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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T03:11:43Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scouting&amp;diff=120374</id>
		<title>Scouting</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scouting&amp;diff=120374"/>
		<updated>2024-12-25T21:15:46Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Scout/Sniper Tactics */ Reword/rewrite of this section. Made more clear and removed a lot of fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED}}&lt;br /&gt;
&lt;br /&gt;
When shot at, aliens have a nasty habit of shooting back.  Their [[Reaction fire formula|reaction fire]] is fast and deadly, but there are several ways to [[reaction fire triggers|avoid reaction fire completely]].  The two most important things to know are:&lt;br /&gt;
&lt;br /&gt;
* [[Reaction fire triggers#Mutual Surprise|&#039;&#039;&#039;Mutual surprise&#039;&#039;&#039;]].  If X-COM and alien units spot each other simultaneously, the aliens will not fire first.&lt;br /&gt;
* &#039;&#039;&#039;[[Line of sight]]&#039;&#039;&#039;.  Aliens cannot return fire upon units they cannot see.&lt;br /&gt;
&lt;br /&gt;
Therefore, the soldier who sees the alien, should not be the soldier who shoots the alien.  You should switch to units which have line of fire to the alien but not [[line of sight]], and have them take it out without fear of reprisal.  (Generally, if a unit can see an alien, the alien can see the unit -- although there are sometimes [[line of sight#Blind spots around corners|blind spots]] -- and at [[night]], aliens can see &#039;&#039;20&#039;&#039; squares away while X-COM units can only see &#039;&#039;9&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
Thus we have the Scout/Sniper teamwork tactic.&lt;br /&gt;
&lt;br /&gt;
== Scout/Sniper Tactics ==&lt;br /&gt;
&lt;br /&gt;
Consider having your soldiers who have good [[Reactions]] (above 50) and [[Time Units]] but are poor in [[Firing Accuracy]] (below 50) and other stats be your scouts. While soldiers with high [[Firing Accuracy]] should be snipers.&lt;br /&gt;
&lt;br /&gt;
When using a scout, creep them forward slowly, always finishing their turn crouched and behind cover to avoid being noticed during the alien turn. Before the scout turns corners, the Sniper should catch up and get a good angle on the corner, allowing them to still be able to cover the scout. If you have multiple scouts and/or alien contacts in the same turn, stop advancing your scouts when your snipers run out of TUs. &lt;br /&gt;
&lt;br /&gt;
Preferably you should have multiple snipers who stay within (relatively) safe cleared areas, moving only if the Scout has completed their movement with no alien contact. If a sniper is out of range (20 tiles) they&#039;re safe from return fire. Units which don&#039;t have line of fire may still be able to toss [[grenade]]s.&lt;br /&gt;
&lt;br /&gt;
If scout spots an alien who is facing them, &#039;&#039;&#039;Do not move them&#039;&#039;&#039; unless they can move one tile to break line of sight. If the scout spots an alien at the same time that the alien first spots them, the scout will not be fired on until their next action due to the [[Reaction fire triggers#Mutual Surprise|Mutual surprise]] mechanic. If the scout can move out of the alien&#039;s [[line of sight|visual range]], then they can become an additional sniper and safely fire upon the alien.&lt;br /&gt;
&lt;br /&gt;
This tactic is best suited to the middle third of a battle, after LZ deployment and before storming the UFO, when there&#039;s a lot of relatively open ground to clear. See also [[Sweeping the Battlescape]].&lt;br /&gt;
&lt;br /&gt;
[[Smoke Grenade|Smoke cover]] permits the use of Scout/Sniper tactics over short distances, or in confined areas.  If a scout wandering through smoke spots an alien, have them freeze (or move one square back out of the alien&#039;s [[line of sight|visual range]]), then have nearby soldiers fire at it through the smoke cloud.  This works well during deployment from the transport -- if you have dropped a smoke grenade at the base of the ramp, snipers can hide in the cloud while scouts beat out the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
== More Tips ==&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall into the trap where, when your scout gets shot, you walk another soldier to the same spot to see if you can spot the shooter. The enemy has the TU advantage, the established line of sight, and probably good cover to boot.&lt;br /&gt;
&#039;&#039;I&#039;ve lost three soldiers rounding the same wheel of the Skyranger before it occurred to me this was unproductive behavior. --[[User:JellyfishGreen|JellyfishGreen]] &#039;&#039;&lt;br /&gt;
*If there&#039;s a lot of open ground with nothing for your scouts to hide behind, consider having them e.g. move out ~6 tiles, then back 3-4. This ensures that an alien will have less TUs to shoot if it subsequently does move so as to see your scout. If you do this with scout pairs, they can switch off with one doing the running while the other rests (just moving up 3-4 to be next to the runner). The resting scout is also ready to take a couple of reaction shots, if needed.&lt;br /&gt;
*When all that separates your soldier and the alien is a closed interior door, as in our favorite Large Scout, try this trick with Heavy Plasma: Move a second soldier beside the door, where he&#039;s not in the line of fire. Have him shoot the door away. (It takes an average of 9 hits; see [[Destroying Terrain]].)  This leaves your first soldier facing the alien, and you can take your auto-shot before the alien can get in reaction fire. You can even place a third shooter beside your main shooter (on the far side of the door), where he might be able to e.g. look down a hallway angling away from the door. &#039;&#039;from StrategyCore&#039;&#039;&lt;br /&gt;
*Snipers can get best results with a series of Snap or even Aimed shots, if they are out of visibility range. This also reduces friendly fire risk. At closer range, though, Auto fire is better to keep the alien from getting off a reaction shot. &#039;&#039;[http://www.strategycore.co.uk/forums/index.php?showtopic=4271 Statistical calc of Snap vs Auto by Hobbes on StrategyCore]&#039;&#039;&lt;br /&gt;
*Whenever possible, try to walk around corners at a 45-degree angle.  If you can spot an alien at the same instant that it first spots you, it will not fire upon you.  So instead of walking blindly around a corner and then turning, approach it at a diagonal.  This will generally allow your troops to see what&#039;s around the corner as they round it.  For more information see [[line of sight]].&lt;br /&gt;
*As the game progresses, eventually Aimed shots become almost guaranteed hits for long distances.  &lt;br /&gt;
:*Using a [[Heavy Plasma]] (110% Base Aimed Shot accuracy), a Sniper who is kneeling (+16% accuracy on aimed shot), with an accuracy of 80 will have a 101% chance of hitting on target with an aimed shot.  Since accuracy increases from shooting [[experience]], a force can easily have 1 or 2 snipers with perfect or near-perfect accuracy.  However, due to the variability of weapon [[damage]], a single Heavy Plasma hit will still fail to kill a lowly Sectoid about 15% of the time, and a Muton about 60% of the time. &lt;br /&gt;
::* The standard [[Rifle]] and [[Small Launcher]] also sport 110% aimed shots. &lt;br /&gt;
:* The Rocket Launcher also benefits from aimed shots. It begins with a base aimed accuracy of 115%, which turns into 132% accuracy when kneeling. With a weapon accuracy this high, your soldier only needs to have an accuracy of 76 or greater to achieve almost perfect hits. &lt;br /&gt;
:*Another favourite long distance weapon is the [[Plasma Rifle]]. Though its aimed shot is not as accurate as the Heavy Plasma, its snap shots have a base accuracy of 86%. Combined with kneeling, this becomes an impressive 98% accuracy. The lower cost of snap shots allows a sniper to fire off 3 shots per round, which makes up for the lower damage and increases the amount of hit experience that you can gather per mission. However, as the game progresses, aliens stop carrying plasma rifles in favor of heavy plasmas, and you must start manufacturing its ammo yourself. &lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scouting&amp;diff=120373</id>
		<title>Scouting</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scouting&amp;diff=120373"/>
		<updated>2024-12-25T20:01:52Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Added two links for mutual surprise and los&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED}}&lt;br /&gt;
&lt;br /&gt;
When shot at, aliens have a nasty habit of shooting back.  Their [[Reaction fire formula|reaction fire]] is fast and deadly, but there are several ways to [[reaction fire triggers|avoid reaction fire completely]].  The two most important things to know are:&lt;br /&gt;
&lt;br /&gt;
* [[Reaction fire triggers#Mutual Surprise|&#039;&#039;&#039;Mutual surprise&#039;&#039;&#039;]].  If X-COM and alien units spot each other simultaneously, the aliens will not fire first.&lt;br /&gt;
* &#039;&#039;&#039;[[Line of sight]]&#039;&#039;&#039;.  Aliens cannot return fire upon units they cannot see.&lt;br /&gt;
&lt;br /&gt;
Therefore, the soldier who sees the alien, should not be the soldier who shoots the alien.  You should switch to units which have line of fire to the alien but not [[line of sight]], and have them take it out without fear of reprisal.  (Generally, if a unit can see an alien, the alien can see the unit -- although there are sometimes [[line of sight#Blind spots around corners|blind spots]] -- and at [[night]], aliens can see &#039;&#039;20&#039;&#039; squares away while X-COM units can only see &#039;&#039;9&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
Thus we have the Scout/Sniper teamwork tactic.&lt;br /&gt;
&lt;br /&gt;
== Scout/Sniper Tactics ==&lt;br /&gt;
&lt;br /&gt;
When first establishing your XCOM affiliate, with every dollar closely watched, consider having your soldiers who have good [[Reactions]] (above 50) but are poor in [[Firing Accuracy]] (below 50) and other stats be your scouts. They signed the Will all XCOM soldiers were required to sign. They each knew they were doing their part to save the world. Once you have the making of an integrated &amp;amp; experienced team, you can switch from cannon fodder to professional scouts.&lt;br /&gt;
&lt;br /&gt;
The Scout creeps forward -- high [[Reactions]], high movement/[[Time Units]], always careful to keep looking around, always finishing the turn crouched and behind cover to avoid being noticed during the alien turn.  When turning corners they wait for the Sniper to catch up and get a good angle on the corner.&lt;br /&gt;
&lt;br /&gt;
The Sniper -- or preferably Snipers, plural, with high [[Firing Accuracy]] -- stay within the &amp;quot;safe&amp;quot;, cleared area, moving only if the Scout has completed their movement with no alien contact, moving to keep the Scout covered.&lt;br /&gt;
&lt;br /&gt;
If the scout spots an alien at the same time that the alien first spots him, the scout will not be fired on until his or her next action.  So &#039;&#039;&#039;don&#039;t move the scout&#039;&#039;&#039; once an alien is spotted.  If the scout can move out of the alien&#039;s [[line of sight]] by moving one square, this is permitted, and if the alien isn&#039;t looking, [[reaction fire triggers|certain other actions]] can be performed safely.  If the scout can move out of the alien&#039;s [[line of sight|visual range]], then he or she can become an additional sniper and safely fire upon the alien.&lt;br /&gt;
&lt;br /&gt;
Snipers can then take shots at the alien safely. If they are out of range, they&#039;re safe from return fire. But they can still fire at the alien if they have line of sight. (Think of it as using spotter data, or a telescopic sight.) Units which don&#039;t have line of fire may still be able to toss [[grenade]]s at the alien.&lt;br /&gt;
&lt;br /&gt;
If using this tactic with several scouts -- or with multiple alien contacts in the same turn -- be sure to STOP advancing your scouts when your snipers run out of TU&#039;s. Otherwise you&#039;re just dropping bait in the water without a hook.&lt;br /&gt;
&lt;br /&gt;
This tactic is best suited to the middle third of a battle, after LZ deployment and before storming the UFO, when there&#039;s a lot of relatively open ground to clear. See also [[Sweeping the Battlescape]].&lt;br /&gt;
&lt;br /&gt;
[[Smoke Grenade|Smoke cover]] permits the use of Scout/Sniper tactics over short distances, or in confined areas.  If a scout wandering through smoke spots an alien, have it freeze (or move one square back out of the alien&#039;s [[line of sight|visual range]]), then have nearby soldiers fire at it through the smoke cloud with impunity.  This works well during deployment from the transport -- if you have dropped a smoke grenade at the base of the ramp, snipers can hide in the cloud while scouts beat out the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
== More Tips ==&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall into the trap where, when your scout gets shot, you walk another soldier to the same spot to see if you can spot the shooter. The enemy has the TU advantage, the established line of sight, and probably good cover to boot.&lt;br /&gt;
&#039;&#039;I&#039;ve lost three soldiers rounding the same wheel of the Skyranger before it occurred to me this was unproductive behavior. --[[User:JellyfishGreen|JellyfishGreen]] &#039;&#039;&lt;br /&gt;
*If there&#039;s a lot of open ground with nothing for your scouts to hide behind, consider having them e.g. move out ~6 tiles, then back 3-4. This ensures that an alien will have less TUs to shoot if it subsequently does move so as to see your scout. If you do this with scout pairs, they can switch off with one doing the running while the other rests (just moving up 3-4 to be next to the runner). The resting scout is also ready to take a couple of reaction shots, if needed.&lt;br /&gt;
*When all that separates your soldier and the alien is a closed interior door, as in our favorite Large Scout, try this trick with Heavy Plasma: Move a second soldier beside the door, where he&#039;s not in the line of fire. Have him shoot the door away. (It takes an average of 9 hits; see [[Destroying Terrain]].)  This leaves your first soldier facing the alien, and you can take your auto-shot before the alien can get in reaction fire. You can even place a third shooter beside your main shooter (on the far side of the door), where he might be able to e.g. look down a hallway angling away from the door. &#039;&#039;from StrategyCore&#039;&#039;&lt;br /&gt;
*Snipers can get best results with a series of Snap or even Aimed shots, if they are out of visibility range. This also reduces friendly fire risk. At closer range, though, Auto fire is better to keep the alien from getting off a reaction shot. &#039;&#039;[http://www.strategycore.co.uk/forums/index.php?showtopic=4271 Statistical calc of Snap vs Auto by Hobbes on StrategyCore]&#039;&#039;&lt;br /&gt;
*Whenever possible, try to walk around corners at a 45-degree angle.  If you can spot an alien at the same instant that it first spots you, it will not fire upon you.  So instead of walking blindly around a corner and then turning, approach it at a diagonal.  This will generally allow your troops to see what&#039;s around the corner as they round it.  For more information see [[line of sight]].&lt;br /&gt;
*As the game progresses, eventually Aimed shots become almost guaranteed hits for long distances.  &lt;br /&gt;
:*Using a [[Heavy Plasma]] (110% Base Aimed Shot accuracy), a Sniper who is kneeling (+16% accuracy on aimed shot), with an accuracy of 80 will have a 101% chance of hitting on target with an aimed shot.  Since accuracy increases from shooting [[experience]], a force can easily have 1 or 2 snipers with perfect or near-perfect accuracy.  However, due to the variability of weapon [[damage]], a single Heavy Plasma hit will still fail to kill a lowly Sectoid about 15% of the time, and a Muton about 60% of the time. &lt;br /&gt;
::* The standard [[Rifle]] and [[Small Launcher]] also sport 110% aimed shots. &lt;br /&gt;
:* The Rocket Launcher also benefits from aimed shots. It begins with a base aimed accuracy of 115%, which turns into 132% accuracy when kneeling. With a weapon accuracy this high, your soldier only needs to have an accuracy of 76 or greater to achieve almost perfect hits. &lt;br /&gt;
:*Another favourite long distance weapon is the [[Plasma Rifle]]. Though its aimed shot is not as accurate as the Heavy Plasma, its snap shots have a base accuracy of 86%. Combined with kneeling, this becomes an impressive 98% accuracy. The lower cost of snap shots allows a sniper to fire off 3 shots per round, which makes up for the lower damage and increases the amount of hit experience that you can gather per mission. However, as the game progresses, aliens stop carrying plasma rifles in favor of heavy plasmas, and you must start manufacturing its ammo yourself. &lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=120372</id>
		<title>Beginners Guide (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=120372"/>
		<updated>2024-12-25T19:09:43Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* UFO on sight! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS UNDER CONSTRUCTION - CHECK BACK LATER=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introductory guide assumes you have never seen an X-COM game before, but you can still do basic things like or open and close menus without having to be told how. If you get lost in the various interfaces - guess. It&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a step-by-step tutorial, and you won&#039;t mess it up if you do something out of order. X-COM is all about open sandbox-style freedom.  &lt;br /&gt;
&lt;br /&gt;
==Stating a new game==&lt;br /&gt;
Start a new game and choose your [[Difficulty Levels|difficulty]], choose &#039;&#039;Beginner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
[[File:OpenXcom - placing first base.png|thumb|Placing your first base]]&lt;br /&gt;
You can either pan the globe around with the controls in the box at the bottom right, by using arrow-keys, or by right-clicking anywhere on the globe to center on that location.&lt;br /&gt;
&lt;br /&gt;
Now you pick where you want your first base. Look at the Radar coverage circles and the landmass within them - it&#039;s good to start out covering countries that give X-COM a lot of [[Country Funding (EU)|funding]] so either US and Canada or Europe are good options. It&#039;s not really important however, you could even put your first base in Antarctica and that would be OK too. #images&lt;br /&gt;
&lt;br /&gt;
You can name your base whatever you want, or even no name at all, as long as it fits in the box. You can also change the name as often as you like.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Intro==&lt;br /&gt;
&#039;&#039;&#039;Interception&#039;&#039;&#039; brings up a list of crafts you control. Selecting a craft will allow you to give that craft orders - more on that later. You can also select craft by clicking on their home base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039; is covered in the next section. If you&#039;ve turned on the &#039;&#039;custom base layout&#039;&#039; option then you would already be here, placing your base facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphs&#039;&#039;&#039; provide a lot of statistical information that might look completely meaningless to you, don&#039;t worry about it. It&#039;s there for when you want it later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ufopedia&#039;&#039;&#039; might sound familiar, www.ufopaedia.org is not a coincidence. It&#039;s an in-game [[UFOpaedia|encyclopedia]] that will grow as you experience more of the game. Feel free to browse but don&#039;t be surprised if you don&#039;t understand the purpose of anything in there yet.&lt;br /&gt;
&lt;br /&gt;
==Basescape Intro==&lt;br /&gt;
[[File:OpenXcom - Base layout.png|thumb|Default base layout]]&lt;br /&gt;
&lt;br /&gt;
After pressing &#039;&#039;Bases&#039;&#039; in Geoscape screen you&#039;ll will get to Basescape screen.&lt;br /&gt;
&lt;br /&gt;
=== Aircrafts ===&lt;br /&gt;
You will be able to see your three starting aircraft, two interceptors and one Skyranger, in their hangars. To get more information about them, such as the weapons they are equipped with, and to change their loadout, select the &amp;quot;Equip Craft&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
The interceptors are used to shoot down UFOs. They both start equipped with Stingray missiles and a Cannon. &lt;br /&gt;
&lt;br /&gt;
The Skyranger is the aircraft you will use to transport your troops to the downed UFOs and other situations where you need troops.&lt;br /&gt;
&lt;br /&gt;
=== Research &amp;amp; Development ===&lt;br /&gt;
&lt;br /&gt;
==Time management==&lt;br /&gt;
&lt;br /&gt;
==UFO on sight!==&lt;br /&gt;
&lt;br /&gt;
After some time of observation your radars will spot an UFO. You&#039;ll need bring down this aircraft with your [[Interceptor|interceptors]]. &amp;lt;!-- some screenshots and &amp;quot;click that and press these&amp;quot; --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When UFO shot down and crashed on the ground, send your [[Skyranger]] with troops to crash site.&lt;br /&gt;
&lt;br /&gt;
==Your First Mission==&lt;br /&gt;
===Meet the team===&lt;br /&gt;
==Battlescape Intro==&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=120371</id>
		<title>Beginners Guide (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=120371"/>
		<updated>2024-12-25T19:09:11Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* UFO on sight! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS UNDER CONSTRUCTION - CHECK BACK LATER=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introductory guide assumes you have never seen an X-COM game before, but you can still do basic things like or open and close menus without having to be told how. If you get lost in the various interfaces - guess. It&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a step-by-step tutorial, and you won&#039;t mess it up if you do something out of order. X-COM is all about open sandbox-style freedom.  &lt;br /&gt;
&lt;br /&gt;
==Stating a new game==&lt;br /&gt;
Start a new game and choose your [[Difficulty Levels|difficulty]], choose &#039;&#039;Beginner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
[[File:OpenXcom - placing first base.png|thumb|Placing your first base]]&lt;br /&gt;
You can either pan the globe around with the controls in the box at the bottom right, by using arrow-keys, or by right-clicking anywhere on the globe to center on that location.&lt;br /&gt;
&lt;br /&gt;
Now you pick where you want your first base. Look at the Radar coverage circles and the landmass within them - it&#039;s good to start out covering countries that give X-COM a lot of [[Country Funding (EU)|funding]] so either US and Canada or Europe are good options. It&#039;s not really important however, you could even put your first base in Antarctica and that would be OK too. #images&lt;br /&gt;
&lt;br /&gt;
You can name your base whatever you want, or even no name at all, as long as it fits in the box. You can also change the name as often as you like.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Intro==&lt;br /&gt;
&#039;&#039;&#039;Interception&#039;&#039;&#039; brings up a list of crafts you control. Selecting a craft will allow you to give that craft orders - more on that later. You can also select craft by clicking on their home base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039; is covered in the next section. If you&#039;ve turned on the &#039;&#039;custom base layout&#039;&#039; option then you would already be here, placing your base facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphs&#039;&#039;&#039; provide a lot of statistical information that might look completely meaningless to you, don&#039;t worry about it. It&#039;s there for when you want it later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ufopedia&#039;&#039;&#039; might sound familiar, www.ufopaedia.org is not a coincidence. It&#039;s an in-game [[UFOpaedia|encyclopedia]] that will grow as you experience more of the game. Feel free to browse but don&#039;t be surprised if you don&#039;t understand the purpose of anything in there yet.&lt;br /&gt;
&lt;br /&gt;
==Basescape Intro==&lt;br /&gt;
[[File:OpenXcom - Base layout.png|thumb|Default base layout]]&lt;br /&gt;
&lt;br /&gt;
After pressing &#039;&#039;Bases&#039;&#039; in Geoscape screen you&#039;ll will get to Basescape screen.&lt;br /&gt;
&lt;br /&gt;
=== Aircrafts ===&lt;br /&gt;
You will be able to see your three starting aircraft, two interceptors and one Skyranger, in their hangars. To get more information about them, such as the weapons they are equipped with, and to change their loadout, select the &amp;quot;Equip Craft&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
The interceptors are used to shoot down UFOs. They both start equipped with Stingray missiles and a Cannon. &lt;br /&gt;
&lt;br /&gt;
The Skyranger is the aircraft you will use to transport your troops to the downed UFOs and other situations where you need troops.&lt;br /&gt;
&lt;br /&gt;
=== Research &amp;amp; Development ===&lt;br /&gt;
&lt;br /&gt;
==Time management==&lt;br /&gt;
&lt;br /&gt;
==UFO on sight!==&lt;br /&gt;
&lt;br /&gt;
After some time of observation your radars will spot an UFO. You&#039;ll need bring down this aircraft with your [[interceptors|Interceptor]]. &amp;lt;!-- some screenshots and &amp;quot;click that and press these&amp;quot; --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When UFO shot down and crashed on the ground, send your [[Skyranger]] with troops to crash site.&lt;br /&gt;
&lt;br /&gt;
==Your First Mission==&lt;br /&gt;
===Meet the team===&lt;br /&gt;
==Battlescape Intro==&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=120370</id>
		<title>Beginners Guide (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=120370"/>
		<updated>2024-12-25T19:06:44Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Aircrafts */ Added a short part about the aircrafts. Will probably need to be updated with more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS UNDER CONSTRUCTION - CHECK BACK LATER=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introductory guide assumes you have never seen an X-COM game before, but you can still do basic things like or open and close menus without having to be told how. If you get lost in the various interfaces - guess. It&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a step-by-step tutorial, and you won&#039;t mess it up if you do something out of order. X-COM is all about open sandbox-style freedom.  &lt;br /&gt;
&lt;br /&gt;
==Stating a new game==&lt;br /&gt;
Start a new game and choose your [[Difficulty Levels|difficulty]], choose &#039;&#039;Beginner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
[[File:OpenXcom - placing first base.png|thumb|Placing your first base]]&lt;br /&gt;
You can either pan the globe around with the controls in the box at the bottom right, by using arrow-keys, or by right-clicking anywhere on the globe to center on that location.&lt;br /&gt;
&lt;br /&gt;
Now you pick where you want your first base. Look at the Radar coverage circles and the landmass within them - it&#039;s good to start out covering countries that give X-COM a lot of [[Country Funding (EU)|funding]] so either US and Canada or Europe are good options. It&#039;s not really important however, you could even put your first base in Antarctica and that would be OK too. #images&lt;br /&gt;
&lt;br /&gt;
You can name your base whatever you want, or even no name at all, as long as it fits in the box. You can also change the name as often as you like.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Intro==&lt;br /&gt;
&#039;&#039;&#039;Interception&#039;&#039;&#039; brings up a list of crafts you control. Selecting a craft will allow you to give that craft orders - more on that later. You can also select craft by clicking on their home base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039; is covered in the next section. If you&#039;ve turned on the &#039;&#039;custom base layout&#039;&#039; option then you would already be here, placing your base facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphs&#039;&#039;&#039; provide a lot of statistical information that might look completely meaningless to you, don&#039;t worry about it. It&#039;s there for when you want it later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ufopedia&#039;&#039;&#039; might sound familiar, www.ufopaedia.org is not a coincidence. It&#039;s an in-game [[UFOpaedia|encyclopedia]] that will grow as you experience more of the game. Feel free to browse but don&#039;t be surprised if you don&#039;t understand the purpose of anything in there yet.&lt;br /&gt;
