General Stores

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General Information

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.

Nuts and Bolts

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

Item                     Space      Multiplier 
Stingray Launcher         0.80          5/4
Avalanche Launcher        1.00          1/1
Cannon                    1.50          2/3
Fusion Ball Launcher      2.00          1/2
Laser Cannon              2.00          1/2
Plasma Beam               1.20          5/6
Stingray Missile          0.40          5/2
Avalanche Missiles        1.50          2/3
Cannon Rounds(x50)        0.00          N.A.
Fusion Ball               0.60          5/3
Tank/Cannon               6.00          1/6
HWP Cannon Shells         0.10         10/1
Tank/Rocket Launcher      6.00          1/6
HWP Rockets               0.60          5/3
Tank/Laser Cannon         6.00          1/6
Hovertank/Plasma          6.00          1/6
Hovertank/Launcher        6.00          1/6 
HWP Fusion Bomb           0.60          5/3
Pistol                    0.10         10/1
Pistol Clip               0.10         10/1
Rifle                     0.20          5/1
Rifle Clip                0.10         10/1
Heavy Cannon              0.30         10/3
HC-AP Ammo                0.10         10/1
HC-HE Ammo                0.10         10/1
HC-I Ammo                 0.10         10/1
Auto-Cannon               0.30         10/3
AC-AP Ammo                0.10         10/1
AC-HE Ammo                0.10         10/1
AC-I Ammo                 0.10         10/1
Rocket Launcher           0.40          5/2
Small Rocket              0.20          5/1
Large Rocket              0.20          5/1
Incendiary Rocket         0.20          5/1
Laser Pistol              0.10         10/1
Laser Rifle               0.20          5/1
Heavy Laser               0.30         10/3
Grenade                   0.10         10/1
Smoke Grenade             0.10         10/1
Proximity Grenade         0.10         10/1
High Explosive            0.20          5/1
Motion Scanner            0.10         10/1
Medi-Kit                  0.10         10/1
Psi-Amp                   0.10         10/1
Stun Rod                  0.10         10/1
Electro-flare             0.10         10/1
Elerium-115               0.10         10/1
Heavy Plasma              0.20          5/1
Heavy Plasma Clip         0.30         10/3
Plasma Rifle              0.20          5/1
Plasma Rifle Clip         0.10         10/1
Plasma Pistol             0.10         10/1
Plasma Pistol Clip        0.10         10/1
Blaster Launcher          0.30         10/3
Blaster Bomb              0.20          5/1
Small Launcher            0.20          5/1
Stun Bomb                 0.10         10/1
Alien Grenade             0.10         10/1
Mind Probe                0.10         10/1
Sectoid Corpse            0.40          5/2
Snakeman Corpse           0.40          5/2
Ethereal Corpse           0.40          5/2
Muton Corpse              0.40          5/2
Floater Corpse            0.40          5/2
Celatid Corpse            0.40          5/2
Silacoid Corpse           0.40          5/2
Chryssalid Corpse         0.40          5/2
Reaper Corpse             1.00          1/1
Sectopod Corpse           1.00          1/1
Cyberdisc Corpse          1.00          1/1
UFO Power Source          0.70         10/7
UFO Navigation            0.20          5/1
UFO Construction          0.10         10/1
Alien Food                0.20          5/1
Alien Reproduction        0.20          5/1
Alien Entertainment       0.20          5/1
Alien Surgery             0.20          5/1
Examination Room          0.20          5/1
Alien Alloys              0.10         10/1
Alien Habitat             0.10         10/1
Personal Armor            0.80          5/4
Power Suit                0.80          5/4
Flying Suit               0.80          5/4

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.

Statistics

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

See Also