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		<id>https://temp.ufopaedia.org/index.php?title=Kill_Modelling&amp;diff=15563</id>
		<title>Kill Modelling</title>
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		<updated>2008-06-01T23:25:15Z</updated>

		<summary type="html">&lt;p&gt;Mchl: /* Table 1: Overview */  table into table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;*** IMPORTANT NOTE ADDED LATER BY AUTHOR ***&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;As explained below, this model was designed for [[Experience_Training]]. I hope to re-collect my data and present another model oriented more for in-game kill probability, when fighting for your life(!). The problem is not that the model isn&#039;t well understood - it is - the problem is that I presumed you &#039;&#039;wanted&#039;&#039; to keep the target alive, and so I presented the &amp;quot;two side&amp;quot; model. Later I realized folks are also curious about &amp;quot;what&#039;s the best weapon, period&amp;quot;. These tables definitely roughly approach the answer to this, but not with great precision. (Who can&#039;t easily win at Superhuman with 3 of 4 appendages tied behind their back? But then, some challenge themselves by allowing themselves only particular paramaters or weapons.) I hope to address this additional question sometime. In the meantime, I have not changed a thing. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;*** END IMPORTANT NOTE ***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table shows how many hits it takes to kill a target with a particular weapon. For example, it takes an &#039;&#039;&#039;average&#039;&#039;&#039; of 1.65 Laser Pistol hits to kill a newbie soldier (30 Health) in coveralls (12 Front armor, 8 Side armor). &lt;br /&gt;
&lt;br /&gt;
These results are from computer modelling, &#039;&#039;not&#039;&#039; in-game testing. However, we think that all aspects of [[damage]] are entirely understood (fingers crossed). Each number represents an average of one million modelled kills. Across several runs of a million trials each, the averages only showed variability at the fourth or fifth significant figure. So they are quite solid (fingers crossed that I modelled everything right, though).&lt;br /&gt;
&lt;br /&gt;
The reasoning behind this table goes like this: I knew Mutons were hard to kill with a standard pistol, and way hard with a standard grenade at its edge (more explanation below). Thus, they are good choices for experience training. But how do those two compare? Or are other aliens better targets? And, as long as I had it set up, it was easy to throw in other weapons (and soldiers too!), just for the halibut.&lt;br /&gt;
&lt;br /&gt;
For Ground Zero (GZ) HE hits, only the Under armor is being damaged. For all other situations, the model attempted to target Front armor and one Side&#039;s armor. Specifically, with each successive shot, it would shoot either at the Front or the one Side, whichever had more armor. (For experience training, you&#039;re trying to keep them alive, not kill them!) The reason two armor aspects was chosen is because 1) it&#039;s too much trouble in real life to truly target all four sides all the time, always shooting at the strongest armor, but conversely 2) it&#039;s pretty easy to not always be shooting at &#039;&#039;exactly&#039;&#039; the same aspect. Thus, two aspects were chosen as a compromise (the Front, and one of the Sides).&lt;br /&gt;
&lt;br /&gt;
See [[Kill_Modelling#Endnotes|Endnotes]] for more details on these tables, and [[Kill Model - Extended Results]] for deeper info on the model. Also see the [[Talk:Kill_Modelling|Talk]] page for a note about 2x2 aliens.&lt;br /&gt;
&lt;br /&gt;
== Table 1: Overview ==&lt;br /&gt;
{|align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;8px&amp;quot; style=&amp;quot;text-align:right; border:1px solid #aaaaaa; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Target                                     &lt;br /&gt;
!HPs &lt;br /&gt;
!Armor&amp;lt;br/&amp;gt;(F/S/U)&lt;br /&gt;
!SG&amp;lt;br/&amp;gt;@Edge&amp;lt;br/&amp;gt;10HE&lt;br /&gt;
!Standard&amp;lt;br/&amp;gt;Pistol&amp;lt;br/&amp;gt;26 AP&lt;br /&gt;
!Laser&amp;lt;br/&amp;gt;Pistol&amp;lt;br/&amp;gt;46 LA&lt;br /&gt;
!SG&amp;lt;br/&amp;gt;@GZ&amp;lt;br/&amp;gt;50 HE&lt;br /&gt;
!Laser&amp;lt;br/&amp;gt;Rifle&amp;lt;br/&amp;gt;60 LA&lt;br /&gt;
!Aln.G&amp;lt;br/&amp;gt;@GZ&amp;lt;br/&amp;gt;90 HE&lt;br /&gt;
!Heavy&amp;lt;br/&amp;gt;Plasma&amp;lt;br/&amp;gt;115 PL&lt;br /&gt;
!Blaster&amp;lt;br/&amp;gt;@GZ&amp;lt;br/&amp;gt;200 HE&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; background-color: #efefef&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|SOLDIERS&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Coveralls Noob&lt;br /&gt;
|30||12/8/2||17.41||2.61||1.65||1.14||1.46||Dead||1.21||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Pers. Armor Soldier&lt;br /&gt;
|40||50/40/30||Inv||106.25||5.24||2.54||2.94||1.28||1.59||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Power Suit Vet&lt;br /&gt;
|50||100/80/60||Inv||Inv||Inv||16.44||25.60||2.25||2.56||1.05&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Flying Suit Elite&lt;br /&gt;
|60||110/90/70||Inv||Inv||Inv||63.16||71.81||3.28||3.09||1.15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; background-color: #efefef&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|TANKS&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Tank&lt;br /&gt;
|90||90/75/60||Inv-||Inv||240.61||Inv-||19.98||8.70-||3.05||1.69-&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Hovertank&lt;br /&gt;
|90||130/130/100||Inv-||Inv||Inv||Inv-||Inv||Inv-||5.57||2.76-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; background-color: #efefef&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|ALIENS, high armor ( &amp;gt; Beginner difficulty level)&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Sectoid&lt;br /&gt;
|30||4/3/2||4.72||1.98||1.46||1.14||1.33||Dead||1.16||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Floater&lt;br /&gt;
|35||8/6/12||9.03||2.50||1.64||1.44||1.46||1.02||1.21||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Snakeman&lt;br /&gt;
|45||20/18/12||Inv||5.15||2.33||1.68||1.87||1.13||1.35||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Celatid&lt;br /&gt;
|68||20/20/20||Inv||7.38||3.23||2.71||2.34||1.49||1.51||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Zombie&lt;br /&gt;
|84||4/4/4||13.60-||6.96-||3.58-||2.73-||2.91-||1.74-||1.75-||1.05-&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Ethereal&lt;br /&gt;
|55||35/35/35||Inv||18.01||4.14||3.81||2.66||1.56||1.56||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Muton&lt;br /&gt;
|125||20/20/10||Inv||34.24-||5.06||3.38||3.72||2.14||1.97||1.17&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Chryssalid&lt;br /&gt;
|96||34/34/34||Inv||24.34||6.02||5.35||4.00||2.26||1.92||1.15&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Reaper&lt;br /&gt;
|148||28/28/4||Inv||20.73||7.07||3.57||4.88||2.24||2.35||1.25&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Cyberdisc&lt;br /&gt;
|120||34/34/34||Inv-||74.70-||7.16||22.67-||4.69||5.39-||2.15||1.90-&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Silacoid&lt;br /&gt;
|114||50/50/10||Inv+||246.79||11.99||2.50+||6.45||1.56+||2.38||Dead+&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Sectopod&lt;br /&gt;
|96||145/130/90||Inv-||Inv||Inv+||Inv-||24.54+||26.15-||21.12-||1.97-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; background-color: #efefef&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|ALIENS, low armor (Beginner difficulty level)&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Sectoid&lt;br /&gt;
|30||2/1/1||3.86||1.86||1.42||1.12||1.31||Dead||1.15||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Floater&lt;br /&gt;
|35||4/3/6||5.29||2.19||1.55||1.31||1.39||Dead||1.19||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Snakeman&lt;br /&gt;
|45||10/9/6||16.32||3.38||1.92||1.51||1.64||1.07||1.28||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Celatid&lt;br /&gt;
|68||10/10/10||21.99||4.60||2.53||2.24||2.00||1.36||1.42||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Zombie&lt;br /&gt;
|84||2/2/2||11.72-||6.38-||3.41-||2.67-||2.81-||1.70-||1.72-||1.04-&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Ethereal&lt;br /&gt;
|55||17/17/17||Inv||5.36||2.51||2.20||1.97||1.30||1.40||Dead&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Muton&lt;br /&gt;
|125||10/10/5||&#039;&#039;&#039;28.22&#039;&#039;&#039;||&#039;&#039;&#039;13.81&#039;&#039;&#039;-||4.04||3.16||3.18||2.03||1.84||1.15&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Chryssalid&lt;br /&gt;
|96||17/17/17||Inv||8.18||3.85||3.21||2.91||1.82||1.70||1.06&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Reaper&lt;br /&gt;
|148||14/14/2||74.83||9.86||5.01||3.53||3.81||2.23||2.10||1.24&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Cyberdisc&lt;br /&gt;
|120||17/17/17||Inv-||14.23-||4.56||6.98-||3.45||3.47-||1.89||1.66-&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Silacoid&lt;br /&gt;
|114||25/25/5||Inv+||14.38||5.33||2.37+||3.79||1.52+||1.95||Dead+&lt;br /&gt;
|-style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;&lt;br /&gt;
!Sectopod&lt;br /&gt;
|96||72/65/45||Inv-||Inv||6.73+||18.77-||3.85+||3.80-||3.69-||1.39-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table 2: Weakest Weapons ==&lt;br /&gt;
&lt;br /&gt;
Here are kill stats for hitting a Muton Soldier, at Beginner difficulty level, with the two weakest possible types of hits in the game. At Beginner level, all four facings of Muton Soldier armor (Front, Left, Right, Rear) are 10 Armor. The numbers are stats for one million trials, as usual.&lt;br /&gt;
&lt;br /&gt;
This table demonstrates the difference it makes, if you could (magically) ensure that every single hit targetted the armor that is currently strongest, whichever facing that might be. The model rolls each shot&#039;s strength randomly and tracks each facing, always choosing the highest armor facing for the next hit. Thus, &amp;quot;1 armor facing&amp;quot; means only one armor panel (of 10 AC) was shot at. &amp;quot;2 armor facings&amp;quot; means that two were targetted (and whichever was strongest as of the next shot, was targetted by it). So on, up to 4 facings. As you can see, having two armor facings does not mean it takes twice as long to kill as with one armor facing, because penetrating damage is cutting away at Health, over and above armor damage.&lt;br /&gt;
&lt;br /&gt;
Also, because I have a lot more room for this little table, I have shown the minimum number of hits it took to kill, the maximum number, and the standard deviation (of the sample). The &#039;&#039;&#039;bolded&#039;&#039;&#039; numbers are ones that are also shown in Table 1; thus this table helps show how it would look if it had been extended to be more than just two armor facings.&lt;br /&gt;
&lt;br /&gt;
 Armor  Min  Average  Std.    Max&lt;br /&gt;
 &amp;lt;u&amp;gt;Faces Hits    Hits   Dev.   Hits                                            _&amp;lt;/U&amp;gt;&lt;br /&gt;
   1     5    11.33 &amp;amp;plusmn; 2.49    26         Standard Pistol (0-31 AP; 40% resist)&lt;br /&gt;
   2     7    &#039;&#039;&#039;13.81&#039;&#039;&#039; &amp;amp;plusmn; 3.14    32&lt;br /&gt;
   3     7    15.31 &amp;amp;plusmn; 3.47    33&lt;br /&gt;
 &amp;lt;u&amp;gt;  4     7    16.21 &amp;amp;plusmn; 3.75    37                                             _&amp;lt;/U&amp;gt;&lt;br /&gt;
   1    14    20.68 &amp;amp;plusmn; 2.82    35            Standard Grenade at Edge (5-15 HE)&lt;br /&gt;
   2    19    &#039;&#039;&#039;28.28&#039;&#039;&#039; &amp;amp;plusmn; 3.98    50&lt;br /&gt;
   3    23    35.31 &amp;amp;plusmn; 4.78    59&lt;br /&gt;
   4    27    41.38 &amp;amp;plusmn; 5.95    66&lt;br /&gt;
&lt;br /&gt;
The minima and maxima are interesting numbers. They are &#039;&#039;not&#039;&#039; the theoretical min and maxxes. They are the &#039;&#039;observed&#039;&#039; min and maxxes. Since one million trials were run, this is actually a clear cut case of &amp;quot;one in a million&amp;quot; numbers, especially for the maxxes. The minima have somewhat tighter constraints, especially with a strong weapon vs. a weak critter (especially when the minimum can be 1!). But the maxima could in theory be infinitely high... how many times in a row might the random number generator roll zeroes? Who knows. Quite a bit of variation is seen for the maxima if the model is re-run; considerably less for the minima; and the averages only varied at the fourth or fifth significant figure. Indeed, there is a difference between the Grenade results from this table (28.28) and the one in Table 1 (28.22) due to this, but the Pistol results happened to coincide. (This table is from a different run than Table 1.)&lt;br /&gt;
&lt;br /&gt;
The point of this table is to demonstrate to players dedicated to Experience Training, how important it is (or not) to worry about armor levels, when trying to prolong the kill. As you can see, it is a complex function of weapon type and target. When the damage is close to the armor level, it can take a long time. This is especially true for HE. In the above example, the Grenade is delivering an average of 10 damage - equal to Beginner Muton Soldier armor - but it can only have a maximum of 15. Conversely, the Pistol can do up to 31.&lt;br /&gt;
&lt;br /&gt;
== Endnotes ==&lt;br /&gt;
*&#039;&#039;&#039;HPs&#039;&#039;&#039; = Hitpoints a.k.a. [[Health]]&lt;br /&gt;
*&#039;&#039;&#039;Armor (F/S/U)&#039;&#039;&#039; = Armor (Front/Side/Under). Underarmor is used for Ground Zero (GZ) explosions; everything else targets Front and Side armor.&lt;br /&gt;
*&#039;&#039;&#039;SG @ Edge (10 HE)&#039;&#039;&#039; = Standard Grenade at edge, 10 high explosive. See below.&lt;br /&gt;
*&#039;&#039;&#039;Inv&#039;&#039;&#039; in the table means &amp;quot;Invulnerable&amp;quot; - the damage in question can&#039;t possibly harm the target.&lt;br /&gt;
*&#039;&#039;&#039;Dead&#039;&#039;&#039; means just that. A guaranteed kill with one hit; survival is impossible. Only happens with explosions, when minimum damage is greater than armor plus HPs. (Unlike HE, firearms can have minimum damage of 0, which means it&#039;s always theoretically possible to survive them.)&lt;br /&gt;
*The plusses and minuses after the kill numbers indicate the target is more or less sensitive to the weapon type than the normal 100% - see [[Experience Training#Modifiers|Modifiers]], below.&lt;br /&gt;
*The Soldiers have somewhat arbitrary combinations of HPs and armor, to show a range of what you can expect. (Armor is much more important than HPs.)&lt;br /&gt;
*Alien Health does not vary by difficulty level. However, alien armor has two levels: one level for Beginner difficulty level, and then twice that for all higher difficulty levels. XCOM tanks and of course soldiers have the same armor stats, regardless.&lt;br /&gt;
*All aliens show armor levels corresponding to the Soldier rank for that alien race. (Alien terrorists don&#039;t have ranks, however.) Other, higher ranks will have slightly better armor. Because Soldiers are the most common rank (and thus the ones you&#039;ll be training on the most), I kept the table simple.&lt;br /&gt;
*The table is roughly sorted so as to have the easiest targets in the upper left, and the hardest in the lower right. More specifically, it is first grouped by category, and then sorted on the Laser Pistol kill number. Then low-armor aliens mimic the sort for high-armor aliens, so that the eye can readily compare them. (There&#039;s too much going on for there to be one simple sort that will both show vulnerability, and have all columns smoothly changing.)&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Here are the modifiers used for Kill Modelling; they were taken directly from the [[Damage#Damage Modifiers| Damage Modifiers]] listing. However, they are presented below as their offset from 100%. For example, a silacoid takes +30% (i.e., 130%) High Explosive damage.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;u&amp;gt;Race&amp;lt;/u&amp;gt;            &amp;lt;u&amp;gt;HE&amp;lt;/u&amp;gt;       &amp;lt;u&amp;gt;AP&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;LA&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;PL&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
   Soldier*        -        -       -       -&lt;br /&gt;
   XCOM Tank     -30%       -       -       -&lt;br /&gt;
 &lt;br /&gt;
   Celatid         -        -       -       -&lt;br /&gt;
   Chryssalid      -        -       -       -&lt;br /&gt;
   Cyberdisc     -40%     -20%      -       -&lt;br /&gt;
   Ethereal        -        -       -       -&lt;br /&gt;
   Floater         -        -       -       -&lt;br /&gt;
   Muton           -      -40%      -       -&lt;br /&gt;
   Reaper          -        -       -       -&lt;br /&gt;
   Sectoid         -        -       -       -&lt;br /&gt;
   Sectopod      -20%       -     +50%    -20%&lt;br /&gt;
   Silacoid      +30%       -       -       -&lt;br /&gt;
   Snakeman        -        -       -       -&lt;br /&gt;
   Zombie        -20%     -40%    -30%    -30%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Soldiers have normal susceptibility to all four of these damage types. However, Personal Armor and higher is somewhat stun resistant, and entirely invulnerable to incendiary damage.&lt;br /&gt;
&lt;br /&gt;
== Putting it all together ==&lt;br /&gt;
&lt;br /&gt;
I started out just wondering whether Mutons at the edge of a grenade blast were worth bothering with for experience training, relative to the standard pistol firing squad (Table 2). But once that model was set up, it was easy to expand - and show a lot more.&lt;br /&gt;
&lt;br /&gt;
For one thing, I knew in theory that probably some critters were invulnerable to weapon damage. But I hadn&#039;t worked through the numbers. &lt;br /&gt;
&lt;br /&gt;
With the table, though, it&#039;s clear that many critters are invulnerable to a grenade at its edge. But it&#039;s more work to train experience with grenades, and they only provide [[Firing Accuracy]] experience. The really interesting finding is for the Standard Pistol (&#039;&#039;&#039;SP&#039;&#039;&#039;), which gives both Firing Accuracy and [[Reactions|Reaction]] experience.&lt;br /&gt;
&lt;br /&gt;
Although the sectopod would be great for target practice - being invulnerable to a SP or even laser pistol - it can&#039;t be disarmed. Same for the cyberdisc, another tough creature.&lt;br /&gt;
&lt;br /&gt;
Mutons, reapers, chryssalids, and especially silacoids are great for target practice. Indeed the silacoid (a muton pet) is invulnerable to SPs, and better for training, at higher difficulty levels - an interesting twist due to its higher armor. So it can be moved away with mind control every other turn, then reaction-shot when it moves toward your soldiers.&lt;br /&gt;
&lt;br /&gt;