&lt;br /&gt;
==Basescape Intro==&lt;br /&gt;
[[File:OpenXcom - Base layout.png|thumb|Default base layout]]&lt;br /&gt;
&lt;br /&gt;
After pressing &#039;&#039;Bases&#039;&#039; in Geoscape screen you&#039;ll will get to Basescape screen.&lt;br /&gt;
&lt;br /&gt;
=== Aircrafts ===&lt;br /&gt;
You will be able to see your three starting aircraft, two interceptors and one Skyranger, in their hangars. To get more information about them, such as the weapons they are equipped with, and to change their loadout, select the &amp;quot;Equip Craft&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
The interceptors are used to shoot down UFOs. They both start equipped with Stingray missiles and a Cannon. &lt;br /&gt;
&lt;br /&gt;
The Skyranger is the aircraft you will use to transport your troops to the downed UFOs and other situations where you need troops.&lt;br /&gt;
&lt;br /&gt;
=== Research &amp;amp; Development ===&lt;br /&gt;
&lt;br /&gt;
==Time management==&lt;br /&gt;
&lt;br /&gt;
==UFO on sight!==&lt;br /&gt;
&lt;br /&gt;
After some time of observation your radars will spot an UFO. You&#039;ll need bring down this aircraft with your interceptors. &amp;lt;!-- some screenshots and &amp;quot;click that and press these&amp;quot; --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When UFO shot down and crashed on the ground, send your [[Skyranger]] with troops to crash site.&lt;br /&gt;
&lt;br /&gt;
==Your First Mission==&lt;br /&gt;
===Meet the team===&lt;br /&gt;
==Battlescape Intro==&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115278</id>
		<title>ADVENT Purifier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115278"/>
		<updated>2023-08-28T02:37:31Z</updated>

		<summary type="html">&lt;p&gt;EeGe: I tried to put together a infobox. This is what we&amp;#039;re getting, no one else will probably see this, so it doesn&amp;#039;t matter anyway&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = ADVENT Purifier&lt;br /&gt;
|image      = &lt;br /&gt;
|aim        =65/65/70/70 &lt;br /&gt;
|critchance =0/0/10/10&lt;br /&gt;
|Defense    =&lt;br /&gt;
|health     = 4/5/6/6 &lt;br /&gt;
|armor      = &lt;br /&gt;
|mobility   =12/12/12/12&lt;br /&gt;
|will       = 50/50/50/50&lt;br /&gt;
|tech       = 125/125/125/125&lt;br /&gt;
|weapon     = &lt;br /&gt;
|abilities  = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;ADVENT Purifier&#039;&#039;&#039; is a specialist ADVENT soldier first introduced in [[XCOM 2: War of the Chosen]]. Originally developed to reclaim old cities from [[The Lost]], they are equipped with flamethrowers and incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
The Purifier&#039;s flamethrower is identical to the heavy weapon that X-COM can use, and just as adept at setting your troops on fire. It is also immune to burning and poison. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Purifier will use its grenades on clustered soldiers, and will use its flamethrower to flush them out of cover or burn them. When killed, it has a 50% chance to explode (guaranteed if killed using an explosive).&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
Due to its exclusive use of fire and explosives, a Psi Operative with Fortress will be completely invulnerable to all of a Purifier&#039;s attacks. SPARKs and soldiers with Hazmat Vests will be similarly protected. &lt;br /&gt;
&lt;br /&gt;
The Purifier&#039;s death explosion can be used to greatly weaken a pod if it can be killed with a single explosive attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:ADVENT (XCOM 2)]]&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115277</id>
		<title>ADVENT Purifier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115277"/>
		<updated>2023-08-28T02:36:15Z</updated>

		<summary type="html">&lt;p&gt;EeGe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = ADVENT Purifier&lt;br /&gt;
|image      = &lt;br /&gt;
|aim        =65/65/70/70 &lt;br /&gt;
|critchance =0/0/10/10&lt;br /&gt;
|Defense    =&lt;br /&gt;
|health     = 4/5/6/6 &lt;br /&gt;
|armor      = &lt;br /&gt;
|mobility   =12/12/12/12&lt;br /&gt;
|will       = 50/50/50/50&lt;br /&gt;
|tech       = 125/125/125/125&lt;br /&gt;
|weapon     = [[Sectopod Blaster]] (10-11 damage)&lt;br /&gt;
|abilities  = [[High Stance]]&amp;lt;br&amp;gt;Lightning Field&amp;lt;br&amp;gt;[[Wrath Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;ADVENT Purifier&#039;&#039;&#039; is a specialist ADVENT soldier first introduced in [[XCOM 2: War of the Chosen]]. Originally developed to reclaim old cities from [[The Lost]], they are equipped with flamethrowers and incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
The Purifier&#039;s flamethrower is identical to the heavy weapon that X-COM can use, and just as adept at setting your troops on fire. It is also immune to burning and poison. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Purifier will use its grenades on clustered soldiers, and will use its flamethrower to flush them out of cover or burn them. When killed, it has a 50% chance to explode (guaranteed if killed using an explosive).&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
Due to its exclusive use of fire and explosives, a Psi Operative with Fortress will be completely invulnerable to all of a Purifier&#039;s attacks. SPARKs and soldiers with Hazmat Vests will be similarly protected. &lt;br /&gt;
&lt;br /&gt;
The Purifier&#039;s death explosion can be used to greatly weaken a pod if it can be killed with a single explosive attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:ADVENT (XCOM 2)]]&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115276</id>
		<title>ADVENT Purifier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115276"/>
		<updated>2023-08-28T02:31:17Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Undo revision 115275 by EeGe (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = ADVENT Purifier&lt;br /&gt;
|Image      = &lt;br /&gt;
|Aim        = 65/65/70/70&lt;br /&gt;
|critchance = 0/0/10/10 &lt;br /&gt;
|defense    = &lt;br /&gt;
|health     = 4/5/6/6 &lt;br /&gt;
|mobility   =12/12/12/12&lt;br /&gt;
|will       = 50/50/50/50&lt;br /&gt;
|tech       = 125/125/125/125&lt;br /&gt;
|weapon     = [[ADVENT Flamethrower]] (2 damage/turn)&lt;br /&gt;
|abilities  = [[Dying Explosion]] 5-6 damage, shred 1&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;ADVENT Purifier&#039;&#039;&#039; is a specialist ADVENT soldier first introduced in [[XCOM 2: War of the Chosen]]. Originally developed to reclaim old cities from [[The Lost]], they are equipped with flamethrowers and incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
The Purifier&#039;s flamethrower is identical to the heavy weapon that X-COM can use, and just as adept at setting your troops on fire. It is also immune to burning and poison. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Purifier will use its grenades on clustered soldiers, and will use its flamethrower to flush them out of cover or burn them. When killed, it has a 50% chance to explode (guaranteed if killed using an explosive).&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
Due to its exclusive use of fire and explosives, a Psi Operative with Fortress will be completely invulnerable to all of a Purifier&#039;s attacks. SPARKs and soldiers with Hazmat Vests will be similarly protected. &lt;br /&gt;
&lt;br /&gt;
The Purifier&#039;s death explosion can be used to greatly weaken a pod if it can be killed with a single explosive attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:ADVENT (XCOM 2)]]&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115275</id>
		<title>ADVENT Purifier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115275"/>
		<updated>2023-08-28T02:31:00Z</updated>

		<summary type="html">&lt;p&gt;EeGe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;}}&lt;br /&gt;
The &#039;&#039;&#039;ADVENT Purifier&#039;&#039;&#039; is a specialist ADVENT soldier first introduced in [[XCOM 2: War of the Chosen]]. Originally developed to reclaim old cities from [[The Lost]], they are equipped with flamethrowers and incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
The Purifier&#039;s flamethrower is identical to the heavy weapon that X-COM can use, and just as adept at setting your troops on fire. It is also immune to burning and poison. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Purifier will use its grenades on clustered soldiers, and will use its flamethrower to flush them out of cover or burn them. When killed, it has a 50% chance to explode (guaranteed if killed using an explosive).&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
Due to its exclusive use of fire and explosives, a Psi Operative with Fortress will be completely invulnerable to all of a Purifier&#039;s attacks. SPARKs and soldiers with Hazmat Vests will be similarly protected. &lt;br /&gt;
&lt;br /&gt;
The Purifier&#039;s death explosion can be used to greatly weaken a pod if it can be killed with a single explosive attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:ADVENT (XCOM 2)]]&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115274</id>
		<title>ADVENT Purifier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115274"/>
		<updated>2023-08-28T02:29:56Z</updated>

		<summary type="html">&lt;p&gt;EeGe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = ADVENT Purifier&lt;br /&gt;
|Image      = &lt;br /&gt;
|Aim        = 65/65/70/70&lt;br /&gt;
|critchance = 0/0/10/10 &lt;br /&gt;
|defense    = &lt;br /&gt;
|health     = 4/5/6/6 &lt;br /&gt;
|mobility   =12/12/12/12&lt;br /&gt;
|will       = 50/50/50/50&lt;br /&gt;
|tech       = 125/125/125/125&lt;br /&gt;
|weapon     = [[ADVENT Flamethrower]] (2 damage/turn)&lt;br /&gt;
|abilities  = [[Dying Explosion]] 5-6 damage, shred 1&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;ADVENT Purifier&#039;&#039;&#039; is a specialist ADVENT soldier first introduced in [[XCOM 2: War of the Chosen]]. Originally developed to reclaim old cities from [[The Lost]], they are equipped with flamethrowers and incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
The Purifier&#039;s flamethrower is identical to the heavy weapon that X-COM can use, and just as adept at setting your troops on fire. It is also immune to burning and poison. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Purifier will use its grenades on clustered soldiers, and will use its flamethrower to flush them out of cover or burn them. When killed, it has a 50% chance to explode (guaranteed if killed using an explosive).&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
Due to its exclusive use of fire and explosives, a Psi Operative with Fortress will be completely invulnerable to all of a Purifier&#039;s attacks. SPARKs and soldiers with Hazmat Vests will be similarly protected. &lt;br /&gt;
&lt;br /&gt;
The Purifier&#039;s death explosion can be used to greatly weaken a pod if it can be killed with a single explosive attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:ADVENT (XCOM 2)]]&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115273</id>
		<title>ADVENT Purifier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Purifier_(XCOM2)&amp;diff=115273"/>
		<updated>2023-08-28T02:27:21Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Added a infobox with stats, couldn&amp;#039;t figure out how to add an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOM2&lt;br /&gt;
|name       = ADVENT Purifier&lt;br /&gt;
|Image      = &lt;br /&gt;
|critchance =0/0/10/10 &lt;br /&gt;
|defense    = &lt;br /&gt;
|health     = 4/5/6/6 &lt;br /&gt;
|mobility   =12/12/12/12&lt;br /&gt;
|will       = 50/50/50/50&lt;br /&gt;
|tech       = 125/125/125/125&lt;br /&gt;
|weapon     = [[ADVENT Flamethrower]] (2 damage/turn)&lt;br /&gt;
|abilities  = [[Dying Explosion]] 5-6 damage, shred 1&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;ADVENT Purifier&#039;&#039;&#039; is a specialist ADVENT soldier first introduced in [[XCOM 2: War of the Chosen]]. Originally developed to reclaim old cities from [[The Lost]], they are equipped with flamethrowers and incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
The Purifier&#039;s flamethrower is identical to the heavy weapon that X-COM can use, and just as adept at setting your troops on fire. It is also immune to burning and poison. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Purifier will use its grenades on clustered soldiers, and will use its flamethrower to flush them out of cover or burn them. When killed, it has a 50% chance to explode (guaranteed if killed using an explosive).&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
Due to its exclusive use of fire and explosives, a Psi Operative with Fortress will be completely invulnerable to all of a Purifier&#039;s attacks. SPARKs and soldiers with Hazmat Vests will be similarly protected. &lt;br /&gt;
&lt;br /&gt;
The Purifier&#039;s death explosion can be used to greatly weaken a pod if it can be killed with a single explosive attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;br /&gt;
[[Category:Enemies (XCOM 2)]]&lt;br /&gt;
[[Category:ADVENT (XCOM 2)]]&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Factions_(Chimera)&amp;diff=115272</id>
		<title>Factions (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Factions_(Chimera)&amp;diff=115272"/>
		<updated>2023-08-28T02:07:25Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Changed all instances of &amp;quot;XCOM2&amp;quot; into &amp;quot;XCOM 2&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reclamation has identified three major criminal organizations active in City 31. All are suspected to have the means and motives to have Mayor Nightingale assassinated, and it is up to Chimera Squad to stop their plans and discover the truth behind the mayor&#039;s murder. &lt;br /&gt;
&lt;br /&gt;
==The Progeny==&lt;br /&gt;
[[File:TheProgeny.png|right]]&lt;br /&gt;
The Progeny are a network of human psionics, backed up by brainwashed alien and hybrid Thralls who provide muscle. They envision a wholly psionic future for City 31, one that they will force upon it if necessary. To fund their schemes, they mind-control citizens into giving up their valuables and then erase their memories of the experience to cover their tracks. &lt;br /&gt;
&lt;br /&gt;
Flashbangs and Burning are highly effective to disable their psionic abilities, but their psionics still carry pistols, so don&#039;t expect them to be helpless after a Flash Bomb- especially since they are immune to Weapon Disable. &lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*[[Thrall]]: A mind-controlled hybrid with a shotgun, used solely as cannon fodder and as targets for Subservience.  &lt;br /&gt;
*[[Acolyte]]: The basic Progeny psionic soldier. In addition to their pistols, they can use Soulfire to inflict armor-ignoring damage and Psionic Suplex to lift an agent out of cover, slamming them to the ground on the next turn to inflict damage. They resist most psionic effects. &lt;br /&gt;
*[[Brute]]: A mind-controlled Muton that can stun enemies in melee. After moving or shooting, it can enter Melee Stance to attack nearby enemies as a free action. When damaged, it triggers Bloodlust to move  towards the attacker. &lt;br /&gt;
*[[Resonant]]: A mind-controlled Sectoid with an assault rifle and supportive psionic abilities. Soul Siphon causes the Resonant to damage itself in order to heal a nearby ally, and and Psi Domain enhances the attack power of all Progeny psionic attacks. If killed, they release a psionic burst that makes nearby agents panic. &lt;br /&gt;
*[[Codex (Chimera)|Codex]]: Similar to its XCOM 2 appearance, retaining its ability to teleport and/or clone itself when damaged along with Psionic Bomb. Stunning, disorientation, and [[Torque (Chimera)|Torque]]&#039;s Bind can all prevent it from using its abilities. &lt;br /&gt;
*[[Archon (Chimera)|Archon]]: Similar to its XCOM 2 appearance, though it should be noted that Burnout (formerly Blazing Pinions) now works indoors. Burnout targets the position of three of your agents, but can be cancelled by stunning the Archon before the next turn begins. A damaged Archon will use Battle Frenzy as a free action to move and potentially perform a melee attack. &lt;br /&gt;
*[[Sorcerer]]: Elite human psionics that can teleport and are immune to all mental effects (including disorientation and stuns). They can use Tyranny to grant an ally an extra action, and their Subservience ability transfers all damage that the Sorcerer takes to a chosen ally. Offensively, they can damage multiple agents at once with Force Lance and heal themselves with Writhe. &lt;br /&gt;
*[[Violet]]: The Progeny&#039;s leader, a byproduct of a forgotten ADVENT experiment gone horribly wrong that gained the ability to awaken psionic powers in others but was driven insane in the process. She can use all of the Sorcerer&#039;s abilities, and is also immune to Bind and Tongue Pull. She will automatically teleport when hit.&lt;br /&gt;
&lt;br /&gt;
==Gray Phoenix==&lt;br /&gt;
[[File:GrayPhoenix.png|right]]&lt;br /&gt;
Gray Phoenix are a medley of alien scavengers, fielding primarily Mutons backed up by Viper skirmishers and Sectoids for psionic support. While their goals are unclear, they have recently been stockpiling large quantities of Elerium and contraband weaponry to a degree that puts them under Reclamation&#039;s jurisdiction.  &lt;br /&gt;
&lt;br /&gt;
They are dangerous in close quarters, especially when deploying Faceless and Berserkers.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*[[Legionnaire]]: A basic Muton soldier with a shotgun. Their Demolition ability deals no damage but is guaranteed to destroy cover. &lt;br /&gt;
*[[Adder]]: A Viper skirmisher. It gains a significant bonus to Dodge and Mobility as a free action after moving or attacking, and has a poisonous melee attack. &lt;br /&gt;
*[[Python]]: A Viper that specializes in the use of Tongue Pull and Bind. &lt;br /&gt;
*[[Paladin (Chimera)|Paladin]]: A Sectoid with supportive psionic abilities. It can mind link with allies to grant them bonuses to Aim and HP, but killing the Paladin will also kill whoever it has mind linked with. &lt;br /&gt;
*[[Dominator]]: An offensively focused Sectoid psionicist that can stun or mind control agents. &lt;br /&gt;
*[[Faceless (Chimera)|Faceless]]: The Faceless no longer disguise themselves, but retain their HP regeneration and sweeping melee strikes. &lt;br /&gt;
*[[Berserker (Chimera)|Berserker]]: Similar to its XCOM 2 appearance and can now disorient with its melee attacks in addition to stunning targets or knocking them unconscious. May go Berserk if damaged, causing them to attack the nearest available target even if that target is an ally. &lt;br /&gt;
*[[Sectopod (Chimera)|Sectopod]]: Virtually identical to its XCOM 2 appearance.&lt;br /&gt;
*[[Praetorian]]: An elite Muton soldier with heavy armor who can boost its allies&#039; armor once per battle; its armor level also gets passively buffed each time it is attacked (by +1 per stack until the end of the turn). Its melee attacks can stun or disorient, and it can challenge an agent to a Duel to guarantee its attacks will never miss that agent. However, the challenged agent will also be guaranteed to hit the Praetorian.&lt;br /&gt;
*[[Crew Chief Yarvo]]: Co-leader of Gray Phoenix, responsible for its ground operations. An enhanced Praetorian.&lt;br /&gt;
&lt;br /&gt;
==Sacred Coil==&lt;br /&gt;
[[File:SacredCoil.png|right]]&lt;br /&gt;
Sacred Coil is an Elder-worshipping cult, founded by former high-ranking ADVENT officers. By taking advantage of The Fade, an incurable wasting disease that only affects hybrids, they play to the bitterness and resentment of those who benefitted from ADVENT&#039;s rule and claim that those who fight X-COM will receive salvation and a cure for the disease. &lt;br /&gt;
&lt;br /&gt;
Sacred Coil fields hybrid soldiers of varying sorts with a great deal of mechanized support. They notably lack psionic support, though they compensate by fielding Chryssalids and Andromedons.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*[[Commando]]: The basic Sacred Coil soldier, equipped with a smoke grenade it will use to protect itself.&lt;br /&gt;
*[[Purifier (Chimera)|Purifier]]: A flamethrower-equipped soldier that will try to burn agents and terrain. Once per mission, it can throw an incendiary bomb that sets a 3x3 area ablaze. It is immune to fire, acid, poison, and all grenade effects. &lt;br /&gt;
*[[Android (Chimera)|Android]]: An android soldier, similar to the ones that Chimera Squad can deploy. It can self-destruct at will to deal damage in a 2-square radius, and will also do so if killed.&lt;br /&gt;
*[[Guardian]]: A soldier armed with a pistol and shield, similar to an ADVENT Shieldbearer. They can provide a shield to nearby allies that acts like a pool of temporary HP; killing the Guardian will not remove the shields it has already granted. &lt;br /&gt;
*[[Turret (Chimera)|Turret]]: Similar to the ADVENT Turret, but can only shoot once per turn. However, it can use Holo Targeting to buff its allies&#039; Aim and can use Overwatch. &lt;br /&gt;
*[[Chryssalid (Chimera)|Chryssalid]]: The flooring and pavement in City 31 is too tough for Chryssalids to burrow through, but they are otherwise similar to how they behaved in XCOM 2. They will prioritize attacking civilians to create cocoons, which will spawn weaker Neonate Chryssalids until destroyed. &lt;br /&gt;
*[[MEC (Chimera)|MEC]]: Similar to its XCOM 2 appearance. In addition to Micro Missiles, MECs can use Pin Down to delay an agent&#039;s actions on the Timeline. &lt;br /&gt;
*[[Andromedon (Chimera)|Andromedon]]: Unchanged from its XCOM 2 version. Notably, Axiom&#039;s melee attacks can knock it unconscious, preventing the suit from reactivating. &lt;br /&gt;
*[[Ronin]]: A fast hybrid soldier specialized in melee combat, somewhat like an ADVENT Stun Lancer. Tempo Surge grants it two bonus actions, and Lightning Reflexes protects it from Overwatch attacks. Its melee strikes have a chance to rupture, root, or disable weapons, and if it hits Bend the Reed will allow it to make a free move action. Finally, it can use Melee Stance to gain free attacks against approaching agents. &lt;br /&gt;
*[[Gatekeeper (Chimera)|Gatekeeper]]: Unchanged from XCOM 2.&lt;br /&gt;
&lt;br /&gt;
==Shrike (SPOILERS)==&lt;br /&gt;
A paramilitary organization composed mainly of ex-Resistance members and disgruntled former X-COM soldiers &amp;quot;upset that the war didn&#039;t end with the conquest of the stars&amp;quot;, who split off from X-COM over their irreconcilable differences on how Earth&#039;s society should be rebuilt after ADVENT&#039;S defeat.&lt;br /&gt;
&lt;br /&gt;
While initially seeming to be just an ordinary mercenary force (and indeed they acted as peacekeepers for City 31 before Reclamation arrived), it is eventually revealed that they were responsible for the mayor&#039;s assassination and had been providing resources to the other three factions in the hope of provoking a crackdown from X-COM, forcing it to take the authoritarian stance that they believe is necessary to ensure that the Elders cannot reconquer Earth. The hypocrisy of establishing a regime that would in practice be indistinguishable from that of ADVENT is dismissed by them as their opponents &amp;quot;not knowing what is at stake&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Shrike&#039;s mercenaries are composed of all species, though later in the game they will also incorporate remnants of the three other factions; earlier on, they may sometimes appear as support units for other factions under the pretense of mercenary work. Their own units are heavily armored, and many have multiple special abilities. &lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*[[Trooper (Chimera)|Trooper]]: A basic human soldier (albeit an armored one) armed with an assault rifle.  &lt;br /&gt;
*[[Hitman]]: A pistol-wielding human soldier that can disable weapons with standard attacks and enters Overwatch after taking an action. &lt;br /&gt;
*[[Bruiser]]: A hybrid soldier with a pistol and shield. It can activate Riot Guard, gaining +1 Armor for one turn, a half cover bonus even when flanked, and becoming themselves half cover for allies. In melee, it can use Shield Bash to try and knock an agent unconscious. &lt;br /&gt;
*[[Necromancer]]: A Sectoid armed with an Assault Rifle. It will raise dead or unconscious humanoid enemies as Psi Zombies when possible. If no corpses are present, it will instead generate two Spectral Zombies, which will run at agents and explode. Stunning or disorienting a Necromancer will eliminate Psi Zombies, but Spectral Zombies will not vanish until the Necromancer is killed. &lt;br /&gt;
*[[Cobra]]: An armored Viper with a SMG. It can use Poison Spit to poison agents within a 3x3 area, or Rooting Venom to inflict unavoidable damage while immobilizing the target. &lt;br /&gt;
*[[Bomber]]: An armored Muton with a shotgun that takes half damage from all explosive attacks. It can throw an armor-shredding plasma grenade  once per battle and can counterattack if hit in melee. &lt;br /&gt;
*[[Sovereign]]: The commander of the Shrike cell operating in City 31 and the instigator of the city&#039;s troubles. In addition to the abilities of the Hitman, he can use Sustain to survive a fatal blow with 1 HP while going into stasis and cannot be affected by most negative conditions. &lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Purifier_(Chimera)&amp;diff=115271</id>
		<title>Purifier (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Purifier_(Chimera)&amp;diff=115271"/>
		<updated>2023-08-28T02:05:02Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Created page with &amp;quot;Purifiers are heavily used by sacred coil as frontline units. The Purifiers may have been Purifiers under Advent, though this is only speculation based on both their name and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Purifiers are heavily used by sacred coil as frontline units. The Purifiers may have been Purifiers under Advent, though this is only speculation based on both their name and their equipment. Unlike Advent Purifiers in XCOM 2, they do not have a chance to explode upon death.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Flamethrower: The Purifier fires their flamethrower, everything in a cone is set on fire.&lt;br /&gt;
*Incendiary Grenade: The Purifier throws an incendiary grenade, lighting everything in a 3x3 radius on fire and dealing 2-3 damage.&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod_(Chimera)&amp;diff=115270</id>
		<title>Sectopod (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod_(Chimera)&amp;diff=115270"/>
		<updated>2023-08-28T01:55:14Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Fixed lightening to lightning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectopods are heavily armed and armoured walkers made by Advent. The Sectopod only appears in the final mission of the Gray Phoenix investigation at the end of the second encounter. &lt;br /&gt;
&lt;br /&gt;
Abilities &lt;br /&gt;
*Lightning Field: The Sectopod emits a burst of electricity only affecting units in melee range dealing 7-9 damage.&lt;br /&gt;
*High Stance: As a free action, The Sectopod extends its legs, giving it an increased chance to hit targets with its weapon.&lt;br /&gt;
*Death Explosion: The Sectopod explodes on death, damaging everything in a 3 tile radius.&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod_(Chimera)&amp;diff=115269</id>
		<title>Sectopod (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod_(Chimera)&amp;diff=115269"/>
		<updated>2023-08-28T01:54:15Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Created page with &amp;quot;Sectopods are heavily armed and armoured walkers made by Advent. The Sectopod only appears in the final mission of the Gray Phoenix investigation at the end of the second enco...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectopods are heavily armed and armoured walkers made by Advent. The Sectopod only appears in the final mission of the Gray Phoenix investigation at the end of the second encounter. &lt;br /&gt;
&lt;br /&gt;
Abilities &lt;br /&gt;
*Lightening Field: The Sectopod emits a burst of electricity only affecting units in melee range dealing 7-9 damage.&lt;br /&gt;
