X-COM: UFO Defense - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for X-COM: UFO Defense - Strategy Guide (Page 01).
XCOM: UFO Defense
The UN-official Strategy Guide
and
Answers to Frequently Asked Questions
works great as a Supplement to the Official Strategy Guide!
Updated May-01/95
Maintained by Kuo-Sheng (Kasey) Chang
0.1 Introduction
Thanks for the tremendous response all over the net! The guide was
uploaded to practically to wherever XCOM and UFO are sold (and
probably beyond), and many people have provided helpful feedback
that were incorporated into this revision.
XCOM:USG is now available in many more places! It's available on
almost every on-line service (though AOL will remain an "official"
distribution site) and can be found in many places on Internet.
The Feb-01 revision marks a major change in what is now known as the
"XCOM Unofficial Strategy Guide". That was a total rewrite compared
to this, which is just a revision.
0.2 Did you know about the OFFICIAL XCOM Strategy Guide?
Now that the official strategy guide is out in stores (XCOM : the
Official Strategy Guide, by David Ellis, Prima Publishing, ISBN
1-55958-764-4, US$19.95, hereby known as OSG), this UNofficial
strategy guide (USG) is now patterned after the official one, with
similar table of contents. You can use this guide along with the
official strategy guide (OSG), or you can use this by itself.
While OSG has all the neat charts and tables and stuff only
available from the source, I've found its tactics and strategy
section sorely lacking. In fact, all the the strategy and tactics
are condensed into ONE chapter, with the rest of the book as simply
a reprint of the manual and UFOpedia and the underlying mechanics.
That's where USG come in. USG will help you make informed choices.
Instead of showing you a table of numbers, I'll actually show you
what is recommended by fellow XCOM players. After you read each
chapter in the OSG, read that chapter's supplement here. You will
understand more about how the game runs and the tactics to beat it.
You do NOT have to have the OSG to use this supplement, but you will
get more out of both if you do.
0.3 Credits where credits are due
Thanks to MicroProse and Mythos Games for bringing us such a nice
game. It surely deserved CGW's "Game of the Year" award!
Thanks to all the people who have contributed to previous editions
of the XCOM:USG, whom include but are not limited to: William Kang,
CMDR; Tim Chawn, CMDR; Doug Osborne, SG; Stuart Lamble, SG; Seth
Cohn, SG; Bill Soo, SG; Jeff Shaffer, Economist; Rob Eiben, SG; Jim
Muchow, SG; Menachem Pasteich, architect; Paul Close, publicist and
simulation expert; and fellow XCOM players all over the world
discussing the game on USENET, America On-line and elsewhere.
Some strategies and tactics here first appeared in Computer Gaming
World and Computer Game Review magazines' strategy articles on XCOM.
Thanks to Jeff James (CGW) and Kevin Perry (CGR), we honor you as
XCOM Strategists.
0.4 Note ot UFO: Enemy Unknown users
UFO: Enemy Unknown users should be able to use this supplement with
minimum changes. Most tips will apply to both versions, esp. the
tactical tips. The charts on the other hand may have different
numbers, so compare it carefully please. See 0.5 if you have the
Amiga version of UFO: Enemy Unknown.
0.5 Notes on the USG
New/Improved sections since last update are marked by @.
PLEASE let me know if there's a confusing or missing remark so I can
fix them! If you find an question about the game that is not covered
in the USG, I'll include it in the next update.
The USG should be available at the Game Domain WWW
WWW :
@ Any quick updates can be found on my own homepage
Paul Close (pdc sgi.com) has graciously converted this into HTML
format so you can use a WWW browser! Check it out at
WWW :
Tommy Iversen (Norway) has graciously accepted the task of
converting the USG for Amiga. (Yes, there is an Amiga version)
His e-mail address is -->
If you are on America On-Line, look in the PC Games Forum (keyword:
PCGAMES). Go into the file library, and search under XCOM.
If anyone knows of other "permanent" archive sites (somewhere in
ftp.netcom.com?), please let me know so I can include the
information in future updates.
If you REALLY can't find it, don't have FTP or WWW, not on AOL,
can't read news, etc., (i.e. there is ABSOLUTELY NO WAY you can get
to it) (how did you know about this in the first place?) then send
me e-mail (see below) and I'll try to get back to you.