Once one pistol clip is shot off (12 rounds), you&#039;ve got more than the &#039;&#039;&#039;eleven&#039;&#039;&#039; [[Reactions|Reaction]] shots needed for [[Experience#Primary Stats|maximal]] Reaction shot increase potential. You&#039;ve probably also got a good head start on landing 11 hits, for the maximal [[Firing Accuracy]] increase. Then just shoot off a second SP clip with direct fire, and you should be good to go.&lt;br /&gt;
&lt;br /&gt;
If unsure of the number of hits landed, you can always peek at [[UNITREF.DAT|Unitref]][81]. This (and the Reaction counter at [80]) needs to be at 11 or more, for [[Experience#Primary Stats|maximal]] increase potential (a 2-6 skill point increase dice roll).&lt;br /&gt;
&lt;br /&gt;
Mutons, reapers (floater pet), and chryssalids (snakeman pet) are also good targets - but of course, the latter two have to be kept out of melee range via mind control.&lt;br /&gt;
&lt;br /&gt;
For the record, [[Alien Life Forms|pets]] - oops, I mean Terrorists - only accompany their masters on these types of [[Terror_Units#When_Do_Terror_Units_Show_Up?|missions]]/scenarios:&lt;br /&gt;
*[[Terror Ship]]s, including city [[Terror Mission]]s&lt;br /&gt;
*[[Battleship]]s, including XCOM [[Base Defense]] missions (always performed by a Battleship)&lt;br /&gt;
*[[Alien Base Assault|Alien Bases]]&lt;br /&gt;
&lt;br /&gt;
Note that you can use Table 1 to &#039;&#039;&#039;see how many soldiers you can give 11+ or 3+ [[experience]] points&#039;&#039;&#039; - these are the best &amp;quot;bang for buck&amp;quot; breakpoints. Example: You&#039;re on a Snakeman mission at higher difficulty level (greater than Beginner). Table 1 shows you they&#039;ll die from 5.15 SP hits, on average. If there are, say, 8 Snakemen, that&#039;s approx. 40 hits to go around. IOW, approx. 13 soldiers can get 3 hits, or approx. 4 soldiers can get 11 hits. Don&#039;t forget that Table 1 is for Soldier ranks - higher-ranked aliens have a little better armor, and can take a little more shooting. Also, it models the target being hit on two armor facings - do your best to vary the facings that you target, to prolong their life.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
*[[Kill Model - Extended Results]]&lt;br /&gt;
*[[User_talk:MikeTheRed#The_Experience_of_Experience|MTR - The Experience of Experience]]&lt;/div&gt;</summary>
		<author><name>Mchl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research&amp;diff=15559</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research&amp;diff=15559"/>
		<updated>2008-06-01T22:26:08Z</updated>

		<summary type="html">&lt;p&gt;Mchl: /* Research Progress */  division by 0! (the formula was wrong apparently. the more scientists assigned, the higher rating, not otherwise)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Research&#039;&#039;&#039; is a decisive factor in the contest of Man versus Alien.  X-COM forces start out badly outclassed by their alien foes, but as they master alien technology, the battle swings to the Humans&#039; favor.&lt;br /&gt;
&lt;br /&gt;
Through research, X-COM forces gain access to vastly improved [[weapons]] technology, [[armour]], [[Base Facilities|base facilities]], interception and transport [[craft]], and a variety of other useful technologies.  Researching captive live aliens provides information about the aliens&#039; methods and traits, and is ultimately the only path toward [[Alien Research#Cydonia or Bust|winning the game]].&lt;br /&gt;
&lt;br /&gt;
== Research costs ==&lt;br /&gt;
&lt;br /&gt;
You start the game with one [[Laboratory]] and 10 Scientists.  You will want to add 40 additional Scientists when space and money permit, so as to unlock new technology as soon as possible.  This is expensive: 40 Scientists have a hiring cost of $2.4 million (and a monthly salary of $1.2 million), and require the addition of a new [[Living Quarters]], at a cost of $400,000.  &lt;br /&gt;
&lt;br /&gt;
An additional Laboratory, Living Quarters, and 50 Scientists (for a total of 100) is recommended when you can cobble together an additional $4.2 million, so as to unlock all useful alien technologies within the first few months of the game.&lt;br /&gt;
&lt;br /&gt;
Many of the game&#039;s most important research topics require the capture of certain specific live aliens, so it is recommended you start building an [[Alien Containment]] at the very beginning of the game.  As few as three aliens need to be captured and researched to ultimately unlock all the critical research topics which are dependent on alien captives.  See [[#The Minimum Three|The Minimum Three]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Initial research projects ==&lt;br /&gt;
&lt;br /&gt;
You are given [[Weapons#Laser_Technology|Laser Weapons]], [[Medi-Kit]]s, and [[Motion Scanner]]s as research topics at the beginning of the game. Every subsequent research topic becomes available by completing a previous research topic, or by capturing new technology found on the battlefield.  You cannot research any given alien item until you have a sample of it in your possession.&lt;br /&gt;
&lt;br /&gt;
Alien artifacts from the battlefield cannot be [[manufacture]]d or used (or even thrown!) by your soldiers until they have been fully researched.  In fact, you start the game unable to manufacture any items until you have completed your first research topics.&lt;br /&gt;
&lt;br /&gt;
Different X-COM commanders differ on which technologies are best researched first, although the initial three topics are all good choices.  [[Laser Rifle]]s are an enormous improvement over standard armaments, particularly against [[Cyberdisc]]s, the toughest early foe.  Laser weapons are reasonably powerful and do not require ammunition, making them useful for the duration of the game.&lt;br /&gt;
&lt;br /&gt;
[[Medi-Kit]]s are rapidily researched and of great utility, especially once your soldiers are outfitted with armor.  [[Personal Armor|Armor]] technology is also a high priority, although it is relatively time-consuming to research and subsequently manufacture.&lt;br /&gt;
&lt;br /&gt;
[[Motion Scanner]]s can help you pinpoint the location of your foes, and are the most profitable item that can be manufactured in the early game.  (See [[Manufacturing Profitability]].)&lt;br /&gt;
&lt;br /&gt;
After your first [[UFO Ground Assault|combats]], advanced alien weapons become available for research.  [[Heavy Plasma]], [[Small Launcher]], and [[Blaster Launcher]] (if you can find one) are all popular early research choices.&lt;br /&gt;
&lt;br /&gt;
Commanders who wish to supplement their incomes by manufacturing profitable items should research [[Laser Cannon]]s early on, as they are the most profitable production item in the entire game.&lt;br /&gt;
&lt;br /&gt;
Once you manage to capture an alien [[Navigator (Alien Rank)|Navigator]], you should research it as soon as possible, as the [[Hyper-Wave Decoder]] it unlocks is an invaluable technology. Researching a psionically-enabled alien (a psionic [[Sectoid]], which means either a [[Leader (Alien Rank)|Leader]] or [[Commander (Alien Rank)|Commander]] or any [[Ethereal]]) should also be a top priority, as [[psionics]] becomes an enormous factor as the game progresses.&lt;br /&gt;
&lt;br /&gt;
== The Minimum Three ==&lt;br /&gt;
&lt;br /&gt;
You only need to capture three live aliens to unlock the research topics that will allow you complete the game. These three aliens are, in the following order:&lt;br /&gt;
&lt;br /&gt;
#Any &#039;&#039;random alien&#039;&#039;&lt;br /&gt;
#Any &#039;&#039;Leader or Commander&#039;&#039;&lt;br /&gt;
#Any &#039;&#039;Commander&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By studying these three aliens, you can unlock the end-game mission [[Alien Research#Cydonia or Bust|Cydonia or Bust]].  These same three aliens can be used to unlock all additional technologies dependent on alien captives by altering the list as follows:&lt;br /&gt;
&lt;br /&gt;
;[[Hyper-Wave Decoder]]&lt;br /&gt;
: Substitute &amp;quot;any &#039;&#039;random alien&#039;&#039;&amp;quot; with &amp;quot;any &#039;&#039;Navigator&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
;[[Psionic Laboratory]]&lt;br /&gt;
: Make sure your captured Leader or Commander is [[Sectoid]] or [[Ethereal]]&lt;br /&gt;
&lt;br /&gt;
Thus, to unlock all technology that matters, you only need to research:&lt;br /&gt;
&lt;br /&gt;
#Any &#039;&#039;Navigator&#039;&#039;&lt;br /&gt;
#&#039;&#039;Sectoid or Ethereal Leader/Commander&#039;&#039;&lt;br /&gt;
#Any &#039;&#039;Commander&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Studying any alien (including the above three) can also produce a variety of [[UFOpaedia]] entries, such as alien species information, UFO stats, and alien mission types, which also adds to your [[scoring#Research|score]].  See [[#Researching aliens|Researching Aliens]] for more details.&lt;br /&gt;
&lt;br /&gt;
== How to capture live aliens ==&lt;br /&gt;
&lt;br /&gt;
Capturing the above three aliens, especially early on in the game, can be difficult.  However, [[Mind Probe]]s can make it much easier to single out specific aliens, and once you get [[Small Launcher]]s, things are pretty easy.  Be sure to build an [[Alien Containment]] at the beginning of the game, and don&#039;t bother to capture any aliens alive until it&#039;s built.&lt;br /&gt;
&lt;br /&gt;
Using [[Stun Rod]]s is tricky, except when you can sneak up on an alien from behind.  However, sending a swarm of rookies with Stun Rods into a UFO can be worth it in order to capture that first Navigator.  Don&#039;t attempt this if there are multiple aliens facing your soldiers -- you will get shot to pieces.&lt;br /&gt;
&lt;br /&gt;
If you spot an alien with a Small Launcher, you can often get him to knock himself out by walking up to him point-blank and letting him shoot you next turn.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will simply get lucky -- conventional weapons can deal a small amount of stun along with a lot of conventional damage.  Aliens may also go [[unconscious]] due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
When an alien is unconscious, you can see what rank it is by standing over it and picking it up.  Bring the most desired aliens back to the transport and have a sentry with a Stun Rod watch over them in case they wake up again.  If your Containment is getting full, any undesired aliens can be killed while unconscious using any form of [[grenade]] or HE ammunition.&lt;br /&gt;
&lt;br /&gt;
== Research tips ==&lt;br /&gt;
In principle, doubling the number of scientists means you get the results in half the time. In reality, because of rounding errors, it is better to run several small projects in parallel. The again, small projects may take a long time to complete. Don&#039;t be shy of pooling your entire workforce on a single project if you want to get quick results.&lt;br /&gt;
&lt;br /&gt;
Scientists at different bases cannot pool their efforts: if you have two bases work on the same project, it will take as long to complete as if you had only base working on it.  If possible, you should build all your laboratories at a single base to allow all your scientists to focus on one project at a time.&lt;br /&gt;
&lt;br /&gt;
You cannot begin researching any alien technology unless you have a sample of it on base.  However, once you begin research, you do not need to keep the sample on hand.  If you begin every project as soon as it becomes available to you, you can sell off all alien items (including alien corpses) which you do not wish to keep around.  (You can also transfer aliens to another base&#039;s Containment unit after you have begun researching them.)  You do not need to assign any scientists to a project to begin it: only assign your scientists to whichever project you wish to complete next.&lt;br /&gt;
&lt;br /&gt;
If you build two labs and hire 100 scientists as soon as you can afford it, you can research all the most desirable alien technologies within 7-8 months (by July or August).  With three labs and 150 scientists, you can research all the best stuff by June or so.  More scientists than this will not appreciably speed your progress.&lt;br /&gt;
&lt;br /&gt;
== Popular research sequences ==&lt;br /&gt;
&lt;br /&gt;
Research time is given in total Scientist days and average days needed for one Laboratory (50 Scientists).  Two Laboratories (100 Scientists) will take approximately half as long.  The listed times are averages: actual research times will take between 0.5 and 1.5 times as long (see [[#Research time: notes|Research time: notes]] for more details).&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;tt&amp;gt;-&amp;gt;&amp;lt;/tt&amp;gt; before an entry signifies the total time required to complete that project.  For example, Laser Pistol requires Laser Weapons (50 days) + Laser Pistol (100 days); &amp;lt;tt&amp;gt;-&amp;gt;&amp;lt;/tt&amp;gt;Laser Pistol is 150 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An option which should not be overlooked.  Researched extremely quickly, 53% more damaging than than a basic [[Rifle]], one-handed, fastest rate of fire of any weapon (good for scouts), can be manufactured for [[Manufacturing Profitability|profit]].  Good for covering the span before you get Laser Rifles or Plasma weapons.&lt;br /&gt;
&lt;br /&gt;
 Laser Weapons      50     1.0 day&lt;br /&gt;
 [[Laser Pistol]]      100     2.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            150     3.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Respectable damage, no ammo required.  A good alternative to [[Heavy Plasma]] for some of your troops.&lt;br /&gt;
 &lt;br /&gt;
 -&amp;gt;Laser Pistol    150     3.0 days&lt;br /&gt;
 [[Laser Rifle]]       300     6.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            450     9.0 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;         &#039;&#039;&#039;Laser Pistol + 6.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A poor Craft weapon, but the most [[Manufacturing Profitability|profitable]] item in the game.  Completing this research topic also permits you to build [[Tank/Laser Cannon]]s, which have a much more powerful weapon than Cannon and Rocket tanks, and are effective against several dangerous units, particularly [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Laser Rifle     450     9.0 days&lt;br /&gt;
 [[Heavy Laser]]       460     9.2 days&lt;br /&gt;
 [[Laser Cannon]]      420     8.4 days&lt;br /&gt;
 &#039;&#039;&#039;Total:           1330    26.6 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;         &#039;&#039;&#039;Laser Rifle + 17.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Small Launcher&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Small Launchers make capturing aliens a snap, and have surprisingly broad tactical use.  One stun bomb can knock out several weak aliens at once, and unlike explosives, they are safe to use in confined quarters.  Furthermore, stun bombs do not damage equipment, making for potentially higher [[UFO Recovery Values]].  Stun bombs are also quite effective against 4-space terror units (Reapers, Cyberdiscs, and Sectopods) due to each square taking partial damage from the stun blast.&lt;br /&gt;
&lt;br /&gt;
 [[Small Launcher]]     550     11.0 days&lt;br /&gt;
 [[Stun Bomb]]          180      3.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:             730     14.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Heavy Plasma&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just about the best weapon in the game.  There&#039;s a reason why every alien eventually carries one of these.&lt;br /&gt;
&lt;br /&gt;
 [[Heavy Plasma]]          800     16.0 days&lt;br /&gt;
 Heavy Plasma Clip     400      8.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:               1200     24.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Plasma Beam&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The best Craft weapon, 100% effective against everything except [[Battleship]]s.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Heavy Plasma   1200     24.0 days&lt;br /&gt;
 [[Plasma Beam]]       660     13.2 days&lt;br /&gt;
 &#039;&#039;&#039;Total:           1860     37.2 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;         &#039;&#039;&#039;Heavy Plasma + 13.2 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you absolutely, positively, have to kill every alien in the room.  Accept no substitute.&lt;br /&gt;
&lt;br /&gt;
 [[Blaster Launcher]]    900     18.0 days&lt;br /&gt;
 [[Blaster Bomb]]        300      6.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:             1200     24.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Fusion Ball Launcher&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Useful against [[Battleship]]s when using multiple crafts; use Plasma Beam otherwise.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Blaster Launcher      1200     24.0 days&lt;br /&gt;
 [[Fusion Ball Launcher]]     880     17.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                  2080     41.6 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;            &#039;&#039;&#039;Blaster Launcher + 17.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Fusion Ball Defences&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most compact base defense facility besides the [[Mind Shield]] -- although a proper [[Base Layout Strategy|base layout strategy]] is probably better still.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Fusion Ball Launcher     2080     41.6 days&lt;br /&gt;
 [[Fusion Ball Defences|Fusion Defence]]             800     16.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                     2880     57.6 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;           &#039;&#039;&#039;Fusion Ball Launcher + 16.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Personal Armor&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing this, you might actually survive a shot or two.  But don&#039;t press your luck.&lt;br /&gt;
&lt;br /&gt;
 [[Alien Alloys]]       400     8.0 days&lt;br /&gt;
 [[Personal Armor]]     180     3.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:             580    11.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Power Suit&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might survive a shot or three.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Personal Armor     580     11.6 days&lt;br /&gt;
 [[Elerium-115]]          450      9.0 days&lt;br /&gt;
 [[UFO Power Source]]     450      9.0 days&lt;br /&gt;
 [[Power Suit]]           205      4.1 days&lt;br /&gt;
 &#039;&#039;&#039;Total:              1685     33.7 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;          &#039;&#039;&#039;Personal Armor + 22.1 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Flying Suit&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A shot or three plus much greater visibility and mobility.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Power Suit      1685     33.7 days&lt;br /&gt;
 [[UFO Navigation]]     450      9.0 days&lt;br /&gt;
