X-COM: UFO Defense - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for X-COM: UFO Defense - Strategy Guide (Page 02).
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.
Do not build additional bases until you have enough money in the
bank to pay for its initial construction AS WELL AS the first
month's maintainence. Negative balance for two months means the
end of your XCOM tenure!
3.2 How should I name my bases?
I personally name bases based on the continent they are on, plus
the COM suffix (stands for Command), except for the US base,
which is CentCom. Europe is EuroCom, South America is SoAmCom
(or SouthCom, if you want to be authentic), Asia is AsiaCom,
Africa is AfriCom, and so on. Sounds military. :-)
Naming bases is important because it means less confusion on the
Intercept screen on choosing which base to launch the fighters
and transports. Launching from the wrong one means the craft
will not get there in time, run out of fuel before getting there
(never get there since it will come back first), etc.
3.3 What types of bases should I build?
The OSG recommends that you build every base to be as full
fledged as possible, as to be ready in the unlikely event that
all other bases fell to the aliens. While I can sympathize with
the approach, it is very difficult to implement.
The main problem is in research. Each base research independent
of each other. Decentralized research slows discoveries and
makes duplicate research possible (efforts are NOT cumulative).
The only way to make things work like recommended is limit
yourself to about three or four bases, covering North America,
Europe, East Asia (Japan, China, Eastern Russia), and Africa
(South Africa, Nigeria, and Egypt). Your bases will evolve in
stages as follows:
3.3.1 Radar base
The radar base just have radars, and later, hyperwave
decoders. Remember to put in a storage space (for HWPs
and their ammos) and a living quarter (for expansion and a
few guards). Stock it with several HWPs (plasma hover-
tanks are ideal) for defense, add one defense station when
you can afford it.
Each radar has a 5 percent chance of detecting an UFO
within its detection radius (just like the UFOpedia says),
so you don't need both small and large radars, just large
will do (unless you run out of money!). Ten radars means
50% chance of detection, etc.
Later you can replace all the radars with ONE hyperwave
decoder. One of those detects 100% UFOs in range.
Dismantle the radars to save on maintainence (see 5.4)
3.3.2 Intercept Base
Radar base with a hangar housing a fighter (Interceptor or
Firestorm). Watch the storage space since fighter needs
its own weapons and ammo. Add one if needed.
Consider adding defense now (or assign more guards and
HWPs) since aliens may get mad seeing their UFOs getting
destroyed in your area.
3.3.3 Strike Base
Intercept Base with a second hangar housing a transport
(Skyranger, Lightning, or Avenger). Remember to add
storage (weapons and ammo, plus loot) and alien
containment (prisoners) when needed.
Consider adding more defense, esp. when the aliens will
get really mad as you attack more of their UFOs and/or
bases in the area.
3.3.4 Research Base / Manufacture Base
Base should specialize in either research or manufacture,
not both (doing so is putting too many eggs in one
basket). Add living quarters and either workshop or
laboratory as needed. Manufacture base needs more storage
space or an empty hangar (if building crafts) so make you
have enough or use TRANSFER a lot.
You shouldn't have to build a lot of defenses here, esp.
if you build the 3.3.5 variant.
3.3.5 Special Research Base or Manufacture Base
As OSG mentioned, UFOs will start looking for your base if
their brethrens keeps getting attacked and destroyed in
the area. This suggest that if you build a base at North
or South pole, only stock it with soldiers and needed
equipment (no crafts or radars, or maybe a hyperwave
decoder), and wait until UFOs enter a different zone
before attacking them, you can keep a base pretty safe.
Many people have employed this tactic and it seems to work
quite well. This is also great for psi labs.
3.4 How do I design secure base easy to defend?
The most secure base design that I can think of is this one:
XXXXXX This base has only ONE access point: by the lift.
X.XXXX Any other way (such as through the hangar) actually
X.XXXX takes LONGER. And the long corridor spanning FOUR
A..... sections makes EXCELLENT choke points and impromptu
HHHHHH minefields with proximity grenades are great for
HHHHHH defense in this kind of situations. If you don't
need three hangars, you can trade the right one for
three more structures down the right side.
