 2011

Bases are the most important asset that a commander of X-COM can possess. Bases are where extra weapons, ammunition and armor are stored for your troops. It's also where captured aliens and artifacts recovered from crashed UFOs are researched to allow new and deadly forms of warfare. It's where ships that were damaged in the battles with the alien space ships are repaired and equipped. It is also where you construct monstrous ships of awe-inspiring power and create armor of startling strength.

Base Layout

The bases in Apocalypse have predefined areas where it is possible to build new facilities, all linked by corridors. It is impossible to expand the base more than the already excavated areas, which can limit the usefulness of a base.

The game starts with X-COM already in possession of a randomly selected base, and if needed, the Government can be contacted to give additional base(s), provided the funds are available. The layout of those new bases can vary, so it is prudent to examine the layouts before making the purchase.

Buying A New Base

There are 4 factors to consider when buying a new base: Cost, Layout, Building Type and Location. A complete list of all the buildings and their characteristics can be found at Base Locations and a detailed analysis of their layouts at Base Layouts.

Another important factor when buying a new base is the number of aircraft launch tubes present at the building. The more it has, the faster multiple X-COM craft can scramble to intercept enemy craft, although this can also be achieved by parking aircraft into the buildings of other Organizations, especially the Space Port.

Base Location and Type

Since X-COM will mostly be employing air vehicles the location of the base or number of launch tubes isn't that important since aircraft can be strategically docked anywhere in the city, allowing them quick access to any part of Mega-Primus.

Of more importance is the type of building where the base is located. All bases are built in either Warehouses or Slums.

The type of building has little effect during an actual Base Defense mission since they will be fought using the base layout. It is particularly important during Cityscape battles.

Warehouse exteriors can sustain more damage than Slums and their lower profiles make it harder for stray shots to hit them.

Slums cost about the same as Warehouses but the structural integrity of these badly maintained buildings is questionable. They are much larger targets and crumble easily. In addition to that, any building connected to the slum will collapse with it.

Slums are usually the only kind of buildings purchasable in the more remote and dilapidated areas of the city.

With either type of building, if the main square where the agents and vehicles are stored is hit and it falls down, agents will get killed and craft will be destroyed. This risk is greater with slums.


The type of building will also affect where you fight if you choose to investigate your own base when aliens have infiltrated the building but no base attack has commenced.

Base Design

There a many considerations and trade-offs to make when planning your bases. Base location, security, coordinating human resources, etc.

Bases with large layouts are able to have more facilities constructed in them, and can make good all-purpose bases. Bases with limited space need to be specialized as a specific type of base, such as one which only repairs your vehicles, researches Quantum Physics/Biochemistry or only contains Workshops.

Every base needs a few Living Quarters and a Stores module. If a base is attacked by an organization, it is necessary to have at least one agent at the base otherwise the base will be destroyed without opposition. In addition, any Workshops will require at least one storage module to store the newly manufactured items.

When planning your base, it should be noted that Repair Bays and Access Lifts are the entry points for hostile forces during base raids. Place your modules around the base with the raids in mind.

It is a good idea to cordon off the entry points with Security Stations. With the stations in place, enemy forces will often suffer heavy casualties before defending agents run into them. In case the stations fall, they will have damaged the enemy force considerably or at least delayed the enemy long enough for you to lead your scientists to safety and coordinate your combat troops.

One consideration for managing raids is the distribution of personnel at the base. In combat, you have six squads of six agent slots that is shared by your agents and the technical staff. Six of the individual slots are reserved slots (for mind controlled units and presumably the security stations), leaving room for only 30 personnel to appear in the battle. In an overcrowded situation where you have a lot of agents and technical staff, you will have no choice in which agents or how many of them appear in the battle once the raid commences.

On a similar note about staff distribution, if all the scientists, engineers and agents are present in one base, it is very likely that one well-placed attack on the building may completely annihilate the entire platoon of agents and technical personnel. For this to happen a piece of building needs to fall on top of the bay through which X-COM agents enter and leave via car. To reduce the risk of such a catastrophic loss, either avoid using Slums for research or manufacture complexes, or consider decentralizing the labs and workshops to smaller bases around the city.

See Also