 [[Flying Suit]]        330      6.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            2465     49.3 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;            &#039;&#039;&#039;Power Suit + 15.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Firestorm&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your first UFO.  Unfortunately, a standard [[Interceptor]] armed with [[Plasma Beam]]s can often do just as well.  This technology may be most desirable as part of the path to unlock Hovertanks.&lt;br /&gt;
&lt;br /&gt;
 Alien Alloys          400     8.0 days&lt;br /&gt;
 Elerium-115           450     9.0 days&lt;br /&gt;
 UFO Power Source      450     9.0 days&lt;br /&gt;
 UFO Navigation        450     9.0 days&lt;br /&gt;
 UFO Construction      450     9.0 days&lt;br /&gt;
 [[Firestorm|New Fighter Craft]]     600    12.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:               2800    56.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, there is high overlap between UFO technology and armor technology.  Commanders will almost always research [[Power Suit]]s or [[Flying Suit]]s before embarking on UFO construction:&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Flying Suit        2465    49.3 days&lt;br /&gt;
 UFO Construction      450     9.0 days&lt;br /&gt;
 New Fighter Craft     600    12.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:               3515    70.3 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;             &#039;&#039;&#039;Flying Suit + 21.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Lightning&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A craft with unique properties -- but most prefer an [[Avenger]].&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Firestorm &#039;&#039;(via Flying Suit)&#039;&#039;    3515     70.3 days&lt;br /&gt;
 [[Lightning|New Fighter-Transporter]]           700     14.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                           4215     84.3 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;                            &#039;&#039;&#039;Firestorm + 14.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Avenger&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They don&#039;t call it the Ultimate Craft for nothing.  Two or three Avengers plus a handful of Interceptors can give you complete air superiority over Terra.  It also allows you to bring twice the manpower into battle than you could before.  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Lighting        4215      84.3 days&lt;br /&gt;
 [[Avenger|Ultimate Craft]]     900      18.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            5115     102.3 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;              &#039;&#039;&#039;Lightning + 18.0 days&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;or&#039;&#039;            &#039;&#039;&#039;Flying Suit + 32.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Grav Shield&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combined with several [[Fusion Ball Defences]], a Grav Shield will make your base impervious to alien invasion.  However, a [[Mind Shield]] and/or a secure [[Base Layout Strategy|base layout]] is a quite viable alternative.  Immediately shooting down scout UFOs on [[Alien Missions#Alien Retaliation|Alien Retaliation]] missions will also prevent most attacks.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Lightning     4215      84.3 days&lt;br /&gt;
 [[Grav Shield]]      930      18.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:          5145     102.9 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;            &#039;&#039;&#039;Lightning + 18.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hovertank/Plasma&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A popular (and expendable) scout.  Immune to Psi attacks, like all tanks.  Produceable immediately after the completion of Firestorm and Plasma Beam research topics.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Firestorm       3515     70.3 days&lt;br /&gt;
 -&amp;gt;Plasma Beam     1860     37.2 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            5375    107.5 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hovertank/Launcher&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the field, it&#039;s less popular than the Plasma Hovertank due to the expense of its ammunition, which also does less damage than the man-portable [[Blaster Launcher]]. For base defense, the free Hovertank/Launcher ammo that is granted to you to protect the base turns this tank into the ultimate expendable defensive unit. It can be built immediately after the completion of the Firestorm and Fusion Ball Launcher research topics. &lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Firestorm                3515     70.3 days&lt;br /&gt;
 -&amp;gt;Fusion Ball Launcher     2080     41.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                     5595    111.9 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Psionic Laboratory&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you get [[psionics]], the aliens&#039; days are numbered.  It&#039;s tricky catching a Sectoid Leader or Ethereal, but the sooner you can, the better.  With a psi lab you can separate the wheat from the chaff.&lt;br /&gt;
&lt;br /&gt;
 Any live psionic alien      192     3.84 days&lt;br /&gt;
 [[Psionic Laboratory]]          420     8.4 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                      612    11.24 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Psi-Amp&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Barely useful when [[Psi Skill]] is low, but way too useful when it&#039;s high.  A transport full of Psi soldiers is as scary to the aliens as the [[Ethereal]]s were at first to you.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Psionic Laboratory     420     11.24 days&lt;br /&gt;
 [[Psi-Amp]]                  500     10.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                   920     21.24 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;          &#039;&#039;&#039;Psionic Laboratory + 10.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mind Shield&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a single Mind Shield at each base, the aliens will keep attempting [[Alien Missions#Alien Retaliation|Alien Retaliation]] missions, but most of them time, they&#039;ll zig-zag around, unable to find your base.  Shooting down any Retaliation scout you see in addition will ensure that they almost never mount an attack on your base.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Psionic Laboratory     420     11.24 days&lt;br /&gt;
 [[Mind Shield]]              360      7.2 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                   780     18.44 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;           &#039;&#039;&#039;Psionic Laboratory + 7.2 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hyper-Wave Decoder&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most important technologies of the game.  Build one at each base you own and you will be able to see just about every alien craft that enters the Earth&#039;s atmosphere.  Every craft you intercept will please your funding nations, and can be worth millions in [[UFO Recovery Values|salvage value]].  A Hyper-Wave Decoder is your meal ticket: grab an alien Navigator the first chance you get.&lt;br /&gt;
&lt;br /&gt;
 Any live alien Navigator     192      3.86 days&lt;br /&gt;
 [[Hyper-Wave Decoder]]           670     13.4 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                       862     17.26 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cydonia&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your final mission.  Win it, and you are a savior; lose it, and humanity dies.  You have to perform the research in this particular order, so don&#039;t forget to research The Martian Solution before you interrogate your first Commander, or else you&#039;ll have to capture another one.  The same goes for your first Leader -- but if it&#039;s a Sectoid, research it immediately: the [[Psionic Laboratory]] is your absolute top priority.  Once you get Psi soldiers, you can capture another Leader without much trouble at all.&lt;br /&gt;
&lt;br /&gt;
In addition to completing these research topics, you must have an [[Avenger]] built before you can travel to [[Cydonia]].  The Avenger can be researched and built at any time, independent of the Cydonia-specific research topics.  None of these topics are useful aside from unlocking Cydonia, so you can save most of it until you&#039;re ready to complete the game.&lt;br /&gt;
&lt;br /&gt;
 Any live alien            192       3.84 days&lt;br /&gt;
 [[Alien Research|Alien Origins]]             300       6.0 days&lt;br /&gt;
 Any live Leader           192       3.84 days&lt;br /&gt;
 [[Alien Research|The Martian Solution]]      500      10.0 days&lt;br /&gt;
 Any live Commander        192       3.84 days&lt;br /&gt;
 [[Alien Research|Cydonia or Bust]]           600      12.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                   1976     39.52 days&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;plus&#039;&#039;&lt;br /&gt;
 -&amp;gt;Avenger                5115     102.3 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                   7091     141.82 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Stand-alone technologies&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the above research sequences, there are four useful technologies which have no research &amp;quot;dependencies&amp;quot; and can be studied directly.  Medi-kits and Motion Scanners are two of the initially-available research topics (described [[#Initial research projects|above]]).  Alien Grenades are a substantial improvement over the standard X-COM grenade, packing almost as much punch as a High Explosive, but far easier to carry and throw.  Mind Probes can show alien rank and stats (useful for singling out Leaders and Commanders), although their usefulness is dwarfed by that of the Psi-Amp.&lt;br /&gt;
&lt;br /&gt;
 [[Medi-Kit]]           &#039;&#039;&#039;210      4.2 days&#039;&#039;&#039;&lt;br /&gt;
 [[Motion Scanner]]     &#039;&#039;&#039;180      3.6 days&#039;&#039;&#039; &lt;br /&gt;
 [[Alien Grenade]]      &#039;&#039;&#039;200      4.0 days&#039;&#039;&#039;&lt;br /&gt;
 [[Mind Probe]]         &#039;&#039;&#039;600     12.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Technical details =&lt;br /&gt;
&lt;br /&gt;
== Research trees ==&lt;br /&gt;
&lt;br /&gt;
Here are sequences of research topics needed to unlock all the technologies in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Laser Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Laser Weapons  (tech breakthrough)&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Pistol]]&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Rifle]]&lt;br /&gt;
   |  &lt;br /&gt;
 [[Heavy Laser]]       &lt;br /&gt;
   |  &lt;br /&gt;
 [[Laser Cannon]] &lt;br /&gt;
 ([[Heavy Weapons Platforms|Laser Tank]])&lt;br /&gt;
   | &lt;br /&gt;
 [[Laser Defences|Laser Defense]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
     [[Heavy Plasma]]               [[Plasma Rifle]] &lt;br /&gt;
          |    Heavy Plasma Clip   |  Plasma Rifle Clip  &lt;br /&gt;
          |___________|            |__________|&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |__________OR___________|&lt;br /&gt;
                             |&lt;br /&gt;
                       [[Plasma Beam|Plasma Cannon]]&lt;br /&gt;
                    ([[Heavy Weapons Platforms|Hovertank/Plasma]])* &lt;br /&gt;
                             |&lt;br /&gt;
                       [[Plasma Defences|Plasma Defense]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[#Craft|New Fighter Craft]] must also be researched before you can build hovertanks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
  [[Blaster Launcher]]    [[Blaster Bomb]]&lt;br /&gt;
              |___________|&lt;br /&gt;
                   |&lt;br /&gt;
                [[Fusion Ball Launcher|Fusion Ball]]&lt;br /&gt;
           ([[Heavy Weapons Platforms|Hovertank/Launcher]])*&lt;br /&gt;
                   |&lt;br /&gt;
           [[Fusion Ball Defences|Fusion Ball Defense]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[#Craft|New Fighter Craft]] must also be researched before you can build hovertanks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
       [[Alien Alloys]]&lt;br /&gt;
               |  &lt;br /&gt;
 [[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]      &lt;br /&gt;
 |_____________|_________________| &lt;br /&gt;
           | &lt;br /&gt;
           |     &lt;br /&gt;
      [[Power Suit]]      [[UFO Navigation]]  &lt;br /&gt;
           |_________________|   &lt;br /&gt;
                    |&lt;br /&gt;
               [[Flying Suit]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Craft&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Alien    Elerium        UFO            UFO&lt;br /&gt;
 Alloys      115     Power Source   Navigation&lt;br /&gt;
 |___________|___________|______________|&lt;br /&gt;
            |&lt;br /&gt;
    UFO Construction&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
    New Fighter Craft*&lt;br /&gt;
       ([[Firestorm]])&lt;br /&gt;
            |&lt;br /&gt;
 New Fighter-Transporter&lt;br /&gt;
       ([[Lightning]])&lt;br /&gt;
  __________|____________&lt;br /&gt;
  |                      |&lt;br /&gt;
 [[Grav Shield]]     Ultimate Craft ([[Avenger]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; New Fighter Craft must be researched before you can build hovertanks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Any Live Psionic Alien&lt;br /&gt;
   |&lt;br /&gt;
 [[Psionic Laboratory|Psi Lab]]&lt;br /&gt;
   |_______&lt;br /&gt;
   |       |&lt;br /&gt;
 [[Psi-Amp]] [[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hyper-Wave Decoder&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien Navigator&lt;br /&gt;
   |&lt;br /&gt;
 [[Hyper-Wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Endgame&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These research topics must be completed in order to travel to [[Cydonia]] and finish the game.&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien&lt;br /&gt;
  |&lt;br /&gt;
 [[Alien Research#Alien Origins|Alien Origins]]&lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Leader&lt;br /&gt;
  | /&lt;br /&gt;
 [[Alien Research#The Martian Solution|The Martian Solution]] &lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Commander&lt;br /&gt;
  | /&lt;br /&gt;
 [[Alien Research#Cydonia or Bust|Cydonia or Bust]]&lt;br /&gt;
  |&lt;br /&gt;
  | [[Avenger]]&lt;br /&gt;
  | /&lt;br /&gt;
 [[Cydonia]] (mission)&lt;br /&gt;
&lt;br /&gt;
Alien Commanders can be found on [[Battleship]]s, or in [[Alien Base Assault|alien bases]].  An alien Commander will also always accompany a [[Base Defense|base invasion]] force.  The [http://www.xcomufo.com/usg.html Unofficial Strategy Guide] incorrectly states that only a Commander from an alien base can be used to give access to &amp;quot;Cydonia or Bust&amp;quot;.  In practice, any Commander will do -- so long as The Martian Solution has already been researched.  Should you research a Commander prior to this, you&#039;ll have to capture another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Individual topics&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Researching these topics will not unlock any technologies beyond themselves.&lt;br /&gt;
&lt;br /&gt;
* [[Medi-Kit]]&lt;br /&gt;
* [[Motion Scanner]]&lt;br /&gt;
* [[Alien Grenade]]&lt;br /&gt;
* [[Mind Probe]]&lt;br /&gt;
&lt;br /&gt;
There are also four UFO Components which can be researched but which have no practical value:&lt;br /&gt;
&lt;br /&gt;
* [[Alien Entertainment]]&lt;br /&gt;
* [[Alien Food]]&lt;br /&gt;
* [[Alien Surgery]]&lt;br /&gt;
* [[Examination Room]]&lt;br /&gt;
&lt;br /&gt;
A fifth component, [[Alien Reproduction]], cannot normally be found in the game, although it can be researched if you add it to your General Stores using a game editor.&lt;br /&gt;
&lt;br /&gt;
== Researching aliens ==&lt;br /&gt;
&lt;br /&gt;
Researching live aliens will provide a variety of information.  The type of information revealed is usually dependent on the alien&#039;s rank (or type).  &lt;br /&gt;
&lt;br /&gt;
Here is an overview of the research each alien type can produce:&lt;br /&gt;
&lt;br /&gt;
*Any Live Alien: [[Alien Research#Alien Origins|Alien Origins]] and information on its own species&lt;br /&gt;
*Alien [[Soldier (Alien Rank)|Soldier]] or [[Terrorist (Alien Rank)|Terrorist]]: Nothing, beyond information on its own species&lt;br /&gt;
*Alien [[Medic (Alien Rank)|Medic]]: information on other [[#Alien species|alien species]]&lt;br /&gt;
*Alien [[Navigator (Alien Rank)|Navigator]]: [[#Alien missions|Alien missions]] and [[Hyper-Wave Decoder]]&lt;br /&gt;
*Alien [[Engineer (Alien Rank)|Engineer]]: [[#Alien ships|Alien ships]]&lt;br /&gt;
*Alien [[Leader (Alien Rank)|Leader]] (or Commander): [[Alien Research#The Martian Solution|The Martian Solution]]&lt;br /&gt;
*Alien [[Commander (Alien Rank)|Commander]]: [[Alien Research#Cydonia or Bust|Cydonia or Bust]]&lt;br /&gt;
*Sectoid Leader or Commander, or any Ethereal: [[Psionic Laboratory]]&lt;br /&gt;
&lt;br /&gt;
Researching a live alien will produce a &amp;quot;live alien&amp;quot; entry and can sometimes produce other [[UFOpaedia]] entries or even unlock new research topics, as detailed above.  The first live alien of any type you study will unlock the [[Alien Research#Alien Origins|Alien Origins]] topic.  Researching an alien will often produce no new UFOpaedia entries, if everything that could be learned from that alien type has already been discovered.&lt;br /&gt;
&lt;br /&gt;
Most of the UFOpaedia entries generated by studying live aliens are of no intrisic value, although sometimes they will provide insight into in-game alien behavior or characteristics.  Sometimes the information provided is misleading.  If nothing else, though, they are fun to read.&lt;br /&gt;
&lt;br /&gt;
Each [[#Alien species|alien species]] (including autopsies), [[#Alien missions|alien mission]], or [[#Alien ships|alien ship]] entry added to the UFOpaedia will earn the player 50 points.&lt;br /&gt;
&lt;br /&gt;
=== Alien types ===&lt;br /&gt;
&lt;br /&gt;
There are 29 different alien race/rank combos in the game: &lt;br /&gt;
&lt;br /&gt;
*Sectoid Soldier, Medic, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Snakeman Soldier, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Ethereal Soldier, Leader, or Commander&lt;br /&gt;
*Muton Soldier, Navigator, or Engineer&lt;br /&gt;
*Floater Soldier, Medic, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Celatid Terrorist&lt;br /&gt;
*Silacoid Terrorist&lt;br /&gt;
*Chryssalid Terrorist&lt;br /&gt;
*Reaper Terrorist&lt;br /&gt;
*Sectopod Terrorist&lt;br /&gt;
*Cyberdisc Terrorist&lt;br /&gt;
