Phoenix Point is only one of many Phoenix Project bases that you just’ll convey again on-line over the course of your marketing campaign to avoid wasting humanity from the mutant-birthing Pandoravirus. And every of those bases have to be rigorously maintained and structured with a view to provide the finest probabilities of success. Our Phoenix Point Base Management information will stroll you thru how base-building works in Phoenix Point, together with helpful explanations of each single constructing within the game, and that are the perfect builds to prioritise in your bases.
Phoenix Point Base Management information contents:
- Phoenix Point Base Management
- Best buildings to construct in Phoenix Point bases
- Research Lab
- Satellite Uplink
- Energy Generator
- Living Quarters
- Store
- Access Lift
- Fabrication Plant
- Training Facility
- Medical Bay
- Food Production
- Containment
- Mist Repeller
- Vehicle Bay
Phoenix Point Base Management
When you first begin a marketing campaign in Phoenix Point, you solely have entry to a single base – the titular Phoenix Point. Over the course of the marketing campaign you’ll slowly develop outwards from this start line, conducting space scans and (hopefully) uncovering and restoring the seven different long-defunct Phoenix Project bases scattered throughout the globe.
All of your bases will be overseen from the Geoscape utilizing the Bases tab on the backside of the display. Each base is split right into a 5×Four grid, and (except the Vehicle Bay, which can’t be manually constructed) every tile within the grid can be utilized to accommodate a special construction.
There are a complete of 12 totally different buildings you can place inside a tile, and each prices a sure variety of Materials and Tech, in addition to time required to assemble it. Many of them even have an vitality requirement to maintain operational after building, which implies you’ll have to carry on prime of your base’s vitality provide by establishing Energy Generators every time wanted.
You can solely construct in a tile you probably have an present constructing adjoining to that tile. And typically there will probably be tiles which can be blocked off in your bases (as you’ll be able to see within the top-right nook of the beneath screenshot), which additional limits your base-building and forces you to actually take into account your priorities.
Best buildings to assemble in Phoenix Point bases
This is why you’ve come to learn our Phoenix Point base administration information, sure? You need me to only let you know explicitly that sure buildings are higher than others, and you must at all times prioritise these ones? Did you actually suppose it’d be that easy?
Well, really, it’s that easy. Mostly.
There are fairly a couple of buildings whose perform is to easily fulfil a sure want, and as soon as that want is fulfilled you don’t actually need to fret about constructing extra of them. Energy Generators, for instance. Or Containment, or Access Lifts, or Living Quarters, or Stores. The query is: what do you construct when you’ve catered to all these instant wants, and also you’re simply questioning what else to refill your base with?
My prime choose is at all times the Training Facility. It’s a pricey endeavour, however I at all times try and construct not less than one (and ideally two) Training Facilities in each single base. The capability to depart your models at residence and nonetheless have them incomes expertise and levelling up for whenever you want them is totally indispensable.
Beyond this, the Medical Bay is one other wonderful construction to double up on, as a result of it’ll scale back the downtime throughout which you’re unable to discover and ship your squads on missions. I additionally wish to have a surplus of Food Production, as a result of I wish to hold my Food ranges within the hundreds for the needs of buying and selling with factions for the extra in-demand sources of Tech and Materials.
Beyond that: there’s the Research Lab and the Fabrication Plant, which is able to improve your charge of analysis and manufacturing respectively. Both are helpful, in fact, however I’d positively give the sting to the Fabrication Plant, as a result of I’ve discovered even on simply two or three Research Labs whole I’ve no bother in any way maintaining with the curve when it comes to analysis. Whereas something that will increase the velocity with which you’ll be able to produce automobiles, plane, and higher gear in your troopers will at all times be a very good factor.
Now let’s take a more in-depth take a look at every constructing in Phoenix Point, and the way their prices examine to their advantages.
Research Lab
- Cost: 300 Materials, 200 Tech
- Build Time: 4 Days
- Energy Cost: 3
- Function: Increases manufacturing of Research Points, which will increase velocity of Research. Must have not less than one Research Lab whole with a view to analysis applied sciences.
