I discovered Xenonauts a few days ago, and having a blast (literally, thanks to my rocketeers). I've advanced only a bit in game so far, just started encountering corvettes. There's a few questions on my mind though, becasue I think I need to plan quite ahead and don't wanna screw up something that'll force me to go months of ingame time back.
Let's start with air power. Planning my progress ahead, I decided to go with six bases-HQ (research, dropship, interceptors) two secondary (workshops, interceptors, dropship) and three radar/interceptor only. I might cut it to 5 if I leave Alaska, parts of Canada, US West Coast and east Russia to their own. After couple months in game, I'm not sure if this will be viable due to funding.
Interceptors. How many per base is ideal? I thought about 3 (full wing). But so far, I have two bases, and getting occassionally quite swamped by alien craft. And...is it just me, or are starting Condors just useless after you can replace them with Foxtrots? The only two UFOs I've met so far capable of dodging Avalanches are light scout and fighter, and those can still be dealt with by hitting the burners and planting those torpedoes in their face point blank. And Foxtrot has greatly superior speed and range.
Moving on to base design...I dunno if I should leave some room for buildings that I'll unlock later.
And on normal difficulty (first run, after all), how long-roughly-do I have until I start to lose nations due to unchecked alien activity? So far, there's far too much going on at Americas, and I don't have radar/interceptor coverage there (still on second month).
Tactical...so far, only one thing. Can stunned aliens spontaneously wake up, like in old UFO/X-COM?
And final (so far). Who pays for all the collateral damage during missions?