&lt;br /&gt;
One does not need to capture all of the alien-rank combinations to produce every possible UFOpaedia entry in the game.  Enough Medics, Navigators, and Engineers of any sort will eventually fill out your UFOpaedia completely (although you must study at least one Leader and Commander, as [[#The Minimum Three|detailed above]]).&lt;br /&gt;
&lt;br /&gt;
=== Alien missions ===&lt;br /&gt;
&lt;br /&gt;
These UFOpaedia entries will be generated by researching alien Navigators.  Captured Navigators may give information on mission types other than the type they were engaged in when captured.&lt;br /&gt;
&lt;br /&gt;
*[[Alien Missions#Alien Research|Alien Research]]&lt;br /&gt;
*[[Alien Missions#Alien Harvest|Alien Harvest]]&lt;br /&gt;
*[[Alien Missions#Alien Abduction|Alien Abduction]]&lt;br /&gt;
*[[Alien Missions#Alien Infiltration|Alien Infiltration]]&lt;br /&gt;
*[[Alien Missions#Alien Base|Alien Base]]&lt;br /&gt;
*[[Alien Missions#Alien Terror|Alien Terror]]&lt;br /&gt;
*[[Alien Missions#Alien Retaliation|Alien Retaliation]]&lt;br /&gt;
*[[Alien Missions#Alien Supply|Alien Supply]]&lt;br /&gt;
&lt;br /&gt;
=== Alien ships ===&lt;br /&gt;
&lt;br /&gt;
These UFOpaedia entries will be generated by researching alien Engineers.  They do not unlock any technologies, but they do give detailed information about the performance characteristics of each ship, which can help players tailor their [[UFO_Interception|interception]] strategies.  Captured Engineers may give information on ship types other than the type they were found on.&lt;br /&gt;
&lt;br /&gt;
*[[Small Scout]]&lt;br /&gt;
*[[Medium Scout]]&lt;br /&gt;
*[[Large Scout]]&lt;br /&gt;
*[[Abductor]]&lt;br /&gt;
*[[Harvester]]&lt;br /&gt;
*[[Supply Ship]]&lt;br /&gt;
*[[Terror Ship]]&lt;br /&gt;
*[[Battleship]]&lt;br /&gt;
&lt;br /&gt;
=== Alien species ===&lt;br /&gt;
&lt;br /&gt;
Studying any captive alien will produce a &amp;quot;live alien&amp;quot; [[UFOpaedia]] entry on that species, unless that entry already exists.  Researching an alien corpse will produce an &amp;quot;Alien Autopsy&amp;quot; UFOpaedia entry on its species.  &lt;br /&gt;
&lt;br /&gt;
Researching alien Medics can produce &amp;quot;live alien&amp;quot; and Autopsy entries on species other than their own.  (However, if the entry on live [[Ethereal]]s is produced in this manner it will not unlock the [[Psionic Laboratory]] research topic -- you must still study a psionic alien directly.)&lt;br /&gt;
&lt;br /&gt;
There are 11 different alien species in the game, and 11 different Live and Autopsy entries can be generated.  (Zombies can be thought of as a 12th alien species, although neither a corpse nor live specimen can ever be collected, and a UFOpaedia entry can never be generated on them.)&lt;br /&gt;
&lt;br /&gt;
The two robotic units (Sectopods and Cyberdiscs) cannot be captured alive or studied directly.  To generate a live alien UFOpaedia entry on them, you must research alien Medics of any other species.&lt;br /&gt;
&lt;br /&gt;
*[[Sectoid]]&lt;br /&gt;
*[[Snakeman]]&lt;br /&gt;
*[[Ethereal]]&lt;br /&gt;
*[[Muton]]&lt;br /&gt;
*[[Floater]]&lt;br /&gt;
*[[Celatid]]&lt;br /&gt;
*[[Silacoid]]&lt;br /&gt;
*[[Chryssalid]]&lt;br /&gt;
*[[Reaper]]&lt;br /&gt;
*[[Sectopod]]&lt;br /&gt;
*[[Cyberdisc]]&lt;br /&gt;
&lt;br /&gt;
== Research time ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of all research topics in the game. Values taken from [[RESEARCH.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Sorted alphabetically ===&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Man Days !! One Lab !! Research Project&lt;br /&gt;
|-&lt;br /&gt;
|400 || 8   ||align=&amp;quot;left&amp;quot;| Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
|180 || 3.6 ||align=&amp;quot;left&amp;quot;| Alien Corpses (each -- 11 different types)&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Alien Entertainment&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Alien Food&lt;br /&gt;
|-&lt;br /&gt;
|200 || 4   ||align=&amp;quot;left&amp;quot;| Alien Grenade&lt;br /&gt;
|-&lt;br /&gt;
|300 || 6   ||align=&amp;quot;left&amp;quot;| Alien Origins&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Alien Reproduction*&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Alien Surgery&lt;br /&gt;
|-&lt;br /&gt;
|300 || 6   ||align=&amp;quot;left&amp;quot;| Blaster Bomb&lt;br /&gt;
|-&lt;br /&gt;
|900 || 18  ||align=&amp;quot;left&amp;quot;| Blaster Launcher&lt;br /&gt;
|-&lt;br /&gt;
|600 || 12  ||align=&amp;quot;left&amp;quot;| Cydonia or Bust&lt;br /&gt;
|-&lt;br /&gt;
|450 || 9   ||align=&amp;quot;left&amp;quot;| Elerium-115&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Examination Room&lt;br /&gt;
|-&lt;br /&gt;
|330 || 6.6 ||align=&amp;quot;left&amp;quot;| Flying Suit&lt;br /&gt;
|-&lt;br /&gt;
|800 || 16  ||align=&amp;quot;left&amp;quot;| Fusion Defenses&lt;br /&gt;
|-&lt;br /&gt;
|880 || 17.6||align=&amp;quot;left&amp;quot;| Fusion Missile (Fusion Ball &amp;amp; Launcher)&lt;br /&gt;
|-&lt;br /&gt;
|930 || 18.6||align=&amp;quot;left&amp;quot;| Grav Shield&lt;br /&gt;
|-&lt;br /&gt;
|460 || 9.2 ||align=&amp;quot;left&amp;quot;| Heavy Laser&lt;br /&gt;
|-&lt;br /&gt;
|800 || 16  ||align=&amp;quot;left&amp;quot;| Heavy Plasma&lt;br /&gt;
|-&lt;br /&gt;
|400 || 8   ||align=&amp;quot;left&amp;quot;| Heavy Plasma Clip&lt;br /&gt;
|-&lt;br /&gt;
|670 || 13.4||align=&amp;quot;left&amp;quot;| Hyper-Wave Decoder&lt;br /&gt;
|-&lt;br /&gt;
|420 || 8.4 ||align=&amp;quot;left&amp;quot;| Laser Cannon&lt;br /&gt;
|-&lt;br /&gt;
|510 || 10.2||align=&amp;quot;left&amp;quot;| Laser Defenses&lt;br /&gt;
|-&lt;br /&gt;
|100 || 2   ||align=&amp;quot;left&amp;quot;| Laser Pistol&lt;br /&gt;
|-&lt;br /&gt;
|300 || 6   ||align=&amp;quot;left&amp;quot;| Laser Rifle&lt;br /&gt;
|-&lt;br /&gt;
|50  || 1   ||align=&amp;quot;left&amp;quot;| Laser Weapons&lt;br /&gt;
|-&lt;br /&gt;
|192 || 3.84||align=&amp;quot;left&amp;quot;| Live Aliens (except Terrorists and Sectoid Commander) (22 types)&lt;br /&gt;
|-&lt;br /&gt;
|190 || 3.8 ||align=&amp;quot;left&amp;quot;| Live Sectoid Commander (go figure)&lt;br /&gt;
|-&lt;br /&gt;
|170 || 3.4 ||align=&amp;quot;left&amp;quot;| Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)&lt;br /&gt;
|-&lt;br /&gt;
|210 || 4.2 ||align=&amp;quot;left&amp;quot;| Medi-Kit&lt;br /&gt;
|-&lt;br /&gt;
|600 || 12  ||align=&amp;quot;left&amp;quot;| Mind Probe&lt;br /&gt;
|-&lt;br /&gt;
|360 || 7.2 ||align=&amp;quot;left&amp;quot;| Mind Shield&lt;br /&gt;
|-&lt;br /&gt;
|180 || 3.6 ||align=&amp;quot;left&amp;quot;| Motion Scanner&lt;br /&gt;
|-&lt;br /&gt;
|600 || 12  ||align=&amp;quot;left&amp;quot;| New Fighter Craft (Firestorm)&lt;br /&gt;
|-&lt;br /&gt;
|700 || 14  ||align=&amp;quot;left&amp;quot;| New Fighter-Transporter (Lightning)&lt;br /&gt;
|-&lt;br /&gt;
|180 || 3.6 ||align=&amp;quot;left&amp;quot;| Personal Armor&lt;br /&gt;
|-&lt;br /&gt;
|660 || 13.2||align=&amp;quot;left&amp;quot;| Plasma Beam&lt;br /&gt;
|-&lt;br /&gt;
|620 || 12.4||align=&amp;quot;left&amp;quot;| Plasma Defenses&lt;br /&gt;
|-&lt;br /&gt;
|600 || 12  ||align=&amp;quot;left&amp;quot;| Plasma Pistol&lt;br /&gt;
|-&lt;br /&gt;
|400 || 8   ||align=&amp;quot;left&amp;quot;| Plasma Pistol Clip&lt;br /&gt;
|-&lt;br /&gt;
|700 || 14  ||align=&amp;quot;left&amp;quot;| Plasma Rifle&lt;br /&gt;
|-&lt;br /&gt;
|400 || 8   ||align=&amp;quot;left&amp;quot;| Plasma Rifle Clip&lt;br /&gt;
|-&lt;br /&gt;
|205 || 4.1 ||align=&amp;quot;left&amp;quot;| Power Suit&lt;br /&gt;
|-&lt;br /&gt;
|500 || 10  ||align=&amp;quot;left&amp;quot;| Psi-Amp&lt;br /&gt;
|-&lt;br /&gt;
|420 || 8.4 ||align=&amp;quot;left&amp;quot;| Psi-Lab&lt;br /&gt;
|-&lt;br /&gt;
|550 || 11  ||align=&amp;quot;left&amp;quot;| Small Launcher&lt;br /&gt;
|-&lt;br /&gt;
|180 || 3.6 ||align=&amp;quot;left&amp;quot;| Stun Bomb&lt;br /&gt;
|-&lt;br /&gt;
|500 || 10  ||align=&amp;quot;left&amp;quot;| The Martian Solution&lt;br /&gt;
|-&lt;br /&gt;
|450 || 9   ||align=&amp;quot;left&amp;quot;| UFO Construction&lt;br /&gt;
|-&lt;br /&gt;
|450 || 9   ||align=&amp;quot;left&amp;quot;| UFO Navigation&lt;br /&gt;
|-&lt;br /&gt;
|450 || 9   ||align=&amp;quot;left&amp;quot;| UFO Power Source&lt;br /&gt;
|-&lt;br /&gt;
|900 || 18  ||align=&amp;quot;left&amp;quot;| Ultimate Craft (Avenger)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Alien Reproduction is not ordinarily researchable unless you use an editor to add one your General Stores.&lt;br /&gt;
&lt;br /&gt;
=== Sorted by days needed ===&lt;br /&gt;
{| {{StdCenterTable}} width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
!Man Days !! One Lab!! Research Project&lt;br /&gt;
|-&lt;br /&gt;
|50  || 1   ||align=&amp;quot;left&amp;quot;| Laser Weapons&lt;br /&gt;
|-&lt;br /&gt;
|100 || 2   ||align=&amp;quot;left&amp;quot;| Laser Pistol&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Alien Entertainment&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Alien Food&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Alien Reproduction&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Alien Surgery&lt;br /&gt;
|-&lt;br /&gt;
|150 || 3   ||align=&amp;quot;left&amp;quot;| Examination Room&lt;br /&gt;
|-&lt;br /&gt;
|170 || 3.4 ||align=&amp;quot;left&amp;quot;| Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)&lt;br /&gt;
|-&lt;br /&gt;
|180 || 3.6 ||align=&amp;quot;left&amp;quot;| Alien Corpses (each -- 11 different types)&lt;br /&gt;
|-&lt;br /&gt;
|180 || 3.6 ||align=&amp;quot;left&amp;quot;| Motion Scanner&lt;br /&gt;
|-&lt;br /&gt;
|180 || 3.6 ||align=&amp;quot;left&amp;quot;| Personal Armor&lt;br /&gt;
|-&lt;br /&gt;
|180 || 3.6 ||align=&amp;quot;left&amp;quot;| Stun Bomb&lt;br /&gt;
|-&lt;br /&gt;
|190 || 3.8 ||align=&amp;quot;left&amp;quot;| Live Sectoid Commander (go figure)&lt;br /&gt;
|-&lt;br /&gt;
|192 || 3.84||align=&amp;quot;left&amp;quot;| Live Aliens (except Terrorists and Sectoid Commander) (22 types)&lt;br /&gt;
|-&lt;br /&gt;
|200 || 4   ||align=&amp;quot;left&amp;quot;| Alien Grenade&lt;br /&gt;
|-&lt;br /&gt;
|205 || 4.1 ||align=&amp;quot;left&amp;quot;| Power Suit&lt;br /&gt;
|-&lt;br /&gt;
|210 || 4.2 ||align=&amp;quot;left&amp;quot;| Medi-Kit&lt;br /&gt;
|-&lt;br /&gt;
|300 || 6   ||align=&amp;quot;left&amp;quot;| Alien Origins&lt;br /&gt;
|-&lt;br /&gt;
|300 || 6   ||align=&amp;quot;left&amp;quot;| Blaster Bomb&lt;br /&gt;
|-&lt;br /&gt;
|300 || 6   ||align=&amp;quot;left&amp;quot;| Laser Rifle&lt;br /&gt;
|-&lt;br /&gt;
|330 || 6.6 ||align=&amp;quot;left&amp;quot;| Flying Suit&lt;br /&gt;
|-&lt;br /&gt;
|360 || 7.2 ||align=&amp;quot;left&amp;quot;| Mind Shield&lt;br /&gt;
|-&lt;br /&gt;
|400 || 8   ||align=&amp;quot;left&amp;quot;| Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
|400 || 8   ||align=&amp;quot;left&amp;quot;| Heavy Plasma Clip&lt;br /&gt;
|-&lt;br /&gt;
|400 || 8   ||align=&amp;quot;left&amp;quot;| Plasma Pistol Clip&lt;br /&gt;
|-&lt;br /&gt;
|400 || 8   ||align=&amp;quot;left&amp;quot;| Plasma Rifle Clip&lt;br /&gt;
|-&lt;br /&gt;
|420 || 8.4 ||align=&amp;quot;left&amp;quot;| Laser Cannon&lt;br /&gt;
|-&lt;br /&gt;
|420 || 8.4 ||align=&amp;quot;left&amp;quot;| Psi-Lab&lt;br /&gt;
|-&lt;br /&gt;
|450 || 9   ||align=&amp;quot;left&amp;quot;| Elerium-115&lt;br /&gt;
|-&lt;br /&gt;
|450 || 9   ||align=&amp;quot;left&amp;quot;| UFO Construction&lt;br /&gt;
|-&lt;br /&gt;
|450 || 9   ||align=&amp;quot;left&amp;quot;| UFO Navigation&lt;br /&gt;
|-&lt;br /&gt;
|450 || 9   ||align=&amp;quot;left&amp;quot;| UFO Power Source&lt;br /&gt;
|-&lt;br /&gt;
|460 || 9.2 ||align=&amp;quot;left&amp;quot;| Heavy Laser&lt;br /&gt;
|-&lt;br /&gt;
|500 || 10  ||align=&amp;quot;left&amp;quot;| Psi-Amp&lt;br /&gt;
|-&lt;br /&gt;
|500 || 10  ||align=&amp;quot;left&amp;quot;| The Martian Solution&lt;br /&gt;
|-&lt;br /&gt;
|510 || 10.2||align=&amp;quot;left&amp;quot;| Laser Defenses&lt;br /&gt;
|-&lt;br /&gt;
|550 || 11  ||align=&amp;quot;left&amp;quot;| Small Launcher&lt;br /&gt;
|-&lt;br /&gt;
|600 || 12  ||align=&amp;quot;left&amp;quot;| Cydonia or Bust&lt;br /&gt;
|-&lt;br /&gt;
|600 || 12  ||align=&amp;quot;left&amp;quot;| Mind Probe&lt;br /&gt;
|-&lt;br /&gt;
|600 || 12  ||align=&amp;quot;left&amp;quot;| New Fighter Craft (Firestorm)&lt;br /&gt;
|-&lt;br /&gt;
|600 || 12  ||align=&amp;quot;left&amp;quot;| Plasma Pistol&lt;br /&gt;
|-&lt;br /&gt;
|620 || 12.4||align=&amp;quot;left&amp;quot;| Plasma Defenses&lt;br /&gt;
|-&lt;br /&gt;
|660 || 13.2||align=&amp;quot;left&amp;quot;| Craft Plasma Beam&lt;br /&gt;
|-&lt;br /&gt;
|670 || 13.4||align=&amp;quot;left&amp;quot;| Hyper-Wave Decoder&lt;br /&gt;
|-&lt;br /&gt;
|700 || 14  ||align=&amp;quot;left&amp;quot;| New Fighter-Transporter (Lightning)&lt;br /&gt;
|-&lt;br /&gt;
|700 || 14  ||align=&amp;quot;left&amp;quot;| Plasma Rifle&lt;br /&gt;
|-&lt;br /&gt;
|800 || 16  ||align=&amp;quot;left&amp;quot;| Fusion Defenses&lt;br /&gt;
|-&lt;br /&gt;
|800 || 16  ||align=&amp;quot;left&amp;quot;| Heavy Plasma&lt;br /&gt;
|-&lt;br /&gt;
|880 || 17.6||align=&amp;quot;left&amp;quot;| Fusion Missile (Fusion Ball &amp;amp; Launcher)&lt;br /&gt;
|-&lt;br /&gt;
|900 || 18  ||align=&amp;quot;left&amp;quot;| Blaster Launcher&lt;br /&gt;
|-&lt;br /&gt;
|900 || 18  ||align=&amp;quot;left&amp;quot;| Ultimate Craft (Avenger)&lt;br /&gt;
|-&lt;br /&gt;
|930 || 18.6||align=&amp;quot;left&amp;quot;| Grav Shield&lt;br /&gt;
|}&lt;br /&gt;
=== Research time: notes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One Lab&#039;&#039;&#039; is the number of Days divided by 50. This shows how quickly one lab full of 50 scientists needs to complete the Project, on average. Two labs full of scientists would need half this time on average, etc.&lt;br /&gt;
*This single check per day also means they will take a minimum of one day, except in special circumstances. Decimals are still shown for the &#039;&#039;&#039;One Lab&#039;&#039;&#039; column, however, so you can project to multiple labs and/or see where time is lost or gained by truncation (read on).&lt;br /&gt;
*The numbers shown in the tables are &#039;&#039;&#039;averages&#039;&#039;&#039;. In actuality, the time may differ by +- 50%. Laser Weapons may take anything from 25 to 75 man days, on average it&#039;s 50.&lt;br /&gt;
* Projects only progress and check completion &#039;&#039;&#039;at midnight&#039;&#039;&#039;, so what scientists are doing &amp;amp;ndash; whether travelling between bases, on different projects or sitting in the coffee room unassigned &amp;amp;ndash; during the entire rest of the day is irrelevant. All that matters is what (if any) projects they are on at midnight.&lt;br /&gt;
* Each midnight, the game subtracts the number of man days according to how many men you have assigned to that project; the project is done when the counter reaches zero. If a project will require 31 man days and you have 10 scientists assigned, it will take four days to complete. By then you have spent (10 Scientists * 4 days = 40 man days) and effectively wasted nine. On the last day, you could withdraw nine scientists from the project; or you could have started it with only eight to begin with and still have researched it in four days. However, as there is no way of knowing how much time a project will really need, it&#039;s inevitable that a few man days will be wasted on every project.&lt;br /&gt;
* The efficiency increases as the number of scientists on a project decreases. If you run several projects in parallel, you&#039;ll waste fewer man days overall. In the extreme case, you&#039;d assign only one scientist on every project and would be sure that not a single man day will be lost; however, it would also take months or even years to get anything done. You decide.&lt;br /&gt;
* Actually, all that matters is the last day; so you could at first assign many scientists and, once you feel that the project approaches conclusion, remove most of them. But without cheating, there&#039;s no way of telling.&lt;br /&gt;
&lt;br /&gt;
==Research Progress==&lt;br /&gt;
&lt;br /&gt;
The Progress part of the current Research screen will give you an idea of how things are going, but you will have to know how to read the information it is giving you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Unknown Progress&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first part of understanding the progress report is knowing why a project has an Unknown progress. This happens whenever a project has more than 2/3rds of its &#039;&#039;&#039;average&#039;&#039;&#039; research time left. Examples:&lt;br /&gt;
&lt;br /&gt;
* Laser Weapons average 50 Man Days (MDs), so if you have 34 or more MDs left then it will be listed as Unknown&lt;br /&gt;
* Psi Amps average 500 MDs, so if you have 334 or more MDs left then it will be listed as Unknown&lt;br /&gt;
&lt;br /&gt;
Clearly this indicates an immediate fact that can be helpful (especially if you want to do some cheating), that if you create a project and assign even just one scientist to it and don&#039;t get Unknown, then you just got a good roll for the time required (more accurately, in the top 16.7% of possible results, or 1 in 6 projects). Let&#039;s walk through an example:&lt;br /&gt;
* Say a project has an &#039;&#039;&#039;average&#039;&#039;&#039; time of 120 MDs. Thus, it&#039;s roll can actually be 60 to 180 MDs.&lt;br /&gt;
* If you get the best possible roll - 60 MDs - the project is at 50% &#039;&#039;relative to the &#039;&#039;&#039;average&#039;&#039;&#039; time&#039;&#039; of 120 MDs. 50% is greater than a third, so it will not be at Unknown.&lt;br /&gt;
* The break-even point for a 120-average-MDs project would be a roll of 80 MDs. At 80, the algorithm thinks, &amp;quot;ok, 80 more MDs are needed; 120-80=&#039;&#039;&#039;40&#039;&#039;&#039; MDs are gone, which is one third of 120 MDs. So it&#039;s not Unknown status any more.&amp;quot;&lt;br /&gt;
* This range of 60 to 80 MDs is only one-sixth of the possible rolls for a 120 day project (60 to 180 MDs). Thus, you have to get in the top sixth of rolls to not see Unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Known Progress&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Okay, so eventually your project gets out of Unknown status due to the industrious sweat of your scientists and the progress of time (or alternately a bit of reloading of saves). Now we get back an actual progress rating of Poor, Average, Good or Excellent, and we need to understand what they mean.&lt;br /&gt;
&lt;br /&gt;
Actual Progress ratings are related again to the average project durations for the item being researched, but this time as we know it is related to the number of scientists on the project. So simply divide the number of assigned scientists by average project research time and convert to a percentage:&lt;br /&gt;
&lt;br /&gt;
Scientists assigned / Average ManDays required * 100 = Progress Rating&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}} width=&amp;quot;25%&amp;quot;&lt;br /&gt;
| {{StdDescTable Heading}} | Named Rating&lt;br /&gt;
| {{StdDescTable Heading}} | Progress Rating&lt;br /&gt;
|-&lt;br /&gt;
|  Excellent || 26+ &lt;br /&gt;
|-&lt;br /&gt;
|  Good || 14 to &amp;lt;26&lt;br /&gt;
|-&lt;br /&gt;
|  Average || 8 to &amp;lt;14&lt;br /&gt;
