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Facilities (Apocalypse): Difference between revisions

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* Any layout on offer cannot be altered. The Access Lift cannot be moved, purchased, demolished or destroyed.
* Any layout on offer cannot be altered. The Access Lift cannot be moved, purchased, demolished or destroyed.
* Any [[Government]] building's basement available for purchase by X-Com will contain one lift.<br>
* Any [[Government]] building's basement available for purchase by X-Com will contain one lift.<br>
* A maximum of six small and four large laboratory/workshop facilities is possible in each base (but a maximum total of technical personel across all bases = 50).
* A maximum of six small and four large laboratory/workshop facilities is possible in each base (but a maximum total of each type of technical personel across all bases = 50).


==Cost==
==Cost==

Revision as of 10:49, 7 July 2022

A base is nothing without purpose.

Facilities

A base can be built in any fashion using the standard facilities available according to the layout and may be expanded when advanced facilities become available.

  • Any layout on offer cannot be altered. The Access Lift cannot be moved, purchased, demolished or destroyed.
  • Any Government building's basement available for purchase by X-Com will contain one lift.
  • A maximum of six small and four large laboratory/workshop facilities is possible in each base (but a maximum total of each type of technical personel across all bases = 50).

Cost

  • Maintenance costs will be paid at the end of the week, Monday at midnight.
  • The total cost of a single facility is removed from your funds upon placement.
  • Removing a facility on the same day that it was placed, irrelevant of hours past, will refund all costs.
  • A paritally built facility (day counter has, at least, decreased by 1) which is removed from the layout will allow a refund of unused build-days.
Refund = {(cost ÷ days) × remaining days}

or the opposite

Loss = {(cost ÷ days) × progress in days}
  • Any facility which has been damaged in any fashion will be repaired at successful completion of a Base Defense mission. Expensive repairs may reduce funds, whereas minor repairs of damaged facilities will usually not incur any losses.

Standard Facilities

* Access Lift


* Living Quarters


* Biochemistry Lab


* Quantum Physics Lab


* Stores


* Alien Containment


* Security Station


* Psi-Gym


* Training Area


* Medical Bay


* Workshop


* Vehicle Repair Bay



Advanced Facilities

* Advanced Security Station


* Advanced Biochemistry Lab



* Advanced Quantum Physics Lab



* Advanced Workshop