![]() You need to spend 10k per month on each xenonaut you have. Keep building your forces, but keep an eye on your spending.Every 0.1 point of Unrest above 2 will decrease Investment Points by 1, capping at 80 at 10 unrest. When you finish building the second base's dropship, transfer some xenonauts (maybe a mix of experienced troops and privates) there. For the Alien Administration, the base unrest is then further reduced by the average of the the nations regions xenoforming level (from 0 to 100) / 20. Some of these are available from the start and others need to be researched first. ![]() Recruit extra xenonauts with your first base and send them to easy battle. There are several different kinds of Base Facilities that can be built in Xenonaut bases. Even with the best dropship, you can't expect only one team to get around the globe. Cover as many countries as possible so you get maximum reputation for your intercepts. Priorities Pick a site where you cover as much land as possible with your radar so you get more access to crash-sites. About xenonauts in other bases: You definitely need more than one crew. First Base This is going to be your main source of income, crash-sites and UFO defence.It constantly lowers the region's financial contributions to the Xenonauts project, if left operational it would eventually force the region to abandon the project. But to get that many Marauders, you would basically had had to import a significant fraction of the Alien fleet to the surface of Earth in flaming scraps. Alien Base Purpose A functional Alien Base provides two benefits to the Aliens. If the funding drop to 0, you will lose that region entirely. Ideally, maximum marauders is the best imaginable squadron set-up, six on each base so you can launch 2x3 or 3x2 depending on the situation. The "neglected" regions will give you less and less money over the months, and when you protect them, it will take months until their funding increase to the original amount. You will have to spend a lot in the first few months to get the bases up and running, but it's worth it.Prioritize building radars and hangars, then buy interceptors. Depending on alien activity in regions Foxtrots will be stationed within range of the most vulnerable areas, and hotswapped between bases if. Base 3 is build at the start of the 2nd month, and should have radar/3 hangers. A second and third base should be built as soon as possible (preferrably in the second and third month, respectively). Base 2 is built immediately on game start, and the aim is to have 1 radar, 3 hangers, lab/living quarters by months end.
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