Skip to content
Base Management
Xenonauts

Base Management

Learn how to effectively manage your Xenonauts bases, prioritizing construction of hangars, labs, and radar stations to counter alien threats and secure global funding.

By ···10 min read·Multi-source verified
1 reading this guide  

Learn how to effectively manage your Xenonauts bases, prioritizing construction of hangars, labs, and radar stations to counter alien threats and secure global funding.

After selecting a site for your first base, you'll be presented with an overview of your new HQ. It includes 4 hangars, a command center, a laboratory, a workshop, a radar station, a storeroom, and living quarters. Your initial hangars house a Chinook dropship and two F-17 Condor interceptors, each with three weapon hardpoints. Hovering your mouse over each facility reveals a tooltip with information like monthly upkeep and demolition refund value.

While the purpose of each base asset is largely self-explanatory and detailed in the game manual, strategic construction decisions are crucial. Your available funds will dictate which new structures you commence building.

My priority builds start with two additional hangars per base, aiming for seven or eight total: six for fighters and one or two for dropships. Squadrons can have up to three fighters, and I recommend two squadrons per base. A single hangar for a dropship is sufficient for most bases, and an empty hangar is needed at the aircraft construction base.

I immediately begin construction on a new laboratory to avoid falling behind on research. Following that, I add another workshop, two more radar arrays, a medical center, and a second living quarters to accommodate more staff. It's essential to hire five more scientists (starting with ten, with an initial lab capacity of 15) and additional soldiers, as casualties and injuries are common in the early weeks.

Crucially, while developing your first base, remember the importance of establishing your second. Neglecting unprotected regions will lead to funding cuts. A second operational base is more critical than upgrading individual soldiers' gear.

Funding is received from 10 sponsor regions on the first of each month. Upon receiving your first funding check in early October (the game starts in September), immediately begin construction on your second base (cost: $500k). Reserve most of your funds for this second base, equipping it with at least 1-2 radars and a couple of hangars, rather than overspending on your main HQ.

Throughout October and November, develop both bases concurrently while expanding your air force. Aim to start your third base by November, or December at the latest. General priorities are: establishing bases, augmenting aircraft, and then upgrading soldier equipment. Effective UFO detection and interception are paramount before troop deployment.

The last three buildable facilities are garages, base defenses, and quantum cryptology centers. These are somewhat optional, not strictly essential for winning, and incur resource and maintenance costs, but can enhance overall warfighting capabilities.

1. GARAGES

Garages are constructed to house armored vehicles. Before ground missions, you must decide on your assault squad composition, including whether to bring a tank. The starting Chinook dropship can carry 8 units: either 8 soldiers or 6 soldiers and a vehicle (occupying two spaces).

While a tank might seem essential for rookie troops with poor stats, its limitations and long-term considerations make it less ideal early on. Tanks offer advantages like longer view range, considerable firepower, high HP, headlights for night missions, and immunity to psionic attacks.

However, these benefits are outweighed by disadvantages in the early game. A tank's combat strength is fixed and cannot be improved by experience. Its large size makes it a target, it cannot navigate tight spaces in alien structures, and it cannot be resupplied mid-mission like soldiers. Tank production also diverts resources and research from other critical areas.

A tank's greatest liability is its inflexibility compared to two soldiers. While superior to a single soldier, it cannot match the combined flexibility and mobility of two troops. Even with superior vision, a vehicle cannot cover as much of the battlefield as a pair of soldiers.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content