Difference between revisions of "Bases (Apocalypse)"

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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.  
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X-COM bases are constructed from a variety of component units designed to perform different functions. The construction of a new base requires a bare minimum of living quarters and storage facilities. Beyond these requirements a base is designed to accommodate research, training and vehicle repair facilities. Bases will also need to be defended against aggression using well equipped Agents and security stations. ''From: Apocalypse Ufopaedia''
The [[Base_Layouts_(Apocalypse)|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.
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<br>
 +
'''An [[X-COM_(Apocalypse)|X-Com]] Base is the headquarters of operations for dealing with the alien menace in [[City_Maps_(Apocalypse)|Mega-Primus]].'''
  
==Purchase==
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<u>'''Important'''</u>: Each building has a '''home cell'''. It is a 1x1 cityscape tile in the shape of a grey box which looks like a car-port or parking garage. This is the ''heart'' of the [[Buildings_(Apocalypse)|building]] where road vehicles park, employees stay, facilities are built etc. If this tile is [[Base_Defense_(Apocalypse)#Base_Loss_And_Complications|destroyed]], all units within will be killed, road vehicles damaged or destroyed and it may destroy the base if the whole [[Cityscape_Fighting_(Apocalypse)#Alien_Bombing|building structure]] is also damaged.
X-Com starts with one randomly selected base. Additional bases may be purchased at any time, funds permitting. A priority in choosing a new base is:
 
* the type of top-side structure that will hide the X-Com base within the basement.
 
* the layout and quantity of corridors.
 
* price.<br>
 
A further consideration is the amount of launch tubes, however, due to parking of craft at any building, launch tube quantity is not important.
 
  
== Buying A New Base ==
+
==Purpose==
 +
A base is a collection of [[Facilities_(Apocalypse)|facilities]] constructed within the basement of a building. An X-Com base contains facilities that are utilized to maximise operational efficiency. At minimum, a base must contain:
 +
* A place to barrack troops.
 +
* An area to store items.<br>
 +
Facilities are available to enable customisation of a base to optimise a particular requirement. In general (and completely optional), some operational priorties are:
 +
* A strike base.
 +
* A [[Biochemistry|biology]] research base.
 +
* A [[Quantum_Physics_(Apocalypse)|quantum physics]] research base.
 +
* A [[Engineering_(Apocalypse)|manufacturing]] base.<br>
 +
Other facilities may further enhance such operational priorities to include:
 +
* Emergency medical care.
 +
* Combat training.
 +
* Pionics training.
 +
* Craft repair.
 +
* Alien lifeform containment.
 +
* Internal defense.<br>
 +
X-Com has limits on how many units are possible across <u>all bases</u>:
 +
* Total quantity of units of any type = 180.
 +
* Sub-total of any single type of [[Research_(Apocalypse)|technical personel]] = 50.
 +
* Sub-total amount of any [[Agents_(Apocalypse)|agent]] type = 100.
 +
* Other unit limits depend on the ratio of agents to technical personel, which can automatically [[Known_Bugs_(Apocalypse)#Automatic_Unit-Ratio_Reduction|change]] unexpectedly.
  
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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==Start Base==
 +
At game start, a fully functional X-Com base is [[X-COM_-_At_The_Start|provided for free]], including funds, troops and equipment, scientists and engineers, and a small collection of vehicles. The [[Base_Locations_(Apocalypse)|location]] of the start base is randomly chosen according to the game [[Difficulty_Levels_(Apocalypse)|difficulty]] from the available buildings owned by the [[Government]]: you either get a [[Warehouse_(Apocalypse)|warehouse]] or a [[Slums_(Apocalypse)|slum]] building.<br>
 +
The start base has no operational priority. The facilities provided are in random areas. The shape of the layout may hinder efficient use of defense, living space, or other requirements.<br>
 +
Caution: A certain [[Base_Locations_(Apocalypse)#Superhuman_Level|Superhuman Difficulty]] cityscape building is structurally unsound. (restart the game until a more suitable place is provided).
  
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 Purchase==
 +
X-Com starts with one randomly designed base. Additional bases may be purchased (via the building+crane icon) at any time, funds permitting. The priority of choosing a [[Base_Layouts_(Apocalypse)|new base]]:
 +
* The resistance to damage of the top-side structure (warehouse=strong or slum=weak) that will hide an X-Com base within the basement.
 +
* Location of the access lift for defence and isolation.
 +
* Layout of the corridors for future expansion.
 +
* Surrounding area to shield your building from stray weapon impacts.
 +
* Price.<br>
 +
A further consideration is the amount of launch tubes, however, since basic air vehicles can be parked at any building without using fuel, tube quantity is not important regarding how many air craft can be launched quickly.<br>
 +
Note: the layout of corridors is permanent and cannot be altered.
  