Basically, put the access lift off to one side of the
map and try to isolate that and hangars from the rest
XXXXXX of the base.
X.XXXX
X.XXXX There is one catch: sometimes, there's a bug in
A....X the game that eliminates some doors that leads you to
HHHH.X the rest of the base. Without rockets and blaster
HHHH.X bombs to "dig", you can't kill the aliens in the other
section and thus cannot finish the battle at all.
3.5 What should I add to my base at first? Later?
Initial modifications you need for the main base are: alien
containment (prisoners), general stores (ammo and captured
artifacts), and long range radar (detection). Later, with more
money, add living quarters, labs, workshops, and defenses, in
approximately that order.
Defenses comes last usually since you can defend with soldiers
and HWPs. Of course, don't clog up the 80-items list.
Try to keep an hangar available so you can build more crafts.
Remember that transferring crafts is free.
3.6 How should I defend a base? How much defense is enough?
WARNING: previous versions of this guide listed that HWPs at
an empty base (i.e. no soldiers) can defend. I copied this
hint from _Computer Game Review_'s strategy article. I have
received at least two angry statements telling me that this is
NOT so. Each have lost at least TWO "undefended" bases.
Defending a base against alien raids is tough. Fortunately,
unless you are doing terribly well, aliens usually don't bother
your bases for a while. But near the end, alien battleships
will come after your bases, then you have a problem...
To defend against that, you need a high defense rating. I would
recommend over 3000, maybe 3500, plus grav shields, if you don't
like fighting inside your own base. Three fusion ball defenses
plus grav shields is usually enough. During a month, only one
out of ten battleships made it through my 3500 defense, and its
remaining landing parties are easy to wipe out with only HWPs.
On the other hand, if you don't have equipment to fight battle-
ships in the air, you may want to let it land and take it out on
the ground (i.e. at your base). Remember you will see A LOT of
aliens on a base raid, I hope you have a lot of USABLE
equipment (i.e. GOOD stuff in the first 80 items)...
Small UFOs usually scout ahead of the large UFOs that will
actually raid your base. If you can destroy the scout before it
detects your base, you can prevent the base attack.
In V1.0 of UFO (not XCOM and not later versions of UFO), you can
gain hundreds to thousands of units of Elerium if you win a
defend base action.
Clean out old inventory! Old inventory will prevent you from
getting to the GOOD weapons since you are still limited to 80
items during base defense, and base have lots of stuff...
The 80 items are pulled from inventory in the order on the SELL
screen, top to bottom in order. So if you have lots of lasers
you'll never got to plasmas and blaster bombs.
If you really ran out of space and do not want to conduct a fire
sale, stuff the extras into the transports, though selling them
is much easier and gains you money.
Proximity grenades are vital in base defenses. Dump a few near
entrances and doors, and get ready for the alien death screams.
3.7 Base modules
Name DaysBuild Cost Maint Usage
Access Lift 1 300k 4k (Entrance to underground base)
Alien Containment 18 500k 15k (Holds 10[!?] live aliens)
Fusion Defense 36 1800k 14k (Def value 1200, Accuracy 80%)
General Stores 10 150k 5k (Holds 50 units of equipment)
Grav Shield 38 2300k 15k (Gives defenses an extra shot)
Hanger 25 200k 25k (Maintains 1 craft)
Hyperwave Decoder 26 2000k 30k (Evaluate UFO missions)
Laboratory 26 750k 30k (Allows 50 research)
Large Radar 25 800k 15k (450nm range, 5% detect/10mins)
Laser Defense 24 900k 10k (Def value 600, Accuracy 60%)
Living Quarters 16 400k 10k (Sleeps 50)
Mind Shield 33 1300k 5k (Minimizes aliens finding base)
Missile Defense 16 200k 5k (Def value 500, Accuracy 50%)
Small Radar 12 500k 10k (300nm range, 5% detect/10mins)
Plasma Defense 36 1200k 12k (Def value 900, Accuracy 70%)
Psi Lab 24 750k 16k (For troop psi training)
Workshop 32 800k 35k (Allows 50 manufacture)
Fusion Defense, Grav Shield, Hyperwave Decoder, Laser Defense,
Mind Shield, Plasma Defense, and Psi Lab require respective
advances to be researched before they can be built, see 6.X for
more information.