Please don't just mail me and ask "it's nice and do you have an
update and if so please send it to me". If I have an update I can
release I would have released it already.
I maintain this at home on my PC and I only have a UNIX shell
account which this won't fit with other stuff I need. So don't
expect too fast of an answer if you request this by e-mail.
0.6 The author
I? I am just a game player who didn't like the existing FAQ's and
strategy tactics collection available out there, and decided to
write my own. You can contact me at:
Internet 1 : kschang sfsu.edu (preferred)
Internet 2 : ksc1 aol.com (only if you must, see below)
America On-Line : Ksc1
US Mail : Kasey Chang, 2220 Turk Blvd. Apt.6,
San Francisco, CA 94118, USA
WWW Homepage :
If you contact me via Internet e-mail I usually reply within two
working days. Please use the preferred e-mail address if possible,
not BOTH. I only sign onto America On-Line (2nd address) twice a
week so you won't get a prompt reply if you contact me there.
Table of Contents
1.0 X-COM General Information
What is this game? What about bugs? Patches? Expansions and
future versions? How do I win or lose?
2.0 The GeoScape Screen
How do I use GeoScape? Any tricks or tips?
3.0 X-COM Bases
Where do I put my first bases? How to I build bases that are easy
to defend? How much defense do I build?
4.0 X-COM Hardware
What kind of weapons are available? Which ones are the best?
5.0 Finance
How do I make more money? How do I spend less money? How do I
cheat and get more money?
6.0 Research and Manufacturing
What do I research? What do I build?
7.0 Intercepting UFOs
How do I intercept UFOs? What weapon should I send up against
UFO type X?
8.0 Soldiers, Movement, and Combat
Who do I send on missions? How do I avoid casualties?
9.0 The aliens
Who are these & *#%*!? How do I kill them most efficiently?
10.0 Ground Assaults
What do I do in UFO assaults and recoveries? What is the best way
to defend my base? Assaulting alien bases?
11.0 Mastering Cydonia -- The Final Assault
How do I win the "final confrontation"?
12.0 Misc Stuff
Any other questions?
(if information you are looking for is not listed, e-mail me and
I'll give you an answer, and I'll include it in next update)
BEGIN XCOM Unofficial Strategy Guide
1.0 X-COM General Information
1.1 What is XCOM: UFO Defense?
[Excerpt from XCOM manual page 6]
It is the year 1999. Unidentified Flying Objects (UFOs) have
started appearing with distrubing regularity in the night skies.
Reports of violent human abductions and horrific experimentation
has truck terror into the hearts of millions. Mass public
hysteria has only served to expose Earth's impotence against a
vastly superior technology.
[...]
On December 11, 1998, representatives from the world's most
economically powerful counties gathered secretly in Geneva.
After much debate, they decision was made to establish a covert
independent body to combat, investigate, and defeat the alien
threat. The organization would be equipped with the world's
finest pilots, soldiers, scientists, and engineers, working
together as one multi-national force.
This organization was named the Extraterrestrial Combat Unit.
[end excerpt]
You are in overall command of XCOM. You will launch and control
interceptors to attack marauding UFOs, send soldiers to attack
crashed or landed UFOs, raid alien bases on Earth (if you can
find them), keep the sponsor nations happy and UFOs out of their
skies, buy the ammo and weapons you need in the war, research
and build better weapons as your troops bring in captured alien
artifacts for analysis and eventually manufacture our own
copies, pay for everything by contributions from sponsor
countries and selling stuff, and eventually figure out the alien
threat's origin and end the threat once and for all. (Whew!
That's a mouthful!)
1.2 How does XCOM play?
The game is divided into two main segments: GeoScape and
BattleScape. GeoScape is a 3-D view of the globe, rotate-able
and zoom-able. This is where you control your various bases
around the world (with radars), your fighters and transports
(carrying your soldiers), your inventory at each base, the UFOs
and alien bases currently in sight, and so on. Once ground
contact is made (transport landed next to UFO, you attack alien
base, aliens attack your base, etc.), the game switches to
Battlescape.
Battlescape is an isometric tile-based 3-D combat with viewpoint
similar to SimCity 2000 and Transport Tycoon. The combat is
turn-based with opportunity fire on the opponent's round
(provided you have enough TimeUnits [TUs] and reaction), with
plenty of weapons and terrain to choose from. Everything is
mouse-driven so game is very easy to learn yet hard to master.
