Bases: Difference between revisions

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[[File:Base tab.png|thumb|300px|A base partially under construction]]
[[File:Base tab.png|thumb|300px|A base partially under construction]]
The organization can support up to 6 bases at the same time. The three circles around each base show its possible radar coverage.
The organization can support up to 6 bases at the same time. The three circles around each base show its possible radar coverage.
Each base has its own inventory storage. Items can be transferred between bases.


== Staff ==
== Staff ==
There are 3 types of staff that can be stationed at each base, each one costing $25000 Funds each month:
There are 3 types of staff that can be stationed at each base:
* '''Soldiers''' are units that can participate in tactical missions against enemy forces. Each soldier has a set of semi-randomized attributes that govern how effective they are in battle. These attributes can increase through combat experience or training, leading to an increase in Rank. It is not unusual for soldiers to suffer injury or death on the battlefield. You can hire more soldiers on the Soldier screen.
* '''Soldiers''' are units that can participate in tactical missions against enemy forces. Each soldier has a set of semi-randomized attributes that govern how effective they are in battle. These attributes can increase through combat experience or training, leading to an increase in Rank. It is not unusual for soldiers to suffer injury or death on the battlefield. Each one costs $12,000 each month, and you can hire more soldiers on the Soldier screen.
* '''Scientists''' are staff that contribute to the Research efforts of our organization. Scientists require 1 Living Capacity to hire, and they also require 1 Research Capacity (in a Laboratory) to produce research.
* '''Scientists''' are staff that contribute to the Research efforts of our organization. Scientists require 1 Living Capacity to hire, and they also require 1 Research Capacity (in a Laboratory) to produce research. Each one costs $25,000 each month.
* '''Engineers''' are staff that contribute to the Engineering efforts of our organization. Engineers require 1 Living Capacity to hire, and they also require 1 Engineering Capacity (in a Workshop) to produce engineering progress.
* '''Engineers''' are staff that contribute to the Engineering efforts of our organization. Engineers require 1 Living Capacity to hire, and they also require 1 Engineering Capacity (in a Workshop) to produce engineering progress. Each one costs $25,000 each month.


== Capacities ==
== Capacities ==
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== Buildings ==
== Buildings ==
Each base is made up of 36 squares arranged in a 6x6 grid. On these squares the buildings can be constructed. When a base is constructed the access lift must be placed. Buildings can only be constructed adjacent to another building or the access lift. Most buildings also have an adjacency bonus if they are constructed next to the same building.
Each base is made up of 36 squares arranged in a 6x6 grid. On these squares the buildings can be constructed. Each building takes one square with the exception of hangars which take two. When a base is constructed the access lift must be placed. Buildings can only be constructed adjacent to another building or the access lift. Most buildings also have an adjacency bonus if they are constructed next to the same building. Buildings can be demolished to recover half of their construction cost.
 
{| class="wikitable"
{| class="wikitable"
! Building
! Building
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! Build Time (days)
! Build Time (days)
! Power Used
! Power Used
! Dimensions (squares)
|-
|-
| '''Generator'''
| '''Hangar'''
| +50 Power Capacity
| +1 Aircraft Capacity
| +30 Power Capacity
|  
| 200000
| 100,000
| 12
| 15
| 0
| 0
| 1x1
|-
| '''Laboratory'''
| +5 Research Capacity
| +2 Research Capacity
| 250000
| 20
| 15
| 1x1
|-
|-
| '''Living Quarters'''
| '''Living Quarters'''
| +10 Living Capacity
| +10 Living Capacity
| +4 Living Capacity
| +4 Living Capacity
| 250000
| 250,000
| 15
| 15
| 0
| 0
| 1x1
|-
| '''Missile Battery'''
| +100-200 Damage
| +10-20 Damage
| 200000
| 15
| 20
| 1x1
|-
|-
| '''Storeroom'''
| '''Storeroom'''
| +100 Storage Capacity
| +100 Storage Capacity
| +25 Storage Capacity
| +25 Storage Capacity
| 100000
| 100,000
| 15
| 15
| 0
| 0
| 1x1
|-
|-
| '''Training Center'''
| '''Training Center'''
| +12 Training Capacity
| +12 Training Capacity
| +2 Training Capacity
| +2 Training Capacity
| 250000
| 250,000
| 20
| 20
| 25
| 25
| 1x1
|}
 