|-&lt;br /&gt;
|  Poor || &amp;gt;0 to &amp;lt;8&lt;br /&gt;
|-&lt;br /&gt;
|  None || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note the progress rating is equivalent to the percentage progress you would make if you happen to roll exactly average when starting a project, so an average Excellent project will be at most 4 days to complete (26%*4), but you have to factor in the random element - i.e., that you actually have a target of somewhere between 50% and 150%, so the range if you are just inside Excellent is 2-6 days, for example.&lt;br /&gt;
&lt;br /&gt;
So to show against our previous examples, once they are not unknown:&lt;br /&gt;
&lt;br /&gt;
*Laser Weapons have an average project time of 50, so 0 gives None, 1 to 3 gives Poor, 4 to 6 gives Average, 7 to 12 gives Good, and 13 or more gives Excellent&lt;br /&gt;
*Psi Amps have an average project time of 500, so 0 gives None, 1 to 39 gives Poor, 40 to 69 gives Average, 70 to 129 gives Good, and 130 or more gives Excellent&lt;br /&gt;
&lt;br /&gt;
Note that the actual time left is not included in this calculation, so once it is out of unknown the progress seen on screen will only change if you change the number of scientists assigned.&lt;br /&gt;
&lt;br /&gt;
We can also deduce the range of maximum times left from the ratings as well, although unknown and poor have too high a range to be meaningful really (although you can divide the values shown by the number of scientists you have assigned, and reduce it proportionality if you have a project shorter than Grav Shield).&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}} width=&amp;quot;25%&amp;quot;&lt;br /&gt;
| {{StdDescTable Heading}} | Named Rating&lt;br /&gt;
| {{StdDescTable Heading}} | Days Left&lt;br /&gt;
|-&lt;br /&gt;
|  Excellent || 1 to 3&lt;br /&gt;
|-&lt;br /&gt;
|  Good || 1 to 5&lt;br /&gt;
|-&lt;br /&gt;
|  Average || 1 to 9&lt;br /&gt;
|-&lt;br /&gt;
|  Poor || 1 to 620&lt;br /&gt;
|-&lt;br /&gt;
|  Unknown || 1 to 1395&lt;br /&gt;
|-&lt;br /&gt;
|  None || Infinite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: For Unknown 1395 is the worst roll on Grav Shield, and you might only have 1 man doing it, but on the other end for Laser Weapons you could have 34 Man Days left, but easily have that many scientists on it to complete it next midnight. For Poor it covers from a large range like Unknown, but you must have completed 2/3rds of it, so again for the highest average project time Grav Shield we get 930*(2/3), or 620. For long projects like Grav Shield you can be rated poor while having up to 74 scientists assigned due to their average time to complete being so high.&lt;br /&gt;
&lt;br /&gt;
Of course really the only important thing here is that we are not seeing Unknown, at that point you know that you only have 2/3rds or less left, so at that point you can work it out more accurately just by: 66.7%/Progress Rating = Max Days left (round all fractions up). If you just started the project (or have never assigned anyone to it) you also know it is at least 50%, so 50%/Progress Rating = Min Days left at that point.&lt;br /&gt;
&lt;br /&gt;
== Total research time ==&lt;br /&gt;
&lt;br /&gt;
The total time needed to research all technologies is 21,215 days, plus another 576 to research [[#The Minimum Three|The Minimum Three]], plus another 6,500 or so to add every alien [[#Alien species|species]], [[#Alien ships|ship type]], and [[#Alien missions|mission type]] entry to the [[UFOpaedia]] (about 28,300 days total). &lt;br /&gt;
&lt;br /&gt;
This can be compared against the total time needed for 1 Scientist, 50 Scientists (1 lab), 100 (2 labs), and so on. Numbers were composed by taking the average of the integer-truncated min and max for each project, then summing these together for all projects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: the following figures are based on an earlier (incomplete) list of research topics.  The specific numbers are no longer correct, although the &amp;quot;efficiency&amp;quot; figures are likely to be similar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
           &#039;&#039;Scientists&lt;br /&gt;
               &amp;lt;u&amp;gt;1&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;50&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;100&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;150&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;200&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;250&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;300&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;350&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;400&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;450&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;500&amp;lt;/u&amp;gt;&lt;br /&gt;
 Days        20215   391    190    125     94     75     67     58     56     52     49&lt;br /&gt;
 Months       663  12.82   6.23   4.10   3.08   2.46   2.20   1.89   1.84   1.69   1.61&lt;br /&gt;
 Efficiency    --    +3%    +6%    +8%    +8%    +8%    +1%    +0%   -10%   -13%   -17%&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Months&amp;quot; are considered to be 30.5 days long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Efficiency&#039;&#039;&#039; shows how much time is gained or lost versus a pure case with absolutely no integer truncation or 1-day minima (see Notes). As can be seen, it is maximal around 3-5 labs, then starts dropping and keeps dropping.&lt;br /&gt;
&lt;br /&gt;
Note that going from 3 labs to 4 only saves you about a month -- which is about how long it takes to set up the lab!  In practice, 2-3 labs are quite sufficient to acquire all alien technologies in a reasonable timeframe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Data tables]]&lt;/div&gt;</summary>
		<author><name>Mchl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Reproduction&amp;diff=15535</id>
		<title>Talk:Alien Reproduction</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Reproduction&amp;diff=15535"/>
		<updated>2008-06-01T22:08:12Z</updated>

		<summary type="html">&lt;p&gt;Mchl: New page: == Available through interrogation? == I think that a few times I got it from interrogating live aliens. Not sure though. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Available through interrogation? ==&lt;br /&gt;
I think that a few times I got it from interrogating live aliens. Not sure though. [[User:Mchl|Mchl]] 15:08, 1 June 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Mchl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Berserk&amp;diff=15532</id>
		<title>Berserk</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Berserk&amp;diff=15532"/>
		<updated>2008-06-01T19:45:22Z</updated>

		<summary type="html">&lt;p&gt;Mchl: what&amp;#039;s table should be table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A state of mind which is a harsh reality for soldiers in dangerous conflicts. Derived from the Germanic word &amp;quot;Bear-Clad&amp;quot;, it is a rage named after Viking warriors dressed in bear furs, intoxicated by mushrooms and spirits, engaging in frenzied combat. Today, &#039;&#039;&#039;Berserk&#039;&#039;&#039; is sometimes synonymous with blind rage or uncontrolled frenzy, as a soldier mindlessly fires off his weapon, regardless of proximity of friend or foe.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Testing when aliens are at 0 [[Morale]] shows that totally demoralized aliens berserk (as opposed to panic) &#039;&#039;&#039;~36%&#039;&#039;&#039; of the time:&lt;br /&gt;
{|style=&amp;quot;text-align: center; border: 1px solid #aaaaaa; border-collapse: collapse;&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|Descriptions&lt;br /&gt;
!style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|Min&lt;br /&gt;
!style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|Ave &amp;amp;plusmn;  SDs&lt;br /&gt;
!style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|Count of aliens berserking,&amp;lt;br/&amp;gt; out of 16&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|5.72 &amp;amp;plusmn; 1.78&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|&#039;&#039;Across 118 tests of 16 aliens.&amp;lt;br/&amp;gt;118 x 16 = 1,888 tests.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|Percent of aliens berserking,&amp;lt;br/&amp;gt;out of 16&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|6.25%  &lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|35.75 &amp;amp;plusmn; 11.11%&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|62.5%&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaaaaa;&amp;quot;|&#039;&#039;Same numbers as previous line,&amp;lt;br/&amp;gt;times 100/16&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each test is the number of aliens that berserked (instead of panicked) out of 16 aliens at 0 Morale. There were 118 tests of 16 demoralized aliens (raw N 675/1888). My ([[User:MikeTheRed|MTR]]) guess is that the true value for this number (X-COM&#039;s target value) is 35%.&lt;br /&gt;
&lt;br /&gt;
As you can see, there&#039;s a lot of variability. With a rate a little over one third, it&#039;s fairly common, too.&lt;br /&gt;
&lt;br /&gt;
Percent berserking may or may not differ if Morale is significantly higher than 0 (but this takes more work to test).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Morale]]&lt;br /&gt;
* [[Panic]]&lt;br /&gt;
* [[Soldiers#Combat_Attributes_and_Conditions|Combat Attributes]]&lt;br /&gt;
* [[Mind Control]]&lt;/div&gt;</summary>
		<author><name>Mchl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Layout_Strategy&amp;diff=15526</id>
		<title>Talk:Base Layout Strategy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Layout_Strategy&amp;diff=15526"/>
		<updated>2008-06-01T16:50:25Z</updated>

		<summary type="html">&lt;p&gt;Mchl: /* Secondary base + Base disjoint bug */  reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ethereal (or anyone) - See my new Floor Plan section. Feel free to standardize wording.&lt;br /&gt;
&lt;br /&gt;
Traditionally I have not fought base battles, preferring to down the Retaliatory battleship first. However, I may give it a go just for the fun of a change.&lt;br /&gt;
&lt;br /&gt;
What do you think of the concept of a Small Radar next to the Access Lift, with either a General Stores &amp;quot;past&amp;quot; it, or a Large Radar? The Small Radar keeps aliens &amp;quot;in the open&amp;quot;; the Stores can then be used as you suggest, and/or wouldn&#039;t a Large Radar be better than a Hyperwave, because more soldiers can fit in the ground-level room of it (plus come in its &amp;quot;back door&amp;quot; with impunity)?&lt;br /&gt;
&lt;br /&gt;
Of course, the Hyperwave and the Stores are much more viable for actual base usage.&lt;br /&gt;
&lt;br /&gt;
Some thoughts ---[[User:MikeTheRed|MikeTheRed]] 17:11, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Build time is one of the biggest factors in base construction.  When I build a new base, I want a Hyper-Wave Decoder there as quickly as possible.  (If it&#039;s before I&#039;ve unlocked that tech, I guess a Small Radar is a good start -- although I usually manage to get Hyper-Wave before I have funds I want to allocate for a second base.)&lt;br /&gt;
&lt;br /&gt;
Because of this, I&#039;ll build a Hangar below the Access Lift and a Hyper-Wave above it.  If I&#039;m patient, I&#039;ll put a General Stores (10 days build time) above it first, then the Hyper-Wave, to give the &amp;quot;scout post&amp;quot; a little separation from the Lift.  I suppose a Small radar in place of the General Stores would work well too -- if not better -- although it&#039;s more expensive and not useful like the Stores would be.&lt;br /&gt;
&lt;br /&gt;
The one drawback with the &amp;quot;perfect&amp;quot; design is that you have to wait until each module is built before you can attach the next one, since it&#039;s all crammed against one wall.  But Hangar+Stores then Hyperwave then Living Quarters gets you a functional base pretty fast.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 19:10, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
True, build time can be a real problem. I&#039;ve been playing with &amp;quot;bridges&amp;quot; with something cheap (like a Storeroom) from the Access Lift (or wherever) to link to other areas, so the base can expand faster. (Storerooms are both cheap and fast.) Then later I will take out or replace the bridge, depending on where/what it was. If you&#039;re really challenging yourself with tough conditions though, you may not have the extra cash, esp. early on.&lt;br /&gt;
&lt;br /&gt;
I had not seen that &amp;quot;extra arm&amp;quot; design - good thinking! &lt;br /&gt;
&lt;br /&gt;
I would think that with a Small Radar above the Lift (instead of Hyperwave in your design), one (not two) extra blank spaces (next to the Small Radar) would be enough. Unless tons of aliens come through at once, too many to stop in one turn... I have yet to do a base defense in my current Superhuman game. How likely is it that many enemies will try to come through in one turn? The cyberdisc could be a real problem, too.&lt;br /&gt;
&lt;br /&gt;
I see now why you once said you were playing with smoke. Having smoke right outside your scout door seems like it might work really well, or to its side, blocking visualization of your shooters around the sides of the scout room. In fact, one might &#039;&#039;not&#039;&#039; want a Large Radar (back to my early thought) then, because a smaller scout room would give your shooters on the side more room to aim.&lt;br /&gt;
&lt;br /&gt;
I notice you put your hangars on the south side of the base. Does it matter if one has them across the north side instead? (With Access Lift to far left.)&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 22:34, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Friends, check my [[user_talk:NKF|user talk]] page and head down to the Total Randomness section. Right at the bottom. Easy to find. &lt;br /&gt;
&lt;br /&gt;
I was fiddling with wiki templates and trying to see how parameterized wiki templates worked - and probably failing in the process. Anyway, our wiki&#039;s settings for the parameters seem somewhat limited, but there&#039;s enough functionality to put together a parameterized grid of sorts. &lt;br /&gt;
&lt;br /&gt;
Would it be an idea to reuse what I&#039;ve done here but to use X-Com base module images instead?  With such a contraption, you can design any 6 by 6 module base to your hearts content and not have to take screenshots every time you want to discuss a possible base layout. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I hope you don&#039;t mind me taking the liberty, but I&#039;ve swapped your images with the game sprites, and I reckon the result looks pretty good (I&#039;ve got your thumbnails backed up should you want them replaced). :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
No, actually, that&#039;s pretty good. We&#039;ll stick to them. Good job Bomb Bloke.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll have to rename or make a copy of the template and slap together some documentation for it. Can anyone suggest a good easy-to-remember name I can call it? Base Kit? Base Maker? Base Mapper? &lt;br /&gt;
&lt;br /&gt;
I&#039;ll hang on to the previous images for a little later. I have the originals, so that&#039;s fine. They were originally there just to show a top-down floorpan of the base (lower level), so you could design it and then see where all the doors are and how you can move through the base. &lt;br /&gt;
&lt;br /&gt;
Anyway, post-it note... now bed. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Mike: I don&#039;t know if it matters if the hangars are north or south -- the base disjoint bug might come into play with small modules put on the southern border, but I don&#039;t know, I&#039;ve never even encountered it.&lt;br /&gt;
&lt;br /&gt;
Bomb Bloke &amp;amp; NKF: Wow, with Bloke&#039;s graphics, your base template does look quite good.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 10:29, 15 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ditto that, now the &amp;quot;test kit&amp;quot; is more a full fledged &amp;quot;base design kit&amp;quot;! I may use it to plan my own. Thanks, NKF and BB! ---[[User:MikeTheRed|MikeTheRed]] 15:42, 15 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Going with NKF&#039;s original name of &amp;quot;UFO Base Kit&amp;quot; (or UBK for short), I&#039;ve made a [[UFO_Base_Kit|seperate page for it]]. It&#039;s linked on the main page.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also incorporated it in place of these images on the [[Base_Layout_Strategy|BLS]] page:&lt;br /&gt;
&lt;br /&gt;
Note that these images have their own Tool Text. The UBK doesn&#039;t support that.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Images removed in preparation of deletion. --[[User:Zombie|Zombie]] 23:39, 29 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Non destructible==&lt;br /&gt;
Should there be a note somewhere at the top that if you do build the access lift chokepoint style base then to ensure the adjacent base facility isn&#039;t destructible? I am not sure of the exact list of what modules are and arent, so won&#039;t comment directly unless I come across the list at some point and remember this. --[[User:Sfnhltb|Sfnhltb]] 12:58, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== main page needs a lot of work ==&lt;br /&gt;
&lt;br /&gt;
Base design for the starter base vs bases afterwards are different enough I think they need separate pages.&lt;br /&gt;
Additionally a lot of content should be re-written:&lt;br /&gt;
*split into 2 pages, one for the starter base and one for bases afterwards&lt;br /&gt;
*Discussion comments shouldn&#039;t be on the main page (even though I added to them.)&lt;br /&gt;
*Needs better integration with [[Base Management]]&lt;br /&gt;
*[[Known_Bugs#Base Construction Bugs|All the base bugs]] influence base construction but are not mentioned&lt;br /&gt;
*Build time so far has been ignored. Important because a base needs to be useful &#039;&#039;&#039;before&#039;&#039;&#039; it is &#039;&#039;finished&#039;&#039; --[[User:Brunpal|Brunpal]] 23:19, 28 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Consider this build I&#039;ve named &amp;quot;&#039;&#039;Hit the Ground Running&#039;&#039;&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|stores|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Day 0 ===&lt;br /&gt;
:*All under construction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 10===&lt;br /&gt;
:sm radar -2 days left&lt;br /&gt;
:hanger -2 days left&lt;br /&gt;
:quarters started -16 days left&lt;br /&gt;
:HWD started -26 days left&lt;br /&gt;
:workshop started -32 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
::Transfer from primary base&#039;s surplus stores here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 12===&lt;br /&gt;
:hanger -8 days left&lt;br /&gt;
:quarters -14 days left&lt;br /&gt;
:HWD -24 days left&lt;br /&gt;