1.3 What is UFO: Enemy Unknown?
UFO: Enemy Unknown is the European version of XCOM. The game
was designed by Mythos Games, and was distributed by MicroProse
UK. It was imported into the US later as XCOM. XCOM is
equivalent to UFO V1.2.
In fact, XCOM installs into \MPS\UFO directory. :-)
1.3.1 Why the name change?
OSG has no explanation, but I believe that SubLOGIC (the
original Flight Simulator people) had a game called UFO,
and MicroProse couldn't register the same name, so they
picked XCOM.
XCOM will now be the official name of the series. XCOM2
will be sold as XCOM2 in Europe.
1.3.2 What is this UFO V1.3 Patch?
Recently there's a UFO V1.3 patch floating in Internet
somewhere. (ftp.cdrom.com in /pub/games/dresden?).
_Computer Gaming World_ listed it in their patches page,
so it appears to be official. This is ONLY for UFO, NOT
for XCOM.
The "real" patch is XCOM V1.4.
1.3.3 So what is the difference besides the title?
Quite small, mainly price changes for items (esp.
"armour").
1.4 What type of PC do I need? Is a Demo available?
Requirements listed on XCOM is: 386/486 (Pentium?), 4 MB RAM,
VGA, Mouse, MS/PC-DOS 5.0 (or higher?).
(There is an Amiga and CD32 version of UFO, see 1.6)
One person reported that he was able to run XCOM with 2 MB RAM,
though it is SLOW. Your mileage may vary.
It comes on 3 3.5" HD disks, and needs about 12MB of hard drive
space to install (double that if using disk compression software
such as Stacker or DoubleSpace). There's a CD version which is
the same except only the saved games reside on the hard drive
and all of the data files stays on the CD.
You CAN install the CD version onto the hard drive if you have
enough space. Contact MicroProse for detailed instructions.
The game uses 32-bit protected mode, so it would not run under
Windows. No compatibility claims was made to any other versions
of DOS such as DR DOS, Novell DOS 7, or even OS/2.
Note that Windows may be necesary if the DOS4GW extender refuse
to run on your computer. See 1.5.7.
There is a playable demo available on most on-line services such
as America On-Line in the MicroProse forum /SIG/ roundtable/
whatever. There WAS a demo at ftp.std.com, but another user
reported that it disappeared sometime during November '94. In
the meanwhile, you can try ftp.cdrom.com under /pub/Games/Demos.
(if anyone found it, please let me know so the info can be
included in the next update)
1.5 What about any bugs? Any patches?
The OSG has no list of bugs, so here is a list of bugs that are
known to exist in XCOM/UFO. MicroProse is aware of most of
these problems.
It took MicroProse about six months, but the patch is finally
here! V1.4 patch is available from MicroProse BBS and www/ftp
site.
1.5.1 Green Text Bug
Symptom: Game suddenly displays 40-column Green text [DOS
Extender Error]. Usually happens right after a battle,
and after a bit it takes you back into the battle you just
finished (infinitely), sometimes the computer hangs.
Cause and Solution: This is usually caused by attempting
to save a game while an UFO interception is in progress.
Another possibility is you have multiple crafts in the
air and one of the is intercepting while another is land-
ing and attacking a downed UFO or base.
Unfortuantely, the saved game is corrupt. You must
restore from an earlier saved game. [OSG only mentions
this as "trust me, don't save when intercept minimized"]
Further info: someone commented on the net (I'll find the
original message I saved somewhere) that usually there is
this ONE UFO that you did not shoot down before XCOM
crashed. If you do NOT destroy it after you reload the
game, the same thing will happen again.
Another has reported that by not maximizing the GeoScape
screen before going into combat cuts down the chances of
Geen Text bug, but this is unconfirmed.
1.5.2 16-bit Sound bug
Symptom: Game has compatibility problems with most 16-bit
sound cards such as SoundBlaster 16 and PAS-16 (and Gravis
UltraSound as well). Music and sounds are often played as
static, or no sound at all.
Cause and solution: remember that the setup asks for the
DMA channel, NOT the interrupt as most setup programs do.
If it still doesn't work, it's a program bug. You can
always play with the sound off, but it's not as much fun
having no alien screams when they got hit and die...
The V1.4 patch should fix this.
