Difference between revisions of "File:2015-01-21 00001.jpg"

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An example of end-game base layout.
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An example of mid-to-end-game base layout. Given the system of diminishing returns on Engineering and Research adjacency bonuses, this placement works to get the most out of both systems.
The in-progress Gollop Chamber and the one Fusion generator were formerly a laboratory and a workshop, respectively, with adjacency bonuses.
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As you can see, base design basically breaks down into 4 quadrants to build for: Satellites, Power, Engineering, and Research:
Note that the Satellite block, had it been oriented horizontally, would allow for a 2x2 Elerium Generator block, but the +3 power would not be sufficient to allow both the Gollop Chamber and retain the removed Workshop (but the L-shape had been more than sufficient for the Lab and Workshop prior). However, the 2x2 would have allowed the Chamber to be built without the Fusion generator.
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*To have sufficient capacity for 16 satellites, three Uplinks and three Nexuum are needed in a 2x3 configuration
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*The 4 Workshops, the Repair (AKA Mec) Bay, and the Foundry form another quadrant: as you build, keep in mind that the Foundry cannot be moved once it's construction is complete (case in point: the Alien Containment facility was moved to the Power quadrant to accommodate this quadrant.
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*Four Elerium Generators plus the base default produces a total of 182 units of power.
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*The Genetics Lab, the Psi Lab, and ''two'' Laboratories fit snugly to produce the Research Block.
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**Obviously, this leaves two spaces open in both the Power block and the Research block: these four spots are for the OTS, Alien Containment, the Hyperwave Uplink, and the Gollop chamber:
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**As suggested in the example: as the OTS and Containment offer no adjacency bonuses, they can safely fill in the Power Block.
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**As for the Hyperwave and the Gollop Chamber: their future spots could be filled up by two more Laboratories in the meantime to give you higher bonuses in research time, given that they are likely to be the last two facilities you are going to build. As shown here, one lab has already been replaced by the Hyperwave, and another is highlighted for removal to make way for the Gollop Chamber: the power difference being 31 points (4 for the lab vs 35 for the Gollop Chamber).
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***So in actuality, only 169 points of power are needed to complete this base format: one Elerium generator can remain a Thermal Generator (thus, 172 pts total), if vent locations allow for it.

Revision as of 07:04, 7 December 2015

An example of mid-to-end-game base layout. Given the system of diminishing returns on Engineering and Research adjacency bonuses, this placement works to get the most out of both systems. As you can see, base design basically breaks down into 4 quadrants to build for: Satellites, Power, Engineering, and Research:

  • To have sufficient capacity for 16 satellites, three Uplinks and three Nexuum are needed in a 2x3 configuration
  • The 4 Workshops, the Repair (AKA Mec) Bay, and the Foundry form another quadrant: as you build, keep in mind that the Foundry cannot be moved once it's construction is complete (case in point: the Alien Containment facility was moved to the Power quadrant to accommodate this quadrant.
  • Four Elerium Generators plus the base default produces a total of 182 units of power.
  • The Genetics Lab, the Psi Lab, and two Laboratories fit snugly to produce the Research Block.
    • Obviously, this leaves two spaces open in both the Power block and the Research block: these four spots are for the OTS, Alien Containment, the Hyperwave Uplink, and the Gollop chamber:
    • As suggested in the example: as the OTS and Containment offer no adjacency bonuses, they can safely fill in the Power Block.
    • As for the Hyperwave and the Gollop Chamber: their future spots could be filled up by two more Laboratories in the meantime to give you higher bonuses in research time, given that they are likely to be the last two facilities you are going to build. As shown here, one lab has already been replaced by the Hyperwave, and another is highlighted for removal to make way for the Gollop Chamber: the power difference being 31 points (4 for the lab vs 35 for the Gollop Chamber).
      • So in actuality, only 169 points of power are needed to complete this base format: one Elerium generator can remain a Thermal Generator (thus, 172 pts total), if vent locations allow for it.

File history

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Date/TimeThumbnailDimensionsUserComment
current06:54, 7 December 2015Thumbnail for version as of 06:54, 7 December 20151,920 × 1,080 (352 KB)Xuncu (talk | contribs)
06:53, 7 December 2015Thumbnail for version as of 06:53, 7 December 20151,920 × 1,080 (353 KB)Xuncu (talk | contribs)
06:38, 7 December 2015Thumbnail for version as of 06:38, 7 December 20151,920 × 1,080 (374 KB)Xuncu (talk | contribs)Updated/optimized
02:43, 22 January 2015Thumbnail for version as of 02:43, 22 January 20151,920 × 1,080 (382 KB)Xuncu (talk | contribs)An example of end-game base layout. The in-progress Gollop Chamber and the one Fusion generator were formerly a laboratory and a workshop, respectively, with adjacency bonuses. Note that the Satellite block, had it been oriented horizontally, would all...

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