NOTE 1: In a workshop, the object being manufactured takes up
some space. So you will not be able to cram all 50
engineers in there.
NOTE 2: You can dismantle a facility, even when it is under
construction. Simply click on the facility, and the
program will ask you do you wish to dismantle it, select
OK or Cancel.
NOTE 3: To dismantle a base, you must remove all facilities
(transferring all people and equipment elsewhere if
needed) then finally remove the access lift itself.
NOTE 4: What the manual does NOT tell you is Hyperwave Decoder
detects 100% of the UFOs within its range, and it has a
range LONGER than Large Radar. Once you have this, you
don't need any radars.
3.8 Base startup costs, compiled by IrwinNY aol.com
base location lift cost Covers
----------------------------------------
Africa, South 550,000 South Africa
Africa, North 650,000 Nigeria, Egypt
Atlantic, North 500,000 (Really Greenland)
America, North 800,000 USA, Canada
America, South 600,000 Brazil
Antartica 900,000
Arctic 950,000
Asia, Central 500,000 Western China
Asia, South East 750,000 Japan, Eastern China
Australasia 750,000 Australia
Europe 1,000,000 Eastern Commonwealth, UK, France,
Germany, Italy, Spain
Pacific 600,000 (really Hawaiian islands)
Siberia 800,000 Western Commonwealth, India
4.0 X-COM Hardware
Here's the comprehensive list of all the toys you get to play with.
Of course, most of them requires research.
4.1 XCOM Crafts and their weapons
XCOM crafts comes in two flavors: traditional, and UFO-based.
traditional, besides using conventional jet engines, also
requires MONTHLY RENT, so replace them with UFO-based crafts as
soon as possible.
XCOM weapons also comes in two flavors: built vs bought.
4.1.1 XCOM Crafts
Speed Accel Fuel Weapons Hull Cargo HWPs Note
Skyranger 760 2 2000 0 150 14 3
Interceptor 2100 3 1000 2 100 0 0
----Research required----
Firestorm 4200 9 20(E) 4 2 500 0 0 (1)
Lightning 3100 8 30(E) 6 1 800 12 0 (2)
Avenger 5400 10 60(E)12 2 1200 26 4 (3)
(E) Uses elerium-115 for fuel (1) new fighter
(2) new fighter/transport (3) ultimate craft
Speed : maximum speed of craft, determines if it can keep up
with UFO during interception.
Accel : maximum acceleration of craft, determines whether UFO
will stay in range
Fuel : amount of fuel carried, endurance terms
Weapons : number of weapon pod mounts available
Hull : amount of damage the craft can take
Cargo : number of "spaces" craft can carry. Each soldier is
one space and each HWP is four spaces (see HWPs also)
HWPs : maximum number of HWP this craft can carry.
Note : for the Elerium fueled crafts, you need to divide by 5
for the actual units used. Avenger takes actually 12
units of E-115 for refuel, instead of 60 as written
4.1.2 Craft General Advice
Replace Skyrangers and Interceptors ASAP to save on
monthly lease. OTH, Interceptors have longer range than
Firestorms, and with twin plasma cannon, can attack
anything except battleships.
Lightning is almost useless and usually do not get built
by most players. Just forget it and research for Avenger.
Lightning has four ONE-space doors which means it cannot
carry any HWPs.
Do NOT use Avengers exclusively since you put too many
eggs (soldiers and equipment) in one basket.
4.1.3 Craft Weapons
Damage Range Accuracy Reload Shots
Cannon 10 10 10% 2s 200
Stingray 70 30 70% 15s 6
Avalanche 100 60 100% 20s 3
----Research required----
Laser Cannon 70 21 70% 4s 99
Plasma Beam 140 52 140% 6s 99
Fusion Launcher 230 65 230% 25s 2
Damage : damage done to target if hit
Range : max range of weapon
Accuracy : hit probability when fired
Reload : second needed to fire next shot
Shots : number of shots available
NOTE 1: Match the weapon to the target. You want to force the
alien to land so you can board it and recover artifacts
and prisoners, not blow it into smithereens (though it
might make you feel good)
NOTE 2: The long range weapons, like Avalanche, Plasma Beam, and
Fusion Ball Launcher, gives you advantage since UFO
usually do not fire back until you are quite close. See
7.5 for UFO weapon ranges.