*High Stance: As a free action, The Sectopod extends its legs, giving it an increased chance to hit targets with its weapon.&lt;br /&gt;
*Death Explosion: The Sectopod explodes on death, damaging everything in a 3 tile radius.&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=115268</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=115268"/>
		<updated>2023-08-28T01:27:05Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Assembly */ added a &amp;quot;the&amp;quot; in the sentence &amp;quot;If you feel that you are researching wrong project&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic layer in Chimera squad has something new in the series. In fact, it is kind of a mix between [[Apocalypse]] Cityscape and [[Enemy Unknown (2012)]] Geoscape.&lt;br /&gt;
&lt;br /&gt;
==City Map==&lt;br /&gt;
Main point of interest (and most important one) here is [[City Map (Chimera)|City Map]]. Here you manage all your business in City 31 — choosing the Missions, resolving the Situations, building and upgrading Field Teams and so on. Like EU2012 (where you protect 16 Council members), here you have to protect nine different city Districts, which have a five-scale &amp;quot;panic&amp;quot; meter (it&#039;s called &amp;quot;Unrest&amp;quot; now). Level 5 District Unrest leads to [[Anarchy (Chimera)|Anarchy]].&lt;br /&gt;
&lt;br /&gt;
===Field Teams===&lt;br /&gt;
[[Field Teams (Chimera)|Field Teams]] are the core of your organization in City 31. It is up to them to collect resources for Chimera Squad. There are 3 types of Field teams:&lt;br /&gt;
*Security — focuses on keeping the peace in the region. Generates Intel.&lt;br /&gt;
*Technology — focuses on gathering the high-tech trophies. Generates Elerium.&lt;br /&gt;
*Financial — focuses on gathering the finances. Generates Credits.&lt;br /&gt;
Building and upgrading Field Teams is crucial since they are the only source of Resources apart from Missions rewards.&lt;br /&gt;
&lt;br /&gt;
==Assembly==&lt;br /&gt;
[[Assembly (Chimera)|Assembly]] is the heart of researching in Chimera Squad. Here you can research any projects you want — provided you have enough Elerium to do so. You can place the Agent (or two, if Improved Assembly is researched) to accelerate the research. If you feel that you are researching the wrong project, you can cancel this research. You will get full Elerium refund, but any progress will be lost.&lt;br /&gt;
&lt;br /&gt;
==Spec Ops==&lt;br /&gt;
[[Spec Ops (Chimera)|Spec Ops]] facility will allow you to assign one agent (or two, if Improved Spec Ops is researched) to take part in different special operations. At the start you will have access only to the 3 basic operations, but you can unlock new ones by promoting your agents. You can assign an agent to specific operation only if they have required Rank. You can recall agents from Spec Ops at any moment, but the operation will be canceled and you will get no reward.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
[[Training (Chimera)|Training]] facility allows you to assign one agent (or two, if Improved Training is researched) to develop their stats. From the start you can either upgrade their health by 2 HP or remove Scars, if &lt;br /&gt;
sustained. As your agents gain new Ranks, new possibilities at Training will appear. At Special Agent Rank Agents can choose &amp;quot;Unlock Potential&amp;quot; option which will increase their stats, depending on the agent&#039;s class, and at Principal Agent Rank they can &amp;quot;Unlock Ability&amp;quot;, which will give them unique passive ability apart from general skill tree. Whenever Agent gets a scar, it can be healed through corresponding option. Remember — you can only remove the Scars one by one, not all at once, so don&#039;t &amp;quot;collect them&amp;quot;, even if they are &amp;quot;not critical&amp;quot;. Just like Spec Ops, agents can be removed from Training programs, but they will lost any progress and must begin training from the beginning. &lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
[[Armory (Chimera)|Armory]] is the place where your Agents can be accessed for equipment change, promotions and minor customizations.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
[[Supply (Chimera)|Supply]] is where you can buy basic items as well as the researched ones and upgrades for your weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
[[Investigation (Chimera)|Investigation]] has all the information about the [[Factions (Chimera)|Factions]] you are fighting in the game. It changes as you progress.&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
Once you unlock the [[Scavenger Market (Chimera)|Scavenger Market]], it will appear every 4 days. It will contain three random items to buy for Intel — advanced and elite weapon upgrades, advanced combat grenades and consumables, some elite vests and [[Epic Weapons (Chimera)|Epic Weapons]]. You may also have an option to trade Intel for Elerium.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&amp;diff=114339</id>
		<title>Vehicle Weapons (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&amp;diff=114339"/>
		<updated>2023-05-14T13:28:18Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Weapons: ROAD */ added full colon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bullets, Beams, Bombs ...and big booms!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Armaments: Road And Air==&lt;br /&gt;
A fighting vehicle should have a strong offense to quickly destroy any threat. The longer the time of an engagement, the more opportunity for a hostile to return fire. Select the best weapon for the chassis when matched with the best engine. Weight of the weapons will influence the final acceleration value.&lt;br /&gt;
&lt;br /&gt;
===Weapon: Rearm / Reload===&lt;br /&gt;
Ammunition is loaded to full capacity when a weapon is first placed into a suitable slot and will be reloaded/rearmed automatically if possible when returning from a battle.&lt;br /&gt;
* If no ammuntion is available to rearm or there has been only a partially reload, a message (if enabled) will inform the player of &#039;&#039;&#039;&amp;quot;not enough ammo to rearm vehicle&amp;quot;&#039;&#039;&#039;, for each vehicle affected.&lt;br /&gt;
* When installing weapons in the vehicle-equip screen, if the ammuntion for the weapon has &#039;run out&#039;, any weapon yet to be mounted will have an dark-orange-box outline.&lt;br /&gt;
* Forced reloads are possible by LMB clicking on any mounted weapon which needs more ammunition. (don&#039;t LMB-hold, just perform a quick LMB click)&lt;br /&gt;
* If suitable ammunition is stored at multiple X-Com bases, a vehicle can be given a destination to land/park at a nearby base and if using a &#039;&#039;forced&#039;&#039; reload, it can return to battle immediately (without having to traverse long distance to a home base for rearmament).&lt;br /&gt;
* If no other bases have spare ammo or fuel, allow the vehicle to return to their home base.&lt;br /&gt;
* Automatic reloads are timed to complete at five minute intervals for each vehicle irrelevant of ammunition capacity. Eg: ten vehicles will need fifty minutes to reload weapons.&lt;br /&gt;
====Tedious List====&lt;br /&gt;
* Vehicles shown within the Vehicle Equip Screen cannot be multiple-selected as with agents within their screen when using the CTRL-LMB method. Each vehicle can only be acessed individually.&lt;br /&gt;
* The list of vehicles shown cannot be changed unless selling the &#039;out-of-order&#039; vehicle and getting another. This re-bought vehicle may appear at the bottom of the list or back in the exact same position. Renaming vehicles does not solve this design error.&lt;br /&gt;
&lt;br /&gt;
==Chart Definitions==&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition is weightless. A vehicle will not become lighter if has run out of ammo.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Accuracy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A percentage chance of an &amp;lt;u&amp;gt;unguilded&amp;lt;/u&amp;gt; weapon (not projectile) being aimed directly at the target (its current position) when fired. An successful impact will depend on the maneuvers of the target and speed of the projectile. No weapons are aimed as to lead the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A projectile&#039;s active-time measured in metres (m).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A projectile will only be active until its maximum range has been reached. A fast projectile will expire sooner than a slow one if they have the same range value.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tracking Turn Rate&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guided projectiles will turn at &#039;&#039;n&#039;&#039;&amp;amp;deg; per second. The higher the rate, the sharper the turn.&amp;lt;br&amp;gt;&lt;br /&gt;
eg: A tracking turn rate of 96 will allow a missile to turn in a circle smaller than a launch tube.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firing Arc&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Projectiles will exit the vehicle in certain locations. The ejection location is determined from the centerline of the vehicle in top view and simultaneously from the side view.&amp;lt;br&amp;gt;&lt;br /&gt;
eg: &#039;&#039;&#039;90&amp;amp;deg;&#039;&#039;&#039; = a maximum firing spread of 45&amp;amp;deg; left/right &#039;&#039;&#039;and&#039;&#039;&#039; up/down from the centerline of the vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapons: AIR==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; | style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt; !! Fire Rate (s)&amp;lt;sup&amp;gt;b&amp;lt;/sup&amp;gt; !! Speed !! Guided&amp;lt;sup&amp;gt;c&amp;lt;/sup&amp;gt; !! Tracking Turn Rate !! Ammo !! Base Price&amp;lt;br&amp;gt;Weapon / Ammo !! Firing Arc&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_bolter_laser_gun.png]] || [[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4000 Laser Gun]] || 1x3 || 50 || 55 || 12 || 200 || 3.0 || 38 || no || N/A || Recharges || 1000 / 0 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_lancer_laser_gun.png]] || [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] || 1x4 || 80 || 60 || 16 || 300 || 3.0 || 38 || no || N/A || Recharges || 1500 / 0 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_rendor_plasma_gun.png]] || [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]] || 1x2 || 70 || 64 || 20 || 250 || 3.0 || 38 || no || N/A || 140 [[Elerium (Apocalypse)|Elerium-115]] || 2500 / 20 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_lineage_plasma_cannon.png]] || [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] || 1x3 || 95 || 66 || 25 || 400 || 3.0 || 38 || no || N/A || 110 [[Elerium (Apocalypse)|Elerium-115]] || 6000 / 20 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_plasma_multi_system.png]] || [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]] || 2x2 || 65 || 62 || 14 || 175 || 6.0 || 38 || no || N/A || 90 [[Elerium (Apocalypse)|Elerium-115]] || 5000 / 20 || 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_light_disruptor_beam.png]] || [[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2x2 || 50 || 50 || 20 || 150 || 2.4 || 28 || no || N/A || Recharges || 5600 / 0 || 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_medium_disruptor_beam.png]] || [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 2x3 || 90 || 60 || 40 || 300 || 2.12 || 30 || no || N/A || Recharges || 10500 / 0 || 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_heavy_disruptor_beam.png]] || [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 4x4 || 130 || 70 || 80 || 600 || 1.8 || 32 || no || N/A || Recharges || 20500 / 0 || 180 &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_40mm_auto_cannon.png]] || [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]] || 1x2 || 60 || 70 || 10 || 175 || 6.0 || 20 || no || N/A || 300 [[40mm Auto Cannon (Apocalypse)|Multi-Cannon Round]] || 500 / 5 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_janitor_missile_array.png]] || [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]] || 1x3 || 70 || 76 || 22 || 250 || 1.0 || 16 || yes || 24 || 24 [[Janitor Missile Array (Apocalypse)|Janitor Missile]] || 1200 / 110 || 135&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_justice_missile_launcher.png]] || [[Justice Missile Launcher (Apocalypse)|Justice Missile Launcher]] || 1x3 || 80 || 74 || 50 || 1000 || 0.51 || 10 || yes || 12 || 1 [[Justice Missile Launcher (Apocalypse)|Justice Missile]] || 800 / 330 || 135&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_prophet_missile_launcher.png]] || [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]] || 1x3 || 70 || 76 || 26 || 350 || 0.86 || 18 || yes || 32 || 8 [[Prophet Missile Array (Apocalypse)|Prophet Missile]] || 1500 / 200 || 270&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_retribution_missile_launcher.png]] || [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] || 1x4 || 55 || 78 || 68 || 1150 || 0.4 || 10 || yes || 10 || 1 [[Retribution Missile Launcher (Apocalypse)|Retribution Missile]] || 1100 / 420 || 135&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_disruptor_bomb_launcher.png]] || [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] || 2x3 || 120 || 82 || 94 || 450 || 0.4 || 16 || yes || 34 || 32 [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb]] || 7000 / 3500 || 270&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_stasis_bomb_launcher.png]] || [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] || 2x4 || 130 || 80 || 0&amp;lt;sup&amp;gt;e&amp;lt;/sup&amp;gt; || 250 || 0.4 || 24 || yes || 34 || 5 [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb]] || 4760 / 2650 || 270&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_disruptor_multi_bomb_launcher.png]] || [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]] || 2x4 || 180 || 84 || 98/65&amp;lt;sup&amp;gt;f&amp;lt;/sup&amp;gt; || 250 || 0.3 || 12 || yes || 24 || 12 [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb]] || 9260 / 4230 || 270&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_laser_defense_array.png]] || [[Laser Defense Array (Apocalypse)|Laser Defense Array]] || 2x2 || 50 || 88 || 8 || 64 || 9.0 || 38 || no || N/A || Recharges || 1700 / 0 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_plasma_defense_array.png]] || [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]] || 2x2 || 45 || 92 || 12 || 84 || 9.0 || 38 || no || N/A || Recharges || 2300  0 || 360&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons: ROAD==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt; !! Fire Rate (s)&amp;lt;sup&amp;gt;b&amp;lt;/sup&amp;gt; !! Projectile Speed !! Guided&amp;lt;sup&amp;gt;c&amp;lt;/sup&amp;gt; !! Tracking Turn Rate !! Ammo !! Base Price&amp;lt;br&amp;gt;Weapon / Ammo !! Firing Arc&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_40mm_auto_cannon_turret.png|left]] || [[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]] || 2x2 || 20 || 70 || 14 || 150 || 6.0 || 20 || no || N/A || 500 40mm Cannon || 300 / 6 || 360 &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_airguard_anti_air_cannon.png|left]] || [[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]] || 2x2 || 25 || 72 || 16 || 180 || 2.0 || 15 || no || N/A || 600 52mm Cannon || 400 / 8 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_glm_array.png|left]] || [[Ground Launched Missile Array (Apocalypse)|GLM Array]] || 2x2 || 30 || 76 || 26 || 225 || 1.50 || 16 || yes || 12 || 12 Ground Launched Missile || 600 / 100 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_plasma_turret_cannon.png|left]] || [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]] || 4x4 || 140 || 85 || 30 || 400 || 4.50 || 38 || no || N/A || 130 [[Elerium_(Apocalypse)|Elerium-115]] || 1800 / 20 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_glm_air_defense.png|left]] || [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]] || 4x4 || 140 || 75 || 28 || 325 || 1.06 || 17 || yes || 14 || 16 Air Defense Missile || 2100 / 180 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_rumble_cannon.png|left]] || [[Rumble Cannon (Apocalypse)|Rumble Cannon]] || 4x4 || 140 || 75 || 34 || 250 || 5.14 || 20 || no || N/A || Recharges || 1000 / 0 || 90&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;a&#039;&#039;&#039; Divide value by 16 to get in-game cell distance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;b&#039;&#039;&#039; Visible projectile production is calculated as: &amp;lt;code&amp;gt;Fire Rate = {(36 &amp;amp;times; frame rate per second) &amp;amp;divide; weapon&#039;s fire delay}&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;c&#039;&#039;&#039; A guilded projectile can be jammed or may lose tracking against a cloaked target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;d&#039;&#039;&#039; All UFOs fire missiles from the rear of the craft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;e&#039;&#039;&#039; Immobilises a target only and does no damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;f&#039;&#039;&#039; Second value is damage of each bomblet once main projectile has split.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
* [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
* [[Megapol]]&lt;br /&gt;
* [[Marsec]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Vehicle Weapons (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&amp;diff=114338</id>
		<title>Vehicle Weapons (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&amp;diff=114338"/>
		<updated>2023-05-14T13:26:53Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Chart Definitions */ Added single period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bullets, Beams, Bombs ...and big booms!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Armaments: Road And Air==&lt;br /&gt;
A fighting vehicle should have a strong offense to quickly destroy any threat. The longer the time of an engagement, the more opportunity for a hostile to return fire. Select the best weapon for the chassis when matched with the best engine. Weight of the weapons will influence the final acceleration value.&lt;br /&gt;
&lt;br /&gt;
===Weapon: Rearm / Reload===&lt;br /&gt;
Ammunition is loaded to full capacity when a weapon is first placed into a suitable slot and will be reloaded/rearmed automatically if possible when returning from a battle.&lt;br /&gt;
* If no ammuntion is available to rearm or there has been only a partially reload, a message (if enabled) will inform the player of &#039;&#039;&#039;&amp;quot;not enough ammo to rearm vehicle&amp;quot;&#039;&#039;&#039;, for each vehicle affected.&lt;br /&gt;
* When installing weapons in the vehicle-equip screen, if the ammuntion for the weapon has &#039;run out&#039;, any weapon yet to be mounted will have an dark-orange-box outline.&lt;br /&gt;
* Forced reloads are possible by LMB clicking on any mounted weapon which needs more ammunition. (don&#039;t LMB-hold, just perform a quick LMB click)&lt;br /&gt;
* If suitable ammunition is stored at multiple X-Com bases, a vehicle can be given a destination to land/park at a nearby base and if using a &#039;&#039;forced&#039;&#039; reload, it can return to battle immediately (without having to traverse long distance to a home base for rearmament).&lt;br /&gt;
* If no other bases have spare ammo or fuel, allow the vehicle to return to their home base.&lt;br /&gt;
* Automatic reloads are timed to complete at five minute intervals for each vehicle irrelevant of ammunition capacity. Eg: ten vehicles will need fifty minutes to reload weapons.&lt;br /&gt;
====Tedious List====&lt;br /&gt;
* Vehicles shown within the Vehicle Equip Screen cannot be multiple-selected as with agents within their screen when using the CTRL-LMB method. Each vehicle can only be acessed individually.&lt;br /&gt;
* The list of vehicles shown cannot be changed unless selling the &#039;out-of-order&#039; vehicle and getting another. This re-bought vehicle may appear at the bottom of the list or back in the exact same position. Renaming vehicles does not solve this design error.&lt;br /&gt;
&lt;br /&gt;
==Chart Definitions==&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition is weightless. A vehicle will not become lighter if has run out of ammo.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Accuracy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A percentage chance of an &amp;lt;u&amp;gt;unguilded&amp;lt;/u&amp;gt; weapon (not projectile) being aimed directly at the target (its current position) when fired. An successful impact will depend on the maneuvers of the target and speed of the projectile. No weapons are aimed as to lead the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A projectile&#039;s active-time measured in metres (m).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A projectile will only be active until its maximum range has been reached. A fast projectile will expire sooner than a slow one if they have the same range value.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tracking Turn Rate&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guided projectiles will turn at &#039;&#039;n&#039;&#039;&amp;amp;deg; per second. The higher the rate, the sharper the turn.&amp;lt;br&amp;gt;&lt;br /&gt;
eg: A tracking turn rate of 96 will allow a missile to turn in a circle smaller than a launch tube.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firing Arc&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Projectiles will exit the vehicle in certain locations. The ejection location is determined from the centerline of the vehicle in top view and simultaneously from the side view.&amp;lt;br&amp;gt;&lt;br /&gt;
eg: &#039;&#039;&#039;90&amp;amp;deg;&#039;&#039;&#039; = a maximum firing spread of 45&amp;amp;deg; left/right &#039;&#039;&#039;and&#039;&#039;&#039; up/down from the centerline of the vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapons: AIR==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; | style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt; !! Fire Rate (s)&amp;lt;sup&amp;gt;b&amp;lt;/sup&amp;gt; !! Speed !! Guided&amp;lt;sup&amp;gt;c&amp;lt;/sup&amp;gt; !! Tracking Turn Rate !! Ammo !! Base Price&amp;lt;br&amp;gt;Weapon / Ammo !! Firing Arc&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_bolter_laser_gun.png]] || [[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4000 Laser Gun]] || 1x3 || 50 || 55 || 12 || 200 || 3.0 || 38 || no || N/A || Recharges || 1000 / 0 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_lancer_laser_gun.png]] || [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] || 1x4 || 80 || 60 || 16 || 300 || 3.0 || 38 || no || N/A || Recharges || 1500 / 0 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_rendor_plasma_gun.png]] || [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]] || 1x2 || 70 || 64 || 20 || 250 || 3.0 || 38 || no || N/A || 140 [[Elerium (Apocalypse)|Elerium-115]] || 2500 / 20 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_lineage_plasma_cannon.png]] || [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] || 1x3 || 95 || 66 || 25 || 400 || 3.0 || 38 || no || N/A || 110 [[Elerium (Apocalypse)|Elerium-115]] || 6000 / 20 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_plasma_multi_system.png]] || [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]] || 2x2 || 65 || 62 || 14 || 175 || 6.0 || 38 || no || N/A || 90 [[Elerium (Apocalypse)|Elerium-115]] || 5000 / 20 || 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_light_disruptor_beam.png]] || [[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2x2 || 50 || 50 || 20 || 150 || 2.4 || 28 || no || N/A || Recharges || 5600 / 0 || 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_medium_disruptor_beam.png]] || [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 2x3 || 90 || 60 || 40 || 300 || 2.12 || 30 || no || N/A || Recharges || 10500 / 0 || 180&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_heavy_disruptor_beam.png]] || [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 4x4 || 130 || 70 || 80 || 600 || 1.8 || 32 || no || N/A || Recharges || 20500 / 0 || 180 &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_40mm_auto_cannon.png]] || [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]] || 1x2 || 60 || 70 || 10 || 175 || 6.0 || 20 || no || N/A || 300 [[40mm Auto Cannon (Apocalypse)|Multi-Cannon Round]] || 500 / 5 || 90&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_janitor_missile_array.png]] || [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]] || 1x3 || 70 || 76 || 22 || 250 || 1.0 || 16 || yes || 24 || 24 [[Janitor Missile Array (Apocalypse)|Janitor Missile]] || 1200 / 110 || 135&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_justice_missile_launcher.png]] || [[Justice Missile Launcher (Apocalypse)|Justice Missile Launcher]] || 1x3 || 80 || 74 || 50 || 1000 || 0.51 || 10 || yes || 12 || 1 [[Justice Missile Launcher (Apocalypse)|Justice Missile]] || 800 / 330 || 135&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_prophet_missile_launcher.png]] || [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]] || 1x3 || 70 || 76 || 26 || 350 || 0.86 || 18 || yes || 32 || 8 [[Prophet Missile Array (Apocalypse)|Prophet Missile]] || 1500 / 200 || 270&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_retribution_missile_launcher.png]] || [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] || 1x4 || 55 || 78 || 68 || 1150 || 0.4 || 10 || yes || 10 || 1 [[Retribution Missile Launcher (Apocalypse)|Retribution Missile]] || 1100 / 420 || 135&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_disruptor_bomb_launcher.png]] || [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] || 2x3 || 120 || 82 || 94 || 450 || 0.4 || 16 || yes || 34 || 32 [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb]] || 7000 / 3500 || 270&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_stasis_bomb_launcher.png]] || [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] || 2x4 || 130 || 80 || 0&amp;lt;sup&amp;gt;e&amp;lt;/sup&amp;gt; || 250 || 0.4 || 24 || yes || 34 || 5 [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb]] || 4760 / 2650 || 270&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_disruptor_multi_bomb_launcher.png]] || [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]] || 2x4 || 180 || 84 || 98/65&amp;lt;sup&amp;gt;f&amp;lt;/sup&amp;gt; || 250 || 0.3 || 12 || yes || 24 || 12 [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb]] || 9260 / 4230 || 270&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_laser_defense_array.png]] || [[Laser Defense Array (Apocalypse)|Laser Defense Array]] || 2x2 || 50 || 88 || 8 || 64 || 9.0 || 38 || no || N/A || Recharges || 1700 / 0 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_plasma_defense_array.png]] || [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]] || 2x2 || 45 || 92 || 12 || 84 || 9.0 || 38 || no || N/A || Recharges || 2300  0 || 360&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons: ROAD==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt; !! Fire Rate (s)&amp;lt;sup&amp;gt;b&amp;lt;/sup&amp;gt; !! Projectile Speed !! Guided&amp;lt;sup&amp;gt;c&amp;lt;/sup&amp;gt; !! Tracking Turn Rate !! Ammo !! Base Price&amp;lt;br&amp;gt;Weapon / Ammo !! Firing Arc&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_40mm_auto_cannon_turret.png|left]] || [[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]] || 2x2 || 20 || 70 || 14 || 150 || 6.0 || 20 || no || N/A || 500 40mm Cannon || 300 / 6 || 360 &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_airguard_anti_air_cannon.png|left]] || [[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]] || 2x2 || 25 || 72 || 16 || 180 || 2.0 || 15 || no || N/A || 600 52mm Cannon || 400 / 8 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_glm_array.png|left]] || [[Ground Launched Missile Array (Apocalypse)|GLM Array]] || 2x2 || 30 || 76 || 26 || 225 || 1.50 || 16 || yes || 12 || 12 Ground Launched Missile || 600 / 100 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_plasma_turret_cannon.png|left]] || [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]] || 4x4 || 140 || 85 || 30 || 400 || 4.50 || 38 || no || N/A || 130 [[Elerium_(Apocalypse)|Elerium-115]] || 1800 / 20 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_glm_air_defense.png|left]] || [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]] || 4x4 || 140 || 75 || 28 || 325 || 1.06 || 17 || yes || 14 || 16 Air Defense Missile || 2100 / 180 || 360&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apoc_rumble_cannon.png|left]] || [[Rumble Cannon (Apocalypse)|Rumble Cannon]] || 4x4 || 140 || 75 || 34 || 250 || 5.14 || 20 || no || N/A || Recharges || 1000 / 0 || 90&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;a&#039;&#039;&#039; Divide value by 16 to get in-game cell distance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;b&#039;&#039;&#039; Visible projectile production is calculated as &amp;lt;code&amp;gt;Fire Rate = {(36 &amp;amp;times; frame rate per second) &amp;amp;divide; weapon&#039;s fire delay}&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;c&#039;&#039;&#039; A guilded projectile can be jammed or may lose tracking against a cloaked target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;d&#039;&#039;&#039; All UFOs fire missiles from the rear of the craft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;e&#039;&#039;&#039; Immobilises a target only and does no damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;f&#039;&#039;&#039; Second value is damage of each bomblet once main projectile has split.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
