Base Management

Also see Base Facilities

Also see Support & Soldier Roles

**Establishing New Bases**

Creating new bases requires a lot of resources. When the player has these resources, they can build a new base from the base menu.

**Selecting Base Position on Game Board**

The game board will change to wait for the location where the player clicks for the new base.

Determine no-placement spots. Once placed, the user can enter a name for the base. Press return to save.

New base is seeded. It will take time to develop - each one takes longer (in days).

New bases are added to the base screen. Flick through bases like old xcom.

**Base Inventory and crafts**

Each base will have their own stores and crafts assigned.

Bases have hangars to store craft. One hangar per craft. Only 8 craft max allowed in game.

**Base Transferring Inventory  & Equipment**

Transfer screen will give the player the ability to transfer items from one base to another.

*(P.R) Unlike xcom, You will be able to see the storage of the other base to ensure there is enough space ahead of time.*

**Bases Are Hidden**

By default, bases are hidden from the enemy. When the threat level in the region reaches 0.9 & enemy builds their own bases, player’s base is discovered.

## Base Screen

Laid out in a grid the base is the player’s home of operations. They will use this base to equip for missions, store resources, conduct research and ultimately help establish a beachhead. Facilities will cost money and time. See appendix for costs etc. Maintaining your base and keeping followers inline means hiring, housing, feeding, entertaining and paying guards. Generate revenue by selling artifacts, humans and power cells back to the home dimension & the human black market.

**Screens/Sections**

* Buy/Sell items (marketplace)
* Craft purchase
* Research
* Follower production
* Build new base

**Buy/Sell items**

Allows player to generate horde & human coin for items they have accumulated during missions. Look at old xcom screen not new one.

Only sell items from current base. Can switch to next base in screen. Player has the option to sell either to the human black market or Horde market on one screen. Prices will vary based on each faction’s demands.

* **Black market -** Humans are after alien tech, the more you sell gets you more money but can backfire. Some of these items may end up in the hands of the humans on missions.
* **Horde market** - Selling humans and their artifacts can generate horde coin but you sacrifice research, power generation and other game related objectives.

**Craft Management**

* Prepare craft for missions. Equip with soldiers or other personnel for the missions.
* Buy new craft if the player has built additional ‘Hangers’

**Research**

* Access research screen

**Power management**

Everything runs on power, for Horde, that’s ensuring a constant stream of human flesh. Moving to human power in later game will allow for longer term power generation. If the user gets low on all stores of flesh, they can convert corpses into flesh parts. If player exhausts flesh inventory, they will run on battery back ups until they can get more flesh. Non-essential facilities will turn off to preserve the power & keep them playing while they retrieve stock. Mission manager will increase the amount of reward of flesh/corpses to compensate.

Power meter - Bases will have a ‘full power’ limit. This is for the end game.

* Power generated vs power consumed and maximum output.

**Human Processing**

see Human Processing

**Abandon Base (P.R)**

Players can abandon base. They are returned a %  of the value of the base facilities which is affected by number of bases already closed, difficulty level and age of base. Older bases give more.