Considering that the access lift and all hangars serve as entry points for the invaders, the starter base has all the defensive virtues of a screen door: Once the general stores are completed, build all new facilities (except hangars, of course) off of that.Īt higher difficulty levels, alien retaliation can often come MUCH sooner than you might be ready for- before you have base defences built, and before you have powerful weapons to arm your troops with. A general stores is needed for any base, and it gets completed quickly. I'd recommend building a General Stores on the lift opposite the hangar. Place it on the grid so you leave enough room to build hangars on one side of the lift, and everything else on the other side. The access lift is always the first unit built, so it becomes the obvious candidate for this single point of entry.
This way, you can line up all your units against one point of entry instead of having to spread them out to cover four or five. A long chain of rooms becomes a long choke point ripe for mining with Proximity Grenades and other dirty tricks. If you group your hangars with the access lift, then build only one module connecting to this part of your base, that module becomes a choke point for base defence. Aliens usually come down into your base through hangars and the access lift (although they can emerge on other locations - see the last comment on Base_Defence#Bugs). The key point for base defensibility is to minimize the number of points of entry. Unlike most places you'll have to fight, you have control over the layout of your base, so design it wisely. Your base will, at some point, be raided by angry aliens looking for revenge for all those UFO's you've taken out.
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