* [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
* [[Megapol]]&lt;br /&gt;
* [[Marsec]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Vehicle Weapons (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_Guides_(Apocalypse)&amp;diff=114337</id>
		<title>User Guides (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_Guides_(Apocalypse)&amp;diff=114337"/>
		<updated>2023-05-14T05:35:46Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* &amp;quot;Stealing&amp;quot; Personal Shields */ added a link to the Cult of Sirius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;General Guides that don&#039;t fit anywhere else!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Androids and Hybrids==&lt;br /&gt;
Two opposites, androids are physically strong, while hybrids are physically weak but are the only race that can effectively use psionics. Ideally, androids will have lots of extra equipment to either demolish everything or to replenish teammates supplies, while hybrids travel as light as possible but with a [[Mind Bender]] even if they haven&#039;t received adequate psionic training.&lt;br /&gt;
&lt;br /&gt;
At the start of the game androids will have the best aim of your troops, so should be given the best weapons. With some training and experience your human soldiers will surpass them. Androids&#039; high HP and immunity to brainsuckers and psionics makes them good scouts and shock troops, since turning a corner in to something unpleasant is less likely to result in their death than a human. Also, while by no means expendable, androids are more easily replaced than an experienced human. As such, once you have humans with good accuracy that can take over fire support, equip your androids for short range combat and/or demolition and use them in the front line. Another advantage of androids&#039; immunity to psionics and brainsuckers is that they can safely be given heavy weapons like launchers, since there is no way for the aliens to take control of them.&lt;br /&gt;
You can sometimes use androids as &amp;quot;bait&amp;quot; for brainsucker launchers, as brainsuckers will not attempt to brainsuck them, but anthropods and skeletoids will still fire brainsucker pods at androids (I think).&lt;br /&gt;
&lt;br /&gt;
In the late game once you have disruptor armor and advanced, lighter weaponry hybrids really come in to their own. The lighter equipment makes a hybrid&#039;s strength disadvantage less of a problem, and the toughness of disruptor armor and shields makes their lack of HP less of an issue as well. Meanwhile, a hybrid&#039;s high psionic defence is an asset even if you don&#039;t use offensive psionics much, and their proficiency with weapons is comparable to a human.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
====Stun Squad====&lt;br /&gt;
Early in the game, it can be a beneficial tactic to set apart a few agents as a &#039;stun squad&#039;. This squad carries stun grapples and stun grenades and is tasked solely with capturing aliens alive. Because they&#039;ll be getting up close and personal with brainsuckers, it&#039;s a good idea to comprise your stun squad out of androids.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve got a few aliens stunned and down, keep your stun squad near them. Real-time makes this much easier, as you can set them for Aggressive and Auto-Fire and they&#039;ll automatically re-stun any aliens that try to stand up. Using a separate stun squad made up of three androids with twin stun grapples and grenades in a fresh game, this editor was able to capture alive an Anthropod, Spitter, Hyperworm, Multiworm, and Brainsucker all within two missions following acquisition of the Bio Transport Module.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons and Real-Time Mode====&lt;br /&gt;
Heavy weapons, such as the MarSec Heavy Launcher and the Dimension Missile launcher should be used with care in real-time mode. Personally, I recommend avoiding missile launchers entirely if possible, as one brainsucked agent in Disruptor armor with a dimension launcher can cause some serious pain later in the game&#039;s stages. Unfortunately, the game&#039;s AI doesn&#039;t seem to check friendly fire prior to using weapons, and you can easily end up destroying your entire squad if you don&#039;t keep heavy weapons reigned in. If you must use weapons like these, this editor recommends keeping all of your &amp;quot;heavy weapons experts&amp;quot; in the same squad, setting that squad to &#039;No Fire&#039;, and manually ordering them to fire when it&#039;s tactically sound to do so. An excellent example of this is when you&#039;re tasked with disabling parts of alien structures later in the game.&lt;br /&gt;
&lt;br /&gt;
====Marksmen, Sharpshooters and Snipers====&lt;br /&gt;
No armed organization can go to war without its snipers, they provide accurate, long-range cover fire to your other squads and, if used correctly, serve as spotters for target acquisition to aid your other squads.&lt;br /&gt;
The minute you start a game you should be on the look out for recruits with an accuracy skill above the rest of your troops. Try not to use Androids for this task as their accuracy is a fixed value and will never improve, Humans make the best long-term snipers. Make sure these are always participating in combat training to improve accuracy, among other things.&lt;br /&gt;
Give these guys sniper rifles and keep them in a squad together. (don&#039;t forget to arm them with stun grenades and grapples) When possible buy the Marsec Body Armour Units as these have the built in jetpacks which allow your snipers to stay out of harms way and to take the tactical high ground quickly as well as provide dynamic support for your troops on the ground.&lt;br /&gt;
Always place your snipers on high ground if possible, ideally 3-4 floors above your other troops. This gives them un-obstructed fields of fire and sight, something that your agents lives depend on. Snipers are there to support other squads and are best used in a ratio of 1:2 1 unit of snipers to 2 units of machine gunners. However, bear in mind snipers become less useful towards the later stages of the game but still has uses, especially in ufo recovery, set them to watch the door from the cliffs either side.&lt;br /&gt;
&lt;br /&gt;
=Play Style=&lt;br /&gt;
==Early Game Strategy==&lt;br /&gt;
===The Super Scout Strategy (real-time only)===&lt;br /&gt;
It can be useful to use a lone [[Agents_(Apocalypse)#Androids|Android]] as a scout to uncover the map and find out where the enemy is.  Use the unit with the highest [[Agents_Stats_(Apocalypse)#Speed|speed]] and [[Agents_Stats_(Apocalypse)#Strength|strength]] if possible so that it can carry a lot of gear and also get away from the enemy as needed.  Android immunity to brainsuckers is particularly useful here should you wind unexpectedly at close quarters.  Sending a lone soldier gives your two particular advantages: he is easier to micromanage and maneuver and you&#039;re only risking one soldier.  This also brings a new dimension to the game, as you can fight a large portion of your battles in solo mode if you are careful.&lt;br /&gt;
&lt;br /&gt;
Armed with a [[Megapol Laser Sniper Gun|sniper rifle]], lawpistols, two [[Megapol Stun Grapple|Stun Grapples]] and a [[Motion_Scanner_(Apocalypse)|motion scanner]], you&#039;ll have a mixed bag of weaponry for engaging at any range.  It&#039;s particularly fun to harass the enemy with sniper fire and grenades, and retreat if there are too many.  You can also liberally sprinkle the battlefield with stun gas grenades to keep the enemy off-balance or when you want to capture aliens alive.  Also, gas grenades are safer to use around civilians or your own squad members.  This brings up the next fun part--leading the aliens into an ambush.  Support your android with a small squad of three solider equipped with long and short range weaponry so that they&#039;ll be ready for any sort of encounter.  In addition to providing extra firepower, your allies can keep an eye on any unconscious aliens should they wake up.&lt;br /&gt;
&lt;br /&gt;
As for what other troops to bring, it&#039;s up to you.  I like to bring along a dedicated group of four snipers and four machine gunners to cover the flanks and establish a safe perimeter to retreat too if necessary.  They can also act a reserve force if you get into trouble, though most of the time, they just sit at the edge of the map and take potshots at enemy which helps train their [[Agents_Stats_(Apocalypse)#Accuracy|accuracy]].  Let them waste [[Megapol Lawpistol|Lawpistol]] or [[Megapol Auto Cannon|Auto Cannon]] ammo if you find yourself burning too much machine gun ammo, which always seems to be scarce.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also useful to note the lawpistols are surprisingly useful when paired with a sniper rifle for your mixed troops since they are light and compact and offer comparable firepower to the machine gun without the weight.  They can also be [[Dual-wield|dual-wielded]] without accuracy penalties, which is another plus.  Of course later on, they will be replaced by plasma guns, assuming there is enough ammo available.&lt;br /&gt;
&lt;br /&gt;
Lastly, your scout should have a motion sensor.  It&#039;s also handy to give one to the leaders of all your other squads so they enemy will not get the jump on you.  You don&#039;t *have* to give the sensor to the leader, but this really helps cut down on the micromanagement, which seems to the be most tiresome part of battles.&lt;br /&gt;
&lt;br /&gt;
==Late Game Strategy==&lt;br /&gt;
===&amp;quot;Stealing&amp;quot; Personal Shields===&lt;br /&gt;
Late Game, Personal Shields are rather ridiculously useful, since they will absorb almost any form of damage from enemies, and they absorb a LOT of it. Plus, they recharge over time. The only reason not to outfit everyone in your squad with multiple shields is that they take a lot of time to manufacture. So, the simplest way to get lots of them is to get them from the aliens OR on raids against humans. Only humanoid aliens can carry personal shields, and there&#039;s a limited amount of aliens compared to being able to raid the [[Cult_of_Sirius|COS]] ad infinitum. So, the best way to get lots of shields is via raiding the [[Cult_of_Sirius|COS]].&lt;br /&gt;
&lt;br /&gt;
Now, when you raid the COS for shields, you want them to either drop their shields units or you want to do damage that bypasses the shields. Shooting normal projectiles to wear down the shields will result in the shield units being destroyed instead. Therefore, you want to bring along PSI troops to make the COS drop their items before you kill them. Simple enough, if you&#039;ve trained up strong Psi troops.&lt;br /&gt;
&lt;br /&gt;
The other method of obtaining the shields is to use either Stun Grenades or Toxiguns. Stun Grenades will make them drop their items when they fall unconscious, but are a little harder to use. A simpler way to get shields from COS is to play in Turn Based mode and to shoot COS from point blank with your Toxigun on full auto. One strategy is to use Toxin A or basically your weakest Toxins, since human targets have the same damage modifier from all 3 toxins, so Toxin A,B,C will do 12.5, 16.25 and 21.25 damage respectively. Most COS will die in about a dozen shots, so at minimum, you need around 15 TU once you&#039;re right next to them for the kill. But, you should only be doing this for COS targets that are carrying shields. Therefore, you should carry a Devastator/Disrupter in one hand and a toxigun in the other. Get to point blank range and fire a Disrupter shot into the target. If you hear a dull thunk and see the blue shield flash, switch to the toxigun and pepper him full of holes. If you hear a scream, kill him with the disrupter. Or you can just scan the enemy with the mind bender. Note also that enemies will seem to be able to use ONE of the following: Personal Shield, Teleporter, Personal Cloaking Field. So, if you see a fuzzy looking unit, just Disrupter him to death, he won&#039;t be able  to use his personal shield.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_Guides_(Apocalypse)&amp;diff=114336</id>
		<title>User Guides (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_Guides_(Apocalypse)&amp;diff=114336"/>
		<updated>2023-05-14T05:31:27Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Androids and Hybrids */ A single period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;General Guides that don&#039;t fit anywhere else!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Androids and Hybrids==&lt;br /&gt;
Two opposites, androids are physically strong, while hybrids are physically weak but are the only race that can effectively use psionics. Ideally, androids will have lots of extra equipment to either demolish everything or to replenish teammates supplies, while hybrids travel as light as possible but with a [[Mind Bender]] even if they haven&#039;t received adequate psionic training.&lt;br /&gt;
&lt;br /&gt;
At the start of the game androids will have the best aim of your troops, so should be given the best weapons. With some training and experience your human soldiers will surpass them. Androids&#039; high HP and immunity to brainsuckers and psionics makes them good scouts and shock troops, since turning a corner in to something unpleasant is less likely to result in their death than a human. Also, while by no means expendable, androids are more easily replaced than an experienced human. As such, once you have humans with good accuracy that can take over fire support, equip your androids for short range combat and/or demolition and use them in the front line. Another advantage of androids&#039; immunity to psionics and brainsuckers is that they can safely be given heavy weapons like launchers, since there is no way for the aliens to take control of them.&lt;br /&gt;
You can sometimes use androids as &amp;quot;bait&amp;quot; for brainsucker launchers, as brainsuckers will not attempt to brainsuck them, but anthropods and skeletoids will still fire brainsucker pods at androids (I think).&lt;br /&gt;
&lt;br /&gt;
In the late game once you have disruptor armor and advanced, lighter weaponry hybrids really come in to their own. The lighter equipment makes a hybrid&#039;s strength disadvantage less of a problem, and the toughness of disruptor armor and shields makes their lack of HP less of an issue as well. Meanwhile, a hybrid&#039;s high psionic defence is an asset even if you don&#039;t use offensive psionics much, and their proficiency with weapons is comparable to a human.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
====Stun Squad====&lt;br /&gt;
Early in the game, it can be a beneficial tactic to set apart a few agents as a &#039;stun squad&#039;. This squad carries stun grapples and stun grenades and is tasked solely with capturing aliens alive. Because they&#039;ll be getting up close and personal with brainsuckers, it&#039;s a good idea to comprise your stun squad out of androids.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve got a few aliens stunned and down, keep your stun squad near them. Real-time makes this much easier, as you can set them for Aggressive and Auto-Fire and they&#039;ll automatically re-stun any aliens that try to stand up. Using a separate stun squad made up of three androids with twin stun grapples and grenades in a fresh game, this editor was able to capture alive an Anthropod, Spitter, Hyperworm, Multiworm, and Brainsucker all within two missions following acquisition of the Bio Transport Module.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons and Real-Time Mode====&lt;br /&gt;
Heavy weapons, such as the MarSec Heavy Launcher and the Dimension Missile launcher should be used with care in real-time mode. Personally, I recommend avoiding missile launchers entirely if possible, as one brainsucked agent in Disruptor armor with a dimension launcher can cause some serious pain later in the game&#039;s stages. Unfortunately, the game&#039;s AI doesn&#039;t seem to check friendly fire prior to using weapons, and you can easily end up destroying your entire squad if you don&#039;t keep heavy weapons reigned in. If you must use weapons like these, this editor recommends keeping all of your &amp;quot;heavy weapons experts&amp;quot; in the same squad, setting that squad to &#039;No Fire&#039;, and manually ordering them to fire when it&#039;s tactically sound to do so. An excellent example of this is when you&#039;re tasked with disabling parts of alien structures later in the game.&lt;br /&gt;
&lt;br /&gt;
====Marksmen, Sharpshooters and Snipers====&lt;br /&gt;
No armed organization can go to war without its snipers, they provide accurate, long-range cover fire to your other squads and, if used correctly, serve as spotters for target acquisition to aid your other squads.&lt;br /&gt;
The minute you start a game you should be on the look out for recruits with an accuracy skill above the rest of your troops. Try not to use Androids for this task as their accuracy is a fixed value and will never improve, Humans make the best long-term snipers. Make sure these are always participating in combat training to improve accuracy, among other things.&lt;br /&gt;
Give these guys sniper rifles and keep them in a squad together. (don&#039;t forget to arm them with stun grenades and grapples) When possible buy the Marsec Body Armour Units as these have the built in jetpacks which allow your snipers to stay out of harms way and to take the tactical high ground quickly as well as provide dynamic support for your troops on the ground.&lt;br /&gt;
Always place your snipers on high ground if possible, ideally 3-4 floors above your other troops. This gives them un-obstructed fields of fire and sight, something that your agents lives depend on. Snipers are there to support other squads and are best used in a ratio of 1:2 1 unit of snipers to 2 units of machine gunners. However, bear in mind snipers become less useful towards the later stages of the game but still has uses, especially in ufo recovery, set them to watch the door from the cliffs either side.&lt;br /&gt;
&lt;br /&gt;
=Play Style=&lt;br /&gt;
==Early Game Strategy==&lt;br /&gt;
===The Super Scout Strategy (real-time only)===&lt;br /&gt;
It can be useful to use a lone [[Agents_(Apocalypse)#Androids|Android]] as a scout to uncover the map and find out where the enemy is.  Use the unit with the highest [[Agents_Stats_(Apocalypse)#Speed|speed]] and [[Agents_Stats_(Apocalypse)#Strength|strength]] if possible so that it can carry a lot of gear and also get away from the enemy as needed.  Android immunity to brainsuckers is particularly useful here should you wind unexpectedly at close quarters.  Sending a lone soldier gives your two particular advantages: he is easier to micromanage and maneuver and you&#039;re only risking one soldier.  This also brings a new dimension to the game, as you can fight a large portion of your battles in solo mode if you are careful.&lt;br /&gt;
&lt;br /&gt;
Armed with a [[Megapol Laser Sniper Gun|sniper rifle]], lawpistols, two [[Megapol Stun Grapple|Stun Grapples]] and a [[Motion_Scanner_(Apocalypse)|motion scanner]], you&#039;ll have a mixed bag of weaponry for engaging at any range.  It&#039;s particularly fun to harass the enemy with sniper fire and grenades, and retreat if there are too many.  You can also liberally sprinkle the battlefield with stun gas grenades to keep the enemy off-balance or when you want to capture aliens alive.  Also, gas grenades are safer to use around civilians or your own squad members.  This brings up the next fun part--leading the aliens into an ambush.  Support your android with a small squad of three solider equipped with long and short range weaponry so that they&#039;ll be ready for any sort of encounter.  In addition to providing extra firepower, your allies can keep an eye on any unconscious aliens should they wake up.&lt;br /&gt;
&lt;br /&gt;
As for what other troops to bring, it&#039;s up to you.  I like to bring along a dedicated group of four snipers and four machine gunners to cover the flanks and establish a safe perimeter to retreat too if necessary.  They can also act a reserve force if you get into trouble, though most of the time, they just sit at the edge of the map and take potshots at enemy which helps train their [[Agents_Stats_(Apocalypse)#Accuracy|accuracy]].  Let them waste [[Megapol Lawpistol|Lawpistol]] or [[Megapol Auto Cannon|Auto Cannon]] ammo if you find yourself burning too much machine gun ammo, which always seems to be scarce.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also useful to note the lawpistols are surprisingly useful when paired with a sniper rifle for your mixed troops since they are light and compact and offer comparable firepower to the machine gun without the weight.  They can also be [[Dual-wield|dual-wielded]] without accuracy penalties, which is another plus.  Of course later on, they will be replaced by plasma guns, assuming there is enough ammo available.&lt;br /&gt;
&lt;br /&gt;
Lastly, your scout should have a motion sensor.  It&#039;s also handy to give one to the leaders of all your other squads so they enemy will not get the jump on you.  You don&#039;t *have* to give the sensor to the leader, but this really helps cut down on the micromanagement, which seems to the be most tiresome part of battles.&lt;br /&gt;
&lt;br /&gt;
==Late Game Strategy==&lt;br /&gt;
===&amp;quot;Stealing&amp;quot; Personal Shields===&lt;br /&gt;
Late Game, Personal Shields are rather ridiculously useful, since they will absorb almost any form of damage from enemies, and they absorb a LOT of it. Plus, they recharge over time. The only reason not to outfit everyone in your squad with multiple shields is that they take a lot of time to manufacture. So, the simplest way to get lots of them is to get them from the aliens OR on raids against humans. Only humanoid aliens can carry personal shields, and there&#039;s a limited amount of aliens compared to being able to raid the COS ad infinitum. So, the best way to get lots of shields is via raiding the COS.&lt;br /&gt;
&lt;br /&gt;
Now, when you raid the COS for shields, you want them to either drop their shields units or you want to do damage that bypasses the shields. Shooting normal projectiles to wear down the shields will result in the shield units being destroyed instead. Therefore, you want to bring along PSI troops to make the COS drop their items before you kill them. Simple enough, if you&#039;ve trained up strong Psi troops.&lt;br /&gt;
&lt;br /&gt;
The other method of obtaining the shields is to use either Stun Grenades or Toxiguns. Stun Grenades will make them drop their items when they fall unconscious, but are a little harder to use. A simpler way to get shields from COS is to play in Turn Based mode and to shoot COS from point blank with your Toxigun on full auto. One strategy is to use Toxin A or basically your weakest Toxins, since human targets have the same damage modifier from all 3 toxins, so Toxin A,B,C will do 12.5, 16.25 and 21.25 damage respectively. Most COS will die in about a dozen shots, so at minimum, you need around 15 TU once you&#039;re right next to them for the kill. But, you should only be doing this for COS targets that are carrying shields. Therefore, you should carry a Devastator/Disrupter in one hand and a toxigun in the other. Get to point blank range and fire a Disrupter shot into the target. If you hear a dull thunk and see the blue shield flash, switch to the toxigun and pepper him full of holes. If you hear a scream, kill him with the disrupter. Or you can just scan the enemy with the mind bender. Note also that enemies will seem to be able to use ONE of the following: Personal Shield, Teleporter, Personal Cloaking Field. So, if you see a fuzzy looking unit, just Disrupter him to death, he won&#039;t be able  to use his personal shield.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Relations_(Apocalypse)&amp;diff=114335</id>
		<title>Relations (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Relations_(Apocalypse)&amp;diff=114335"/>
		<updated>2023-05-14T05:26:13Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Friends And Enemies */ single capital letter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Relations=&lt;br /&gt;
Money is the lubrication that makes the cogs move in Mega-Primus. Organisations within the city expect a corporate environment conducive for generating lots of money ...until someone causes an interuption to the flow, which they then become a problem which needs &#039;fixing&#039;.&lt;br /&gt;
&lt;br /&gt;
==Relationships In Mega-Primus==&lt;br /&gt;
Attitudes between two organisations can be normalised as:&lt;br /&gt;
* &#039;&#039;&#039;Friendly&#039;&#039;&#039;, &#039;&#039;&#039;Neutral&#039;&#039;&#039; or &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;: which means the either company does not concern itself with matters of the other.&lt;br /&gt;
* &#039;&#039;&#039;Allied&#039;&#039;&#039;: where a company will concern itself with matters which have (if any) negatively affected their business partner.&lt;br /&gt;
* &#039;&#039;&#039;Hostile&#039;&#039;&#039;: where two organisations hate each other and will actively try to destroy not only the others wealth but also their very existance in Mega-Primus.&lt;br /&gt;
&lt;br /&gt;
==Relations At The Start==&lt;br /&gt;
Normalised relations before any modifiers have been applied:&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Organization&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Friendly/Allied to&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Unfriendly/Hostile to&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]] [[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_marsec_icon.png]] [[Marsec]] [[Image:Apoc_ts_icon.png]] [[Transtellar]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_solmine_icon.png]] [[Solmine]] [[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sd_icon.png]] [[Superdynamics]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_gm_icon.png]] [[General Metro]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_gm_icon.png]] [[General Metro]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sd_icon.png]] [[Superdynamics]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb_icon.png]] [[Cyberweb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_self_icon.png]] [[S.E.L.F.]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_nanotech_icon.png]] [[Nanotech]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ts_icon.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_energen_icon.png]] [[Energen]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sensovision_icon.png]] [[Sensovision]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_lifetree_icon.png]] [[Lifetree]] [[Image:Apoc_gravball_icon.png]] [[Grav Ball League]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_lifetree_icon.png]] [[Lifetree]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sensovision_icon.png]] [[Sensovision]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_nutrivend_icon.png]] [[Nutrivend]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_evonet_icon.png]] [[Evonet]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_evonet_icon.png]] [[Evonet]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_nutrivend_icon.png]] [[Nutrivend]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sanctuary_icon.png]] [[Sanctuary Clinic]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_nanotech_icon.png]] [[Nanotech]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_nanotech_icon.png]] [[Nanotech]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sanctuary_icon.png]] [[Sanctuary Clinic]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_energen_icon.png]] [[Energen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_synthemesh_icon.png]] [[Synthemesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_gravball_icon.png]] [[Grav Ball League]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sensovision_icon.png]] [[Sensovision]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_psyke_icon.png]] [[Psyke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]] [[Image:Apoc_sensovision_icon.png]] [[Sensovision]] [[Image:Apoc_gravball_icon.png]] [[Grav Ball League]] [[Image:Apoc_diablo_icon.png]] [[Diablo]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_diablo_icon.png]] [[Diablo]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]] [[Image:Apoc_sensovision_icon.png]] [[Sensovision]] [[Image:Apoc_gravball_icon.png]] [[Grav Ball League]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]] [[Image:Apoc_sensovision_icon.png]] [[Sensovision]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_self_icon.png]] [[S.E.L.F.]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_mutant_icon.png]] [[Mutant Alliance]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]] [[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_mutant_icon.png]] [[Mutant Alliance]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_self_icon.png]] [[S.E.L.F.]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]] [[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_marsec_icon.png]] [[Marsec]] [[Image:Apoc_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_technocr_icon.png]] [[Technocrats]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_technocr_icon.png]] [[Technocrats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mutant Alliance and S.E.L.F. are set to start slightly friendly to X-Com. However, due to the randomization that happens to every organization&#039;s value to another at start they might begin the game with a negative value towards X-Com.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt; An organisation cannot be eliminated from Mega-Primus. They will always exist and will always be a problem if they remain hostile.&lt;br /&gt;
