Difference between revisions of "Buying/Selling/Transferring"

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== Transfers ==
 
== Transfers ==
All items and personnel take anywhere from 6 to 16 hours to transfer between bases, dependent entirely on distance.
+
*All items and personnel take anywhere from 6 to 16 hours to transfer between bases, dependent entirely on distance. ''If anybody wants to test this, it is probably directly related to transfer costs, so these might be able to be used to estimate or confirm each other. -[[User:MikeTheRed|MTR]]
 +
*Transfer fees appear to be distance-related. This has not been well investigated, but for an example, see [[Known_Bugs#Sticky_Craft_Transfer_Fee_glitch|here]].
 +
*The transfer queue can only have a maximum of 100 line items in it. "Line items" means that e.g. a one transfer of 50 Alloys only counts as one line item.
 +
*Items transferred in a Troop Transport all only count as one line item (for the Transport). Also, you are only charged the cost of the transferring the Transport. ''(Tip courtesy NKF.)'' This can be a good way to move stuff if your transfer queue is near full. But don't forget about the [[Known_Bugs#Sticky_Craft_Transfer_Fee_glitch|Sticky Craft Transfer Fee]] when moving craft - every subsequent transfer has the cost of that craft's transport added to it, for as long as the craft is in transit!
  
 
== See Also ==
 
== See Also ==

Revision as of 11:23, 5 June 2006

Purchase Times

ITEM                    TIME (Hours)      TIME (Days)
----                    ------------      -----------
All Personnel               72                3
SKYRANGER                   72                3
INTERCEPTOR                 96                4
Craft Weapons               48                2
Craft Missiles              48                2
Cannon Rounds (×50)         96                4
HWPs                        96                4
HWP Ammo                    48                2
All Weapons                 24                1
All Ammunition              24                1
All Equipment               24                1

Non-Manufacturable Prices

ITEM                    Buy Price      Sell Price
----                    ---------      ----------
Soldier                 $  40,000      $        0
Scientist               $  60,000      $        0
Engineer                $  50,000      $        0
SKYRANGER               $ 500,000      $        0
INTERCEPTOR             $ 600,000      $        0
Stingray Launcher       $  16,000      $   12,000
Avalanche Launcher      $  17,000      $   12,750
Cannon                  $  30,000      $   22,500
Stingray Missiles       $   3,000      $    2,400
Avalanche Missiles      $   9,000      $    7,200
Cannon Rounds (×50)     $   1,240      $    1,012
Tank/Cannon             $ 420,000      $  340,000
HWP Cannon Shells       $     200      $      100
Tank/Rocket Launcher    $ 480,000      $  360,000
HWP Rockets             $   3,000      $    2,250
Pistol                  $     800      $      600
Pistol Clip             $      70      $       52
Rifle                   $   3,000      $    2,250
Rifle Clip              $     200      $      150
Heavy Cannon            $   6,400      $    4,800
HC-AP Ammo              $     300      $      225
HC-HE Ammo              $     500      $      275
HC-I Ammo               $     400      $      300
Auto-Cannon             $  13,500      $   10,125
AC-AP Ammo              $     500      $      400
AC-HE Ammo              $     700      $      560
AC-I Ammo               $     650      $      520
Rocket Launcher         $   4,000      $    3,000
Small Rocket            $     600      $      480
Large Rocket            $     900      $      720
Incendiary Rocket       $   1,200      $      960
Grenade                 $     300      $      240
Smoke Grenade           $     150      $      120
Proximity Grenade       $     500      $      400
High Explosive          $   1,500      $    1,200
Stun Rod                $   1,260      $      945
Electro-flare           $      60      $       40

Manufacturable Prices

These are the build prices "straight up", as shown in the manufacturing screen. For a more in-depth look at manufacturing, including labor costs, exotic components, etc., see Manufacturing Profitability.

