![]() Move/Fly armed agent(s) to the building immediately after purchase - living quarters does not need to be completed since they are visitors. Note: the layout of corridors is permanent and cannot be altered.Īn undefended X-Com base will be destroyed immediately when attacked by hostile ground forces (alien craft infiltration or raid). Surrounding area to shield your building from stray weapon impacts.Ī further consideration is the amount of launch tubes, however, since basic air vehicles can be parked at any building without using fuel, tube quantity is not important regarding how many air craft can be launched quickly.Layout of the corridors for future expansion.Location of the access lift for defence and isolation.The resistance to damage of the top-side structure (warehouse=strong or slum=weak) that will hide an X-Com base within the basement.Additional bases may be purchased (via the building+crane icon) at any time, funds permitting. X-Com starts with one randomly designed base. (restart the game until a more suitable place is provided). The shape of the layout may hinder efficient use of defense, living space, or other requirements.Ĭaution: A certain Superhuman Difficulty cityscape building is structurally unsound. The facilities provided are in random areas. The start base has no operational priority. The location of the start base is randomly chosen according to the game difficulty from the available buildings owned by the Government: you either get a warehouse or a slum building. Other unit limits depend on the ratio of agents to technical personel, which can automatically change unexpectedly.Īt game start, a fully functional X-Com base is provided for free, including funds, troops and equipment, scientists and engineers, and a small collection of vehicles.Sub-total amount of any agent type = 100.Sub-total of any single type of technical personel = 50. ![]()
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