&lt;br /&gt;
==Representation Of Attitudes==&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
!Category!!Relation Score&lt;br /&gt;
|-&lt;br /&gt;
|Allied||+75 to +100&lt;br /&gt;
|-&lt;br /&gt;
|Friendly||+25 to +74&lt;br /&gt;
|-&lt;br /&gt;
|Neutral||-24 to +24&lt;br /&gt;
|-&lt;br /&gt;
|Unfriendly||-49 to -25&lt;br /&gt;
|-&lt;br /&gt;
|Hostile||-100 to -50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt; X-Com&#039;s attitude towards others is not shown in the chart below since the player is in control.&lt;br /&gt;
====Modifiers====&lt;br /&gt;
* Numbers listed in &#039;&#039;&#039;bold&#039;&#039;&#039; do not get modified at game start.&lt;br /&gt;
&lt;br /&gt;
Note: Any organisation listed cannot hate itself. They will always be &#039;&#039;&#039;+100&#039;&#039;&#039; (allied) with themselves.&lt;br /&gt;
&lt;br /&gt;
The calculation used for modifying the final relationship corresponds to the Difficulty:&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;0&#039;&#039;&#039;=Novice, &#039;&#039;&#039;1&#039;&#039;&#039;=Easy, &#039;&#039;&#039;2&#039;&#039;&#039;=Medium, &#039;&#039;&#039;3&#039;&#039;&#039;=Hard, &#039;&#039;&#039;4&#039;&#039;&#039;=Superhuman.&amp;lt;br&amp;gt;&lt;br /&gt;
1. Attitudes are randomised +/- 10 for &#039;&#039;Normalised Relations&#039;&#039; (see chart above).&amp;lt;br&amp;gt;&lt;br /&gt;
2. Attitudes (except X-Com) are randomised better or worse, limited by (&#039;&#039;&#039;5&#039;&#039;&#039; x Difficulty).&amp;lt;br&amp;gt;&lt;br /&gt;
3. Attitudes (except Aliens) are randomly &amp;lt;u&amp;gt;worsened&amp;lt;/u&amp;gt;, limited by (&#039;&#039;&#039;5&#039;&#039;&#039; x Difficulty).&amp;lt;br&amp;gt;&lt;br /&gt;
4. Attitudes between Organisations are randomly &amp;lt;u&amp;gt;improved&amp;lt;/u&amp;gt;, limited by  (&#039;&#039;&#039;3&#039;&#039;&#039; x Difficulty).&amp;lt;br&amp;gt;&lt;br /&gt;
5. X-Com&#039;s attitude to all others is then modified depending on Difficulty:&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
!Difficulty!!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Novice||0&lt;br /&gt;
|-&lt;br /&gt;
|Easy||+5&lt;br /&gt;
|-&lt;br /&gt;
|Medium||0&lt;br /&gt;
|-&lt;br /&gt;
|Hard||-5&lt;br /&gt;
|-&lt;br /&gt;
|Superhuman||-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Chart:&#039;&#039;&#039; organisation at left likes/dislikes organisation at top, by value.&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|||[[Image:Apoc_xcom_icon.png]]||[[Image:Apoc_aliens_icon.png]]||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Aliens_(Apocalypse)|Alien]]||-100||&#039;&#039;&#039;+100&#039;&#039;&#039;||-20||-30||+75||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Government]]||+75||-50||&#039;&#039;&#039;+100&#039;&#039;&#039;||+75||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||-35||-35||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol]]||+75||-50||+75||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||-25||0||0||0||-15||0||0||0||0||0||0||0||0||0||0||-50||-50||-35||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Cult of Sirius]]||-50||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec]]||0||0||0||-35||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||+25||0||0||0||0||0||0||0||0||0||0||0||0||0||0||+25||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Superdynamics]]||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[General Metro]]||0||0||0||0||0||0||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyberweb]]||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||+50||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Transtellar]]||0||+20||0||-20||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||+25||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Solmine]]||0||0||0||0||0||+25||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sensovision]]||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35||0||0||0||0||0||0||-35||-35||-35||-20||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lifetree]]||0||0||0||0||0||0||0||0||0||0||0||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nutrivend]]||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Evonet]]||0||0||0||0||0||0||0||0||0||0||0||0||0||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sanctuary Clinic]]||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||+25||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nanotech]]||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||+25||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Energen]]||0||0||0||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Synthemesh]]||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gravball League]]||0||0||0||0||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-20||-20||-10||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Psyke]]||0||0||0||-35||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||-20||&#039;&#039;&#039;+100&#039;&#039;&#039;||-50||-35||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Diablo]]||0||0||0||-35||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||-20||-50||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Osiron]]||0||0||0||-20||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||-10||-35||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[S.E.L.F.]]||+15||0||-25||-15||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||+25||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Alliance]]||+15||0||-25||-10||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||+25||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Extropians]]||0||0||0||0||0||+25||0||0||0||0||+25||0||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35&lt;br /&gt;
|-&lt;br /&gt;
|[[Technocrats]]||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
&lt;br /&gt;
==Friends And Enemies==&lt;br /&gt;
* Any relationship may be one-sided. If one corporation likes/hates another, that same attitude may not be the other corporation&#039;s attitude to the former. eg: the Aliens are indifferent (neutral) to Cult Of Sirius but the cultists revere (allied to) the aliens.&lt;br /&gt;
* Organisations which have a particular attitude of each other may not have the same attitude towards others.&amp;lt;br&amp;gt;&lt;br /&gt;
eg: Psyke and Transtellar are hostile to each other. Transtellar is hostile to Cyberweb but Psyke is only unfriendly to Cyberweb. Cyberweb is hostile to both. If Cyberweb attacks Psyke, Transtellar will view that attack on their enemy (Psyke) as a positive action by Cyberweb. Transtellar may now have have a slightly less hatred for Cyberweb! ...basically:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The enemy of my enemy is my friend&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Keep Your Friends Close==&lt;br /&gt;
Is it important to remain on good terms certain [[Organizations|organisations]] which provide X-Com with a needed service or who provide goods on the market. The most important non-hostile to have is Megapol. If they are hostile they will attack your crafts whenever they approach any policecar or will be chased by police hovercars if you get close to whereever the hovercar(s) is parked.&amp;lt;br&amp;gt;&lt;br /&gt;
If Megapol is hostile to others which provide Goods And Services to X-Com, those transport crafts (Air-Trans and Auto-Taxi) will be targeted by Megapol for destruction ...no refunds!&lt;br /&gt;
&lt;br /&gt;
==Buying Better Relationships==&lt;br /&gt;
Relations may be repaired towards a more positive attitude for X-Com regarding any organisation which is not allied to (&#039;&#039;alien friends&#039;&#039;) or [[Alien Infiltration (Apocalypse)|under control]] by the aliens.&lt;br /&gt;
&lt;br /&gt;
===Offer Cash Settlement===&lt;br /&gt;
X-Com may offer a cash &amp;lt;s&amp;gt;bribe&amp;lt;/s&amp;gt; donation to a company which will improve X-Com&#039;s relationship to a more positive attitude for every bribe until that organisation is allied. The relationship changes to the next positive level. eg: unfriendly to neutral, neutral to friendly, etc. for each offer made by X-Com.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of the cash offered will depend on how many extra relation-points are needed to upgrade to the next level.&lt;br /&gt;
* Is always available to attempt, but may not be accepted. Organizations that are allied to the aliens will always refuse.&lt;br /&gt;
&lt;br /&gt;
===Diplomatic Rift===&lt;br /&gt;
X-Com may be &amp;lt;s&amp;gt;demanded&amp;lt;/s&amp;gt; offered to make a payment to an aggrieved organisation to reset relations to a neutral level.&lt;br /&gt;
Note: Buying off (offer cash settlement) any organisation that X-Com has made hostile may be a waste of money if the company demands a compensation payout in the near future. Paying their demand will reset relations to a neutral level irrelevant to which relationship level you achieved with your donations.&lt;br /&gt;
* Is randomly &#039;offered&#039; and only from hostile organisations.&lt;br /&gt;
&lt;br /&gt;
===Cult Of Sirius===&lt;br /&gt;
The Cult Of Sirius may demand compensation from X-Com due to killing aliens. This temporary relations boost allows &#039;certain raiding actions&#039; without their usual hostility ...until more aliens are killed.&lt;br /&gt;
&lt;br /&gt;
===[[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|Forced Diplomacy]]===&lt;br /&gt;
A cityscape option of easily turning friends into enemies by using their friend&#039;s crafts to forment trouble.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Population_(Apocalypse)&amp;diff=114334</id>
		<title>Population (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Population_(Apocalypse)&amp;diff=114334"/>
		<updated>2023-05-14T05:22:56Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* The Population */ added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Humans, Hybrids, Robots, and &#039;&#039;friends&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
=A Populated City=&lt;br /&gt;
[[Mega-Primus]] is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.&lt;br /&gt;
&lt;br /&gt;
===Interactions===&lt;br /&gt;
Mega-Primus is an environmentally sustainable modern city that accommodates many. The majority are respectable citizens, some not so much, and others are just not welcome within the city walls. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com&#039;s role is to remove these alien invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:&lt;br /&gt;
* Investigation, detection, and removal of aliens within an organisation&#039;s building.&lt;br /&gt;
* Raiding a company building belonging to any, allied to hostile, organisation.&lt;br /&gt;
* Retaliation for X-Com&#039;s hostile actions by an invading force attemping to destroy an X-Com base.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com may also offer job opportunities to anyone willing to help:&lt;br /&gt;
* Citizens offering their willingness to fight any threat to Mega-Primus can be hired as Agents.&lt;br /&gt;
* Anyone not willing to fight can be hired as a professional &#039;&#039;&#039;Technical Personel&#039;&#039;&#039; instead, assisting with research of biological specimens and strange organic items, and to use that acquired knowledge to construct advanced, exotic technologies.&lt;br /&gt;
&lt;br /&gt;
====Building Defenders====&lt;br /&gt;
Any company building will use its own members as a &#039;&#039;defence force&#039;&#039; to defend the structure and to fight any invaders:&lt;br /&gt;
* &#039;&#039;&#039;Police&#039;&#039;&#039; appear within any Megapol owned building.&lt;br /&gt;
* &#039;&#039;&#039;Cultists&#039;&#039;&#039; appear in any Cult Of Sirius Temple.&lt;br /&gt;
* &#039;&#039;&#039;Gangsters&#039;&#039;&#039; appear in gang owned buildings, typically derelict slums.&lt;br /&gt;
* &#039;&#039;&#039;Building Security&#039;&#039;&#039; are hired &#039;&#039;&#039;Guards&#039;&#039;&#039; that appear within all buildings which do not have a dedicated defence force.&amp;lt;br&amp;gt;&lt;br /&gt;
If an X-Com base is attacked by any hostile organisation, the same style of Building Defenders will appear inside the layout of the base except any company which uses Building Security. These hired security Guards will refuse to participate in attacking an X-Com base. A hostile company will resort to using &#039;&#039;&#039;Corporate Hoods&#039;&#039;&#039; ...which are less inclined to care but only if the price is right!&lt;br /&gt;
&lt;br /&gt;
==The Population==&lt;br /&gt;
Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose.&lt;br /&gt;
===X-Com Technical Personnel===&lt;br /&gt;
[[Image:TechPers_Invt_(Apocalypse).png|frame|right|X-Com Technical Personel]]&lt;br /&gt;
[[Image:TechPers_Batt_360_(Apocalypse).png|frame|left|Technical Personel]]&lt;br /&gt;
Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com [[Research_(Apocalypse)|laboratories]] and [[Engineering_(Apocalypse)|Workshop]] as skilled professionals and will be present on the battlescape if a base has come under attack by hostile ground forces.&amp;lt;br&amp;gt;&lt;br /&gt;
On any base defence mission, professionals do not engage in combat and do not have an inventory. They also cannot kneel or go prone. Their attributes are similar to other simple units such as Civilians. All technical personnel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the [[Battlescape_Overview_(Apocalypse)|battlescape control panel]] look identical to those of rookie human agents. Do not confuse the two!&amp;lt;br&amp;gt;&lt;br /&gt;
Any newly hired professional will be offered a [[Autotaxi_(Apocalypse)|Transtellar Autotaxi]] for transport to their new base. If too many are hired or not enough taxis, any newly hired units must instead use the people tube network. Some problems may arise:&lt;br /&gt;
* City damage may prevent any new hire from using the [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|damaged people tubes]].&lt;br /&gt;
* An X-Com base may be breach of environmental laws and will be classed as unsustainable if a large amount of people resides within. Mandatory [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|decrease of inhabitants]] will be immediately enforced if attempting to hire more.&lt;br /&gt;
* Military vehicles are prohibited from transporting any civilians. Technical personnel cannot be placed within any vehicle owned by X-Com. By law, they must use public transport options only.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Civilians===&lt;br /&gt;
[[Image:Civ_Line_Front_(Apocalypse).png|frame|left|     Middle Class      &amp;amp;brvbar;     Upper Class       &amp;amp;brvbar;     Lower Class&amp;lt;br&amp;gt;   Male     Female        Male    Female         Male     Female&amp;lt;br&amp;gt;&#039;&#039;&#039;Civilians appearing within Mega-Primus&#039;&#039;&#039;]]&lt;br /&gt;
The population of Mega-Primus live their lives in peace with their robotic servants. Any modern society will contain a broad range of peoples of a particular economic status: &#039;&#039;&#039;Lower class, Middle class, and Upper class&#039;&#039;&#039;. Any residential building: [[Slums_(Apocalypse)|slums]], [[Apartments_(Apocalypse)|apartments]] and [[Luxury_Apartments_(Apocalypse)|luxury apartments]] will have a high density of citizens to match. Areas of employment will have a lower quantity of civilians, and some buildings will have none at all. All will avoid hostilities between organisations (no civilians appear on any [[Tactical_Combat_Missions_(Apocalypse)#Raid|raid]] actions) but may be under threat by aliens present within their buildings (civilians only appear when X-Com is removing an alien infestation).&amp;lt;br&amp;gt;&lt;br /&gt;
Civilians will avoid combat and will often be is a state of panic by running around aimlessly. Aliens do not attack civilians since infiltration and eventual Micronoid infection is the goal, though they may kill them by accident when firing at X-Com forces. If any civilian is killed, the Government will penalise X-Com by reducing the mission score by &#039;&#039;&#039;-10&#039;&#039;&#039; for each death. This penalty is applied regardless of who is responsible for the death. Civilian deaths have no effect on X-Com&#039;s relations with the organisation that owns the building.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Police===&lt;br /&gt;
[[Image:Police_Batt_360_(Apocalypse).png|frame|left|Megapol Poilce]]&lt;br /&gt;
Police officers are responsible for enforcing law and order within the city. Officers are well-armed ([[Tech_Levels_(Apocalypse)|Tech Level]] 3) but do not wear their own style of armor. Academy training allows these units to start with better than average reactions and good built-in armor but do not have good psionic resistance.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cultists===&lt;br /&gt;
[[Image:Cult_Batt_360_(Apocalypse).png|frame|left|Cultists]]&lt;br /&gt;
Cult of Sirius zealots are moderately armed ([[Tech_Levels_(Apocalypse)|Tech Level]] 2). Religious studies have stunted their accuracy and have weaker than average built-in armor values however, their mythological teachings has allowed them to have above average psionic defense.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gangsters===&lt;br /&gt;
[[Image:Gangs_Batt_360_(Apocalypse).png|frame|left|Gangsters]]&lt;br /&gt;
Gangsters are very well-armed ([[Tech_Levels_(Apocalypse)|Tech Level]] 4) although their accuracy is less than average. [[Psiclone]] use has decreased their psionic defence but has made their reactions better.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Security===&lt;br /&gt;
[[Image:Guards_Batt_360_(Apocalypse).png|frame|left|Building Security]]&lt;br /&gt;
Building Security, also known as &amp;quot;Guards&amp;quot; may use any starting [[Tech_Levels_(Apocalypse)|Tech Level]] which depends on their employment. Larger organisations such as [[Marsec]] and [[Solmine]] use level four whereas other such as [[Superdynamics]] and [[Evonet]] will use level one. Attributes are less then average since these units are hired members of Mega-Primus and are not well trained in combat.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corporate Hood===&lt;br /&gt;
[[Image:Hoods_Batt_360_(Apocalypse).png|frame|left|Corporate Hoods]]&lt;br /&gt;
Corporate Hoods replace Building Security when assaulting an X-com base. The hood&#039;s [[Tech_Levels_(Apocalypse)|Tech Level]] depends on which organisation is raiding the base, typically matching the level given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Robotic Workers===&lt;br /&gt;
[[Image:Pop-Robot-All-(Apocalypse).png|frame|left|Robots: Workers, Factory Assistants, Haulers, Cleaners, Household Assistants]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
No robots are active on any battlescape and all have been immediately shutdown due to human proximity as a safety precaution. They do not move and cannot be selected. Destroyed robots will either:&lt;br /&gt;
* Disappear in a puff of smoke or stun gas or have no effect.&lt;br /&gt;
* Detonate in a small 3x3 explosion, causing minor damage.&lt;br /&gt;
* Explode in flames (common incendiary effect) which [[Robot_Factory_(Apocalypse)|can spread]] to other flammable things.&lt;br /&gt;
...and may have different consequences within different buildings.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
[[Image:Sectoid-Batt-360-(Apocalypse).png|frame|left|Sectoids]]&lt;br /&gt;
The Sectoid race of aliens is present within the Alien Dimension as a food source. The enemy of a previous X-COM game has become an alien delicacy! Sectoid lifeforms are only found inside the [[Food Chamber]] and are no threat to X-Com. They are being held captive as &#039;free-range&#039; food and behave exactly like civilians - moving about in the Food Chamber in a panic. If choosing to not kill off the Sectoids, [[Mutant Alliance]] will become friendly or better, towards X-Com at the conclusion of battle and will also become immediately hostile to Aliens, if not already.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
Aliens will not target their food. A penalty of &#039;&#039;&#039;-10&#039;&#039;&#039; is applied to X-COM&#039;s score at the mission&#039;s end for each Sectoid killed, regardless of who is responsible.&amp;lt;br&amp;gt;&lt;br /&gt;
Sectoids are typically found in a loose group of up to twenty.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Organizations]]&lt;br /&gt;
* [[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Population_(Apocalypse)&amp;diff=114333</id>
		<title>Population (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Population_(Apocalypse)&amp;diff=114333"/>
		<updated>2023-05-14T04:59:37Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* The Population */ Fixed the workshop link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Humans, Hybrids, Robots, and &#039;&#039;friends&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
=A Populated City=&lt;br /&gt;
[[Mega-Primus]] is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.&lt;br /&gt;
&lt;br /&gt;
===Interactions===&lt;br /&gt;
Mega-Primus is an environmentally sustainable modern city that accommodates many. The majority are respectable citizens, some not so much, and others are just not welcome within the city walls. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com&#039;s role is to remove these alien invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:&lt;br /&gt;
* Investigation, detection, and removal of aliens within an organisation&#039;s building.&lt;br /&gt;
* Raiding a company building belonging to any, allied to hostile, organisation.&lt;br /&gt;
* Retaliation for X-Com&#039;s hostile actions by an invading force attemping to destroy an X-Com base.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com may also offer job opportunities to anyone willing to help:&lt;br /&gt;
* Citizens offering their willingness to fight any threat to Mega-Primus can be hired as Agents.&lt;br /&gt;
* Anyone not willing to fight can be hired as a professional &#039;&#039;&#039;Technical Personel&#039;&#039;&#039; instead, assisting with research of biological specimens and strange organic items, and to use that acquired knowledge to construct advanced, exotic technologies.&lt;br /&gt;
&lt;br /&gt;
====Building Defenders====&lt;br /&gt;
Any company building will use its own members as a &#039;&#039;defence force&#039;&#039; to defend the structure and to fight any invaders:&lt;br /&gt;
* &#039;&#039;&#039;Police&#039;&#039;&#039; appear within any Megapol owned building.&lt;br /&gt;
* &#039;&#039;&#039;Cultists&#039;&#039;&#039; appear in any Cult Of Sirius Temple.&lt;br /&gt;
* &#039;&#039;&#039;Gangsters&#039;&#039;&#039; appear in gang owned buildings, typically derelict slums.&lt;br /&gt;
* &#039;&#039;&#039;Building Security&#039;&#039;&#039; are hired &#039;&#039;&#039;Guards&#039;&#039;&#039; that appear within all buildings which do not have a dedicated defence force.&amp;lt;br&amp;gt;&lt;br /&gt;
If an X-Com base is attacked by any hostile organisation, the same style of Building Defenders will appear inside the layout of the base except any company which uses Building Security. These hired security Guards will refuse to participate in attacking an X-Com base. A hostile company will resort to using &#039;&#039;&#039;Corporate Hoods&#039;&#039;&#039; ...which are less inclined to care but only if the price is right!&lt;br /&gt;
&lt;br /&gt;
==The Population==&lt;br /&gt;
Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose.&lt;br /&gt;
===X-Com Technical Personnel===&lt;br /&gt;
[[Image:TechPers_Invt_(Apocalypse).png|frame|right|X-Com Technical Personel]]&lt;br /&gt;
[[Image:TechPers_Batt_360_(Apocalypse).png|frame|left|Technical Personel]]&lt;br /&gt;
Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com [[Research_(Apocalypse)|laboratories]] and [[Engineering_(Apocalypse)|Workshop]] as skilled professionals and will be present on the battlescape if a base has come under attack by hostile ground forces.&amp;lt;br&amp;gt;&lt;br /&gt;
On any base defence mission, professionals do not engage in combat and do not have an inventory. They also cannot kneel or go prone. Their attributes are similar to other simple units such as Civilians. All technical personnel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the [[Battlescape_Overview_(Apocalypse)|battlescape control panel]] look identical to those of rookie human agents. Do not confuse the two!&amp;lt;br&amp;gt;&lt;br /&gt;
Any newly hired professional will be offered a [[Autotaxi_(Apocalypse)|Transtellar Autotaxi]] for transport to their new base. If too many are hired or not enough taxis, any newly hired units must instead use the people tube network. Some problems may arise:&lt;br /&gt;
* City damage may prevent any new hire from using the [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|damaged people tubes]].&lt;br /&gt;
* An X-Com base may be breach of environmental laws and will be classed as unsustainable if a large amount of people resides within. Mandatory [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|decrease of inhabitants]] will be immediately enforced if attempting to hire more.&lt;br /&gt;
* Military vehicles are prohibited from transporting any civilians. Technical personnel cannot be placed within any vehicle owned by X-Com. By law, they must use public transport options only.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Civilians===&lt;br /&gt;
[[Image:Civ_Line_Front_(Apocalypse).png|frame|left|     Middle Class      &amp;amp;brvbar;     Upper Class       &amp;amp;brvbar;     Lower Class&amp;lt;br&amp;gt;   Male     Female        Male    Female         Male     Female&amp;lt;br&amp;gt;&#039;&#039;&#039;Civilians appearing within Mega-Primus&#039;&#039;&#039;]]&lt;br /&gt;
The population of Mega-Primus live their lives in peace with their robotic servants. Any modern society will contain a broad range of peoples of a particular economic status: &#039;&#039;&#039;Lower class, Middle class, and Upper class&#039;&#039;&#039;. Any residential building: slums, apartments and luxury apartments will have a high density of citizens to match. Areas of employment will have a lower quantity of civilians, and some buildings will have none at all. All will avoid hostilities between organisations (no civilians appear on any raid actions) but may be under threat by aliens present within their buildings (civilians only appear when X-Com is removing an alien infestation).&amp;lt;br&amp;gt;&lt;br /&gt;