I’d say that sticking to only one Research Lab may be a bit damaging to your general progress, however I’ve discovered that the Research Labs already constructed contained in the Phoenix bases you get well typically present sufficient of a lift to analysis, and I don’t are inclined to manually construct many of those until I actually don’t want anything constructed, and I’ve the supplies to spare.
Satellite Uplink
- Cost: 250 Materials, 100 Tech
- Build Time: 4 Days
- Energy Cost: 2
- Function: Each Satellite Uplink constructed throughout all of your bases will increase (by 1) the variety of space scans you’ll be able to carry out without delay.
It’s very good to have a number of space scans performed without delay – though it can be barely overwhelming to immediately have the whole continent winking a number of dozen little query marks of undiscovery at you. I can fairly simply make do with two Satellite Uplinks whole, however an argument will be made for 3. Any greater than that may be a bit extreme.
Energy Generator
- Cost: 250 Materials, 50 Tech
- Build Time: 3 Days
- Energy Cost: 0
- Function: Increases Energy Supply of that base by 20 (will increase to 30 with Synedrion Nuclear Fusion Technology).
An extra of Energy Generators is totally pointless. Most bases can stay totally practical on even a single Energy Generator – notably should you get the Synedrion Nuclear Fusion Technology.
Living Quarters
- Cost: 250 Materials, 10 Tech
- Build Time: 2 Days
- Energy Cost: 1
- Function: All troopers on the base (even when assigned to an plane) will get well 2 Stamina Points per hour for every Living Quarters within the base.
Stamina bars are a lot smaller than Hit Point bars, and subsequently get well way more shortly. As such, I discover that only one Living Quarters per base is sufficient – however I do strive to verify each base does have one.
Store
- Cost: 200 Materials
- Build Time: 2 Days
- Energy Cost: 0
- Function: Increases international storage capability for weapons/ammo/gear/armor by 200.
Another constructing that ought to solely be constructed if you really want it. Building extra space for storing than you want is actually simply taking on house in your base that you possibly can use on higher issues. Build one solely whenever you’re reaching the higher restrict of your capability – and I’d additionally counsel that you just demolish any Stores which can be pre-built in bases you convey again on-line should you can afford it.
Access Lift
- Cost: 200 Materials, 10 Tech
- Build Time: 0 Days
- Energy Cost: 0
- Function: Deployment level for defence missions, and an escape route if issues go badly. Without an Access Lift, you can’t escape if attacked.
Every base ought to have a single Access Lift. No extra, no much less.
Fabrication Plant
- Cost: 350 Materials, 100 Tech
- Build Time: 4 Days
- Energy Cost: 3
- Function: Increases international manufacturing velocity of Equipment, Armor, and Vehicles.
Fabrication Plants are an effective way to extend the effectivity of your general progress in energy and affect. The early-game in Phoenix Point is all a few rush to convey out your first two or three automobiles and plane, and further Fabrication Plants will assist you to to return out of this preliminary dash on prime.
Training Facility
- Cost: 250 Materials, 100 Tech
- Build Time: 3 Days
- Energy Cost: 1
- Function: All troopers on the base (even when assigned to an plane) will achieve 2 Experience Points per hour for every Training Facility within the base.
The most underappreciated constructing of all of them. The Training Facility is insanely helpful, and I might encourage you to assign a single base per continent as your “primary” base for that continent, and construct two Training Facilities there so your troops can stage up even when not getting used for missions.
Medical Bay
- Cost: 250 Materials, 100 Tech
- Build Time: 3 Days
- Energy Cost: 1
- Function: All troopers on the base (even when assigned to an plane) will get well 4 Hit Points per hour for every Medical Bay within the base.
The identical is true for Medical Bays as for the Training Facility. I’d add two Medical Bays into every “primary” base per continent, so your troops have a devoted hub to return to for durations of restoration. It’s essential to not depend on a single base for this, as a result of the time spent crossing entire continents simply to heal your troops is an enormous waste.