:2nd hanger started -20 days left&lt;br /&gt;
:workshop -30 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 20===&lt;br /&gt;
:quarters -6 days left&lt;br /&gt;
:HWD -16 days left&lt;br /&gt;
:2nd hanger -12 days left&lt;br /&gt;
:workshop -22 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
::transfer/purchase intercept craft &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 26===&lt;br /&gt;
:HWD -10 days left&lt;br /&gt;
:2nd hanger -6 days left&lt;br /&gt;
:workshop -16 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
*quarters&lt;br /&gt;
::3 empty spaces for whatever you want next to the quarters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 36===&lt;br /&gt;
:workshop -6 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
*hanger #2 (finished 4 days ago)&lt;br /&gt;
*quarters&lt;br /&gt;
*HWD&lt;br /&gt;
::small radar is obsolete and destroyed to make chokepoint. Now paying for dirt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Or better still, take advantage of the phantom radar. When you start to build the HWD, decomission the small radar then build the HWD on top of it. But that&#039;s making use of an unintended exploit so isn&#039;t really kosher. &lt;br /&gt;
&lt;br /&gt;
I suppose you could build the secondary hangar over it like so: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|workshop|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
This unfortunately means that you&#039;ll have to move the workshop to the other side, and since it is forced to wait for the quarters to be built, it&#039;ll start up a lot later.  &lt;br /&gt;
&lt;br /&gt;
In the end I guess the speed at which your base gets built will depend on how you want to juggle your priorities. I see a few common priorities that need consideration when constructing a secondary base. These are:&lt;br /&gt;
&lt;br /&gt;
# Radar coverage &lt;br /&gt;
# Base Garrison&lt;br /&gt;
# A hangar - absolute minimum&lt;br /&gt;
# Bells and Whistles - Basically all the optional upgrades like the HWD (if replacing), Mind shield, labs, workshops, extra hangars, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first three are generally the most important for any simple base setup with intercept/ground assault capabilities. &lt;br /&gt;
&lt;br /&gt;
The bells and whistles are all desireable but don&#039;t need to be obtained right away if you already have similar operations elsewhere (say your main base). &lt;br /&gt;
&lt;br /&gt;
One unusual alternative I&#039;d like to propose is to completely ignore the one-chokepoint base construction and turn it into a plaza. Have all your facilities built around the first hangar, so your troops can enter it from all directions. &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|quarters|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|workshop|dirt|=&lt;br /&gt;
|hyperwave|lift|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|stores|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The original radar is replaced by the second quadrant of the lower left hangar. Basically you start off with a radar and a hangar, then once the hangar is built, the stores and quarters and workshop all start off at the same time. The HWD is built off the side, and once it&#039;s done, the original radar is plucked out and the second hangar goes in. &lt;br /&gt;
&lt;br /&gt;
Note, I did not intentionally isolate the various modules to all corners of the hangar. They just ended up that way - some connected side modules might be useful too. &lt;br /&gt;
&lt;br /&gt;
To be honest, while I&#039;ve used this setup to great effect in the past, this is a bit riskier and the setup would actually work a lot better with a single hangar base - which would in effect mimic the game&#039;s original main base setup, but with the positions swapped! &lt;br /&gt;
&lt;br /&gt;
Also, since there are no stores to begin with, the interceptor that arrives at this base would have to be armed with plasma beams or laser cannons. &lt;br /&gt;
&lt;br /&gt;
Still, speed building a base for functionality seems like an interesting exercise. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 23:30, 29 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:In your base above &amp;quot;hit the ground running&amp;quot;, wouldn&#039;t it be better to start the hanger in the middle of the bottom two rows? That way you can build two hangers afterwards on either side of the first once its built. I do this for the main reason of providing spawn spots for aliens (inside the three hangers) and because I use lightning, firestorm, interceptor at each base. Xcom2 I don&#039;t use barracuda because of &amp;quot;too Deep&amp;quot; messages. ie:&lt;br /&gt;
&lt;br /&gt;
NO:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
YES:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
== Secondary base + Base disjoint bug ==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t check it right now, but wouldn&#039;t design below be useful?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|hyperwave|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|dirt|dirt|dirt|dirt|psi|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s additional facility in the 4th row. I suppose that due to base disjoint bug, it would be disconnected from other modules. If itsn&#039;t stores, or quarters, no units should spawn there.&lt;br /&gt;
The benfits are one extra facility, and base gets protection from destroying facilities in access lift choke point.&lt;br /&gt;
&lt;br /&gt;
Did anyone try this? Would it work?&lt;br /&gt;
&lt;br /&gt;
[[User:Mchl|Mchl]] 04:28, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve not tried it myself, but there are a few issues I see.&lt;br /&gt;
&lt;br /&gt;
:1, the choke point set up through the Access Lift is negated, allowing aliens to attack from both ends.&lt;br /&gt;
&lt;br /&gt;
:2, the Psi Lab actually has TEN spawn points, 7 on the lower level and 3 above. , as detailed [[ExploitsE#Base_Defence_Mission_Spawning_Issues|here]].  It&#039;s true that they are human priority spawns, and with that many hangars the aliens won&#039;t need human spawn points, but you risk no guys spawning in that area, allowing the aliens to come in from both ends and tear your troops apart.&lt;br /&gt;
&lt;br /&gt;
:3, Certain Facilities are hardened against and cannot be destroyed during a Base Defense mission, no matter how much you smash them up.  These facilities are the [[Hangar]], the [[Access Lift]], the [[General Stores]], and the [[Living Quarters]].  If they entire line of the choke point hallway is made of such buildings, the risk of the base being destroyed is negated as well.  Here is what my bases often look like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|stores|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|hyperwave|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Everything after the Living Quarters in the top row and second column will change depending on base needs and function.  (General Stores are used to form the path up because they build fast and offer some defense and hiding places during attack in better fashion than Living Quarters.  And you need them anyways.)  The hyperwave decoder being to the right of the Access Lift allows early radar without having to have it be in the choke point and since the choke is so long anyways the effect is minimal.  (It also should be noted that many bases, especially ones with nearby support, those housing [[Avenger]]s, or those not serving as a soldier dispatch, can get away with only having two hangars.)  Hope this helps!  [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:18, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I put a PSI-lab there just because it was in the line above in the template I copied from the article. (This also why there&#039;s HWD next to lift instead of any reinforced facility. It&#039;s just copied from main article. &lt;br /&gt;
&lt;br /&gt;
My point is: will the facility I added be the subject to the base disjoint bug or not? I must get some way to play X-COM under Ubuntu to check it... :P [[User:Mchl|Mchl]] 09:36, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Ahh...sorry, didn&#039;t understand what you were asking.  Your answer is that yes, the Psi lab should indeed benefit from the Base Disjoint Bug under normal circumstances.  However, many of the popular enhancers for X-COM(including XcomUtil) work around the Base Disjoint Bug and then it no longer would work. [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:40, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I&#039;ll give it a life fire testing next time I lay my hands on X-COM. Never used XcomUtil... If anything, I hack the game myself ;) [[User:Mchl|Mchl]] 09:50, 1 June 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Mchl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Layout_Strategy&amp;diff=15523</id>
		<title>Talk:Base Layout Strategy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Layout_Strategy&amp;diff=15523"/>
		<updated>2008-06-01T16:36:27Z</updated>

		<summary type="html">&lt;p&gt;Mchl: /* Secondary base + Base disjoint bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ethereal (or anyone) - See my new Floor Plan section. Feel free to standardize wording.&lt;br /&gt;
&lt;br /&gt;
Traditionally I have not fought base battles, preferring to down the Retaliatory battleship first. However, I may give it a go just for the fun of a change.&lt;br /&gt;
&lt;br /&gt;
What do you think of the concept of a Small Radar next to the Access Lift, with either a General Stores &amp;quot;past&amp;quot; it, or a Large Radar? The Small Radar keeps aliens &amp;quot;in the open&amp;quot;; the Stores can then be used as you suggest, and/or wouldn&#039;t a Large Radar be better than a Hyperwave, because more soldiers can fit in the ground-level room of it (plus come in its &amp;quot;back door&amp;quot; with impunity)?&lt;br /&gt;
&lt;br /&gt;
Of course, the Hyperwave and the Stores are much more viable for actual base usage.&lt;br /&gt;
&lt;br /&gt;
Some thoughts ---[[User:MikeTheRed|MikeTheRed]] 17:11, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Build time is one of the biggest factors in base construction.  When I build a new base, I want a Hyper-Wave Decoder there as quickly as possible.  (If it&#039;s before I&#039;ve unlocked that tech, I guess a Small Radar is a good start -- although I usually manage to get Hyper-Wave before I have funds I want to allocate for a second base.)&lt;br /&gt;
&lt;br /&gt;
Because of this, I&#039;ll build a Hangar below the Access Lift and a Hyper-Wave above it.  If I&#039;m patient, I&#039;ll put a General Stores (10 days build time) above it first, then the Hyper-Wave, to give the &amp;quot;scout post&amp;quot; a little separation from the Lift.  I suppose a Small radar in place of the General Stores would work well too -- if not better -- although it&#039;s more expensive and not useful like the Stores would be.&lt;br /&gt;
&lt;br /&gt;
The one drawback with the &amp;quot;perfect&amp;quot; design is that you have to wait until each module is built before you can attach the next one, since it&#039;s all crammed against one wall.  But Hangar+Stores then Hyperwave then Living Quarters gets you a functional base pretty fast.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 19:10, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
True, build time can be a real problem. I&#039;ve been playing with &amp;quot;bridges&amp;quot; with something cheap (like a Storeroom) from the Access Lift (or wherever) to link to other areas, so the base can expand faster. (Storerooms are both cheap and fast.) Then later I will take out or replace the bridge, depending on where/what it was. If you&#039;re really challenging yourself with tough conditions though, you may not have the extra cash, esp. early on.&lt;br /&gt;
&lt;br /&gt;
I had not seen that &amp;quot;extra arm&amp;quot; design - good thinking! &lt;br /&gt;
&lt;br /&gt;
I would think that with a Small Radar above the Lift (instead of Hyperwave in your design), one (not two) extra blank spaces (next to the Small Radar) would be enough. Unless tons of aliens come through at once, too many to stop in one turn... I have yet to do a base defense in my current Superhuman game. How likely is it that many enemies will try to come through in one turn? The cyberdisc could be a real problem, too.&lt;br /&gt;
&lt;br /&gt;
I see now why you once said you were playing with smoke. Having smoke right outside your scout door seems like it might work really well, or to its side, blocking visualization of your shooters around the sides of the scout room. In fact, one might &#039;&#039;not&#039;&#039; want a Large Radar (back to my early thought) then, because a smaller scout room would give your shooters on the side more room to aim.&lt;br /&gt;
&lt;br /&gt;
I notice you put your hangars on the south side of the base. Does it matter if one has them across the north side instead? (With Access Lift to far left.)&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 22:34, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Friends, check my [[user_talk:NKF|user talk]] page and head down to the Total Randomness section. Right at the bottom. Easy to find. &lt;br /&gt;
&lt;br /&gt;
I was fiddling with wiki templates and trying to see how parameterized wiki templates worked - and probably failing in the process. Anyway, our wiki&#039;s settings for the parameters seem somewhat limited, but there&#039;s enough functionality to put together a parameterized grid of sorts. &lt;br /&gt;
&lt;br /&gt;
Would it be an idea to reuse what I&#039;ve done here but to use X-Com base module images instead?  With such a contraption, you can design any 6 by 6 module base to your hearts content and not have to take screenshots every time you want to discuss a possible base layout. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I hope you don&#039;t mind me taking the liberty, but I&#039;ve swapped your images with the game sprites, and I reckon the result looks pretty good (I&#039;ve got your thumbnails backed up should you want them replaced). :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
No, actually, that&#039;s pretty good. We&#039;ll stick to them. Good job Bomb Bloke.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll have to rename or make a copy of the template and slap together some documentation for it. Can anyone suggest a good easy-to-remember name I can call it? Base Kit? Base Maker? Base Mapper? &lt;br /&gt;
&lt;br /&gt;
I&#039;ll hang on to the previous images for a little later. I have the originals, so that&#039;s fine. They were originally there just to show a top-down floorpan of the base (lower level), so you could design it and then see where all the doors are and how you can move through the base. &lt;br /&gt;
&lt;br /&gt;
Anyway, post-it note... now bed. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Mike: I don&#039;t know if it matters if the hangars are north or south -- the base disjoint bug might come into play with small modules put on the southern border, but I don&#039;t know, I&#039;ve never even encountered it.&lt;br /&gt;
&lt;br /&gt;
Bomb Bloke &amp;amp; NKF: Wow, with Bloke&#039;s graphics, your base template does look quite good.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 10:29, 15 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ditto that, now the &amp;quot;test kit&amp;quot; is more a full fledged &amp;quot;base design kit&amp;quot;! I may use it to plan my own. Thanks, NKF and BB! ---[[User:MikeTheRed|MikeTheRed]] 15:42, 15 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Going with NKF&#039;s original name of &amp;quot;UFO Base Kit&amp;quot; (or UBK for short), I&#039;ve made a [[UFO_Base_Kit|seperate page for it]]. It&#039;s linked on the main page.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also incorporated it in place of these images on the [[Base_Layout_Strategy|BLS]] page:&lt;br /&gt;
&lt;br /&gt;
Note that these images have their own Tool Text. The UBK doesn&#039;t support that.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Images removed in preparation of deletion. --[[User:Zombie|Zombie]] 23:39, 29 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Non destructible==&lt;br /&gt;
Should there be a note somewhere at the top that if you do build the access lift chokepoint style base then to ensure the adjacent base facility isn&#039;t destructible? I am not sure of the exact list of what modules are and arent, so won&#039;t comment directly unless I come across the list at some point and remember this. --[[User:Sfnhltb|Sfnhltb]] 12:58, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== main page needs a lot of work ==&lt;br /&gt;
&lt;br /&gt;
Base design for the starter base vs bases afterwards are different enough I think they need separate pages.&lt;br /&gt;
Additionally a lot of content should be re-written:&lt;br /&gt;
*split into 2 pages, one for the starter base and one for bases afterwards&lt;br /&gt;
*Discussion comments shouldn&#039;t be on the main page (even though I added to them.)&lt;br /&gt;
*Needs better integration with [[Base Management]]&lt;br /&gt;
*[[Known_Bugs#Base Construction Bugs|All the base bugs]] influence base construction but are not mentioned&lt;br /&gt;
*Build time so far has been ignored. Important because a base needs to be useful &#039;&#039;&#039;before&#039;&#039;&#039; it is &#039;&#039;finished&#039;&#039; --[[User:Brunpal|Brunpal]] 23:19, 28 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Consider this build I&#039;ve named &amp;quot;&#039;&#039;Hit the Ground Running&#039;&#039;&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|stores|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Day 0 ===&lt;br /&gt;
:*All under construction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 10===&lt;br /&gt;
:sm radar -2 days left&lt;br /&gt;
:hanger -2 days left&lt;br /&gt;
:quarters started -16 days left&lt;br /&gt;
:HWD started -26 days left&lt;br /&gt;
:workshop started -32 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
::Transfer from primary base&#039;s surplus stores here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 12===&lt;br /&gt;
:hanger -8 days left&lt;br /&gt;
:quarters -14 days left&lt;br /&gt;
:HWD -24 days left&lt;br /&gt;
:2nd hanger started -20 days left&lt;br /&gt;
:workshop -30 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 20===&lt;br /&gt;
:quarters -6 days left&lt;br /&gt;
:HWD -16 days left&lt;br /&gt;
:2nd hanger -12 days left&lt;br /&gt;
:workshop -22 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
::transfer/purchase intercept craft &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 26===&lt;br /&gt;
:HWD -10 days left&lt;br /&gt;
:2nd hanger -6 days left&lt;br /&gt;
:workshop -16 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
*quarters&lt;br /&gt;
::3 empty spaces for whatever you want next to the quarters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 36===&lt;br /&gt;
:workshop -6 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