Civilians will avoid combat and will often be is a state of panic by running around aimlessly. Aliens do not attack civilians since infiltration and eventual Micronoid infection is the goal, though they may kill them by accident when firing at X-Com forces. If any civilian is killed, the Government will penalise X-Com by reducing the mission score by &#039;&#039;&#039;-10&#039;&#039;&#039; for each death. This penalty is applied regardless of who is responsible for the death. Civilian deaths have no effect on X-Com&#039;s relations with the organisation that owns the building.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Police===&lt;br /&gt;
[[Image:Police_Batt_360_(Apocalypse).png|frame|left|Megapol Poilce]]&lt;br /&gt;
Police officers are responsible for enforcing law and order within the city. Officers are well-armed (Tech Level 3) but do not wear their own style of armor. Academy training allows these units to start with better than average reactions and good built-in armor but do not have good psionic resistance.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cultists===&lt;br /&gt;
[[Image:Cult_Batt_360_(Apocalypse).png|frame|left|Cultists]]&lt;br /&gt;
Cult of Sirius zealots are moderately armed (Tech Level 2). Religious studies have stunted their accuracy and have weaker than average built-in armor values however, their mythological teachings has allowed them to have above average psionic defense.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gangsters===&lt;br /&gt;
[[Image:Gangs_Batt_360_(Apocalypse).png|frame|left|Gangsters]]&lt;br /&gt;
Gangsters are very well-armed (Tech Level 4) although their accuracy is less than average. Psiclone use has decreased their psionic defence but has made their reactions better.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Security===&lt;br /&gt;
[[Image:Guards_Batt_360_(Apocalypse).png|frame|left|Building Security]]&lt;br /&gt;
Building Security, also known as &amp;quot;Guards&amp;quot; may use any starting Tech Level which depends on their employment. Larger organisations such as [[Marsec]] and [[Solmine]] use level four whereas other such as [[Superdynamics]] and [[Evonet]] will use level one. Attributes are less then average since these units are hired members of Mega-Primus and are not well trained in combat.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corporate Hood===&lt;br /&gt;
[[Image:Hoods_Batt_360_(Apocalypse).png|frame|left|Corporate Hoods]]&lt;br /&gt;
Corporate Hoods replace Building Security when assaulting an X-com base. The hood&#039;s Tech Level depends on which organisation is raiding the base, typically matching the level given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Robotic Workers===&lt;br /&gt;
[[Image:Pop-Robot-All-(Apocalypse).png|frame|left|Robots: Workers, Factory Assistants, Haulers, Cleaners, Household Assistants]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
No robots are active on any battlescape and all have been immediately shutdown due to human proximity as a safety precaution. They do not move and cannot be selected. Destroyed robots will either:&lt;br /&gt;
* Disappear in a puff of smoke or stun gas or have no effect.&lt;br /&gt;
* Detonate in a small 3x3 explosion, causing minor damage.&lt;br /&gt;
* Explode in flames (common incendiary effect) which [[Robot_Factory_(Apocalypse)|can spread]] to other flammable things.&lt;br /&gt;
...and may have different consequences within different buildings.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
[[Image:Sectoid-Batt-360-(Apocalypse).png|frame|left|Sectoids]]&lt;br /&gt;
The Sectoid race of aliens is present within the Alien Dimension as a food source. The enemy of a previous X-COM game has become an alien delicacy! Sectoid lifeforms are only found inside the [[Food Chamber]] and are no threat to X-Com. They are being held captive as &#039;free-range&#039; food and behave exactly like civilians - moving about in the Food Chamber in a panic. If choosing to not kill off the Sectoids, [[Mutant Alliance]] will become friendly or better, towards X-Com at the conclusion of battle and will also become immediately hostile to Aliens, if not already.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
Aliens will not target their food. A penalty of &#039;&#039;&#039;-10&#039;&#039;&#039; is applied to X-COM&#039;s score at the mission&#039;s end for each Sectoid killed, regardless of who is responsible.&amp;lt;br&amp;gt;&lt;br /&gt;
Sectoids are typically found in a loose group of up to twenty.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Organizations]]&lt;br /&gt;
* [[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Population_(Apocalypse)&amp;diff=114332</id>
		<title>Population (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Population_(Apocalypse)&amp;diff=114332"/>
		<updated>2023-05-14T04:32:16Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Minor changes to grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Humans, Hybrids, Robots, and &#039;&#039;friends&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
=A Populated City=&lt;br /&gt;
[[Mega-Primus]] is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.&lt;br /&gt;
&lt;br /&gt;
===Interactions===&lt;br /&gt;
Mega-Primus is an environmentally sustainable modern city that accommodates many. The majority are respectable citizens, some not so much, and others are just not welcome within the city walls. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com&#039;s role is to remove these alien invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:&lt;br /&gt;
* Investigation, detection, and removal of aliens within an organisation&#039;s building.&lt;br /&gt;
* Raiding a company building belonging to any, allied to hostile, organisation.&lt;br /&gt;
* Retaliation for X-Com&#039;s hostile actions by an invading force attemping to destroy an X-Com base.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com may also offer job opportunities to anyone willing to help:&lt;br /&gt;
* Citizens offering their willingness to fight any threat to Mega-Primus can be hired as Agents.&lt;br /&gt;
* Anyone not willing to fight can be hired as a professional &#039;&#039;&#039;Technical Personel&#039;&#039;&#039; instead, assisting with research of biological specimens and strange organic items, and to use that acquired knowledge to construct advanced, exotic technologies.&lt;br /&gt;
&lt;br /&gt;
====Building Defenders====&lt;br /&gt;
Any company building will use its own members as a &#039;&#039;defence force&#039;&#039; to defend the structure and to fight any invaders:&lt;br /&gt;
* &#039;&#039;&#039;Police&#039;&#039;&#039; appear within any Megapol owned building.&lt;br /&gt;
* &#039;&#039;&#039;Cultists&#039;&#039;&#039; appear in any Cult Of Sirius Temple.&lt;br /&gt;
* &#039;&#039;&#039;Gangsters&#039;&#039;&#039; appear in gang owned buildings, typically derelict slums.&lt;br /&gt;
* &#039;&#039;&#039;Building Security&#039;&#039;&#039; are hired &#039;&#039;&#039;Guards&#039;&#039;&#039; that appear within all buildings which do not have a dedicated defence force.&amp;lt;br&amp;gt;&lt;br /&gt;
If an X-Com base is attacked by any hostile organisation, the same style of Building Defenders will appear inside the layout of the base except any company which uses Building Security. These hired security Guards will refuse to participate in attacking an X-Com base. A hostile company will resort to using &#039;&#039;&#039;Corporate Hoods&#039;&#039;&#039; ...which are less inclined to care but only if the price is right!&lt;br /&gt;
&lt;br /&gt;
==The Population==&lt;br /&gt;
Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose.&lt;br /&gt;
===X-Com Technical Personnel===&lt;br /&gt;
[[Image:TechPers_Invt_(Apocalypse).png|frame|right|X-Com Technical Personel]]&lt;br /&gt;
[[Image:TechPers_Batt_360_(Apocalypse).png|frame|left|Technical Personel]]&lt;br /&gt;
Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com [[Research_(Apocalypse)|laboratories]] and [[workshops]] as skilled professionals and will be present on the battlescape if a base has come under attack by hostile ground forces.&amp;lt;br&amp;gt;&lt;br /&gt;
On any base defence mission, professionals do not engage in combat and do not have an inventory. They also cannot kneel or go prone. Their attributes are similar to other simple units such as Civilians. All technical personnel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the [[Battlescape_Overview_(Apocalypse)|battlescape control panel]] look identical to those of rookie human agents. Do not confuse the two!&amp;lt;br&amp;gt;&lt;br /&gt;
Any newly hired professional will be offered a [[Autotaxi_(Apocalypse)|Transtellar Autotaxi]] for transport to their new base. If too many are hired or not enough taxis, any newly hired units must instead use the people tube network. Some problems may arise:&lt;br /&gt;
* City damage may prevent any new hire from using the [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|damaged people tubes]].&lt;br /&gt;
* An X-Com base may be breach of environmental laws and will be classed as unsustainable if a large amount of people resides within. Mandatory [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|decrease of inhabitants]] will be immediately enforced if attempting to hire more.&lt;br /&gt;
* Military vehicles are prohibited from transporting any civilians. Technical personnel cannot be placed within any vehicle owned by X-Com. By law, they must use public transport options only.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Civilians===&lt;br /&gt;
[[Image:Civ_Line_Front_(Apocalypse).png|frame|left|     Middle Class      &amp;amp;brvbar;     Upper Class       &amp;amp;brvbar;     Lower Class&amp;lt;br&amp;gt;   Male     Female        Male    Female         Male     Female&amp;lt;br&amp;gt;&#039;&#039;&#039;Civilians appearing within Mega-Primus&#039;&#039;&#039;]]&lt;br /&gt;
The population of Mega-Primus live their lives in peace with their robotic servants. Any modern society will contain a broad range of peoples of a particular economic status: &#039;&#039;&#039;Lower class, Middle class, and Upper class&#039;&#039;&#039;. Any residential building: slums, apartments and luxury apartments will have a high density of citizens to match. Areas of employment will have a lower quantity of civilians, and some buildings will have none at all. All will avoid hostilities between organisations (no civilians appear on any raid actions) but may be under threat by aliens present within their buildings (civilians only appear when X-Com is removing an alien infestation).&amp;lt;br&amp;gt;&lt;br /&gt;
Civilians will avoid combat and will often be is a state of panic by running around aimlessly. Aliens do not attack civilians since infiltration and eventual Micronoid infection is the goal, though they may kill them by accident when firing at X-Com forces. If any civilian is killed, the Government will penalise X-Com by reducing the mission score by &#039;&#039;&#039;-10&#039;&#039;&#039; for each death. This penalty is applied regardless of who is responsible for the death. Civilian deaths have no effect on X-Com&#039;s relations with the organisation that owns the building.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Police===&lt;br /&gt;
[[Image:Police_Batt_360_(Apocalypse).png|frame|left|Megapol Poilce]]&lt;br /&gt;
Police officers are responsible for enforcing law and order within the city. Officers are well-armed (Tech Level 3) but do not wear their own style of armor. Academy training allows these units to start with better than average reactions and good built-in armor but do not have good psionic resistance.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cultists===&lt;br /&gt;
[[Image:Cult_Batt_360_(Apocalypse).png|frame|left|Cultists]]&lt;br /&gt;
Cult of Sirius zealots are moderately armed (Tech Level 2). Religious studies have stunted their accuracy and have weaker than average built-in armor values however, their mythological teachings has allowed them to have above average psionic defense.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gangsters===&lt;br /&gt;
[[Image:Gangs_Batt_360_(Apocalypse).png|frame|left|Gangsters]]&lt;br /&gt;
Gangsters are very well-armed (Tech Level 4) although their accuracy is less than average. Psiclone use has decreased their psionic defence but has made their reactions better.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Security===&lt;br /&gt;
[[Image:Guards_Batt_360_(Apocalypse).png|frame|left|Building Security]]&lt;br /&gt;
Building Security, also known as &amp;quot;Guards&amp;quot; may use any starting Tech Level which depends on their employment. Larger organisations such as [[Marsec]] and [[Solmine]] use level four whereas other such as [[Superdynamics]] and [[Evonet]] will use level one. Attributes are less then average since these units are hired members of Mega-Primus and are not well trained in combat.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corporate Hood===&lt;br /&gt;
[[Image:Hoods_Batt_360_(Apocalypse).png|frame|left|Corporate Hoods]]&lt;br /&gt;
Corporate Hoods replace Building Security when assaulting an X-com base. The hood&#039;s Tech Level depends on which organisation is raiding the base, typically matching the level given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Robotic Workers===&lt;br /&gt;
[[Image:Pop-Robot-All-(Apocalypse).png|frame|left|Robots: Workers, Factory Assistants, Haulers, Cleaners, Household Assistants]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
No robots are active on any battlescape and all have been immediately shutdown due to human proximity as a safety precaution. They do not move and cannot be selected. Destroyed robots will either:&lt;br /&gt;
* Disappear in a puff of smoke or stun gas or have no effect.&lt;br /&gt;
* Detonate in a small 3x3 explosion, causing minor damage.&lt;br /&gt;
* Explode in flames (common incendiary effect) which [[Robot_Factory_(Apocalypse)|can spread]] to other flammable things.&lt;br /&gt;
...and may have different consequences within different buildings.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
[[Image:Sectoid-Batt-360-(Apocalypse).png|frame|left|Sectoids]]&lt;br /&gt;
The Sectoid race of aliens is present within the Alien Dimension as a food source. The enemy of a previous X-COM game has become an alien delicacy! Sectoid lifeforms are only found inside the [[Food Chamber]] and are no threat to X-Com. They are being held captive as &#039;free-range&#039; food and behave exactly like civilians - moving about in the Food Chamber in a panic. If choosing to not kill off the Sectoids, [[Mutant Alliance]] will become friendly or better, towards X-Com at the conclusion of battle and will also become immediately hostile to Aliens, if not already.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
Aliens will not target their food. A penalty of &#039;&#039;&#039;-10&#039;&#039;&#039; is applied to X-COM&#039;s score at the mission&#039;s end for each Sectoid killed, regardless of who is responsible.&amp;lt;br&amp;gt;&lt;br /&gt;
Sectoids are typically found in a loose group of up to twenty.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Organizations]]&lt;br /&gt;
* [[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Organizations&amp;diff=114331</id>
		<title>Organizations</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Organizations&amp;diff=114331"/>
		<updated>2023-05-14T04:21:03Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Minor tweaks to punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Organisations within [[Mega-Primus]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NOTE: Relationships go in &amp;quot;Relations&amp;quot;, not here since it becomes duplicate of that page.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Every Cityscape map consists buildings owned by Corporations, Political Groups, Criminal Gangs and the Government. Each business entity may have various advantages when having good relations with X-Com whereas cordial relationships with most, helps to keep the peace.&lt;br /&gt;
&lt;br /&gt;
=The Important Organisations=&lt;br /&gt;
* &#039;&#039;&#039;Government&#039;&#039;&#039; contains the Senate which is the ruling party of Mega-Primus containing political members representing the interests of all, for &#039;&#039;the common good&#039;&#039;. &#039;&#039;&#039;Ex&#039;&#039;&#039;traterrestial &#039;&#039;&#039;Com&#039;&#039;&#039;bat Unit (which is &#039;&#039;&#039;X-Com&#039;&#039;&#039;) is the solution to the new problem of &amp;quot;invaders from another world&amp;quot; and is funded by the Government in agreement that X-Com will remove the problem.&lt;br /&gt;
* &#039;&#039;&#039;Megapol&#039;&#039;&#039; is the law within Mega-Primus. Any nefarious activity is dealt with immediately including any threats to the Government by these invaders. Self funded with armament and vehicle sales.&lt;br /&gt;
* &#039;&#039;&#039;Marsec&#039;&#039;&#039; is a self-proclaimed off-world law enforcement corporation overseeing security on the planet Mars. Self funded by an extensive range of weaponry, vehicles, and ammunition available to all well-paying customers.&lt;br /&gt;
* &#039;&#039;&#039;Transtellar&#039;&#039;&#039; is a solar-system-wide transport company providing services to anyone, no matter how big or small.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If X-Com can maintain [[Difficulty_Levels_(Apocalypse)#Losing_The_Game|positive fund totals]], the Government issued funding may eventually become irrelevant. They are only classed as &amp;quot;Important&amp;quot; in the early game.&lt;br /&gt;
&lt;br /&gt;
==[[Trade_(Apocalypse)|Goods And Services]]==&lt;br /&gt;
An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against any threat to X-Com &#039;&#039;as a corporation&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
* If any organisation is hostile to X-Com, they will completely cease any option available in &amp;quot;Goods And Services&amp;quot; until relations have improved to Unfriendly, or better.&lt;br /&gt;
* If any organistion is 100% infiltrated by Aliens, those Goods And Services will be permanently embargoed!&amp;lt;br&amp;gt;&lt;br /&gt;
* Mutant Alliance and S.E.L.F. may not allow their members to be hired by X-Com until their relationship is at least neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Organisation&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Goods And Services&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Other Services: Friendly or Allied &amp;lt;sup&amp;gt;&#039;&#039;&#039;*&#039;&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;funding&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;vehicles, armaments&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;larger sell quantity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;vehicles, armaments&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;larger sell quantity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_sd_icon.png]] [[Superdynamics]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;engines (air), fuel, modules&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;fast repairs, larger sell quantity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_gm_icon.png]] [[General Metro]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;vehicles, engines (road), modules&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;larger sell quantity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_cyberweb_icon.png]] [[Cyberweb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;modules&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;better Engineers, larger sell quantity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ts_icon.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;base transfers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elerium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;larger sell quantity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_sensovision_icon.png]] [[Sensovision]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;better Scientists&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_lifetree_icon.png]] [[Lifetree]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;efficient training&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_nutrivend_icon.png]] [[Nutrivend]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;more Biochemists and Engineers&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_evonet_icon.png]] [[Evonet]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;more Biochemists&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_sanctuary_icon.png]] [[Sanctuary Clinic]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;faster wound healing&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_nanotech_icon.png]] [[Nanotech]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;medi-kit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;faster wound healing&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_energen_icon.png]] [[Energen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;faster craft refuelling&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_synthemesh_icon.png]] [[Synthemesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;faster cityscape repair&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_gravball_icon.png]] [[Grav Ball League]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;stronger Agents for hire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_psyke_icon.png]] [[Psyke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;more Agents&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_diablo_icon.png]] [[Diablo]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;incendiary grenades&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;more Agents&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;more Agents&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_self_icon.png]] [[S.E.L.F.]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Androids for hire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;more Androids&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_mutant_icon.png]] [[Mutant Alliance]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hybrids for hire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;more Hybrids&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;better relations with large organisations&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_technocr_icon.png]] [[Technocrats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;better relations with small organisations&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; According to &amp;quot;PC Zone X-Com Apocalypse Tips Book&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
It has been comfirmed that any advantage mentioned in this column is [[Talk:Organizations#Alliance effects|false and has no effect]].&lt;br /&gt;
&lt;br /&gt;
==Corporate Security Guards==&lt;br /&gt;
Each organisation has some capability to defend itself against minor threats to its personel, the structure, and the smooth operation of the company.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Security Guards&#039;&#039;&#039; are found as:&lt;br /&gt;
* &#039;&#039;&#039;Police&#039;&#039;&#039; within Megapol owned buildings.&lt;br /&gt;
* &#039;&#039;&#039;Gangsters&#039;&#039;&#039; within gang controlled buildings.&lt;br /&gt;
* &#039;&#039;&#039;Cultists&#039;&#039;&#039; within their temples. &lt;br /&gt;
* &#039;&#039;&#039;Building Security&#039;&#039;&#039; available to all others.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Building Security&amp;quot; may be also known as &amp;quot;Guards&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The maximum quantity of [[Population_(Apocalypse)|security guards]] within each particular corporation is typically sixteen units. It may be randomly higher or lower but only to a limit of &amp;amp;plusmn;25% of the total. The limit is twenty of any type.&amp;lt;br&amp;gt;&lt;br /&gt;
Security Guards are encountered when X-Com [[Tactical_Combat_Missions_(Apocalypse)#Raid|raids]] another organisation. If X-Com is hostile to the organisation when [[Tactical_Combat_Missions_(Apocalypse)#Search_And_Investigation|searching]] their buildings for alien infestation, Security Guards will also appear alongside any alien lifeforms that have been found.&lt;br /&gt;
Note: X-Com base invaders, [[Base_Defense_(Apocalypse)|Corporate Thugs]], are not building security, or guards, or security and will only appear inside a base defence mission.&lt;br /&gt;
* Tech Levels [[Tech_Levels_(Apocalypse)|granted to each]] are always the same for a new game irrelevant of which [[Difficulty_Levels_(Apocalypse)|difficulty]] was chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
* Security Guards are always human. Android or Hybrids are not used (even if their inventory picture displays them as such when probed or mind controlled).&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Organization&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Security Guard Totals&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Tech Level&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 Police&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Cultists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_sd_icon.png]] [[Superdynamics]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_gm_icon.png]] [[General Metro]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_cyberweb_icon.png]] [[Cyberweb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ts_icon.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_sensovision_icon.png]] [[Sensovision]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_lifetree_icon.png]] [[Lifetree]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_nutrivend_icon.png]] [[Nutrivend]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_evonet_icon.png]] [[Evonet]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_sanctuary_icon.png]] [[Sanctuary Clinic]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_nanotech_icon.png]] [[Nanotech]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_energen_icon.png]] [[Energen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_synthemesh_icon.png]] [[Synthemesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_gravball_icon.png]] [[Grav Ball League]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_psyke_icon.png]] [[Psyke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Gangsters&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_diablo_icon.png]] [[Diablo]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13 Gangsters&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 Gangsters&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_self_icon.png]] [[S.E.L.F.]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_mutant_icon.png]] [[Mutant Alliance]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_technocr_icon.png]] [[Technocrats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Guards&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corporate Funds==&lt;br /&gt;
As Mega-Primus grows in wealth within the confines of the citywalls with its un-expanding landscape, each organisation&#039;s balance sheet of initial funds and weekly profit-or-loss totals is freely available to view by anyone.&amp;lt;br&amp;gt;&lt;br /&gt;
Each organisation has initial funding and then weekly funding based on the week previous.&amp;lt;br&amp;gt;&lt;br /&gt;
* Liquidity of any company (including X-Com) will be decreased immediately if targeted by any hostile performing a raid in a destructive fashion.&lt;br /&gt;
* Weekly Profits are decreased by damage and destruction of the cityscape building &amp;amp;Psi;.&amp;lt;br&amp;gt;&lt;br /&gt;
* Funding or Weekly Profits of any organisation, except the Government and X-COM, usually does not matter since it does not influence [[Tactical_Combat_Missions_(Apocalypse)#The_Mechanics|anything important]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;Psi; The government owns the top-side structure whereas X-Com owns the basement. Damage to the top-side and the repair costs are borne by the government, not X-Com.&lt;br /&gt;
&lt;br /&gt;
==Vehicle Ownership==&lt;br /&gt;
A broad range of civilian and military [[Ground_Vehicles_(Apocalypse)|road]] or [[Air_Vehicles_(Apocalypse)|air]] vehicles are available to every organisation.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com is given five vehicles at game start:&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Valkyrie Interceptor (Apocalypse)|Valkyrie Interceptor]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Phoenix Hovercar (Apocalypse)|Phoenix Hovercar]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Stormdog (Apocalypse)|Stormdog]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wolfhound APC (Apocalypse)|Wolfhound APC]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vehicle ownership quantity, and type, for all other Mega-Primus organisations are mainly combat or militarily focused using Marsec air vehicles only. Road based military vehicles are not used by anyone except X-Com.&lt;br /&gt;