== Base Location and Type ==
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==Base Defense==
 +
An [[Tactical_Combat_Missions_(Apocalypse)#Base_Attack|undefended]] X-Com base will be destroyed immediately when [[Base_Defense_(Apocalypse)|attacked]] by hostile ground forces (alien craft infiltration or raid). Move/Fly armed agent(s) to the building immediately after purchase - living quarters does not need to be completed since they are [[Base_Defense_(Apocalypse)#Building_Garrison_And_Transfers|visitors]]. If the new base is under attack and no facilities have been placed, a base defense battlescape will only contain the bare corridors and the access lift.
 +
* A new base should immediately have at least one (basic) security station being constructed next to the access lift to assist the visiting defenders.
 +
* Damaged facilities are [[Facilities_(Apocalypse)|always repaired]] at successful conclusion.
 +
* If a base is lost, the layout disappears from the 'base slot'. The now unused base-slot will be used for the next base built, if any are available.
 +
* If any Technical Personel escaped from the battlescape, they will automatically return upon successful defence of the base.
  
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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==Base Designs==
 +
''These are suggestions, it is your choice how you build them.''<br>
 +
A single base has a limit of '''six small''' and '''four large''' laboratory/workshop facilities, all others types have no limits. Only three security stations (twelve base defence turrets in total) will be active during a base defence mission. If one station is completely destroyed, others beyond the original three, do not become active.<br>
 +
Certain layouts will influence the final operational design such as:
 +
* Access lift location to funnel invaders through multiple security stations.
 +
* Placement of vehicle repair bays next to an access lift to encourage invaders to escape.
 +
* Corridors which allow multiple large facilities.
 +
* Choke-points to ambush invaders who made it past base defence turrets.
 +
* Disecting a base to have important facilities far from outside access points seperated by a line of security stations.
  
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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===Design Ideas===
 +
All base designs should use up to three security stations of any type if space allows.
 +
====Strike Base====
 +
also known as '''Main''' base.
 +
* Houses X-Com combat agents (training, psi, medical etc.).
 +
* Home of all vehicles.
 +
* Large stores.
 +
* Isolated repair bays next to the lift and security stations.
 +
* Alien containment is optional.
 +
====Research Base(s)====
 +
also known as: '''Bio''' base or '''Quan''' base if specialized, or just '''Lab''' base if not.
 +
* Contains a single type (or mix) of laboratories.
 +
* Multiple 2x2 corridors for later expansion to larger labs.
 +
* Alien containment.
 +
* No strike base functions.
 +
====Manufacturing Base====
 +
also known as: '''Workshop''' base.
 +
* Similiar to Research Base designs.
 +
* Stores instead of alien containment.<br>
 +
Warning: A base designed to have a specialized purpose will eliminate that functionality if it is lost. To prevent losing such a base and if funds permit, each base should be multi-functional.
  
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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==Unconventional Tactics==
 +
If alien containment is not used at your strike base to save room:<br>
 +
'''Transporting lifeforms only:'''
 +
* land at strike base, message:'keep on board', take off and go land at your bio base, return to strike base.<br>
 +
'''Exotic items recovered:'''
 +
* land at quan base, message:'keep on board', take off and go land at your bio base, return to strike base, transfer known recovered items at quan base to strike base, if needed.<br>
 +
'''[[Transtellar]] is hostile:'''
 +
* Transfers are not available. The easiest way to move known (researched) items is to sell them at the ''wrong'' base and then buy them at the ''correct'' base. A [[Trade_(Apocalypse)|sell/re-buy]] 'instant transfer' method!<br>
 +
Note: The 'keep on board' option is only available once per landing if the bio-transport module is in use.
  
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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===Buy And Sell===
 +
If any <u>researched</u> items are moved using the ''sell-rebuy'' option, any items re-bought will immediately appear at the buy base without having to use a Transtellar [[Airtrans_(Apocalypse)|Airtrans]] delivery vehicle ...limiting exposure to <s>Megapol</s> enemy attacks. This may be an option to use always since it speeds up movement of known alien items. It does not work for standard market items since these will always be delivered from the respective company-owned buildings using the airtrans vehicles (which [[Megapol]] may attack if they are hostile to that organisation).
  