ITEM                   Build Price     Sell Price     Materials Required
----                   -----------     ----------     ------------------
Firestorm              $   400,000     $        0     65 Alloys*
Lightning              $   600,000     $        0     85 Alloys*
Avenger                $   900,000     $        0     120 Alloys**
Fusion Ball Launcher   $   242,000     $  281,100     1 Alloy
Laser Cannon           $   182,000     $  211,000     
Plasma Beam            $   226,000     $  267,300     15 Elerium
Fusion Ball            $    28,000     $   53,300     4 Elerium
Tank/Laser Cannon      $   500,000     $  594,000     
Hovertank/Plasma       $   850,000     $  980,000     30 Elerium + 5 Alloys
Hovertank/Launcher     $   900,000     $1,043,000     25 Elerium + 8 Alloys
HWP Fusion Bomb        $    15,000     $   31,500     5 Elerium + 8 Alloys
Laser Pistol           $     8,000     $   20,000     
Laser Rifle            $    20,000     $   36,900     
Heavy Laser            $    32,000     $   61,000     
Motion Scanner         $    34,000     $   45,600     
Medi-Kit               $    28,000     $   46,500     
Psi-Amp                $   160,000     $  194,700     1 Elerium
Heavy Plasma           $   122,000     $  171,600     1 Alloy
Heavy Plasma Clip      $     6,000     $    9,590     3 Elerium
Plasma Rifle           $    88,000     $  126,500     1 Alloy
Plasma Rifle Clip      $     3,000     $    6,290     2 Elerium
Plasma Pistol          $    56,000     $   84,000     1 Alloy
Plasma Pistol Clip     $     2,000     $    4,440     1 Elerium
Blaster Launcher       $    90,000     $  144,000     1 Alloy
Blaster Bomb           $     8,000     $   17,028     3 Elerium
Small Launcher         $    78,000     $  120,000     1 Alloy
Stun Bomb              $     7,000     $   15,200     1 Elerium
Alien Grenade          $     6,700     $   14,850     2 Elerium
Mind Probe             $   262,000     $  304,000     1 Elerium
UFO Power Source       $   130,000     $  250,000     16 Elerium + 5 Alloys
UFO Navigation         $   150,000     $   80,000     3 Alloys
Alien Alloys           $     3,000     $    6,500     
Personal Armor         $    22,000     $   54,000     4 Alloys
Power Suit             $    42,000     $   85,000     5 Elerium + 5 Alloys
Flying Suit            $    58,000     $  115,000     16 Elerium + 5 Alloys

* Also requires 1 UFO Power Source and 1 UFO Navigation
** Also requires 2 UFO Power Sources and 1 UFO Navigation

UFO Recoverable Prices

ITEM                   Sell Price
----                   ----------
Elerium-115            $    5,000 *
Alien Corpses          $   20,000
Alien Food             $    5,000
Alien Entertainment    $   20,000
Alien Surgery          $   38,000
Examination Room       $    9,000
UFO Construction       $   20,000 **
Alien Reproduction     $   40,000 **
Alien Habitat          $      100 **

* Elerium-115 is the only useful item in the game that can never be bought or manufactured (only recovered from UFO and Alien Base assaults), so it is recommended that you never sell it.
** These items cannot be recovered from a UFO. They are game "artifacts" which can only be added to your inventory via an editor.

Transfers

  • All items and personnel take anywhere from 6 to 16 hours to transfer between bases, dependent entirely on distance. If anybody wants to test this, it is probably directly related to transfer costs, so these might be able to be used to estimate or confirm each other. -MTR
  • Transfer fees appear to be distance-related. This has not been well investigated, but for an example, see here.
  • The transfer queue can only have a maximum of 100 line items in it. "Line items" means that e.g. a one transfer of 50 Alloys only counts as one line item.
  • Items transferred in a Troop Transport all only count as one line item (for the Transport). Also, you are only charged the cost of the transferring the Transport. (Tip courtesy NKF.) This can be a good way to move stuff if your transfer queue is near full. But don't forget about the Sticky Craft Transfer Fee when moving craft - every subsequent transfer has the cost of that craft's transport added to it, for as long as the craft is in transit!

See Also

Hiring/firing