NOTE 3: It is possible to miss with weapons that have accuracy
> 100%, esp. when target moves out of range.
4.1.4 Craft Weapons General Advice
You don't want Stingray missiles and cannons. They can
handle only very small or small UFOs. Only keep them
around on ONE fighter in case you want to go after small
stuff.
Use Avalanche missiles in the early game to take on medium
or large UFOs. With two to three interceptors you can
take down terror ships or supply ships easily.
Switch to plasma cannons later in the game and forget
fusion ball launchers (not enough damage overall, only 2
shots each)
Forget laser cannons except for selling (see section 5)
4.2 XCOM Ground Weapons
Ground weapons accuracy is further modified by free hands,
kneeling /standing, and soldier's shooting accuracy. Time Units
used is always expressed as a percent of a soldier's total TU.
Also see 8.6.X on battle notes for each type of weapon.
(Accuracy / TU% needed)
Aimed Snap Auto Dam Type Ammo (Capacity)
Pistol 78/30 60/18 26 AP Pistol Clip (15)
Rifle 110/80 60/25 35/35 30 AP Rifle Clip (20)
Heavy Cannon 90/80 60/33 56 AP HC-AP (6)
52 HE HC-HE (6)
60 I HC-I (6)
Auto Cannon 82/80 56/33 32/40 42 AP AC-AP (14)
44 HE AC-HE (14)
48 I AC-I (14)
Rocket Launcher 115/75 55/45 75 HE Small Rocket
100 HE Large Rocket
90 I Incendiary Rocket
Grenade 50 HE
Smoke Grenade 60 Smoke
Proximity Grenade 70 HE
High Explosive 110 HE
--Research required---
Laser Pistol 68/55 40/20 28/25 46 Las
Laser Rifle 100/50 65/25 46/34 60 Las
Heavy Laser 84/75 50/33 85 Las
Plasma Pistol 85/60 65/30 50/30 52 Plas PP clip (25)
Plasma Rifle 100/60 86/30 55/63 80 Plas PR clip (30)
Heavy Plasma 110/60 75/30 50/35 115 Plas HP clip (35)
Blaster Launcher 120/80 200 HE Blaster Bomb
Small Launcher 110/75 65/40 90 Stun Stun Bomb
Alien Grenade 90 HE
AP = Armor piercing HE = High Explosive I = Incendiary
Note 1 : Accuracy for two-handed weapons is decreased 20% if
other hand is not empty (i.e. holding something like
grenade, psi amp, etc.)
Note 2 : Accuracy is increased 10% if the soldier is kneeling,
which takes only 4 TUs
Note 3 : Grenades and Blaster Bomb have 3-D explosions (despite
what many people claimed)
General Advice:
Get laser pistol and rifle ASAP, then research heavy plasma,
skipping plasma pistol and plasma rifle (go back later when you
have time), then blaster launcher.
Forget heavy cannon and heavy laser as they are not worth the
weight without auto (three-round-burst) mode.
Autocannon would be your "heavy" weapon early on, along with a
rocket launcher. Replace them with laser/heavy plasma and
blaster launcher.
4.3 HWP Types
Cost Shots Dam TU ArmorF/S/R Health
Tank/Cannon 450K 30 60 70 90/ 75/ 60 90
Tank/Rocket 480K 8 85 70 90/ 75/ 60 90
--Must research--
Tank/Laser 500K 255 110 70 90/ 75/ 60 90
Hover/Plasma 850K 255 110 100 130/130/100 90
Hover/Launcher 900K 8 140 100 130/130/100 90
General advice:
HWPs should be your scouts, extending your visual range and
keeps your soldiers out of enemy's visual (and lethal) range
Get the latest and greatest ASAP, buy/built them. You need the
extra TUs and ammo the provide early in the game. When you have
lots of veterans HWPs lose their importance, but is still
important as just a scout.