* Everyone will have military air vehicles for building defence, including Megapol.&lt;br /&gt;
* Illegal Flyer actions between extremely hostile organisations can be performed by any organisation if they have available vehicles. &lt;br /&gt;
* Vehicle quantity and type will be more numerous for wealthier organisations as designed.&lt;br /&gt;
* Gangs have the most military vehicle registrations.&lt;br /&gt;
* Megapol has exclusive use of Police road and air vehicles.&lt;br /&gt;
* [[Vehicle_Traffic_(Apocalypse)|Non-combat styled vehicles]] are used in small quantities by everyone except X-Com and Aliens and are not part of any organisation&#039;s normal allocation except Transtellar&#039;s Space Liner. &lt;br /&gt;
* All organisations will purchase a variety of Marsec air crafts and in various quantities to replace lost ones. Road style military vehicles are not purchased. Some combat styled road vehicles may be present at game start within an organisation&#039;s collection but this is an error since they are never used.&lt;br /&gt;
* Funds of an organisation does not matter. Vehicles lost in building defence cityscape battles will be randonly replaced at the start of the new hour.&lt;br /&gt;
* The total quantity of all vehicles with Mega-Primus is limited to &#039;&#039;&#039;80&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: The [[Blazer_Turbo_Bike_(Apocalypse)|Blazer Turbo Bike]] is not a military vehicle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Population_(Apocalypse)|People Of Mega-Primus]]&lt;br /&gt;
* [[Relations_(Apocalypse)|Organisation Relations]]&lt;br /&gt;
* [[Difficulty_Levels_(Apocalypse)|Difficulty]]&lt;br /&gt;
* [[Vehicle_Traffic_(Apocalypse)|Civilian Vehicles]]&lt;br /&gt;
* [[Cut_items_and_features_(Apocalypse)|Unused Road Combat Vehicles]]&lt;br /&gt;
* [[Tech_Levels_(Apocalypse)|Score Levels]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&amp;diff=114330</id>
		<title>Difficulty Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&amp;diff=114330"/>
		<updated>2023-05-14T04:11:16Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Minor punctuation changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-Com Apocalypse has five difficulty levels. &#039;&#039;&#039;Novice - Easy - Medium - Hard - Superhuman&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The easiest being &#039;&#039;Novice&#039;&#039;, increasing to &#039;&#039;Superhuman&#039;&#039; as the hardest.&lt;br /&gt;
&lt;br /&gt;
==[[City_Maps_(Apocalypse)|Cityscapes]]==&lt;br /&gt;
Each difficulty level has its own Cityscape design, the harder the game the larger the map. The quantity of buildings will increase with higher the difficulty, the structures are larger, taller, and are easier to collapse. The road layout becomes more complicated, longer and higher.&amp;lt;br&amp;gt;&lt;br /&gt;
Base [[Base_Locations_(Apocalypse)|locations]] will be more numerous, but their [[Base_Layouts_(Apocalypse)|functionality]] will be more limited.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Apoc_1_citymap1.png|200 px|Novice]]&lt;br /&gt;
[[Image:Apoc_2_citymap2.png|200 px|Easy]]&lt;br /&gt;
[[Image:Apoc_3_citymap3.png|200 px|Medium]]&lt;br /&gt;
[[Image:Apoc_4_citymap4.png|200 px|Hard]]&lt;br /&gt;
[[Image:Apoc_5_citymap5.png|200 px|Superhuman]]&lt;br /&gt;
&lt;br /&gt;
==Initial Funding==&lt;br /&gt;
At the start of a new game, X-Com&#039;s initial &#039;&#039;starting money&#039;&#039; and &#039;&#039;end-of-week income&#039;&#039;:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;50%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Difficulty Level&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Starting Funding&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Weekly Income&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Novice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;92000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Easy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;130000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;89000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;83000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dynamic Funding===&lt;br /&gt;
Funding is calculated for the new week, Monday at midnight, based on your performance (your Score) in the previous week.&amp;lt;br&amp;gt;&lt;br /&gt;
The initial X-Com funding is added to with extra funds, Weekly Income, from the [[Government]] (The Senate). Income can be decreased to zero if performance is always substandard.&amp;lt;br&amp;gt;&lt;br /&gt;
The government may not have enough liquidity to continue paying for the good (or better) performance of X-Com&#039;s ability to deal with the Alien menace and may only give what is can spare, but no more than half of its total cash. Weekly Income may be stopped if the government has negative cash flows.&lt;br /&gt;
Income will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
! End-Of-Week Score !! New Income Change (%)&lt;br /&gt;
|-&lt;br /&gt;
| 12801 || 25.00&lt;br /&gt;
|-&lt;br /&gt;
| 6401 || 20.00&lt;br /&gt;
|-&lt;br /&gt;
| 3201 || 12.50&lt;br /&gt;
|-&lt;br /&gt;
| 1601 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;8.33&lt;br /&gt;
|-&lt;br /&gt;
| 801 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;6.25&lt;br /&gt;
|-&lt;br /&gt;
| 401 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;5.00&lt;br /&gt;
|-&lt;br /&gt;
| -1 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;6.66&lt;br /&gt;
|-&lt;br /&gt;
| -401 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;10.00&lt;br /&gt;
|-&lt;br /&gt;
| -801 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;20.00&lt;br /&gt;
|-&lt;br /&gt;
| -1600 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;25.00&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Source: Roger Wong&#039;s Game Guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Unit Stats==&lt;br /&gt;
Each difficulty level also modifys [[Unit_Stats_(Apocalypse)#Difficulty_Adjustment|unit attributes]]. All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice.&lt;br /&gt;
&lt;br /&gt;
==Organisation Relations==&lt;br /&gt;
X-Com&#039;s interaction with other [[Organizations]] increasingly becomes more recalcitrant on higher difficulty levels. Positive attitude towards X-Com is:&lt;br /&gt;
* +5% on Novice or Easy.&lt;br /&gt;
* Unchanged on Medium.&lt;br /&gt;
* -5% on Hard.&lt;br /&gt;
* -10% on Superhuman.&amp;lt;br&amp;gt;&lt;br /&gt;
Searching a building for alien infestation (and no hostiles found) will decrease relations towards X-Com by roughly x2 from Novice to Superhuman. The amount of money demanded for compensation is sharply increased roughly x8 from Novice to Superhuman.&lt;br /&gt;
&lt;br /&gt;
==Alien Technology Progression==&lt;br /&gt;
The more difficult a game, the faster the Aliens will [[Tech_Levels_(Apocalypse)|invent and acquire]] more advanced weaponry both for their crafts and lifeform equipment dependant on score.&lt;br /&gt;
&lt;br /&gt;
=Losing The Game=&lt;br /&gt;
There are only two ways to lose the game easily:&lt;br /&gt;
* All bases for X-Com are destroyed.&lt;br /&gt;
* X-Com funds are excessively negative at the end of the week.&amp;lt;br&amp;gt;&lt;br /&gt;
...or if across multiple weeks:&lt;br /&gt;
* Your total score becomes excessively negative, which depends on difficulty level.&lt;br /&gt;
...and if you go under-equipped or unprepared:&amp;lt;br&amp;gt;&lt;br /&gt;
* All your agents are neutralised before completing the final mission.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=City_Maps_(Apocalypse)&amp;diff=114329</id>
		<title>City Maps (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=City_Maps_(Apocalypse)&amp;diff=114329"/>
		<updated>2023-05-14T04:07:32Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Capitalized the legend&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;[[Mega-Primus]] Cityscape Maps for each [[Difficulty_Levels_(Apocalypse)|difficulty]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A city increases in size and becomes more complicated as the difficulty increases, forcing you to cover more ground and protect more buildings. &lt;br /&gt;
&lt;br /&gt;
=City Maps=&lt;br /&gt;
[[Image:Apoc_1_citymap1.png|200 px|Novice]]&lt;br /&gt;
[[Image:Apoc_2_citymap2.png|200 px|Easy]]&lt;br /&gt;
[[Image:Apoc_3_citymap3.png|200 px|Medium]]&lt;br /&gt;
[[Image:Apoc_4_citymap4.png|200 px|Hard]]&lt;br /&gt;
[[Image:Apoc_5_citymap5.png|200 px|Superhuman]]&lt;br /&gt;
&lt;br /&gt;
==Outline Maps==&lt;br /&gt;
[[Image:Apoc_1_citymap_outline.png|200 px|Novice]]&lt;br /&gt;
[[Image:Apoc_2_citymap_outline.png|200 px|Easy]]&lt;br /&gt;
[[Image:Apoc_3_citymap_outline.png|200 px|Medium]]&lt;br /&gt;
[[Image:Apoc_4_citymap_outline.png|200 px|Hard]]&lt;br /&gt;
[[Image:Apoc_5_citymap_outline.png|200 px|Superhuman]]&lt;br /&gt;
Legend:&lt;br /&gt;
* White - Perimeter walls&lt;br /&gt;
* Light Grey - Buildings&lt;br /&gt;
* Grey - Industrial areas&lt;br /&gt;
* Dark Grey - Roads and tubes&lt;br /&gt;
* Black - Remnants of the old city and beyond &lt;br /&gt;
* Green - Grassland, trees, undeveloped land&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Cityscape_Files_(Apocalypse)|How to play different city maps with different difficulties]].&lt;br /&gt;
* [[Mega-Primus]]&lt;br /&gt;
* [[Buildings (Apocalypse)|Buildings]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cityscape_(Apocalypse)&amp;diff=114328</id>
		<title>Cityscape (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cityscape_(Apocalypse)&amp;diff=114328"/>
		<updated>2023-05-14T04:06:15Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Rewrote the last 3 sentences to make it flow better, and minor punctuation correction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cityscape is a combination of base management screens and the city view of [[Mega-Primus]]. Cityscape is used to run the strategic element of the game, by managing your bases and soldiers, sending soldiers and craft on missions, conduct relationships with other organizations, view the ingame UFOPedia and other important controls of the game. &lt;br /&gt;
The Cityscape is played on real time, which means that your craft will move and research will progress forward in time while you wait on the city view. However, you can pause the game to consult data and give controls. Note that time must be waited out in the city view for tasks to be achieved.&lt;br /&gt;
&lt;br /&gt;
==Cityscape Screen==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_cityscape3d.png|360px|left|Cityscape Isometric Map View]]&lt;br /&gt;
The main part of the screen is occupied by the &#039;&#039;&#039;Cityscape Display&#039;&#039;&#039; and the current view of Mega-Primus on the screen can be moved by scrolling the mouse to the edges of the screen. It is also possible to move around the view using the cursor keys. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Control Panel&#039;&#039;&#039; is divided into four sections: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cityscape Display Options&#039;&#039;&#039; (described below);&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Message Bar&#039;&#039;&#039; (where messages informing you about from events on [[Mega-Primus]] can be consulted);&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Game Time And Time Controls&#039;&#039;&#039;; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Central Information Panel&#039;&#039;&#039; (where information will be displayed and commands can be given).&lt;br /&gt;
&lt;br /&gt;
There are two views possible on &#039;&#039;&#039;Cityscape Display&#039;&#039;&#039;, &#039;&#039;&#039;Isometric Map View&#039;&#039;&#039; (3D, pictured on the left) and &#039;&#039;&#039;Overhead Map View&#039;&#039;&#039; (2D, pictured below)&lt;br /&gt;
&lt;br /&gt;
==Cityscape Display==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_cityscape2d.png|360px|right|Cityscape Overhead Map View]]&lt;br /&gt;
When using the &#039;&#039;&#039;Overhead Map View&#039;&#039;&#039; the game use the following symbols:&lt;br /&gt;
*[[Image:Apoc_xcomagenticon.png]] X-COM Agent&lt;br /&gt;
*[[Image:Apoc_xcomgroundcrafticon.png]] X-COM ground craft&lt;br /&gt;
*[[Image:Apoc_xcomairborneicon.png]] X-COM aircraft&lt;br /&gt;
*[[Image:Apoc_neutralgroundcrafticon.png]] Neutral ground craft&lt;br /&gt;
*[[Image:Apoc_neutralairborneicon.png]] Neutral aircraft&lt;br /&gt;
*[[Image:Apoc_hostilegroundcrafticon.png]] Hostile ground craft&lt;br /&gt;
*[[Image:Apoc_hostileairborneicon.png]] Hostile aircraft&lt;br /&gt;
*[[Image:Apoc_gateicon.png]] Dimension Gate&lt;br /&gt;
&lt;br /&gt;
Also, notice from the picture that X-COM Bases are bordered with a yellow square, while buildings on alert have a red circle around them. Blue lines point to the specific building an agent/craft is travelling to, while white lines show if the destination is a non-building map location. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Overhead Map View&#039;&#039;&#039; allows for a better strategic perspective of the city while the &#039;&#039;&#039;Isometric Map View&#039;&#039;&#039; permits better control of air battles. To see the complete maps of the 5 difficulty levels see [[City Maps (Apocalypse)|City Maps]].&lt;br /&gt;
&lt;br /&gt;
==Control Panel==&lt;br /&gt;
===Cityscape Display Options===&lt;br /&gt;
* Set Camera Mode, when the display view will follow a selected craft when on Isometric Map View.&lt;br /&gt;
* Switch between Isometric (3D) and Overhead (2D) map views (left picture is Isometric, right is Overhead). &lt;br /&gt;
* Check Alien Infiltration and the Score Graphs.&lt;br /&gt;
* Consult the ingame UFOPedia.&lt;br /&gt;
* Access the Game Options (Sound, Save/Load, etc.).&lt;br /&gt;
&lt;br /&gt;
===Central Information Panel===&lt;br /&gt;
* [[Bases (Apocalypse)|Bases]] Tab - Base construction and management.&lt;br /&gt;
* [[Vehicles (Apocalypse)|X-COM Vehicles]] Tab - Equip and give orders to X-COM craft. &lt;br /&gt;
* [[Agents (Apocalypse)|Agents]] Tab - Equip agents, consult their status and assign them to training/craft. &lt;br /&gt;
* [[Biochemistry]] Tab - Manage your scientists and [[Biochemistry Lab (Apocalypse)|Biochemistry Lab]]s.&lt;br /&gt;
* [[Engineering (Apocalypse)|Engineering]] Tab - Assign engineers and manufacturing orders to your [[Workshop (Apocalypse)|Workshops]].&lt;br /&gt;
* [[Quantum Physics (Apocalypse)|Quantum Physics ]] Tab - Manage your scientists and [[Quantum Physics Lab (Apocalypse)|Quantum Physics Lab]]s.&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Hostile Vehicles]] - Keep track of hostile craft and UFOs.&lt;br /&gt;
* [[Organizations]] - Check your relations and pay money to improve them.&lt;br /&gt;
&lt;br /&gt;
===Message Bar===&lt;br /&gt;
*Read messages, consult the archive message and set message alert options.&lt;br /&gt;
&lt;br /&gt;
===Game Time and Time Controls===&lt;br /&gt;
*Pause/set the speed of the game.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Events (Apocalypse)|Cityscape Events]]&lt;br /&gt;
* [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
* [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
* [[Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mega-Primus&amp;diff=114327</id>
		<title>Mega-Primus</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mega-Primus&amp;diff=114327"/>
		<updated>2023-05-14T03:59:59Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Got rid of two &amp;quot;and&amp;quot;s that were at the start of sentences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= A Guide To Mega-Primus = &lt;br /&gt;
&lt;br /&gt;
Our Greetings To You, Visitor!&lt;br /&gt;
&lt;br /&gt;
The city which you are about to enter, Mega-Primus, is the beacon to lighten mankind&#039;s glorious path into the future. Commissioned in 2080, Mega-Primus is the first city designed under the Megapolis plan, which aims to improve human civilization life on Earth by the construction of self-sustainable megacities to house the population of mankind&#039;s home. &lt;br /&gt;
&lt;br /&gt;
The city features the finest technology and comfort throughout the Sol System, thanks to the genius and effort of mankind&#039;s scientists, blending the best of human and alien technology. The result is that we are finally sitting on the zenith of our history, seeing the entire outcome of human efforts past in the blink of an eye as we walk through the streets and buildings of our city. &lt;br /&gt;
&lt;br /&gt;
We travel around floating on the efficient and safe People Tubes and on [[Air Vehicles (Apocalypse)|hover vehicles]] we could not have dreamt of 40 years before. With the courtesy of the [[Transtellar]] our people and businesses are connected to all known human settlements. The corporations operating on our city, such as [[Superdynamics]], [[General Metro]], [[Cyberweb]] and [[Solmine]] thrive and benefit profoundly from our bountiful trading routes. &lt;br /&gt;
&lt;br /&gt;
We revel on the abundance of our self-sufficiency, thanks to the efforts of [[Synthemesh]]&#039;s factories, [[Energen]]&#039;s power plants and [[Evonet]]&#039;s recycling efforts. Through the schools of [[Lifetree]] our students let school information flow into their minds freely and without effort, using psionic devices. With the nanotechnological miracles of [[Nanotech]] and [[Sanctuary Clinic]] our citizens live longer and healthier than any human before our times. &lt;br /&gt;
&lt;br /&gt;
And since not all is work, we invite you to experience the entertainment provided by [[Sensovision]]&#039;s [[Sensodrome (Apocalypse)|Sensodrome]]s and watch the excitement provided by our famous [[Grav Ball League|GravBall]] teams and their [[Astrodome (Apocalypse)|Astrodome]]s.&lt;br /&gt;
&lt;br /&gt;
But we do not wish to bore you more with our glorious past and present, and as the [[Space Liner (Apocalypse)|Space Liner]] is approaching the [[Space Port (Apocalypse)|Space Port]] we invite you to step into a new world. To see by yourself the majesty of our architecture, to enjoy the boundaries of the finest human technology and to interact with our enlightened citizens. &lt;br /&gt;
&lt;br /&gt;
A future of limitless bounties, pleasures and power awaits you on Mega-Primus.&lt;br /&gt;
&lt;br /&gt;
Once Again, Welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The [[Senate (Apocalypse)|Senate]] of Mega-Primus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
* [[Organizations]]&lt;br /&gt;
* [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
* [[Trade (Apocalypse)|Trade]] &lt;br /&gt;
* [[Buildings (Apocalypse)|Buildings and Areas]]&lt;br /&gt;
* [[Population (Apocalypse)|Population]]&lt;br /&gt;
&lt;br /&gt;
==Back To==&lt;br /&gt;
&lt;br /&gt;
[[Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=114326</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=114326"/>
		<updated>2023-05-14T03:54:28Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Edits for punctuation and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;X-Com Apocalypse - Errors, Oddities, &amp;amp; Strange Behaviour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...also known as &#039;&#039;&#039;&amp;quot;Bugs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Bugs=&lt;br /&gt;
Apocalypse bugs listed here are divided (loosely) into two main categories: &#039;&#039;Cityscape&#039;&#039; and &#039;&#039;Battlescape&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====When describing any new error:=====&lt;br /&gt;
* Explain briefly what happened, or if you don&#039;t understand it, what you were doing. &lt;br /&gt;
* If you can repeat the bug, describe in concise detail how to make it appear so that others can test it, otherwise it might just be a random glitch.&lt;br /&gt;
* Explain how or what &#039;&#039;you&#039;&#039; did to avoid, or fix, the bug since there may be multiple ways to prevent/fix it.&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;and if you can, explain your method on how to exploit it.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Extra Information=====&lt;br /&gt;
This may help others work on a solution, but is not necessary to include, and completely optional&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
* What game version (EU or US) of physical CD you used, or&lt;br /&gt;
* What digital version (GOG or Steam), or&lt;br /&gt;
* If it is some other version available (eg: game magazine CD, free complilation disk etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; due to privacy.&lt;br /&gt;
&lt;br /&gt;
=====What &#039;&#039;&#039;not&#039;&#039;&#039; to include:=====&lt;br /&gt;
* Modified (modded) games.&lt;br /&gt;
* Burned, illegal or pirated games of any sort whatsoever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Errors, Oddities, &amp;amp; Strange Behaviour=&lt;br /&gt;
&lt;br /&gt;
==Please Insert CD== &amp;lt;!-- FIXES AND SOLUTIONS go at the bottom (the link), this blurb in an intro text to the bug--&amp;gt;&lt;br /&gt;
A transition from cityscape to battlescape may sometimes bring up this message.&amp;lt;br&amp;gt;&lt;br /&gt;
It is an uncommon random occurrence and does not seem to be avoidable. A possible solution is [[Known_Bugs_(Apocalypse)#Please_Insert_CD_Bug|listed below]].&lt;br /&gt;
&lt;br /&gt;
To prevent losing your progress in your game, &#039;&#039;&#039;save your game&#039;&#039;&#039; just before you start any mission. Base defense mission may start unexpectantly, so save often.&lt;br /&gt;
&lt;br /&gt;
==Executables: Old Or New==&lt;br /&gt;
Digital distributions could be using old versions of certain files whereas better versions should be used on modern hardware. An explaination and fix is [[Known_Bugs_(Apocalypse)#Pentium_or_DOS_Versions|listed below]].&lt;br /&gt;
&lt;br /&gt;
=Cityscape=&lt;br /&gt;
===Start Base: Vehicle Repair Bay Location===&lt;br /&gt;
The start base may have an incorrectly placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]] as shown:&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Restart the game to remove this error.&lt;br /&gt;
&lt;br /&gt;
===Cargo Module Capers===&lt;br /&gt;
This is relevant to the first mission only and only if it is within your start building and any vehicle present at the base contains a cargo module.&amp;lt;br&amp;gt;&lt;br /&gt;
An alien is detected at your starting base via searching or future alien alert. Troops are selected to eliminate the infestation which always consists of Anthropods armed with Brainsucker Launchers and loose Brainsuckers (when Tactical Score is zero as expected at game start). It is not necessary to place agents into a vehicle before starting the [[Starting_a_Mission_(Apocalypse)|first mission]].&amp;lt;br&amp;gt;&lt;br /&gt;
Once the aliens have been all killed the recovered brainsucker launchers will not appear in the sell/sack screen as &amp;quot;Alien Artifacts&amp;quot;! &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; They have been &#039;moved&#039; into any vehicle which has a cargo module and will remain &#039;inside the vehicle&#039; if the cargo module is removed.&amp;lt;br&amp;gt;&lt;br /&gt;
To properly recover the brainsucker launchers, launch the vehicle that holds the artifacts so that is leaves the base then immediately return. A message appears: &amp;quot;Items from tactical combat zone have arrived:...&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: this bug behaves differently if using the CD version versus the digital download version however, the solution is the same. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Freeze After Midnight===&lt;br /&gt;
The game might momentarily freeze once time passes into a new day: 00:00. This &#039;freeze&#039; may be due to the city partially repairing building damage at each new day and becoming confused which section take priority.&amp;lt;br&amp;gt;&lt;br /&gt;
To prevent or reduce this error: save the game just before midnight or damage the city some more to never actually allow the game to complete all repairs. Hostile vehicle combat often in a destructive fashion or destruction of Cult Of Sirius structures will force repairs to take many days or even weeks.&lt;br /&gt;
&lt;br /&gt;
===Unreliable People Tubes===&lt;br /&gt;
If many are hired at once, technical personel (scientists and engineers, but not agents) may not be provided a vehicle for transport and are forced to walk to the X-Com base. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; If the new technical person is forced to stop moving through a building (no further progress since people-tube is missing), they will remain there and will not move (even with ultra-speed timescale).&amp;lt;br&amp;gt;&lt;br /&gt;
To avoid this error, prevent any new hires from being forced to stop at anytime during their foot journey by using ultra-fast time momentarily immediately after hire/fire screen . (Spacebar = pause time).&amp;lt;br&amp;gt;&lt;br /&gt;
Agents on foot who are stopped by missing people tubes may be picked up manually by a vehicle.&lt;br /&gt;
&lt;br /&gt;
===Ultra-Fast Time Denial: Combat===&lt;br /&gt;
Cityscape time-scale selection of Ultra-Fast does not work. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; Too many vehicles are present or there is an active battle on-going somewhere will prevent &amp;quot;Ultra Fast&amp;quot; time from being chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
These is no fix for this except waiting for the time-scale to become valid (press the Ultra-Fast button roughly every second until it activates, spacebar to pause the time).&lt;br /&gt;
&lt;br /&gt;
===Ultra-Fast Time Denial: Routing===&lt;br /&gt;
Cityscape time-scale selection of Ultra-Fast does not work. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; A road vehicle is unable to proceed to its destination due to a broken road somewhere which will prevent &amp;quot;Ultra Fast&amp;quot; time from being chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
To fix the routing problem it may be necessary to target the vehicle itself for destruction or by collapsing the road section by using [[Input_Device_Reference_(Apocalypse)|Manual Control]].&lt;br /&gt;
&lt;br /&gt;
===Ultra-Fast Time: Crazy Transportation===&lt;br /&gt;
If you hire a new unit and road access to your base is not possible or broken, the vehicle may drive around aimlessly. If Ultra-Fast time scale is chosen briefly, the unit is delivered as normal.&lt;br /&gt;
&lt;br /&gt;
===Empty Taxi===&lt;br /&gt;
If an agent/scientist is hired, they may have a road taxi as transport to their destination base. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; If the unit is sacked/transfered, the taxi will proceed to the destination base as usual but without the unit on-board. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Teleporting Agent(s)===&lt;br /&gt;
Use the overhead cityscape view. Give an agent a &amp;quot;Go To Building&amp;quot; command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go park/land at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the &#039;go to building&#039; command given earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; The agent icon will &#039;teleport&#039; back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don&#039;t know how this can be exploited. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Firing Infatuated Agents===&lt;br /&gt;
The Hire/Fire screen only displays the first twenty units in their relevant section (agents, biochemists, quantum physicists, engineers) when at a base.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; Others beyond the twenty listed cannot be fired since they do not appear.&amp;lt;br&amp;gt;&lt;br /&gt;
To allow others not visibly listed to be fired, they must be transfered to another base (icon only, not physically) so that they appear in the sell/sack screen of this new base with the original base possibly having a reorganised list. (see next bug also: &amp;quot;Sell Agent Transfer Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Automatic Unit-Ratio Reduction===&lt;br /&gt;
Any unit may be sacked without being chosen if the game decides there are too many units of &amp;lt;u&amp;gt;one type&amp;lt;/u&amp;gt; in all your base(s), combined.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; Sacking any unit will also sack another down the list, eg: sacking biochemist #1, will also sack biochemist #21. If more are sacked, the corresponding &#039;&#039;+1 and +20&#039;&#039; unit will be sacked together if the game wants to limit your unit ratios, other types may be fired at random!&amp;lt;br&amp;gt;&lt;br /&gt;
