Jump to content

Facilities (Apocalypse)

From UFOpaedia
Revision as of 05:50, 27 October 2023 by EsTeR (talk | contribs) (clari on funds removed)

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 goes massively into debt, it will be shut down at the week's end unless those negative funds are made positive. Repair costs, irrelevant of actual funds, are immediately deducted at successful base defence mission.

  • Facilities cannot be lost to damage. They will be always repaired to full functionality when a base defence mission is successful.
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 and forms a hole). 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 segment with all open corridors:
Level 1 = concrete blocks destroyed (16x16) x$50 = $12,800.
Level 1 = floor tiles turned grey (256 tiles) x$50 = $12,800. (floor tiles cannot be destroyed)
Level 2 = concrete blocks destroyed (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 destroyed ((48 blocks) + (48 wall)) x$50 = $4,800
Level 5 = concrete blocks (roof) destroyed (16x16) x$50 = $12,800

The total repair cost from the complete destruction of one un-used facility slot in your base = $71,200.

Complete destruction of a large base with many facilities destructed 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}

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:

Construction 1x1, Base View,
Level 3


Construction 2x2, Base View, Level 3


Facilities

Standard

* Access Lift


* Living Quarters


* Stores


* Training Area


* Medical Bay


* Psi-Gym


* Vehicle Repair Bay


* Alien Containment


* Biochemistry Lab


* Quantum Physics Lab


* Workshop


* Security Station


Advanced

* Advanced Biochemistry Lab


* Advanced Quantum Physics Lab


* Advanced Workshop


* Advanced Security Station