You must buy enough ammo for HWP that requires them for them to
be available for deployment. Tank cannon, Tank/Rocket, and
Hover/launcher each require their own ammo in the quantity
indicated under "Shots". Make sure you get the right ones.
4.4 Armor
Fr/Sd/Rr/Bt
None 5/ 5/ 5/ 5
--Must research--
Personal Armor 50/40/30/30
Power Suit 100/80/70/60
Flying Suit 110/90/80/70
General Advice:
personal armor just need "alien alloy", so research that ASAP.
That will improve your chance of survival by quite a bit. After
that, research UFO power source and you should get Power Suit,
and finishing a hovertank should get your flying suit.
Power suit is the most "efficient" amor. Flying suit
requires
a lot of elerium, so reserve them for scouts and officers.
4.5 Equipment
Equipment are non-combat items that you may need to use in
BattleScape.
4.5.1 Equipment list
TUs Usage
Electroflare 25% Use at night for illumination, reusable
--Must research--
Medikit 10 heal fatal wounds, raise morale, revive
unconscious people (see UFOpedia)
MotionScanner 25% registers movement within 8 squares radius
Mind Probe 50% allows you to see alien's status screen
(ID, TUs remain, health, + other stats)
4.5.2 Very General Advice
Carry one electroflare and one medikit on each soldier.
You need the light at night (just in case) and the medikit
means no more bleeding to death.
Medikits are not quite as useful when you don't have good
armor, because even a weak hit becomes a kill with bad
armor. Before then you can distribute less medikits.
You can pick up a thrown electroflare and throw it again.
So you don't need to carry too many of those around.
Mind Probe and Motion Scanner are optional items. Motion
Scanner are useful to look behind doors or for hunting
down that last alien. Mind Probe is for knowing who to
capture. Take them if you have room, but they are not
essential to a ground battle.
4.5.3 How do I use...
Check your UFOpedia. Below are some additional tips:
Electroflare
You can pick up an electroflare on the ground and throw
it out again, illuminating another area
Chuck one inside the building through a window to see
inside. You may have to kneel to angle one in.
Medikit
Heal fatal wounds first, worry about unconscious and
morale later. If necesary, use TWO people's medikits.
To revive a person, keep administering stimulant until
s/he no longer shows up on the ground in the inventory
screen. Should appear next turn at an adjacent square.
Motion Scanner
Remember the top of display is always north (like the
overhead map) and YOUR facing is the middle arrow.
Use this to look around corners and behind doors.
Aliens hardly ever stay still between rounds.
Mind Probe
Usually you would use this to ID a target for capture
but here's a trick that you can use if you do NOT have
one: try to pick up the unconscious alien on the ground
will also identify alien's rank and position.
4.6 Stuff that can be bought, hire, or leased
These are the stuff you can buy, usually not very interesting.
Item Category Cost Note
---------------------------------------------------------
Soldier Personnel 40000 monthly salary
Scientist Personnel 60000 monthly salary
Engineer Personnel 50000 monthly salary
Skyranger Craft 500000 monthly lease
Interceptor Craft 600000 monthly lease
Stingray l'cher Craft Weapon 16000 6 rounds
Stingray missile Craft Ammo 3000
Avalanche l'cher Craft Weapon 17000 3 rounds
Avalanche missile Craft Ammo 9000
Cannon Craft Weapon 30000
Cannon Ammo (x50) Craft Ammo 1240
Tank/Cannon HWP 420000 30 rounds
HWP Cannon Ammo HWP Ammo 200
Tank/Rocket HWP 480000 8 rounds
HWP Rocket HWP Ammo 3000
Pistol Weapon 800 20 rd/clip
Pistol Clip Ammo 70
Rifle Weapon 3000 25 rd/clip
Rifle Clip Ammo 200
Heavy Cannon Weapon 6400 6 rd/clip
HC-AP Ammo 300
HC-HE Ammo 500
HC-I Ammo 400
Auto Cannon Weapon 13500 14 rd/clip
AC-AP Ammo 500
AC-HE Ammo 700
AC-I Ammo 650
Rocket Launcher Weapon 4000
Small Rocket Ammo 600
Large Rocket Ammo 900
Incendiary Rocket Ammo 1200
Grenade Weapon 300
Smoke Grenade Weapon 150
Proximity Grenade Weapon 500
High Explosive Weapon 1500
Stun Rod Weapon 1260
ElectroFlare Equipment 60
4.7 Stuff that must be researched and manufacturered
See 5.4 for profitability study of these items. Keep in mind
that UFO have a different set of prices.