WARNING: If you have a SoundBlaster 16 and the Waveblaster
daughtercard, do NOT select 16-bit digital sound with
General MIDI. Select 8-bit sound instead.
1.5.3 One-shot blaster bug
Symptom: Once you fired off a blaster launcher, sometimes
there's still a shell in there so you can't reload it, but
you can't fire it either.
Cause and solution: This is caused by programming only one
waypoint for the blaster bomb. If you program two or more
waypoints for the bomb this won't happen.
You can also UNLOAD the "empty" shell. See manual.
1.5.4 Flying Frozen bug
Symptom: a unit near the edge of the map was hit by the
enemy. When it is their turn to more, their pointer shows
them off the edge of the map (totally outside). They can
move up/down, but not back onto the map. They can still
shoot, and they recover if you win the battle.
Cause and solution: no idea, this seems to be random.
Don't put your units near the edge.
1.5.5 "SMOKBIT.DAT not found"
Symptom: the game complains that a SMOKBIT.DAT cannot be
found in your saved game directory.
Cause and solution: no idea, since the file is not in
all of the saved games directories that I have (I have
it only in 2 of 10 saved games). MicroProse has no idea
either and currently chalked it up to computer incompati-
bility and recommends a refund if you run into this
problem. (saved game during combat?)
1.5.6 Stacked Equipment bug
Symptom: When you access the alien's inventory (see 8.5)
you found that they have multiple items stacked in one
location (usually one of the legs). If you do not have
enough TU and you tried to move one item, you cannot put
it back, and you are TOTALLY STUCK.
Solution: just don't do it, or you'll have to reboot.
No other way around it. Maybe that's why we were not
supposed to access alien inventory?
1.5.7 Cyrix incompatibility
Symptom: when starting XCOM/UFO, the program freezes after
the title splash animations finished.
Cause and solution: you probably have a Cyrix CPU. The
version of DOS4GW XCOM used (version ends with a 5) is
somehow incompatible with Cyrix CPUs. The fix is very
simple: run DOOM or another DOS4GW program (Raptor,
Heretic, Descent, ROTT, etc.) before XCOM.
1.5.8 Can't find a leader!?!?
This is also known as the "Alien Containment Bug"
Symptom: when at a crucial phase of the game, when one
needs a captured alien leader, the leader was successfully
captured but never was available for research. Maybe the
alien containment is full?
Cause and solution: no idea. Many people have reported
this problem, but MicroProse have no idea, and neither do
I. This appears to be more prevalent on higher levels.
Someone reported that UFO V1.3 patch solves this problem,
but this is unconfirmed.
Note: this is NOT related to "cannot research a captured
commander from UFO". That is NOT a bug. You have to
research one that was nabbed from a BASE.
1.5.9 Unsaved proximity grenades
Symptom: if you save a battle in progress with proximity
grenades on the ground, and later restore the game, the
grenades are gone.
Solution: none...
1.6 Any plans on sequels? Mission disks? Other computers?
1.6.1 Sequel -> XCOM2: Teror From the Deep
Here's an actual message posted by MicroProse on AOL:
----
XCOM 2: Terror From the Deep
The war continues... XCOM: Terror From the Deep brings
the alien terror into a totally new dimension...
Seeking to take advantage of a weakened Earth, XCOM's
deep space foes unexpectedly change strategy and launch a
powerful second front against planet Earth. In the dark
depths of vast oceans, long sleeping forces are awakened
by re-animation signals sent out across the galactic
silence by their interstellar brothers and sisters.
Slowly but surely, and army of hibernating alien sea
creatures awakens.
Your combat now extends to the strange new world of the
deep where superior alien technologies threaten the very
survival of the planet. Your planet: Earth.
* Sequels the hugely successful XCOM: UFO Defense
* Actual undersea geoscape mapping system with rich topo-
graphical detail
* Full array of undersea military technology
* Rich graphics feature water coloration and wrecks
* Multi-level tactical maps featuring both underwater
seascapes and buildings
* Alien encyclopedia features mutation technology and
new watery denizens
-- Brian/MicroProse
-------------------
XCOM2 is already out in the United States and should be
available elsewhere really soon.
XCOM3 is in
embyonic stages will will be more radically
different from XCOM/XCOM2, according to MicroProse.
1.6.2 How about Mission Disks?
None are planned at the moment.
1.6.3 Other versions?
There is an Amiga version.