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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===Equipment Transfers===
 +
If Transtellar is hostile, transfer is not possible for <u>standard</u> equipment from one base to another. Manually moving equipment and craft items is possible by:
 +
* Sell the standard items at the ''wrong'' base and buy more at the ''correct'' base if the seller is not hostile.
 +
* Land or Move attack vehicles to the ''wrong'' base to re-arm [[Vehicle_Weapons_(Apocalypse)|weapons]] with elerium, missiles, etc. and to re-fuel fusionfuel, return craft to ''correct'' base when ready. (They can remain at the ''wrong'' base if not needing repairs)<br>
 +
If any organisation (and Transtellar) is hostile, moving standard items with the sell/re-buy method is not possible, severely limiting options. The only way to move standard equipment is tedious:
 +
* Land a large squad of empty agents at the ''wrong'' base and load them up with bulk, mixed equipment to be moved to the ''correct'' base. Once arrived, un-equip all agents. Walking between bases is also possible if [[People_Tube_(Apocalypse)|people tubes]] are intact since over-encumbered agents are not slowed.
 +
* Craft modules, weapons and devices are easily moved using vehicles to ferry items as the same method for agents.<br>
 +
Note: Agents delivered to a new base via an X-Com vehicle will be automatically transferred if living quarters space is available however, if they moved on foot to the base, they will be visiting regardless of available living space. Technical personel cannot be transferred in any fashion without using Transtellar. If any unit is sacked, they disappear from the hire screen.
  
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 [[Vehicle Repair Bay (Apocalypse)|repairs]] your vehicles, researches [[Quantum Physics Lab (Apocalypse)|Quantum Physics]]/[[Biochemistry Lab (Apocalypse)|Biochemistry]] or only contains [[Workshop (Apocalypse)|Workshops]].
 
 
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.
 
 
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.
 
 
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.
 
 
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==
 
==See Also==
 
+
*'''[[Base_Defense_(Apocalypse)|Base Defence]]'''
 +
* [[Facilities (Apocalypse)|Base Facilities]]
 
* [[Base Locations (Apocalypse)|Base Locations]]
 
* [[Base Locations (Apocalypse)|Base Locations]]
 
* [[Base Layouts (Apocalypse)|Base Layouts]]
 
* [[Base Layouts (Apocalypse)|Base Layouts]]
* [[Facilities (Apocalypse)|Base Facilities]]
 
  
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Bases (Apocalypse)]]
 

Latest revision as of 17:39, 14 November 2023

X-COM bases are constructed from a variety of component units designed to perform different functions. The construction of a new base requires a bare minimum of living quarters and storage facilities. Beyond these requirements a base is designed to accommodate research, training and vehicle repair facilities. Bases will also need to be defended against aggression using well equipped Agents and security stations.  From: Apocalypse Ufopaedia


An X-Com Base is the headquarters of operations for dealing with the alien menace in Mega-Primus.

Important: Each building has a home cell. It is a 1x1 cityscape tile in the shape of a grey box which looks like a car-port or parking garage. This is the heart of the building where road vehicles park, employees stay, facilities are built etc. If this tile is destroyed, all units within will be killed, road vehicles damaged or destroyed and it may destroy the base if the whole building structure is also damaged.

Purpose

A base is a collection of facilities constructed within the basement of a building. An X-Com base contains facilities that are utilized to maximise operational efficiency. At minimum, a base must contain:

  • A place to barrack troops.
  • An area to store items.

Facilities are available to enable customisation of a base to optimise a particular requirement. In general (and completely optional), some operational priorties are:

Other facilities may further enhance such operational priorities to include:

  • Emergency medical care.
  • Combat training.
  • Pionics training.
  • Craft repair.
  • Alien lifeform containment.
  • Internal defense.

X-Com has limits on how many units are possible across all bases:

  • Total quantity of units of any type = 180.
  • Sub-total of any single type of technical personel = 50.
  • Sub-total amount of any agent type = 100.
  • Other unit limits depend on the ratio of agents to technical personel, which can automatically change unexpectedly.

Start Base

At game start, a fully functional X-Com base is provided for free, including funds, troops and equipment, scientists and engineers, and a small collection of vehicles. The location of the start base is randomly chosen according to the game difficulty from the available buildings owned by the Government: you either get a warehouse or a slum building.
The start base has no operational priority. The facilities provided are in random areas. The shape of the layout may hinder efficient use of defense, living space, or other requirements.
Caution: A certain Superhuman Difficulty cityscape building is structurally unsound. (restart the game until a more suitable place is provided).

Base Purchase

X-Com starts with one randomly designed base. Additional bases may be purchased (via the building+crane icon) at any time, funds permitting. The priority of choosing a new base:

  • The resistance to damage of the top-side structure (warehouse=strong or slum=weak) that will hide an X-Com base within the basement.
  • Location of the access lift for defence and isolation.
  • Layout of the corridors for future expansion.
  • Surrounding area to shield your building from stray weapon impacts.
  • Price.

