Facilities (Apocalypse): Difference between revisions
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every tile cost $50 to repair |
slight re-write to clarify |
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Base Defence can become very expensive, very quickly. If X-Com is massively in debt, you'll be shut down at the week's end. | Base Defence can become very expensive, very quickly. If X-Com is massively in debt, you'll be shut down at the week's end. | ||
Damage to any tile = $50 to repair. | Damage to any tile = $50 to repair. | ||
* Floor tiles (the metal grate) can be damaged once (it turns grey) and then damaged again (it disappears). This hole just cost X-Com $100. | * Many tiles of the various facilites can visually change to slightly damaged before destruction. Each one of these changes costs $50. | ||
* If a tile is destroyed outright by a powerful weapon but that tile had multiple stages of visual damage as described, all those stages will cost $50 each. | |||
: eg: Floor tiles (the metal grate) can be damaged once (it turns grey) and then damaged again (it disappears). This hole just cost X-Com $100. | |||
* One explosion can cost thousands in repairs. That missed Devastator Cannon shot ...$50 dollar please. Playing with proximity mines and they stripped a wall section of metal tiles? ...$50 per tile please. A lucky shot blew up the cylinders in your Advanced Biochemistry Lab? ...hmm! | * One explosion can cost thousands in repairs. That missed Devastator Cannon shot ...$50 dollar please. Playing with proximity mines and they stripped a wall section of metal tiles? ...$50 per tile please. A lucky shot blew up the cylinders in your Advanced Biochemistry Lab? ...hmm! | ||
===Example=== | |||
===Example: Repair Cost=== | |||
* Complete destruction of one 16x16x5 unused base segement with all open corridors: | * Complete destruction of one 16x16x5 unused base segement with all open corridors: | ||
::Level 1 = concrete blocks (16x16) x$50 = $12,800. | ::Level 1 = concrete blocks (16x16) x$50 = $12,800. | ||
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::Level 4 = concrete blocks and wall tiles ((48 blocks) + (48 wall)) x$50 = $4,800 | ::Level 4 = concrete blocks and wall tiles ((48 blocks) + (48 wall)) x$50 = $4,800 | ||
::Level 5 = concrete blocks (roof) (16x16) x$50 = $12,800 | ::Level 5 = concrete blocks (roof) (16x16) x$50 = $12,800 | ||
The total cost of repair from complete destruction for one un-used square in your base: $58,400. | The total cost of repair from complete destruction for <u>one</u> un-used square in your base: $58,400. | ||
:Complete destruction of a large base with many facilities can incur repair costs of over $5,000,000. | |||
==Cost== | ==Cost== | ||
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or the opposite | or the opposite | ||
'''Loss''' = {(cost ÷ days) × progress in days} | '''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_(Apocalypse)|Base Defense]] mission | * Any facility which has been damaged in any fashion will be repaired at successful completion of a [[Base_Defense_(Apocalypse)|Base Defense]] mission irrelevant of X-Com's funds. | ||
===Building In Progress=== | ===Building In Progress=== | ||
Revision as of 23:54, 26 October 2023
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).
Damage Repairs
Base Defence can become very expensive, very quickly. If X-Com is massively in debt, you'll be shut down at the week's end.
Damage to any tile = $50 to repair.
- Many tiles of the various facilites can visually change to slightly damaged before destruction. Each one of these changes costs $50.
- If a tile is destroyed outright by a powerful weapon but that tile had multiple stages of visual damage as described, all those stages will cost $50 each.
- eg: Floor tiles (the metal grate) can be damaged once (it turns grey) and then damaged again (it disappears). This hole just cost X-Com $100.
- One explosion can cost thousands in repairs. That missed Devastator Cannon shot ...$50 dollar please. Playing with proximity mines and they stripped a wall section of metal tiles? ...$50 per tile please. A lucky shot blew up the cylinders in your Advanced Biochemistry Lab? ...hmm!
Example: Repair Cost
- Complete destruction of one 16x16x5 unused base segement with all open corridors:
- Level 1 = concrete blocks (16x16) x$50 = $12,800.
- Level 2 = concrete blocks (16x16) x$50 = $12,800.
- Level 3 = floor tile turned grey (208 tiles) x$50 = $10,400.
- Level 3 = floor tiles, concrete wall, wall tiles all destroyed ((208 floor) + (48 blocks) + (48 wall)) x$50 = $15,200.
- Level 4 = concrete blocks and wall tiles ((48 blocks) + (48 wall)) x$50 = $4,800
- Level 5 = concrete blocks (roof) (16x16) x$50 = $12,800
The total cost of repair from complete destruction for one un-used square in your base: $58,400.
- Complete destruction of a large base with many facilities can incur repair costs of over $5,000,000.
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 partially built facility (day counter has at least, decreased by 1) which is removed from your base 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 irrelevant of X-Com's funds.
Building In Progress
A facility will have an identical layout for any 1x1 or 2x2 pieces under construction.
As seen on a Base Defence mission:

Level 3

Facilities
Standard



* Stores



* Psi-Gym





* Workshop

Advanced


* Advanced Quantum Physics Lab