No other ports are expected in the near future.
1.7 How do I win? How do I lose?
You win by finding the source of the alien threat and "deal with
it" once and for all on a "final mission". (See 11.0 if you
REALLY want to know)
You can lose by several ways:
1) You were in debt for over $1,000,000 for two months. Your
sponsors had had enough of your mismanagement and terminated the
XCOM project. Earth was conquered by aliens not long after.
2) You had two consecutive "badly losing" months (big negative
score), and your sponsors had had enough and terminated XCOM
project. Just how bad is a "badly losing" month depends on your
score and difficulty level (Scoring is explained in OSG
Chapter 1 and 1.8).
3) You lost all of your bases to the aliens.
4) You failed to complete the "final mission" (see above 1).
1.8 How is scoring calculated?
Score is kept for both sides. You get positive score for
conducting successful research, capturing and/or killing aliens,
grounding and/or destroying UFOs, destroying alien bases,
grabbing alien equipment, and more. You get negative score for
losing XCOM soldiers, crafts, HWPs, and civilians. (for exact
numbers, see OSG)
Aliens score points by overflying Earth, lands on Earth
(whatever purpose), build and keep bases on Earth, conduct
terror raids and hoping that you ignore it (so NEVER do so since
this REALLY scores big for them!), sign pact with funding
countries (which means those countries don't pay you any
longer!), conduct harvest and/or abduction mission on Earth.
(for exact numbers, see OSG)
Your net score is (your_score - alien_score), which is the
score you see on the monthly performance report (and the
graph). The funding changes are affected by your total score,
and are explained in OSG:Chapter 5.
2.0 The Geoscape Screen
The GeoScape screen is where you will control the interceptions and
provides access to the BattleScape and the base controls.
2.1 Air Intercepts
Always attack an UFO over land. If you shoot it down over water
no one can get to it (unless you are playing the sequel, see
section 1). If you are over water, minimize the window, and
select 1 minute step until you get back over land, then switch
back to 5 seconds and start attack.
[Whether you want to attack smaller UFOs is up to you]
If you send multiple crafts after one UFO and the UFO gets shot
down or destroyed, the shooter will go home, but other crafts
will continue onto the crash site, THEN return to their base. So
make them return to base manually. They will return faster, and
thus be refueled/rearmed/repaired for next sortie faster. Click
on its icon on GeoScape and select "return to base".
If an UFO has landed, keep a fighter on top of it. That way, if
it takes off before your transport get there, you still have a
chance of taking it down.
Since the best weapons have a chance of blowing a smaller UFO
totally to pieces, you may want to keep one fighter armed weaker
than the rest for intercepting smaller UFOs. (Assuming that you
even WANT to go after small UFOs)
2.2 Finding Alien Bases
XCOM agents have a chance of finding an alien base for you, but
chances are pretty slim. So do not rely on that. Watch for
high alien activity (check the graphs) yet no interception:
there's probably a base in the area.
Send something slow like a Skyranger to patrol the area. An
empty Skyranger has excellent range and therefore is perfect in
spotting alien bases.
Watch UFOs, esp. where they land. If you see a "Supply Ship",
do NOT attack it. Trail it and follow it to their base. After
it lands, patrol nearby and you'll see the base.
Hyperwave decoders can find UFOs on supply runs. Follow that
will usually lead you to a base.
Of course, you do NOT have to take out that base... You go
after the supply train instead.
2.3 Base Management
[also see 3.0 for XCOM Bases]
Since it takes several weeks before additional modules to the
base can be brought online, you need to build them ahead of
time. See the base status to see how full are your facilities
getting. If they are getting close, start building additional
facilities so that they'll be ready by the time you need them.
Examine base status at least twice every month, check living
quarters, workshops and labs, etc, and determine your expansion
schedule. Dismantle extra stuff before end of month so you
don't pay maintainence on them.
Hire engineers and scientists at the last hour of the month so
that they get delievered early NEXT month, so you get maximum
research from them while not paying an extra penny in salary.
2.4 GeoScape Tricks and Tips
Many people don't realize that click on the UFO icon will bring
up all known info about the UFO. If you detected it via
Hyperwave Decoder, you'll know A LOT about it.
UFO Crash Site susually disappear in a few days. If you have
no soldiers available, you can let it sit for a day or two.
Landed UFOs will take off in a few hours (less than a day).