*hanger #2 (finished 4 days ago)&lt;br /&gt;
*quarters&lt;br /&gt;
*HWD&lt;br /&gt;
::small radar is obsolete and destroyed to make chokepoint. Now paying for dirt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Or better still, take advantage of the phantom radar. When you start to build the HWD, decomission the small radar then build the HWD on top of it. But that&#039;s making use of an unintended exploit so isn&#039;t really kosher. &lt;br /&gt;
&lt;br /&gt;
I suppose you could build the secondary hangar over it like so: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|workshop|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
This unfortunately means that you&#039;ll have to move the workshop to the other side, and since it is forced to wait for the quarters to be built, it&#039;ll start up a lot later.  &lt;br /&gt;
&lt;br /&gt;
In the end I guess the speed at which your base gets built will depend on how you want to juggle your priorities. I see a few common priorities that need consideration when constructing a secondary base. These are:&lt;br /&gt;
&lt;br /&gt;
# Radar coverage &lt;br /&gt;
# Base Garrison&lt;br /&gt;
# A hangar - absolute minimum&lt;br /&gt;
# Bells and Whistles - Basically all the optional upgrades like the HWD (if replacing), Mind shield, labs, workshops, extra hangars, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first three are generally the most important for any simple base setup with intercept/ground assault capabilities. &lt;br /&gt;
&lt;br /&gt;
The bells and whistles are all desireable but don&#039;t need to be obtained right away if you already have similar operations elsewhere (say your main base). &lt;br /&gt;
&lt;br /&gt;
One unusual alternative I&#039;d like to propose is to completely ignore the one-chokepoint base construction and turn it into a plaza. Have all your facilities built around the first hangar, so your troops can enter it from all directions. &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|quarters|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|workshop|dirt|=&lt;br /&gt;
|hyperwave|lift|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|stores|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The original radar is replaced by the second quadrant of the lower left hangar. Basically you start off with a radar and a hangar, then once the hangar is built, the stores and quarters and workshop all start off at the same time. The HWD is built off the side, and once it&#039;s done, the original radar is plucked out and the second hangar goes in. &lt;br /&gt;
&lt;br /&gt;
Note, I did not intentionally isolate the various modules to all corners of the hangar. They just ended up that way - some connected side modules might be useful too. &lt;br /&gt;
&lt;br /&gt;
To be honest, while I&#039;ve used this setup to great effect in the past, this is a bit riskier and the setup would actually work a lot better with a single hangar base - which would in effect mimic the game&#039;s original main base setup, but with the positions swapped! &lt;br /&gt;
&lt;br /&gt;
Also, since there are no stores to begin with, the interceptor that arrives at this base would have to be armed with plasma beams or laser cannons. &lt;br /&gt;
&lt;br /&gt;
Still, speed building a base for functionality seems like an interesting exercise. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 23:30, 29 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:In your base above &amp;quot;hit the ground running&amp;quot;, wouldn&#039;t it be better to start the hanger in the middle of the bottom two rows? That way you can build two hangers afterwards on either side of the first once its built. I do this for the main reason of providing spawn spots for aliens (inside the three hangers) and because I use lightning, firestorm, interceptor at each base. Xcom2 I don&#039;t use barracuda because of &amp;quot;too Deep&amp;quot; messages. ie:&lt;br /&gt;
&lt;br /&gt;
NO:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
YES:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
== Secondary base + Base disjoint bug ==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t check it right now, but wouldn&#039;t design below be useful?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|hyperwave|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|dirt|dirt|dirt|dirt|psi|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s additional facility in the 4th row. I suppose that due to base disjoint bug, it would be disconnected from other modules. If itsn&#039;t stores, or quarters, no units should spawn there.&lt;br /&gt;
The benfits are one extra facility, and base gets protection from destroying facilities in access lift choke point.&lt;br /&gt;
&lt;br /&gt;
Did anyone try this? Would it work?&lt;br /&gt;
&lt;br /&gt;
[[User:Mchl|Mchl]] 04:28, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve not tried it myself, but there are a few issues I see.&lt;br /&gt;
&lt;br /&gt;
:1, the choke point set up through the Access Lift is negated, allowing aliens to attack from both ends.&lt;br /&gt;
&lt;br /&gt;
:2, the Psi Lab actually has TEN spawn points, 7 on the lower level and 3 above. , as detailed [[ExploitsE#Base_Defence_Mission_Spawning_Issues|here]].  It&#039;s true that they are human priority spawns, and with that many hangars the aliens won&#039;t need human spawn points, but you risk no guys spawning in that area, allowing the aliens to come in from both ends and tear your troops apart.&lt;br /&gt;
&lt;br /&gt;
:3, Certain Facilities are hardened against and cannot be destroyed during a Base Defense mission, no matter how much you smash them up.  These facilities are the [[Hangar]], the [[Access Lift]], the [[General Stores]], and the [[Living Quarters]].  If they entire line of the choke point hallway is made of such buildings, the risk of the base being destroyed is negated as well.  Here is what my bases often look like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|stores|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|hyperwave|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Everything after the Living Quarters in the top row and second column will change depending on base needs and function.  (General Stores are used to form the path up because they build fast and offer some defense and hiding places during attack in better fashion than Living Quarters.  And you need them anyways.)  The hyperwave decoder being to the right of the Access Lift allows early radar without having to have it be in the choke point and since the choke is so long anyways the effect is minimal.  (It also should be noted that many bases, especially ones with nearby support, those housing [[Avenger]]s, or those not serving as a soldier dispatch, can get away with only having two hangars.)  Hope this helps!  [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:18, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I put a PSI-lab there just because it was in the line above in the template I copied from the article. (This also why there&#039;s HWD next to lift instead of any reinforced facility. It&#039;s just copied from main article. &lt;br /&gt;
&lt;br /&gt;
My point is: will the facility I added be the subject to the base disjoint bug or not? I must get some way to play X-COM under Ubuntu to check it... :P [[User:Mchl|Mchl]] 09:36, 1 June 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Mchl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Layout_Strategy&amp;diff=15518</id>
		<title>Talk:Base Layout Strategy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Layout_Strategy&amp;diff=15518"/>
		<updated>2008-06-01T11:29:10Z</updated>

		<summary type="html">&lt;p&gt;Mchl: /* Secondary base + Base disjoint bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ethereal (or anyone) - See my new Floor Plan section. Feel free to standardize wording.&lt;br /&gt;
&lt;br /&gt;
Traditionally I have not fought base battles, preferring to down the Retaliatory battleship first. However, I may give it a go just for the fun of a change.&lt;br /&gt;
&lt;br /&gt;
What do you think of the concept of a Small Radar next to the Access Lift, with either a General Stores &amp;quot;past&amp;quot; it, or a Large Radar? The Small Radar keeps aliens &amp;quot;in the open&amp;quot;; the Stores can then be used as you suggest, and/or wouldn&#039;t a Large Radar be better than a Hyperwave, because more soldiers can fit in the ground-level room of it (plus come in its &amp;quot;back door&amp;quot; with impunity)?&lt;br /&gt;
&lt;br /&gt;
Of course, the Hyperwave and the Stores are much more viable for actual base usage.&lt;br /&gt;
&lt;br /&gt;
Some thoughts ---[[User:MikeTheRed|MikeTheRed]] 17:11, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Build time is one of the biggest factors in base construction.  When I build a new base, I want a Hyper-Wave Decoder there as quickly as possible.  (If it&#039;s before I&#039;ve unlocked that tech, I guess a Small Radar is a good start -- although I usually manage to get Hyper-Wave before I have funds I want to allocate for a second base.)&lt;br /&gt;
&lt;br /&gt;
Because of this, I&#039;ll build a Hangar below the Access Lift and a Hyper-Wave above it.  If I&#039;m patient, I&#039;ll put a General Stores (10 days build time) above it first, then the Hyper-Wave, to give the &amp;quot;scout post&amp;quot; a little separation from the Lift.  I suppose a Small radar in place of the General Stores would work well too -- if not better -- although it&#039;s more expensive and not useful like the Stores would be.&lt;br /&gt;
&lt;br /&gt;
The one drawback with the &amp;quot;perfect&amp;quot; design is that you have to wait until each module is built before you can attach the next one, since it&#039;s all crammed against one wall.  But Hangar+Stores then Hyperwave then Living Quarters gets you a functional base pretty fast.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 19:10, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
True, build time can be a real problem. I&#039;ve been playing with &amp;quot;bridges&amp;quot; with something cheap (like a Storeroom) from the Access Lift (or wherever) to link to other areas, so the base can expand faster. (Storerooms are both cheap and fast.) Then later I will take out or replace the bridge, depending on where/what it was. If you&#039;re really challenging yourself with tough conditions though, you may not have the extra cash, esp. early on.&lt;br /&gt;
&lt;br /&gt;
I had not seen that &amp;quot;extra arm&amp;quot; design - good thinking! &lt;br /&gt;
&lt;br /&gt;
I would think that with a Small Radar above the Lift (instead of Hyperwave in your design), one (not two) extra blank spaces (next to the Small Radar) would be enough. Unless tons of aliens come through at once, too many to stop in one turn... I have yet to do a base defense in my current Superhuman game. How likely is it that many enemies will try to come through in one turn? The cyberdisc could be a real problem, too.&lt;br /&gt;
&lt;br /&gt;
I see now why you once said you were playing with smoke. Having smoke right outside your scout door seems like it might work really well, or to its side, blocking visualization of your shooters around the sides of the scout room. In fact, one might &#039;&#039;not&#039;&#039; want a Large Radar (back to my early thought) then, because a smaller scout room would give your shooters on the side more room to aim.&lt;br /&gt;
&lt;br /&gt;
I notice you put your hangars on the south side of the base. Does it matter if one has them across the north side instead? (With Access Lift to far left.)&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 22:34, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Friends, check my [[user_talk:NKF|user talk]] page and head down to the Total Randomness section. Right at the bottom. Easy to find. &lt;br /&gt;
&lt;br /&gt;
I was fiddling with wiki templates and trying to see how parameterized wiki templates worked - and probably failing in the process. Anyway, our wiki&#039;s settings for the parameters seem somewhat limited, but there&#039;s enough functionality to put together a parameterized grid of sorts. &lt;br /&gt;
&lt;br /&gt;
Would it be an idea to reuse what I&#039;ve done here but to use X-Com base module images instead?  With such a contraption, you can design any 6 by 6 module base to your hearts content and not have to take screenshots every time you want to discuss a possible base layout. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I hope you don&#039;t mind me taking the liberty, but I&#039;ve swapped your images with the game sprites, and I reckon the result looks pretty good (I&#039;ve got your thumbnails backed up should you want them replaced). :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
No, actually, that&#039;s pretty good. We&#039;ll stick to them. Good job Bomb Bloke.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll have to rename or make a copy of the template and slap together some documentation for it. Can anyone suggest a good easy-to-remember name I can call it? Base Kit? Base Maker? Base Mapper? &lt;br /&gt;
&lt;br /&gt;
I&#039;ll hang on to the previous images for a little later. I have the originals, so that&#039;s fine. They were originally there just to show a top-down floorpan of the base (lower level), so you could design it and then see where all the doors are and how you can move through the base. &lt;br /&gt;
&lt;br /&gt;
Anyway, post-it note... now bed. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Mike: I don&#039;t know if it matters if the hangars are north or south -- the base disjoint bug might come into play with small modules put on the southern border, but I don&#039;t know, I&#039;ve never even encountered it.&lt;br /&gt;
&lt;br /&gt;
Bomb Bloke &amp;amp; NKF: Wow, with Bloke&#039;s graphics, your base template does look quite good.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 10:29, 15 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ditto that, now the &amp;quot;test kit&amp;quot; is more a full fledged &amp;quot;base design kit&amp;quot;! I may use it to plan my own. Thanks, NKF and BB! ---[[User:MikeTheRed|MikeTheRed]] 15:42, 15 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Going with NKF&#039;s original name of &amp;quot;UFO Base Kit&amp;quot; (or UBK for short), I&#039;ve made a [[UFO_Base_Kit|seperate page for it]]. It&#039;s linked on the main page.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also incorporated it in place of these images on the [[Base_Layout_Strategy|BLS]] page:&lt;br /&gt;
&lt;br /&gt;
Note that these images have their own Tool Text. The UBK doesn&#039;t support that.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Images removed in preparation of deletion. --[[User:Zombie|Zombie]] 23:39, 29 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Non destructible==&lt;br /&gt;
Should there be a note somewhere at the top that if you do build the access lift chokepoint style base then to ensure the adjacent base facility isn&#039;t destructible? I am not sure of the exact list of what modules are and arent, so won&#039;t comment directly unless I come across the list at some point and remember this. --[[User:Sfnhltb|Sfnhltb]] 12:58, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== main page needs a lot of work ==&lt;br /&gt;
&lt;br /&gt;
Base design for the starter base vs bases afterwards are different enough I think they need separate pages.&lt;br /&gt;
Additionally a lot of content should be re-written:&lt;br /&gt;
*split into 2 pages, one for the starter base and one for bases afterwards&lt;br /&gt;
*Discussion comments shouldn&#039;t be on the main page (even though I added to them.)&lt;br /&gt;
*Needs better integration with [[Base Management]]&lt;br /&gt;
*[[Known_Bugs#Base Construction Bugs|All the base bugs]] influence base construction but are not mentioned&lt;br /&gt;
*Build time so far has been ignored. Important because a base needs to be useful &#039;&#039;&#039;before&#039;&#039;&#039; it is &#039;&#039;finished&#039;&#039; --[[User:Brunpal|Brunpal]] 23:19, 28 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Consider this build I&#039;ve named &amp;quot;&#039;&#039;Hit the Ground Running&#039;&#039;&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|stores|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Day 0 ===&lt;br /&gt;
:*All under construction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 10===&lt;br /&gt;
:sm radar -2 days left&lt;br /&gt;
:hanger -2 days left&lt;br /&gt;
:quarters started -16 days left&lt;br /&gt;
:HWD started -26 days left&lt;br /&gt;
:workshop started -32 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
::Transfer from primary base&#039;s surplus stores here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 12===&lt;br /&gt;
:hanger -8 days left&lt;br /&gt;
:quarters -14 days left&lt;br /&gt;
:HWD -24 days left&lt;br /&gt;
:2nd hanger started -20 days left&lt;br /&gt;
:workshop -30 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 20===&lt;br /&gt;
:quarters -6 days left&lt;br /&gt;
:HWD -16 days left&lt;br /&gt;
:2nd hanger -12 days left&lt;br /&gt;
:workshop -22 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
::transfer/purchase intercept craft &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 26===&lt;br /&gt;
:HWD -10 days left&lt;br /&gt;
:2nd hanger -6 days left&lt;br /&gt;
:workshop -16 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
*quarters&lt;br /&gt;
::3 empty spaces for whatever you want next to the quarters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 36===&lt;br /&gt;
:workshop -6 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
*hanger #2 (finished 4 days ago)&lt;br /&gt;
*quarters&lt;br /&gt;
*HWD&lt;br /&gt;
::small radar is obsolete and destroyed to make chokepoint. Now paying for dirt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Or better still, take advantage of the phantom radar. When you start to build the HWD, decomission the small radar then build the HWD on top of it. But that&#039;s making use of an unintended exploit so isn&#039;t really kosher. &lt;br /&gt;
&lt;br /&gt;
I suppose you could build the secondary hangar over it like so: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|workshop|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
This unfortunately means that you&#039;ll have to move the workshop to the other side, and since it is forced to wait for the quarters to be built, it&#039;ll start up a lot later.  &lt;br /&gt;
&lt;br /&gt;
In the end I guess the speed at which your base gets built will depend on how you want to juggle your priorities. I see a few common priorities that need consideration when constructing a secondary base. These are:&lt;br /&gt;
&lt;br /&gt;
# Radar coverage &lt;br /&gt;
# Base Garrison&lt;br /&gt;
# A hangar - absolute minimum&lt;br /&gt;
# Bells and Whistles - Basically all the optional upgrades like the HWD (if replacing), Mind shield, labs, workshops, extra hangars, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first three are generally the most important for any simple base setup with intercept/ground assault capabilities. &lt;br /&gt;
&lt;br /&gt;