=== Upgradeable buildings ===
Certain buildings can be permanently upgraded by completing the engineering project of the same name. Upgraded buildings have the same cost, build time and power requirenents.
{| class="wikitable"
! rowspan=2 | Role
! rowspan=2 | Cost ($)
! rowspan=2 width=1% | Build Time (days)
! rowspan=2 width=1% | Power Used
! colspan=3 | Tier 1
! colspan=3 | Tier 2
! colspan=3 | Tier 3
|-
|-
! Building
! Effect
! Adjacency Bonus
! Building
! Effect
! Adjacency Bonus
! Building
! Effect
! Adjacency Bonus
|-
| Power generation
| 200,000
| 12
| 0
| '''Generator'''
| +50 Power Capacity
| +30 Power Capacity
| '''Alenium Generator'''
| +80 Power Capacity
| +50 Power Capacity
|
|
|
|-
| Engineering
| 250,000
| 20
| 15
| '''Workshop'''
| '''Workshop'''
| +5 Workshop Capacity
| +5 Workshop Capacity
| +2 Workshop Capacity
| +2 Workshop Capacity
| 250000
| '''Nanotech Workshop'''
| +5 Workshop Capacity<br>+50% Work Speed
| +2 Workshop Capacity<br>+50% Work Speed
|
|
|
|-
| Research
| 250,000
| 20
| 20
| 15
| 15
| 1x1
| '''Laboratory'''
| +5 Research Capacity
| +2 Research Capacity
| '''Quantum Laboratory'''
| +5 Research Capacity<br>+50% Work Speed
| +2 Research Capacity<br>+50% Work Speed
|
|
|
|-
|-
| '''Medical Center'''
| UFO defense
| +30% Survival and +2.5 HP/Day Heal
| 200,000
|
| 350000
| 15
| 15
| 25
| 20
| 1x1
| '''Missile Battery'''
| +100-200 Damage
| +10-20 Damage
| '''Laser Battery'''
| +140-260 Damage
| +12-25 Damage
|'''Gauss Battery'''
| +240-400 Damage
| +24-40 Damage
|-
|-
| UFO detection
| 400,000
| 20
| 60
| '''Radar Array'''
| '''Radar Array'''
| +750KM Radar Range
| +750KM Radar Range
|  
|  
| 400000
| '''Quantum Array'''
| 20
| +750KM Radar Range<br>Detect UFO class, crew and mission
| 60
|
| 1x1
|
|
|
|-
|-
| '''Hangar'''
| Soldier recovery
| +1 Aircraft Capacity
| 350,000
| 15
| 25
| '''Medical Center'''
| +30% Survival and +2.5 HP/Day Heal
|
| '''Surgical Center'''
| +35% Survival and +3.5 HP/Day Heal
|  
|  
| 100000
|
| 15
|
| 0
|
| 2x1
|}
|}

Latest revision as of 17:21, 23 July 2023

A base partially under construction

The organization can support up to 6 bases at the same time. The three circles around each base show its possible radar coverage.

Each base has its own inventory storage. Items can be transferred between bases.

Staff

There are 3 types of staff that can be stationed at each base:

  • Soldiers are units that can participate in tactical missions against enemy forces. Each soldier has a set of semi-randomized attributes that govern how effective they are in battle. These attributes can increase through combat experience or training, leading to an increase in Rank. It is not unusual for soldiers to suffer injury or death on the battlefield. Each one costs $12,000 each month, and you can hire more soldiers on the Soldier screen.
  • Scientists are staff that contribute to the Research efforts of our organization. Scientists require 1 Living Capacity to hire, and they also require 1 Research Capacity (in a Laboratory) to produce research. Each one costs $25,000 each month.
  • Engineers are staff that contribute to the Engineering efforts of our organization. Engineers require 1 Living Capacity to hire, and they also require 1 Engineering Capacity (in a Workshop) to produce engineering progress. Each one costs $25,000 each month.

Capacities

Each base will have the capacities which determine what the base can do:

  • Power Capacity shows the total power generation at the base and how much of that power is currently being used by structures at the base. Additional Power can be obtained by constructing Generators. Many types of base structure require Power to function. If you have insufficient Power then that building can still be constructed, but the building will enter a deactivated state on completion. Deactivated base structures can be reactivated by left-clicking on them once you have enough Power available to activate them. Structures can also be manually deactivated with a right-click (this only works on structures that consume Power).
  • Living Capacity shows how many staff can be stationed at that base. Each member of staff requires 1 Living Capacity, with additional Living Capacity added through construction of Living Quarters.
  • Research Capacity shows how many Research slots are available at Laboratories at this base, and it can be increased by constructing additional Laboratories. Research Capacity is not required to station a Scientist at a base, but each Scientist will not contribute to your research efforts unless there is a free Research slot for them to use.
  • Engineering Capacity shows how many Engineering slots are available at Workshops at this base, and it can be increased by constructing additional Workshops. Engineering Capacity is not required to station a Engineer at a base, but each Engineer will not contribute to your research efforts unless there is a free Engineering slot for them to use.
  • Training Capacity show how many Training slots are available at this base versus the number of soldiers stationed at the base. If there are more soldiers than Training Capacity at a base, your soldiers will not be able to train effectively and the Training Efficiency at the base will decline (reducing the Progress Points gained by each soldier).
  • Hangar Capacity shows how many Hangars are present at the base, and how many of these Hangars already contains an aircraft. A free Hangar is required to construct a new aircraft or to transfer an existing aircraft to another base.
  • Storage Capacity: Bases have limited capacity for storing items, which can be increased by constructing additional Storeroom buildings. Each item in the stores fills 1 Storage Capacity, except Alien Alloys and Alenium which each fill 0.1 Storage Capacity. If a base exceeds its Storage Capacity, all engineering work at that base will cease immediately and it will not be possible to transfer items to that base.

