General Stores

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Revision as of 20:22, 5 March 2007 by Pi Masta (talk | contribs) (→‎Nuts and Bolts: reformatted list into table, hopefully looks right...)
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General Information Base-stores.gif

Every General Store you add to your base increases your base's storage capacity by 50 units for storage of weapons, tanks and other objects.

Note that the storage capacity for your base is in actual fact unlimited. It is not necessary to have a storage module in order to store items. Your troops will gladly store junk in the halls, on beds, in the showers, the commander's office, etc.

However, in order for you to be able to transfer objects from transport ships or other bases into the base, or purchase new items, you will need more storage module space than what you actually own. If you have more items stored than your minimum storage space, you will no longer be able to transfer items into the base from ships and other bases, or purchase new items.

You can continue to construct new objects and bring home gear captured through tactical combat well beyond the storage limit.

General Stores: Level 0 General Stores: Level 1

Statistics

Construction Time: 10 days
Construction Cost: $150,000
Maintenance Cost: $5,000/month

Nuts and Bolts

How does a General Store function? Before we begin, let us take a look at the space each item occupies:

Space is the volume a single item occupies in storage. If you have 50 items with a space of 0.10 each, the group would occupy 5 slots. Notice that aircraft, personnel and live aliens are not listed. These things require specialized storage facilities (Hangar, Living Quarters and Alien Containment) and do not use space in the General Stores.

General Store facilities stack. Multiple modules act as a single cohesive storage unit, not as separate facilities. This is an important point to consider as you may be able to store more items in 100 units of space than 2 facilities with 50. For example, one General Store can contain 62 Stingray Launchers. If General Stores were not stackable, then two should hold 124. In actuality, two modules can hold a total of 125 Stingray Launchers.

The "Multiplier" column is used for determining the quantity of items you can store in a module (It is simply the inverse of the Space column). As usual, integer rounding plays a role. The equation linking total storage space to the number of items is

Total Items = INT(Total Storage Space * Multiplier)

To illustrate,. assume we want to know how many UFO Power Sources can be contained in 2 General Stores. 2 General Stores have a total space of 100, while the UFO Power Source multiplier is 10/7.

Total Items = INT(100 * 10 / 7)
            = INT(1000 / 7)
            = INT(142.857...)
            = 142

These calculations only apply to items being transferred into a base. Items purchased are a little different. As long as your current General Store space is < total space, you can still purchase items. (Your current space level is found by multiplying the quantity of an item by its Space and then adding all those numbers together). When dealing with only a specific purchasable item, the equation for the maximum number of items possible is found using an IF-THEN statement.

IF (INT(Total Space * Item Multiplier) / Item Multiplier) < Total Space,
THEN Total Items = INT(Total Space * Item Multiplier) + 1

Example: How many Stingray Launchers (Item Multiplier = 5/4) can you purchase if you have one General Store (50 Total Space)?

IF (INT(50 * 5 / 4) / (5 /4)) < 50
IF (INT(250 / 4) * 4 / 5) < 50
IF (INT(62.5) * 4 / 5) < 50
IF 62 * 4 / 5 < 50
IF 49.6 < 50 (TRUE)
THEN
Total Stingray Launchers = INT(50 * 5 / 4) + 1
                         = INT(62.5) + 1
                         = 62 + 1
                         = 63

Interesting points to contemplate:

  • Most weapons use up more space than their clip. Not the Heavy Plasma. Each weapon takes up 0.20 slots in the General Store, while a Heavy Plasma clip takes up 0.30.
  • Craft Cannon Shells do not require (or use) any space in General Store inventory. As long as you have at least one open slot at a base, you could purchase (and contain) an infinite quantity of these shells. However, once General Store space is filled to capacity, these shells cannot be purchased anymore.
  • Because of the integer rounding on each item type, you can store up to 19 of any item that takes 0.1 space (such as grenades) while still only using 1 of your store space, then from 20 to 29 it takes 2, from 30 to 39 its 3 space, and so on.
Item Space Mult Item Space Mult
Stingray Launcher 0.80 5/4 Medi-Kit 0.10 10/1
Avalanche Launcher 1.00 1/1 Psi-Amp 0.10 10/1
Cannon 1.50 2/3 Stun Rod 0.10 10/1
Fusion Ball Launcher 2.00 1/2 Electro-flare 0.10 10/1
Laser Cannon 2.00 1/2 Elerium-115 0.10 10/1
Plasma Beam 1.20 5/6 Heavy Plasma 0.20 5/1
Stingray Missile 0.40 5/2 Heavy Plasma Clip 0.30 10/3
Avalanche Missiles 1.50 2/3 Plasma Rifle 0.20 5/1
Cannon Rounds(x50) 0.00 N.A. Plasma Rifle Clip 0.10 10/1
Fusion Ball 0.60 5/3 Plasma Pistol 0.10 10/1
Tank/Cannon 6.00 1/6 Plasma Pistol Clip 0.10 10/1
HWP Cannon Shells 0.10 10/1 Blaster Launcher 0.30 10/3
Tank/Rocket Launcher 6.00 1/6 Blaster Bomb 0.20 5/1
HWP Rockets 0.60 5/3 Small Launcher 0.20 5/1
Tank/Laser Cannon 6.00 1/6 Stun Bomb 0.10 10/1
Hovertank/Plasma 6.00 1/6 Alien Grenade 0.10 10/1
Hovertank/Launcher 6.00 1/6 Mind Probe 0.10 10/1
HWP Fusion Bomb 0.60 5/3 Sectoid Corpse 0.40 5/2
Pistol 0.10 10/1 Snakeman Corpse 0.40 5/2
Pistol Clip 0.10 10/1 Ethereal Corpse 0.40 5/2
Rifle 0.20 5/1 Muton Corpse 0.40 5/2
Rifle Clip 0.10 10/1 Floater Corpse 0.40 5/2
Heavy Cannon 0.30 10/3 Celatid Corpse 0.40 5/2
HC-AP Ammo 0.10 10/1 Silacoid Corpse 0.40 5/2
HC-HE Ammo 0.10 10/1 Chryssalid Corpse 0.40 5/2
HC-I Ammo 0.10 10/1 Reaper Corpse 1.00 1/1
Auto-Cannon 0.30 10/3 Sectopod Corpse 1.00 1/1
AC-AP Ammo 0.10 10/1 Cyberdisc Corpse 1.00 1/1
AC-HE Ammo 0.10 10/1 UFO Power Source 0.70 10/7
AC-I Ammo 0.10 10/1 UFO Navigation 0.20 5/1
Rocket Launcher 0.40 5/2 UFO Construction 0.10 10/1
Small Rocket 0.20 5/1 Alien Food 0.20 5/1
Large Rocket 0.20 5/1 Alien Reproduction 0.20 5/1
Incendiary Rocket 0.20 5/1 Alien Entertainment 0.20 5/1
Laser Pistol 0.10 10/1 Alien Surgery 0.20 5/1
Laser Rifle 0.20 5/1 Examination Room 0.20 5/1
Heavy Laser 0.30 10/3 Alien Alloys 0.10 10/1
Grenade 0.10 10/1 Alien Habitat 0.10 10/1
Smoke Grenade 0.10 10/1 Personal Armor 0.80 5/4
Proximity Grenade 0.10 10/1 Power Suit 0.80 5/4
High Explosive 0.20 5/1 Flying Suit 0.80 5/4
Motion Scanner 0.10 10/1

See Also

Spring Cleaning Tips