Engineer Workshop Alien Sale
Hours Cost Space Elerium Alloys Price
[Equipment]
Motion scanner 220 34k 4 - - 45600
Medikit 420 28k 4 - - 46500
Mind probe 1200 262k 4 1 - 334000
Psi amp 500 160k 4 1 - 194700
[Armor]
Personal armor 800 22k 12 - 4 140000
Power suit 1000 42k 16 5 5 310000
Flying suit 1400 58k 16 16 5 420000
[HWP]
Tank/laser 1200 500k 25 - - ?
Hovertank/plasma 1200 850k 30 30 5 980000
Hovertank/launcher 1400 900k 30 25 8 1043000
HWP fusion bomb 400 15k 25 5 8 31500
[weapons]
Laser pistol 300 8k 2 - - 20000
Laser rifle 400 20k 3 - - 36900
Heavy laser 700 32k 4 - - 61000
Plasma pistol 600 56k 3 - 1 84000
Plasma pistol clip 60 2k 4 1 - 4440
Plasma rifle 820 88k 4 - 1 126500
Plasma rifle clip 80 3k 4 2 - 6290
Heavy plasma 1000 122k 4 - 1 171600
Heavy plasma clip 80 6k 4 3 - 9590
Blaster launcher 1200 90k 5 - 1 144000
Blaster bomb 220 8k 3 3 - 17028
Small launcher 900 78k 3 - 1 120000
Stun bomb 200 7k 2 1 - 15200
Alien grenade 200 6.7k 2 2 - 14850
[Crafts]
FIRESTORM 14000 400k 30 - 65 -*
LIGHTNING 18000 600k 34 - 85 -*
AVENGER 34000 900k 36 - 120 -**
[Craft Weapons]
Laser cannon 300 182k 6 - - 211000
Plasma beam 500 226k 8 15 - 267300
Fusion ball launcher 400 242k 6 - - 281100
Fusion ball 600 28k 6 4 - 53300
[Misc]
Alien alloys 100 3k 10 - - 6500
Elerium-115 - - - - - 5000***
UFO power source 1400 130k 22 16 5 250000
UFO navigation 1600 150k 18 - 3 80000
* needs 1 UFO power source + 1 UFO navigation
** needs 2 UFO power sources + 1 UFO navigation
*** Elerium can ONLY be captured as parts of UFO or base, which makes
it extremely valuable, so NEVER sell or waste any of it
5.0 Finance
5.1 What really eats up money at XCOM?
The answer is: maintenence, and salary. If you have 100
scientists, their monthly salary is $6 million (!). Add that to
your bases (the BARE MINIMUM radar base costs over $1 million a
month to maintain!), and you will go broke pretty quick.
Sponsors' money will barely make a dent in your expenses, as
they only pay you a few million, probably not even enough for
base maintainence.
5.2 How do I earn more money?
Three (real) ways to make money in XCOM:
Make your sponsoring countries happy -- so they will increase
their payments. The problem is: they don't pay much to start
with, and their increase is just enough to sneeze at. Their
payments may be enough to buy some ammo and stuff, but don't
expect much of an increase.
Manufacture arms for sale -- 5.4 shows you what to make to
really make money, but usually you need the weapons and other
stuff for yourself, so that leaves us to:
Sell captured/surplus equipment -- most of your money will be
made this way. Dump off all your obsolete equipment (pistols,
rifles, etc) and surplus and you will get LOTS of money. You
will usually end with with plenty of surplus heavy plasma, and
those fetch very good prices on the market. :-) Doing this also
means you need less storage space (and less maintainence) and
more "real" weapons on base defense (due to the 80 item limit)
Keep only one item of each type for research, sell the rest. You
need the money and the space for more useful stuff.