Food Production
- Cost: 200 Materials, 40 Tech
- Build Time: 3 Days
- Energy Cost: 3
- Function: Generates 8 Food per day (sufficient to feed Eight troopers each day).
As I discussed, I wish to have a surplus of Food Production. Food is the one main useful resource you can produce in a devoted constructing, which implies it’s the best useful resource with which to commerce with different factions. I attempt to at all times have not less than 8 Food produced each day on prime of what my troopers are consuming.
Containment
- Cost: 300 Materials, 150 Tech
- Build Time: 4 Days
- Energy Cost: 2
- Function: Increases international containment house for captured Pandorans by 50.
- Tech Prerequisite: Pandoran Capture and Containment
Read our information on How to capture enemies in Phoenix Point for extra particulars, however the normal gist is that you just solely have to construct extra Containment whenever you’re working out of house – and that shouldn’t occur till you begin capturing the actually giant Pandorans (Chirons and Scyllas). You can see the state of your Containment capability from the Personnel tab within the Geoscape.
Mist Repeller
- Cost: 250 Materials, 80 Tech
- Build Time: 5 Days
- Energy Cost: 2
- Function: After building, will slowly push again all close by Mist in a rising radius across the base. After ~16 days, will attain most vary and cease rising.
- Tech Prerequisite: Mist Repeller Development (Synedrion)
Mist Repellers are a Synedrion creation that let you push again the Pandoran Mist on a world scale. You may need seen them at work on the Geoscape already, as a glowing blue circle surrounding sure Synedrion havens. Building one in a base will push the Mist again, making a protected space the place Pandoran bases can’t spawn and begin to threaten close by havens and Phoenix bases.
It’s a mid-game tech, and by this time the Mist will in all probability have begun to significantly encroach upon your territory – so Mist Repellers are a really helpful technique of protecting the Pandorans in examine slightly bit extra.
Vehicle Bay
- Function: Vehicles and plane on the base will get well 20 Hit Points per hour. Increases most international variety of automobiles and plane you’ll be able to construct by +2 every.
A quick phrase on the Vehicle Bay, which is exclusive in three respects. Firstly, it takes up a 2×2 part of the bottom format grid, moderately than a single tile. Secondly, it can’t be demolished. And thirdly, it’s the solely constructing that you just can’t manually construct, which implies the one solution to achieve entry to at least one outdoors your preliminary Vehicle Bay inside Phoenix Point is to get well a base that already has one put in.
It’s a really helpful constructing, don’t get me improper. It’s the one manner you’ll be able to heal up your automobiles outdoors of fight, and it additionally will increase the variety of plane and automobiles you’ll be able to construct and keep – though capturing faction automobiles does let you transcend this restrict.
Now that you just’ve obtained a stronger grasp of base administration in Phoenix Point, why not take a look at a few of our different guides? We’re onerous at work creating a complete sequence of top-tier guides on each side of this formidable new turn-based techniques game, so make sure you try the hyperlinks beneath for extra suggestions and techniques to get you began!
- Phoenix Point guide & top tips – Read our 20 prime suggestions for brand new gamers and XCOM veterans alike when beginning their journey in Phoenix Point!
- Phoenix Point Classes – All soldier courses and expertise defined (together with faction specialists), in addition to the perfect choices for multi-classing troops!
- Phoenix Point Factions & Diplomacy – Learn in regards to the three foremost factions of Phoenix Point, together with impartial havens, diplomacy choices, and way more!
- How to capture enemies in Phoenix Point – This fast information will stroll you thru the tough means of capturing stay Pandorans for analysis functions!
- How to recruit new soldiers in Phoenix Point – Here we’ll discuss methods to recruit extra troopers, discover elite specialists, and develop your military!
- Phoenix Point Base Management – Learn which buildings are essentially the most helpful to assemble in your Phoenix bases, and methods to give your bases the perfect probability of success!
- Phoenix Point Free Aim & Part Damage – Brush up on the intricacies of Phoenix Point’s distinctive Free Aim and Body Part Damage techniques!