A further consideration is the amount of launch tubes, however, since basic air vehicles can be parked at any building without using fuel, tube quantity is not important regarding how many air craft can be launched quickly.
Note: the layout of corridors is permanent and cannot be altered.

Base Defense

An undefended X-Com base will be destroyed immediately when attacked by hostile ground forces (alien craft infiltration or raid). Move/Fly armed agent(s) to the building immediately after purchase - living quarters does not need to be completed since they are visitors. If the new base is under attack and no facilities have been placed, a base defense battlescape will only contain the bare corridors and the access lift.

  • A new base should immediately have at least one (basic) security station being constructed next to the access lift to assist the visiting defenders.
  • Damaged facilities are always repaired at successful conclusion.
  • If a base is lost, the layout disappears from the 'base slot'. The now unused base-slot will be used for the next base built, if any are available.
  • If any Technical Personel escaped from the battlescape, they will automatically return upon successful defence of the base.

Base Designs

These are suggestions, it is your choice how you build them.
A single base has a limit of six small and four large laboratory/workshop facilities, all others types have no limits. Only three security stations (twelve base defence turrets in total) will be active during a base defence mission. If one station is completely destroyed, others beyond the original three, do not become active.
Certain layouts will influence the final operational design such as:

  • Access lift location to funnel invaders through multiple security stations.
  • Placement of vehicle repair bays next to an access lift to encourage invaders to escape.
  • Corridors which allow multiple large facilities.
  • Choke-points to ambush invaders who made it past base defence turrets.
  • Disecting a base to have important facilities far from outside access points seperated by a line of security stations.

Design Ideas

All base designs should use up to three security stations of any type if space allows.

Strike Base

also known as Main base.

  • Houses X-Com combat agents (training, psi, medical etc.).
  • Home of all vehicles.
  • Large stores.
  • Isolated repair bays next to the lift and security stations.
  • Alien containment is optional.

Research Base(s)

also known as: Bio base or Quan base if specialized, or just Lab base if not.

  • Contains a single type (or mix) of laboratories.
  • Multiple 2x2 corridors for later expansion to larger labs.
  • Alien containment.
  • No strike base functions.

Manufacturing Base

also known as: Workshop base.

  • Similiar to Research Base designs.
  • Stores instead of alien containment.

Warning: A base designed to have a specialized purpose will eliminate that functionality if it is lost. To prevent losing such a base and if funds permit, each base should be multi-functional.

Unconventional Tactics

If alien containment is not used at your strike base to save room:
Transporting lifeforms only:

  • land at strike base, message:'keep on board', take off and go land at your bio base, return to strike base.

Exotic items recovered:

  • land at quan base, message:'keep on board', take off and go land at your bio base, return to strike base, transfer known recovered items at quan base to strike base, if needed.

Transtellar is hostile:

  • Transfers are not available. The easiest way to move known (researched) items is to sell them at the wrong base and then buy them at the correct base. A sell/re-buy 'instant transfer' method!

Note: The 'keep on board' option is only available once per landing if the bio-transport module is in use.

Buy And Sell

If any researched items are moved using the sell-rebuy option, any items re-bought will immediately appear at the buy base without having to use a Transtellar Airtrans delivery vehicle ...limiting exposure to Megapol enemy attacks. This may be an option to use always since it speeds up movement of known alien items. It does not work for standard market items since these will always be delivered from the respective company-owned buildings using the airtrans vehicles (which Megapol may attack if they are hostile to that organisation).

Equipment Transfers

If Transtellar is hostile, transfer is not possible for standard equipment from one base to another. Manually moving equipment and craft items is possible by:

  • Sell the standard items at the wrong base and buy more at the correct base if the seller is not hostile.
  • Land or Move attack vehicles to the wrong base to re-arm weapons with elerium, missiles, etc. and to re-fuel fusionfuel, return craft to correct base when ready. (They can remain at the wrong base if not needing repairs)

If any organisation (and Transtellar) is hostile, moving standard items with the sell/re-buy method is not possible, severely limiting options. The only way to move standard equipment is tedious:

  • Land a large squad of empty agents at the wrong base and load them up with bulk, mixed equipment to be moved to the correct base. Once arrived, un-equip all agents. Walking between bases is also possible if people tubes are intact since over-encumbered agents are not slowed.
  • Craft modules, weapons and devices are easily moved using vehicles to ferry items as the same method for agents.

Note: Agents delivered to a new base via an X-Com vehicle will be automatically transferred if living quarters space is available however, if they moved on foot to the base, they will be visiting regardless of available living space. Technical personel cannot be transferred in any fashion without using Transtellar. If any unit is sacked, they disappear from the hire screen.


See Also