Yes, it's an openoffice document.
Some comments:
The Stiletto is the smaller, cheaper knife-fighter developed by Phalanx. The Saracen is a long distance, hypersonic interceptor developed by another country. Their prices should probably be switched about.
Similarly, the cost of a Firebird seems a bit cheap to me. Most bases will only have one, maybe two, Firebirds, with few replacements as they're not meant to come up against UFOs. I've always seen transport ships as a significant investment to bring a base up to mission-capable status.
Actually, squeeze the three aircraft's prices together so the most expensive is no more than $10,000,000 or so than the least expensive. The Saracen could be maybe 4 to 6 million more than a Stiletto, which is again 4 to 6 more than a Firebird.
The grenades seem too cheap by about an order of magnitude, compared with the gun prices. Maybe values like:
Flashbang: $175
IC Grenade: $275
Frag: $225
Smoke: $200
Maybe squeeze the ammo prices together a bit. $60 for a pistol round (old, but with super-high-velocity powder) vs. 450 for a SMG mag (which is a 50 year old design). Maybe reduce the spread a bit to $80 - $240, and drop the SMG to fit in the middle-lower end. Sniper and MG ammo should be good at the high end of $240. Flamethrower ammo might drop down around $260-$320, just to keep it competitive.
The combat knife could be halved or even quartered - it's a last-resort melee weapon, and forging a solid blade of steel/ceramic should be incredibly cheap for postmodern production.
Weapon prices themselves seem pretty good, along with base facility prices.
Maybe increase the cost of missiles a tad, and double the ECM and ECCM (Raven and Targetting Computer) Aircraft expansions - those are likely only bought once per each aircraft. Maybe also decrease the cost of Shiva rounds.
*I should note that I'm basing these modifications based on feel, not game balance, unlike FrancoC's work.
Aside from that, everything looks nice. I really like seeing those lots of zeroes at the tail end of aircraft and base facilities
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Something I noticed when seeing the big lists of numbers, was that it actually isn't hard to compare between the numbers. Numbers can be divided into their approximate magnitudes, and comparisons are only valid within a single bracket. For example, it's useless to compare something that costs $2,000 with something that costs $42,000, because unless you're doing work that'd need a calculator, you can just assume that $2,000 is as good as zero compared with the higher order number.
Some other things I was noticing about a number scale like this:
Aircraft costs, while realistic at the multi-million dollar range (and I love seeing those big zeroes), may make the cost of losing aircraft in interceptions so expensive as to discourage any interceptions at all - a single lost aircraft might be most of the monthly budget. Aircraft may need a Rent/Lease system (much like the original X-COM), so the loss of an aircraft you only spent $600,000 on for the past few months is easier to swallow than a lump sum of fifteen million dollars. This also provides an incentive to switch to researched aircraft - much lower monthly fees, at the cost of an up-front manufacturing cost and the requirement of antimatter to fuel your planes.
The costs are divided into 3 groups matching the three areas of gameplay: Tactical ground combat, Tactical air combat, and Strategic Base Management. The player will likely make no cost comparisons between any item in one group with an item in another group. Only Strategic Base management has single prices that exceed $1,000,000. Under that ceiling, it's easier to estimate the magnitude of a price by simply glancing at the number's length. Ie: 5200 vs 51000. There aren't too many zeroes to confuse the player.
Columns, and comma/decimal separators, make the price comparisons almost trivial.
Having the prices divided into three groups like this does make troop equipment practically free. Combined with unlimited stocks as suggested in the first post would mean the player hardly has to worry at all about making sure the equipment for the troops are there, with the exception of planning ahead for transfer times. Different people will probably see this as a good thing or a bad thing for gameplay.
Expensive tactical equipment is not listed. UGVs and alien weapons will likely cross the price group lines.