Stats

Each base will have the following stats:

  • Detection Range measures the distance at which this base can detect alien UFOs on the Geoscape. The radar range of a base can be extended by constructing Radar Array buildings (up to a maximum of three).
  • Defense Strength represents how much total damage the defensive turrets at this base (such as the Missile Battery) can inflict on any UFO that attacks the base. If the turrets inflict enough damage to destroy the UFO before it lands, no alien ground forces will disembark and no tactical battle will be required. However, even if the turrets are unable to destroy the UFO the damage they inflict may kill some of the attackers before the mission begins! Be aware that the Defense Strength is a range, and the actual damage inflicted could be anywhere between the minimum and maximum values.
  • Research Speed shows the increase to Research Speed that is being provided by the staff and facilities at this base. You can see the total Research Speed on the Research screen.
  • Engineering Output shows the number of man-hours of progress generated towards engineering projects each hour by your staff and facilities at this base. Engineering is not global, so adding additional engineers at a base will only speed up engineering projects at that base.
  • Survival Chance In some circumstances soldiers killed in battle may have a chance of surviving, and returning to base with 1 HP. The survival chance of a soldier is defined by the quality of medical facilities at their home base, and can be viewed on the Base screen. Units cannot survive if they have been Gibbed, which usually occurs due to an explosion or as a result of massive overdamage.
  • Healing Rate is the amount of HP regenerated each day by any wounded or injured soldier stationed at this base. Healing Rate can be increased through the construction of medical facilities such as the Medical Room.
  • Training Rate is the amount of Progress Points each soldier stationed at this base will gain in each of their attributes every hour they are stationed at this base. This is modified by Training Efficiency. The rate of progress will increase as your organization gains more knowledge about your extraterrestrial foes. Completing autopsies of dead aliens and interrogation of captured specimens will therefore lead to an increased Training Rate across all your bases.
  • Training Efficiency measures the efficiency of soldier training at this base. With a Training Efficiency of 100%, each soldier gains the full number of Progress Points indicated by the Training Rate. This value is calculated based on the amount of Training Capacity at the base and the number of soldiers trying to use it. As long as the number of soldiers does not exceed your Training Capacity, they will train at full efficiency. You can increase Training Capacity by building additional Training Center structures.

Buildings

Each base is made up of 36 squares arranged in a 6x6 grid. On these squares the buildings can be constructed. Each building takes one square with the exception of hangars which take two. When a base is constructed the access lift must be placed. Buildings can only be constructed adjacent to another building or the access lift. Most buildings also have an adjacency bonus if they are constructed next to the same building. Buildings can be demolished to recover half of their construction cost.

Building Effect Adjacency Bonus Cost ($) Build Time (days) Power Used
Hangar +1 Aircraft Capacity 100,000 15 0
Living Quarters +10 Living Capacity +4 Living Capacity 250,000 15 0
Storeroom +100 Storage Capacity +25 Storage Capacity 100,000 15 0
Training Center +12 Training Capacity +2 Training Capacity 250,000 20 25

Upgradeable buildings

Certain buildings can be permanently upgraded by completing the engineering project of the same name. Upgraded buildings have the same cost, build time and power requirenents.

Role Cost ($) Build Time (days) Power Used Tier 1 Tier 2 Tier 3
Building Effect Adjacency Bonus Building Effect Adjacency Bonus Building Effect Adjacency Bonus
Power generation 200,000 12 0 Generator +50 Power Capacity +30 Power Capacity Alenium Generator +80 Power Capacity +50 Power Capacity
Engineering 250,000 20 15 Workshop +5 Workshop Capacity +2 Workshop Capacity Nanotech Workshop +5 Workshop Capacity
+50% Work Speed
+2 Workshop Capacity
+50% Work Speed
Research 250,000 20 15 Laboratory +5 Research Capacity +2 Research Capacity Quantum Laboratory +5 Research Capacity
+50% Work Speed
+2 Research Capacity
+50% Work Speed
UFO defense 200,000 15 20 Missile Battery +100-200 Damage +10-20 Damage Laser Battery +140-260 Damage +12-25 Damage Gauss Battery +240-400 Damage +24-40 Damage
UFO detection 400,000 20 60 Radar Array +750KM Radar Range Quantum Array +750KM Radar Range
Detect UFO class, crew and mission
Soldier recovery 350,000 15 25 Medical Center +30% Survival and +2.5 HP/Day Heal Surgical Center +35% Survival and +3.5 HP/Day Heal