Terror Sites disappear in less than a day (which mean you have
to get to one ASAP, even if it means skipping UFOs and landing
at night!)
Landed/crashed UFOs still has info, such as size.
Check your graphs regularly to determine where to build your
next base. Watch for sponsor countries with high alien activity
with high-paying sponsor(s), then check how much did they pay
you via the Funding screen and see if they are worth defending.
Areas with high alien activity and high XCOM activity probably
have an alien base.
2.5 Target Selection
If several targets presents itself, which one should you attack?
Here are some of my general guidelines:
2.5.1 UFOs in flight
Attack the biggest UFO you can handle. Supply ships are
easy, terror ships are okay, battleships are death unless
you have Firestorms and Avengers and can attack with
multiple crafts simultaneously
Launch from the closest base FROM UFOs INTENDED TARGET if
it is known or can be deduced from UFOs path. Launching
from the closest base at the time of contact will result
in a tail chase, resulting frequently in lost tracking and
waste of fuel and time.
If the landing site is on the dark side, you may want to
patrol nearby and wait for light. Of course, in the
meanwhile the landed UFO may take off again.
Keep a fighter on top of a landed UFO in case it takes off
before your transport can get to it.
2.5.2 Downed/Landed UFOs
Attack the biggest UFO you can handle. Terror ships have
annoying terrorists (esp. Chrysalids!) and Battleship
simply have lots of enemies (and terrorists, depending on
mission). Supply ships are okay if you watch the grav-
lifts closely
Larger UFOs have more aliens and more artifacts to
recover, so risk and reward are proportional.
If you have a choice, attack a landed UFO instead of a
shot-down UFO. Landed UFO are undamaged and therefore
have more artifacts (plus 50 units of E-115 per engine)
but of course have also more aliens.
Some veterans have reported that they can finish game
faster by attacking landed UFOs only. While score may not
be as spectacular, they also have less risk of retaliation
and can get more research done and have more money (from
the extra booty)
Don't follow an UFO around with a loaded transport (with
soldiers and equipment). They are wasting fuel and time
and they may not have enough endurance to finish the race
and not able to respond to a different emergency (such as
a terror site suddenly popping up elsewhere)
2.5.3 Terror sites
Attack one ASAP, no exceptions. Divert from other UFO or
base attacks if necesary, and definitely attack at night.
The penalty for ignoring a terror site is simply too large
to ignore.
2.5.4 Alien bases
Depending on your soldiers, you should attack a base as
soon as you are able to (don't take rookies though). You
should not allow more than one alien base on Earth since
you can't really afford the penalty.
You may want to consider leaving a base alone nearby so
you can keep attacking the supply UFOs that drops by.
Just make sure you can handle the alien retaliation.
3.0 X-COM Bases
3.1 Where should I put my first base? Additional bases?
There are several things to consider while placing your first
base. Keep in mind that your first base will be your only base
for a while, so make sure you place it where you get maximum
coverage of the sponsoring countries, who also pays the most.
The problem is how to maximize the country coverage WHILE
maximizing the covered countries' total payment. We know that
the US pays the most (always), and second most is Japan, while
Europe has a lot of sponsor countries in a cluster. Third best
paying is, believe it or not, South Africa.
According to OSG's Chapter 5, the finance changes depend on
your score. If your score is positive, and you did a lot of
stuff in the sponsoring country (see XCOM Activity in Graphs),
then they will raise their payment by a random percentage. Now,
would you rather have 10% of $100,000, or 10% of $800,000?
OSG recommends Northern US as a good starting place, which is
okay, since US is the largest paying XCOM sponsor. On the other
hand, a base in US can only cover US, and Canada. A base in
Central Europe can cover UK, France, Germany, Italy, Spain, and
a piece of Russia (though most of Russia would need a base in
Asia, covering Japan, China, and maybe India as well).
My vote is a toss-up between Europe and Northern-Central US.
Both can work quite well.
If you build your first base in Northern-Central US, build your
second in Europe, and vice versa. The third base should be near
Japan to cover Japan, China, Russia, and hopefully India (maybe
not), and fourth base should be in Africa covering Nigeria and
South Africa (an important contributor). If you build a fifth
base, it should go in South America, covering Brazil. If you
want a sixth base, built it in New Zealand or NorthEastern
Australia to covering most of the Pacific (covering Australia).
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