As a last resort, you can always cheat. See the last section
for how.
5.3 How do I cut expenses?
* Cut Maintenence -- dismantle any unused facility (see 5.6)
* Build your own crafts -- Skyrangers and Interceptors have a
monthly rental fee, your own crafts do not. Of course,
this means you have to research UFO construction and
things.
* Minimize salary -- use the salary transfer trick! (see 5.5)
5.4 What do I manufacture to make more money on the arms market?
X-COM Profitability study -- by Jeff Shaffer [edited]
Recently, we at the XCOM Business Institute (our motto: "If it's
worth doing, it's worth analyzing to death") spent all last
night to bring you the following table. The basic assumption is
that you are willing to support engineers long-term in order to
make a profit. I calculated results for a hypothetical 2
workshop operation. You would get slightly better results with
larger facilities, due to the economy of scale.
[some numbers are rounded to the nearest 1000 (K) for space]
Work Eng Raw Sale Unit|Monthly|Net
Item Space Hrs Material Cost Price P R O F I T
-----------------------------------------------------------------
Motion Scanner 4 220 - 34K 45K 11K 3765K 1275K
Medikit 4 420 - 28K 46K 18K 3146K 656K
Psi Amp 4 500 1E 160K 194K 29K 4242K 1752K
Personal Armor 12 800 4A 22K 54K 6K 491K -
Power Suit 16 1000 5E+5A 42K 85K - - -
Flying Suit 16 1400 16E+5A 58K 115K - - -
Alien Alloys 10 100 - 3K 6K 3K 2343K 3K
Elerium 115 - - - - 5K - - -
Laser Pistol 2 300 - 8K 20K 12K 2916K 376K
Laser Rifle 3 400 - 2K0 36K 16K 3049K 534K
Heavy Laser 4 700 - 32K 61K 29K 2958K 468K
Plasma Pistol 3 600 1A 56K 84K 21K 2586K 71K
Plasma Pistol Clip 4 60 1E 2K 4K - - -
Plasma Rifle 4 820 1A 88K 126K 32K 2787K 297K
Plasma Rifle Clip 4 80 2E 3K 6K - - -
Heavy Plasma 4 1000 1A 122K 171K 43K 3078K 588K
Heavy Plasma Clip 4 80 3E 6K 9K - - -
Blaster Launcher 5 1200 1A 9K0 144K 47K 2797K 332K
Blaster Bomb 3 220 3E 8K 17K - - -
Small Launcher 3 900 1A 78K 120K 35K 2846K 331K
Stun Bomb 2 200 1E 7K 15K 3K 1166K -
Alien Grenade 2 200 2E 6K 14K - - -
Mind Probe 4 1200 1E 262K 304K 37K 2202K -
UFO Power Source 22 1400 16E+5A 130K 250K 7K 310K -
UFO Navigation 18 1600 3A 150K 80K - - -
Fusion Ball L'cher 6 400 1A 242K 281K 39K 6836K 4396K
Fusion Ball 6 600 4E 28K 53K 5K 617K -
Laser Cannon 6 300 - 182K 211K 29K 6760K 4320K
Plasma Beam 8 500 15E 226K 267K - - -
Tank/Laser Cannon 25 1200 - 500K 594K 94K 4371K 2406K
Hovertank/Plasma 30 1200 30E+5A 850K 980K - - -
Hovertank/Launcher30 1400 25E+8A 900K 1043K - - -
HWP Fusion Bomb 25 400 5E+8A 15K 31K - - -
First six columns are just basic information from my version of
XCOM. (Note: I have seen posts stating that UFO has higher sale
prices for some items, notably armor!) The 'Unit Profit' column
is sale price minus cost, minus the cost of any E-115/Alloy used
in manufacture. A '-' means a net loss, no further analysis.
'Monthly Profit' column is based on an "XCOM Month" of 24*31 =
744 hours. The calculation is number of engineers that fit in
two workshops times 744 times unit profit, divided by the hours
required to make one item. For example, the monthly profit for
Motion Scanners is 96*744*11600/220 = 1275993 (1275K).
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