The bells and whistles are all desireable but don&#039;t need to be obtained right away if you already have similar operations elsewhere (say your main base). &lt;br /&gt;
&lt;br /&gt;
One unusual alternative I&#039;d like to propose is to completely ignore the one-chokepoint base construction and turn it into a plaza. Have all your facilities built around the first hangar, so your troops can enter it from all directions. &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|quarters|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|workshop|dirt|=&lt;br /&gt;
|hyperwave|lift|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|stores|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The original radar is replaced by the second quadrant of the lower left hangar. Basically you start off with a radar and a hangar, then once the hangar is built, the stores and quarters and workshop all start off at the same time. The HWD is built off the side, and once it&#039;s done, the original radar is plucked out and the second hangar goes in. &lt;br /&gt;
&lt;br /&gt;
Note, I did not intentionally isolate the various modules to all corners of the hangar. They just ended up that way - some connected side modules might be useful too. &lt;br /&gt;
&lt;br /&gt;
To be honest, while I&#039;ve used this setup to great effect in the past, this is a bit riskier and the setup would actually work a lot better with a single hangar base - which would in effect mimic the game&#039;s original main base setup, but with the positions swapped! &lt;br /&gt;
&lt;br /&gt;
Also, since there are no stores to begin with, the interceptor that arrives at this base would have to be armed with plasma beams or laser cannons. &lt;br /&gt;
&lt;br /&gt;
Still, speed building a base for functionality seems like an interesting exercise. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 23:30, 29 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:In your base above &amp;quot;hit the ground running&amp;quot;, wouldn&#039;t it be better to start the hanger in the middle of the bottom two rows? That way you can build two hangers afterwards on either side of the first once its built. I do this for the main reason of providing spawn spots for aliens (inside the three hangers) and because I use lightning, firestorm, interceptor at each base. Xcom2 I don&#039;t use barracuda because of &amp;quot;too Deep&amp;quot; messages. ie:&lt;br /&gt;
&lt;br /&gt;
NO:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
YES:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
== Secondary base + Base disjoint bug ==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t check it right now, but wouldn&#039;t design below be useful?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|hyperwave|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|dirt|dirt|dirt|dirt|psi|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s additional facility in the 4th row. I suppose that due to base disjoint bug, it would be disconnected from other modules. If itsn&#039;t stores, or quarters, no units should spawn there.&lt;br /&gt;
The benfits are one extra facility, and base gets protection from destroying facilities in access lift choke point.&lt;br /&gt;
&lt;br /&gt;
Did anyone try this? Would it work?&lt;br /&gt;
&lt;br /&gt;
[[User:Mchl|Mchl]] 04:28, 1 June 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Mchl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Layout_Strategy&amp;diff=15517</id>
		<title>Talk:Base Layout Strategy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Layout_Strategy&amp;diff=15517"/>
		<updated>2008-06-01T11:28:23Z</updated>

		<summary type="html">&lt;p&gt;Mchl: New section: Secondary base + Base disjoint bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ethereal (or anyone) - See my new Floor Plan section. Feel free to standardize wording.&lt;br /&gt;
&lt;br /&gt;
Traditionally I have not fought base battles, preferring to down the Retaliatory battleship first. However, I may give it a go just for the fun of a change.&lt;br /&gt;
&lt;br /&gt;
What do you think of the concept of a Small Radar next to the Access Lift, with either a General Stores &amp;quot;past&amp;quot; it, or a Large Radar? The Small Radar keeps aliens &amp;quot;in the open&amp;quot;; the Stores can then be used as you suggest, and/or wouldn&#039;t a Large Radar be better than a Hyperwave, because more soldiers can fit in the ground-level room of it (plus come in its &amp;quot;back door&amp;quot; with impunity)?&lt;br /&gt;
&lt;br /&gt;
Of course, the Hyperwave and the Stores are much more viable for actual base usage.&lt;br /&gt;
&lt;br /&gt;
Some thoughts ---[[User:MikeTheRed|MikeTheRed]] 17:11, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Build time is one of the biggest factors in base construction.  When I build a new base, I want a Hyper-Wave Decoder there as quickly as possible.  (If it&#039;s before I&#039;ve unlocked that tech, I guess a Small Radar is a good start -- although I usually manage to get Hyper-Wave before I have funds I want to allocate for a second base.)&lt;br /&gt;
&lt;br /&gt;
Because of this, I&#039;ll build a Hangar below the Access Lift and a Hyper-Wave above it.  If I&#039;m patient, I&#039;ll put a General Stores (10 days build time) above it first, then the Hyper-Wave, to give the &amp;quot;scout post&amp;quot; a little separation from the Lift.  I suppose a Small radar in place of the General Stores would work well too -- if not better -- although it&#039;s more expensive and not useful like the Stores would be.&lt;br /&gt;
&lt;br /&gt;
The one drawback with the &amp;quot;perfect&amp;quot; design is that you have to wait until each module is built before you can attach the next one, since it&#039;s all crammed against one wall.  But Hangar+Stores then Hyperwave then Living Quarters gets you a functional base pretty fast.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 19:10, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
True, build time can be a real problem. I&#039;ve been playing with &amp;quot;bridges&amp;quot; with something cheap (like a Storeroom) from the Access Lift (or wherever) to link to other areas, so the base can expand faster. (Storerooms are both cheap and fast.) Then later I will take out or replace the bridge, depending on where/what it was. If you&#039;re really challenging yourself with tough conditions though, you may not have the extra cash, esp. early on.&lt;br /&gt;
&lt;br /&gt;
I had not seen that &amp;quot;extra arm&amp;quot; design - good thinking! &lt;br /&gt;
&lt;br /&gt;
I would think that with a Small Radar above the Lift (instead of Hyperwave in your design), one (not two) extra blank spaces (next to the Small Radar) would be enough. Unless tons of aliens come through at once, too many to stop in one turn... I have yet to do a base defense in my current Superhuman game. How likely is it that many enemies will try to come through in one turn? The cyberdisc could be a real problem, too.&lt;br /&gt;
&lt;br /&gt;
I see now why you once said you were playing with smoke. Having smoke right outside your scout door seems like it might work really well, or to its side, blocking visualization of your shooters around the sides of the scout room. In fact, one might &#039;&#039;not&#039;&#039; want a Large Radar (back to my early thought) then, because a smaller scout room would give your shooters on the side more room to aim.&lt;br /&gt;
&lt;br /&gt;
I notice you put your hangars on the south side of the base. Does it matter if one has them across the north side instead? (With Access Lift to far left.)&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 22:34, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Friends, check my [[user_talk:NKF|user talk]] page and head down to the Total Randomness section. Right at the bottom. Easy to find. &lt;br /&gt;
&lt;br /&gt;
I was fiddling with wiki templates and trying to see how parameterized wiki templates worked - and probably failing in the process. Anyway, our wiki&#039;s settings for the parameters seem somewhat limited, but there&#039;s enough functionality to put together a parameterized grid of sorts. &lt;br /&gt;
&lt;br /&gt;
Would it be an idea to reuse what I&#039;ve done here but to use X-Com base module images instead?  With such a contraption, you can design any 6 by 6 module base to your hearts content and not have to take screenshots every time you want to discuss a possible base layout. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I hope you don&#039;t mind me taking the liberty, but I&#039;ve swapped your images with the game sprites, and I reckon the result looks pretty good (I&#039;ve got your thumbnails backed up should you want them replaced). :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
No, actually, that&#039;s pretty good. We&#039;ll stick to them. Good job Bomb Bloke.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll have to rename or make a copy of the template and slap together some documentation for it. Can anyone suggest a good easy-to-remember name I can call it? Base Kit? Base Maker? Base Mapper? &lt;br /&gt;
&lt;br /&gt;
I&#039;ll hang on to the previous images for a little later. I have the originals, so that&#039;s fine. They were originally there just to show a top-down floorpan of the base (lower level), so you could design it and then see where all the doors are and how you can move through the base. &lt;br /&gt;
&lt;br /&gt;
Anyway, post-it note... now bed. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Mike: I don&#039;t know if it matters if the hangars are north or south -- the base disjoint bug might come into play with small modules put on the southern border, but I don&#039;t know, I&#039;ve never even encountered it.&lt;br /&gt;
&lt;br /&gt;
Bomb Bloke &amp;amp; NKF: Wow, with Bloke&#039;s graphics, your base template does look quite good.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 10:29, 15 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ditto that, now the &amp;quot;test kit&amp;quot; is more a full fledged &amp;quot;base design kit&amp;quot;! I may use it to plan my own. Thanks, NKF and BB! ---[[User:MikeTheRed|MikeTheRed]] 15:42, 15 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Going with NKF&#039;s original name of &amp;quot;UFO Base Kit&amp;quot; (or UBK for short), I&#039;ve made a [[UFO_Base_Kit|seperate page for it]]. It&#039;s linked on the main page.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also incorporated it in place of these images on the [[Base_Layout_Strategy|BLS]] page:&lt;br /&gt;
&lt;br /&gt;
Note that these images have their own Tool Text. The UBK doesn&#039;t support that.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Images removed in preparation of deletion. --[[User:Zombie|Zombie]] 23:39, 29 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Non destructible==&lt;br /&gt;
Should there be a note somewhere at the top that if you do build the access lift chokepoint style base then to ensure the adjacent base facility isn&#039;t destructible? I am not sure of the exact list of what modules are and arent, so won&#039;t comment directly unless I come across the list at some point and remember this. --[[User:Sfnhltb|Sfnhltb]] 12:58, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== main page needs a lot of work ==&lt;br /&gt;
&lt;br /&gt;
Base design for the starter base vs bases afterwards are different enough I think they need separate pages.&lt;br /&gt;
Additionally a lot of content should be re-written:&lt;br /&gt;
*split into 2 pages, one for the starter base and one for bases afterwards&lt;br /&gt;
*Discussion comments shouldn&#039;t be on the main page (even though I added to them.)&lt;br /&gt;
*Needs better integration with [[Base Management]]&lt;br /&gt;
*[[Known_Bugs#Base Construction Bugs|All the base bugs]] influence base construction but are not mentioned&lt;br /&gt;
*Build time so far has been ignored. Important because a base needs to be useful &#039;&#039;&#039;before&#039;&#039;&#039; it is &#039;&#039;finished&#039;&#039; --[[User:Brunpal|Brunpal]] 23:19, 28 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Consider this build I&#039;ve named &amp;quot;&#039;&#039;Hit the Ground Running&#039;&#039;&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|stores|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|small_radar|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Day 0 ===&lt;br /&gt;
:*All under construction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 10===&lt;br /&gt;
:sm radar -2 days left&lt;br /&gt;
:hanger -2 days left&lt;br /&gt;
:quarters started -16 days left&lt;br /&gt;
:HWD started -26 days left&lt;br /&gt;
:workshop started -32 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
::Transfer from primary base&#039;s surplus stores here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 12===&lt;br /&gt;
:hanger -8 days left&lt;br /&gt;
:quarters -14 days left&lt;br /&gt;
:HWD -24 days left&lt;br /&gt;
:2nd hanger started -20 days left&lt;br /&gt;
:workshop -30 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 20===&lt;br /&gt;
:quarters -6 days left&lt;br /&gt;
:HWD -16 days left&lt;br /&gt;
:2nd hanger -12 days left&lt;br /&gt;
:workshop -22 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
::transfer/purchase intercept craft &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 26===&lt;br /&gt;
:HWD -10 days left&lt;br /&gt;
:2nd hanger -6 days left&lt;br /&gt;
:workshop -16 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
*quarters&lt;br /&gt;
::3 empty spaces for whatever you want next to the quarters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Day 36===&lt;br /&gt;
:workshop -6 days left&lt;br /&gt;
Complete:&lt;br /&gt;
*Storage&lt;br /&gt;
*sm radar&lt;br /&gt;
*hanger #1&lt;br /&gt;
*hanger #2 (finished 4 days ago)&lt;br /&gt;
*quarters&lt;br /&gt;
*HWD&lt;br /&gt;
::small radar is obsolete and destroyed to make chokepoint. Now paying for dirt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Or better still, take advantage of the phantom radar. When you start to build the HWD, decomission the small radar then build the HWD on top of it. But that&#039;s making use of an unintended exploit so isn&#039;t really kosher. &lt;br /&gt;
&lt;br /&gt;
I suppose you could build the secondary hangar over it like so: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|workshop|quarters|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hyperwave|stores|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
This unfortunately means that you&#039;ll have to move the workshop to the other side, and since it is forced to wait for the quarters to be built, it&#039;ll start up a lot later.  &lt;br /&gt;
&lt;br /&gt;
In the end I guess the speed at which your base gets built will depend on how you want to juggle your priorities. I see a few common priorities that need consideration when constructing a secondary base. These are:&lt;br /&gt;
&lt;br /&gt;
# Radar coverage &lt;br /&gt;
# Base Garrison&lt;br /&gt;
# A hangar - absolute minimum&lt;br /&gt;
# Bells and Whistles - Basically all the optional upgrades like the HWD (if replacing), Mind shield, labs, workshops, extra hangars, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first three are generally the most important for any simple base setup with intercept/ground assault capabilities. &lt;br /&gt;
&lt;br /&gt;
The bells and whistles are all desireable but don&#039;t need to be obtained right away if you already have similar operations elsewhere (say your main base). &lt;br /&gt;
&lt;br /&gt;
One unusual alternative I&#039;d like to propose is to completely ignore the one-chokepoint base construction and turn it into a plaza. Have all your facilities built around the first hangar, so your troops can enter it from all directions. &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|quarters|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|workshop|dirt|=&lt;br /&gt;
|hyperwave|lift|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|stores|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The original radar is replaced by the second quadrant of the lower left hangar. Basically you start off with a radar and a hangar, then once the hangar is built, the stores and quarters and workshop all start off at the same time. The HWD is built off the side, and once it&#039;s done, the original radar is plucked out and the second hangar goes in. &lt;br /&gt;
&lt;br /&gt;
Note, I did not intentionally isolate the various modules to all corners of the hangar. They just ended up that way - some connected side modules might be useful too. &lt;br /&gt;
&lt;br /&gt;
To be honest, while I&#039;ve used this setup to great effect in the past, this is a bit riskier and the setup would actually work a lot better with a single hangar base - which would in effect mimic the game&#039;s original main base setup, but with the positions swapped! &lt;br /&gt;
&lt;br /&gt;
Also, since there are no stores to begin with, the interceptor that arrives at this base would have to be armed with plasma beams or laser cannons. &lt;br /&gt;
&lt;br /&gt;
Still, speed building a base for functionality seems like an interesting exercise. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 23:30, 29 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:In your base above &amp;quot;hit the ground running&amp;quot;, wouldn&#039;t it be better to start the hanger in the middle of the bottom two rows? That way you can build two hangers afterwards on either side of the first once its built. I do this for the main reason of providing spawn spots for aliens (inside the three hangers) and because I use lightning, firestorm, interceptor at each base. Xcom2 I don&#039;t use barracuda because of &amp;quot;too Deep&amp;quot; messages. ie:&lt;br /&gt;
&lt;br /&gt;
NO:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|lift|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
YES:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
== Secondary base + Base disjoint bug ==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t check it right now, but wouldn&#039;t design below be useful?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|hyperwave|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|dirt|dirt|dirt|dirt|psi|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s additional facility in the 4th row. I suppose that due to base disjoint bug, it would be disconnected from other modules. If itsn&#039;t stores, or quarters, no units should spawn there.&lt;br /&gt;
The benfits are one extra facility, and base gets protection from destroying facilities in access lift choke point.&lt;br /&gt;
&lt;br /&gt;
Did anyone tried this? Would it work?&lt;br /&gt;
&lt;br /&gt;
[[User:Mchl|Mchl]] 04:28, 1 June 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Mchl</name></author>
	</entry>
</feed>