The game has an internal limit for how many of a single type of any unit is allowed in regards to the ratio of total X-Com personel. If the game thinks you might have too many units of one type, it will automatically reduce the large differences by selecting random units and adding them to the sell/sack list. Eg: firing one techician might also sack three agents. If many agents are hired in the earlier parts of the game, the game will sack units to reduced the quantity to &#039;&#039;more manageable levels&#039;&#039;. Drastic reductions are possible just by opening the Hire/Fire screen, clicking OK, and then you have a message appear of &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039; units Fired&amp;quot; without actually selecting anyone. To reduced the chance of automatic ratio reductions, don&#039;t over populate your bases and be aware of how many you hired or fired as to not be caught out with missing units.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum total of all X-Com personel across all base(s):&lt;br /&gt;
: Total Limit = &#039;&#039;&#039;180&#039;&#039;&#039;.&lt;br /&gt;
: Technical personel of one type = &#039;&#039;&#039;50&#039;&#039;&#039;.&lt;br /&gt;
: Agent quantity = &#039;&#039;&#039;100&#039;&#039;&#039;.&lt;br /&gt;
: Agent limit if no technical personel employed = &#039;&#039;&#039;20&#039;&#039;&#039;.&lt;br /&gt;
Tested: base quantites, labs present then demolished, selling many at once or just one, increasing ratios tends to trigger this bug and not base quantity or quantity of labs/fabs.&lt;br /&gt;
Note: This may work in reverse. If many agents are available for hire, closing the sell/sack screen may automatically hire someone (the message appears) if there are too many of that same type in the hire list! [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Sell Agent Transfer Swap===&lt;br /&gt;
Transfer units between bases then immediately sell/sack them before they arrive may possibly crash the game.&amp;lt;br&amp;gt;&lt;br /&gt;
Typically, if any X-Com unit is transfered to another base, their icon will appear at the destination base (in the sell screen) before they are actually present at their new base.&amp;lt;br&amp;gt;&lt;br /&gt;
Eg: Two bases &#039;&#039;&#039;B1&#039;&#039;&#039; and &#039;&#039;&#039;B2&#039;&#039;&#039; with agents. Agents at B1 are transfered to B2 and Agents at B2 are transfered to B1 within the same transfer screen. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If these ready-to-transfer agents are immediately sacked then the game very soon may lock up with a black screen or crashes with a page fault. If these transferred units are allowed to arrive at their respective new base then everything &#039;&#039;seems normal&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This error can persist. If those transferred units are sacked after they have arrived, the game may still crash. To reduced the chance of a random crash: Transfer one group of agents from A to B, press &#039;OK&#039; to confirm, then transfer second (a different) group of agents from to B to A, again press &#039;OK&#039;, then wait for the transfers to arrive at their destination (use ultra-fast-time if you want), then sack them. If the game crashed for some reason, start game, load your savegame, transfer one group, OK, save, reload that save, transfer second group, save in a different spot, reload this new save, play normally.  This &#039;&#039;may&#039;&#039; clear out the error from memory (if you crashed with an earlier attempt).&lt;br /&gt;
Tested: scientists (researching or not), agents (training or not, equiped with something or not, assigned to a craft or not), multiple transfers of the same agents (transfer from A to B, then B to C all in one go) etc... All produced the bug if sold immediately after transfer screen. Used GOG, WinXP-SP3 and a game with many hire/fire uses and at week six. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Instant Equipment Transfers On Sacking===&lt;br /&gt;
If needing to transfer agent equipment &amp;lt;u&amp;gt;immediately&amp;lt;/u&amp;gt;, equip an expendable agent(s) with what is needed then transfer them to that base. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The sell/sack screen will display the agent&#039;s icon at the new base (but they havn&#039;t physically arrived yet) and if that transfered agent(s) is sacked, their equipment will go into the stores of this new base. Exploited easily if any agents are not needed!&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This also can be used to &#039;store&#039; items at a base which does not have a [[Stores_(Apocalypse)|Stores]]. Any &#039;equiped&#039; agent transfered to the base (need Living Quarters for this to work) can be sacked and their equipment will remain behind. This also happens when a new base (don&#039;t need Living Quarters but an agent is present) is attacked [[Base_Defense_(Apocalypse)|Base Defense]] and you are successful. The recovered items remain at the base and can be used, transfered as normal! [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
A massive quantity of a vehicle item may suddenly appear after selling or transferring a dual purpose (air or road) device. &#039;&#039;&#039;The bug:&#039;&#039;&#039; An unresearched exotic item which appears in both &amp;quot;Airbourne&amp;quot; and &amp;quot;Road&amp;quot; vehicle equipment screen may be sold/transferred twice: once in airbourne, then again in road, in the same selll/transfer session and is denoted by &#039;&#039;&#039;-1&#039;&#039;&#039; quantity.&amp;lt;br&amp;gt;&lt;br /&gt;
Negative quantity values of an item is not possible. The game will internally &#039;wrap&#039; the quantity to the next available positive number which is 65535.&amp;lt;br&amp;gt;&lt;br /&gt;
The item usually is unreseached and will take up all storage capacity at the base. If the item is quickly researched, it may be sold for massive profit.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: 65535 is 2^16 which is a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
===Storage Alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]]&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt; This bug will always appear if the first item in the sell list (in either air or road sell screens) is sold off to a zero quantity.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Partial Use===&lt;br /&gt;
Weapons which have multiple ammo types may be loaded with ammunition which is not displayed in the equip screen. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Partially used ammo is still present in the base and may be loaded into a weapon but all others will be unloaded (when equipping multiple agents at once with the same weapon type). Eg: An autocannon used on a previous mission used an armor-piercing clip (the last remaining one). When back at base, the weapon was removed from the agent and the ammunition (AC-AP) disappeared from the equip-agent screen. In the future, when placing autocannons into multiple agents at once, the first weapon (for the first agent in the list) gets this partially used AC-AP ammunition, but all the other autocannons are empty even with other ammo types available.&amp;lt;br&amp;gt;&lt;br /&gt;
When equipping multiple troops, make sure the correct ammo is loaded as well by manually moving the relevant clip onto the weapon icon otherwise some weapons will have no ammunition loaded when starting a mission. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Alien Module No Containment===&lt;br /&gt;
If a base has no alien containment but has a landed craft at the base which contains a bio-module, when aliens are defeated in a base defense mission, the prompt &amp;quot;Keep On Board&amp;quot; or &amp;quot;Destroy&amp;quot; will display. If choosing to &#039;keep on board&#039; and then moving that craft to another base with an alien containment, no message appears to decide which aliens to keep! The aliens are all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). &#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens are immediately disposed of and are not placed into the bio-module as expected. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Research Lab Topic Swap===&lt;br /&gt;
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.&lt;br /&gt;
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be &#039;transferred&#039; to this base and the bio topic swapped to the quantum lab. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be &#039;&#039;&#039;exploited&#039;&#039;&#039; by swapping a topic and then starting &#039;&#039;new&#039;&#039; research in the lab that got is topic &#039;stolen&#039;. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.&lt;br /&gt;
To make things normal again, click back to the other base and &#039;start a new project&#039; in the lab which had its topic stolen, - don&#039;t select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Is That Base Yours?===&lt;br /&gt;
Note: This is not a bug! It is listed here to remove confusion about a game process.&amp;lt;br&amp;gt;&lt;br /&gt;
Aliens may spread over the city from an initial infestation somewhere by using the people tubes. The Government owns the top-side building which contains an underground X-Com base and as such, the government is susceptable to inflitration just the same as any other organisation (except [[Sentient_Engine_Liberation_Front|S.E.L.F]]). The infiltration/subversion graph may indicate the Government is becoming subverted (an alien alert may appear above your base) and this means that the building above your base(s) needs to searched for aliens as well as any other government owned building.&lt;br /&gt;
&lt;br /&gt;
===Rendor Plasma Shot Undercount===&lt;br /&gt;
The [[Rendor_Plasma_Gun_(Apocalypse)|Marsec Rendor Plasma Gun]] has an inaccurate ammunition capacity listed in the Vehicle Equipment Screen and also in the in-game UFOpaedia. The weapon uses 140 Elerium for a full reload, has 140 shot capacity but has a specification of 70 rounds. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The game divides the ammunition capacity by two for no reason. More information: (http://www.xcomufo.com/forums/index.php?showtopic=242028127). [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
===Battleship &amp;quot;ex nihilo&amp;quot;===&lt;br /&gt;
An [[UFO_Incursions_(Apocalypse)|Infiltration Fleet #17]] consists of one Battleship ([[Alien_Infiltration_(Apocalypse)|infiltration]]), one Escort Ship ([[Alien_Ship_Combat_(Apocalypse)#Airborne_Combat_Tactics|escort]]), and a second Battleship ([[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|building bombing]]). This unique fleet has the same UFO-type performing two different missions. &#039;&#039;&#039;The bug:&#039;&#039;&#039; When randomly chosen as a time-tabled mission, the alien dimension only needs one battleship to be present, and not two, for this UFO-group to be valid.&amp;lt;br&amp;gt;&lt;br /&gt;
The game internally checks for needed UFOs one at a time. The Battleship once, the Escort once, the Battleship once. The error is that the first battleship &#039;is found&#039; again. The group will appear in Mega-Primus as normal, but only one Battleship was needed in their homeworld!&amp;lt;br&amp;gt;&lt;br /&gt;
Shooting down both battleships will cause the internal count of Battleship-type UFOs present in the alien dimension become &#039;&#039;&#039;-1&#039;&#039;&#039;. The quantity originally was 1xBattleship, but two were used, so the game counter will deduct 2xBattleships! In the following weeks the total will move to positive again and the game will proceed as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: &#039;&#039;&#039;&amp;quot;ex nihilo&amp;quot;&#039;&#039;&#039; is Latin for &#039;&#039;out of nothing something made&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Unlimited Fuel Ghost Engine===&lt;br /&gt;
Give an air vehicle a &amp;quot;go to location&amp;quot; command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the &amp;quot;vehicle equippment&amp;quot; screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn&#039;t have an engine!&amp;lt;br&amp;gt;&lt;br /&gt;
Hello to Xcom1 and 2 infinite fuel bug!!&amp;lt;br&amp;gt;&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a &#039;turret in the sky&#039; at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a &#039;go to location&#039; command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: &amp;quot;return to base&amp;quot; command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn&#039;t work with road vehicles, however. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the vehicle moving up the tube is not &#039;greyed-out&#039; in the vehicle equip screen once &#039;lifted off&#039;, allowing change to be made to the vehicle. This is similar to why multiple-raids-in-quick-succession is possible.&amp;lt;!-- DO NOT link stun raiding here, the link is obscure for a reason!! --&amp;gt; [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Sound: No Interface Or Music===&lt;br /&gt;
&#039;&#039;&#039;Interface:&#039;&#039;&#039; The interface/battlescape sound may disappear when a battlescape mission has started. Clicking on any button (interface or via keyboard shortcut) is completely silent.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If music is muted as a preference, the battlescape will be completely silent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Music:&#039;&#039;&#039; The current music has stopped playing/is silent after saving a game or when the battlescape mission ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple fixes are possible for either, or both:&lt;br /&gt;
* &#039;&#039;Untick&#039;&#039; the box for each volume slider within the options screen, then retick each one. Ignore music if not wanted. &lt;br /&gt;
* Move each volume slider slightly, then return it to your desired position.&lt;br /&gt;
* Wait for the next music track to play.&lt;br /&gt;
* Save the game then immediately reload it.&amp;lt;br&amp;gt;&lt;br /&gt;
and if nothing solves the missing sound/music:&lt;br /&gt;
* Quit the game, restart Apocalypse, reload your game.&lt;br /&gt;
&lt;br /&gt;
===Sound: UFO Incursion - Battle Music===&lt;br /&gt;
Note: This is not a bug! It is listed here to remove confusion about a sound process.&amp;lt;br&amp;gt;&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&amp;lt;br&amp;gt;&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Wrong Manufacturer===&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] and the Anti-Alien Gas Missile for the [[Marsec Heavy Launcher]] are incorrectly assigned to [[Marsec|Marsec]] as the manufacturer. They can only be manufactured by X-Com once the research has been completed. The [[Metro Multipower Plus (Apocalypse)|Metro Multipower Plus]] engine is also incorrectly assigned to Marsec. It should be [[General Metro]].&amp;lt;br&amp;gt;&lt;br /&gt;
This error will prevent (re-)purchase these items if Marsec becomes hostile to X-Com.&lt;br /&gt;
&lt;br /&gt;
===Dare-Devils===&lt;br /&gt;
The Superhuman map contains a prominent elevated double carriageway which does not have any access ramp connections to the lower deck. It cannot be normally driven on. A strange occurance of &#039;dare-devil&#039; vehicles may appear to be using this darker road surface somehow. The only way which a vehicle can use this road section is if a upper road segment is destroyed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The road vehicle will continue to drive along the upper part roadway as expected but continues towards the broken section, drives off the edge, and &#039;lands&#039; on the road below without any damage! Once any vehicle is using this darker roadway, they are stuck there aimlessly doing laps of the city! [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
=Battlescape=&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dissappears===&lt;br /&gt;
A base defence mission is activated but a random base facility is not drawn for the battlescape. The [[Corrupted Graphics And Missing Tiles|absent space]] will not allow agents to travel through and may disect the base if it is a choke-point. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The game did not build the base correctly since it may be too complex with many facilities built. The facility is not deleted after base defence mission completes.&lt;br /&gt;
&lt;br /&gt;
===Odd Behaviour===&lt;br /&gt;
A UFO battlescape shows external weapons on the outside of the crashed craft. Destruction of these weapon systems does not matter in regards to a successful recovery. If any weapon is damaged or completely destroyed, it is recovered at mission completion.&lt;br /&gt;
&lt;br /&gt;
===Limits: Items And Units===&lt;br /&gt;
Battlescape has an item limit of &amp;lt;s&amp;gt;500&amp;lt;/s&amp;gt; pieces of equipment and a unit limit of 60 entities. &#039;&#039;&#039;The bug:&#039;&#039;&#039; A unit may not appear or those that do appear may have an empty inventory if many X-Com agents (and technical personel when on a Base Defense mission) are used. This may be exploited as a way to stop enemy units being equipped with weaponry or to limit their unit numbers. (See also &#039;&#039;&#039;Spawn Camping Crash&#039;&#039;&#039;)&lt;br /&gt;
: 500pieces of anything &#039;&#039;&#039;seems to be wrong&#039;&#039;&#039; since I stress-tested an alien spawner and had +700 items within. [[Orange_Pad_Re-inforcement_Spawns|Pic + Test Results]]&lt;br /&gt;
* It is confirmed that unit limit (alive and dead) is &#039;&#039;&#039;60&#039;&#039;&#039;. Anymore than this quantity and the game will delete corpses from spawned-in entities or will decrease the amount of hostiles appearing at mission start. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic Agents===&lt;br /&gt;
An armed agent that has been given a target (RMB on any &#039;&#039;&#039;hostile&#039;&#039;&#039; non-X-Com unit, and not civilians) and then given a [[Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire|Forced-Fire command]] to shoot something or someone else (but not the RMB target), the agent will not fire on your selected force-fire target, but will shoot at the RMB targeted unit instead ...if it is in line-of-sight ...and will not stop until the target is dead ...until the line of sight to the target is broken!&amp;lt;br&amp;gt;&lt;br /&gt;
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent or any other agent, did not break line-of-sight at anytime during these drop weapon actions.&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will ignore any further &amp;quot;hold-fire&amp;quot; command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn&#039;t stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) momentarily to the RMB-selected target. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Boomeroid Bouncer===&lt;br /&gt;
An armed Boomeroid will &#039;bounce&#039; on the spot when stuck in the &#039;grey blobs&#039; of building rubble.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; A boomeroid which is thrown into, or has hopped into, the grey rubble piles found usually at Slum battlescapes will not be able to jump out! The proximity setting works and will explode as expected, but its movement towards a unit is blocked until the grey rubble is destroyed, setting it free to perform as normal until it jumps back into another pile...&amp;lt;br&amp;gt;&lt;br /&gt;
A trapped boomeroid will behave like a standard proximity mine if ignored; easily seen bouncing on the spot when it wants to hop!&amp;lt;br&amp;gt;&lt;br /&gt;
Note: some map features on any battlescape may block jumping in the same direction. (Dead trees outside of the Graveyard Castle, next to the road). Some may jump &#039;into&#039; a feature, get blocked, but are able to jump &#039;out&#039;, the same way they came in. Grey blob piles will block boomeroid movement from all directions. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Boomeroid Heavy Shadows===&lt;br /&gt;
An armed Boomeroid will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; &#039;bounce&#039; away if a flying unit&#039;s shadow can be seen directly over it, irrelevant how high that unit is above it!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; A Boomeroid which has been armed and thrown, or dropped, and has landed on the ground does not move if any unit&#039;s shadow (from a flying unit) is moved and stopped over the device. The shadow prevents the boomeroid from jumping away, thus, making it ignore any movement from anyone.&amp;lt;br&amp;gt;&lt;br /&gt;
If an agent attempts to throw a boomeroid into the same cell as the shadow, the throw is denied (even from the adjacent cell).&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;no-jumper&amp;quot; boomeroid will behave like a standard proximity mine and will still obey its arming setting... but never move!&amp;lt;br&amp;gt;&lt;br /&gt;
This is a game-breaking bug.&amp;lt;br&amp;gt;&lt;br /&gt;
Boomeroids are rendered immobile by shadows... &#039;&#039;mind blown!&#039;&#039; [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Pathway Indecision===&lt;br /&gt;
A unit may move in an unexpected fashion or is unable to process the best path when given a destination. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Simple routing usually works as normal but complicated paths or dynamically changing routes may confuse an agent by aimlessly moving (and wasting Time-Units in a turn-based game) and may ignore their attitude selection.&amp;lt;br&amp;gt;&lt;br /&gt;
Eg: A flying unit given a destination to move into a hole underneath the overhang of a UFO may move towards the roof or try to get inside the UFO by using the external door. To fix such unexpected behaviour, manage their movement in short sections only if a unit seems to be wandering off.&lt;br /&gt;
&lt;br /&gt;
===Marsec Armor Mid-Air Death===&lt;br /&gt;
An airbourne agent is very high up on the battlescape using Marsec armor chest piece. Inventory access will allow removal/re-equip of the chest piece armor which will then cause the agent to &#039;fall out of the sky&#039; upon returning to the battlescape screen. If the agent&#039;s inventory is again accessed &amp;lt;u&amp;gt;before impact&amp;lt;/u&amp;gt;, the chest armor may again be momentarily removed and then re-equipped, like normal. &#039;&#039;&#039;The bug:&#039;&#039;&#039; An agent continues falling but will die in mid-air from the &#039;&#039;first-armor-removal impact&#039;&#039; (the ground has invisibly &#039;moved up&#039;), then briefly pauses dead in the air, then will continue falling to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Each repeat of this &#039;inventory remove and re-equip&#039; action before the agent has hit the ground will pause the falling, until impact. Height above the ground at which this first armor removal was actioned, will depend if the agent is unaffected, injured, or dead upon impact, however, if there is another agent underneath (typically on the ground) below this flying unit when the armor was manipulated, the falling unit will not be injured when hitting the ground but merely knocked unconscious. This may be exploited by jumping out of a building to escape, disregarding height so long as there is someone to land on. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Travelling In Time===&lt;br /&gt;
Time is irrelevant within a battlescape mission. &#039;&#039;&#039;The bug:&#039;&#039;&#039; A mission may proceed over a long time peroid but returning to the cityscape view shows that the mission only took a few seconds. This can be safely ignored since it does not affect the cityscape time.&lt;br /&gt;
&lt;br /&gt;
===Visual Delays===&lt;br /&gt;
Visual artifacts do not effect gameplay unless the complete battlescape segment is missing. Some minor visual artifacts can be easily removed by briefly changing battlescape view (TAB button) or changing the view height (PgUp then PGdn) which causes an screen update.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor&#039;&#039;&#039; artifacts:&lt;br /&gt;
* Shadows of agents which are very high and moving may be momentarily duplicated in the ground below.&lt;br /&gt;
* Destruction of the terrain on the northern and western physical edge of the battlescape may produce artifacts similar of the old terrain. &lt;br /&gt;
* A complex isometric view (concurrently lots of smoke, gunfire projectiles, explosions etc.) may produce &amp;lt;u&amp;gt;visual&amp;lt;/u&amp;gt; delays of certain actions performed. The game engine can struggle to visually update, however the actions performed all happen when expected. eg: An explosive effect may not be drawn but the physical effect is still processed - the terrain will change, entity is injured, etc. immediately but the visual effect if all this commotion appears after a slight delay.&lt;br /&gt;
* Many airbourne craft moving across the cityscape and using overhead view may not update their position correctly and leave &#039;ghost yellow destination paths&#039;. This is very common and is easily solved by momentarily pressing TAB to force a screen update.&lt;br /&gt;
&#039;&#039;&#039;Major&#039;&#039;&#039; artifacts:&lt;br /&gt;
* Missing tiles which are [[Corrupted Graphics And Missing Tiles|errors in level design]]. These artifacts are permanent for the affected battlescape segment however they don&#039;t prevent movement. (see also &#039;&#039;&#039;Base Facility Dissappears&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Unlimited Flying Stamina===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
===Visible Movements===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
===Invisible Aliens===&lt;br /&gt;
&#039;&#039;&#039;Large&#039;&#039;&#039; lifeform&#039;s (only Megaspawn or Psymorph) lower body part may not be visible to your agents if their upper body is hidden behind a structure. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The large lifeform may be directly in front of your trooper, but your agent will not see them if the &#039;head&#039; of the large unit is completely obscured.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039; lifeforms (Hyperworm, Micronoid Aggregate) might not be visible to your agents in certain random situations until the unit moves or your agent is re-positioned (turning on the spot may also help) when it is known that the alien is there. It is common problem with Micronoids.&lt;br /&gt;
&lt;br /&gt;
===Personal Cloaking Field Accuracy===&lt;br /&gt;
The Personal Cloaking Field has an error/hidden property of making the user much less likely to be hit with even the best accuracy weaponry when the user has been spotted/revealed. A hostile may be at point-blank range and being fired upon, but due to having an active cloak effect, the firing unit&#039;s accuracy and chance to hit is reduced. To avoid this error in accuracy-calculation, aim at the cell directly behind an enemy target with forced-fire (hold Shift button and LMB to fire) to use the agent&#039;s normal accuracy-calculation. This also affects enemy units firing upon revealed X-Com agents.&lt;br /&gt;
Note: [[Personal_Cloaking_Field|Personal Cloaking Field]] devices do not momentarily halt their effect if a unit fires/throws something. &lt;br /&gt;
&lt;br /&gt;
===Ammunition Consolidation===&lt;br /&gt;
Ammunition can be combined if a clip if moved over and placed onto another clip of the same type within the inventory screen when on a battlescape. It does not work if an agent is at an X-Com base. This is used to de-clutter and organise an agent&#039;s inventory so that partially used clips may be &#039;rebuilt&#039; into one full clip. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Full capacity limit of the single combined clip is ignored allowing all clips, used and unused, to be combined into one excessive-capacity clip.&amp;lt;br&amp;gt;&lt;br /&gt;
Any clip past its normal capacity will weigh the same as all the clips which were combined. This can be exploited by a strong agent to combined large ammuntion types (eg: Heavy Launcher ammunition) into one inventory position and go beyond their normal space-limit.&lt;br /&gt;
:eg: an agent can carry only five heavy launcher ammo of any type but if using consolidated ammunition, the space limit can be ignored - but not strength.&amp;lt;br&amp;gt;&lt;br /&gt;
If manipulating the ammunition when transporting agents to a mission, any clips with zero capacity can be removed from any agent and &#039;left on the ground&#039;. The message appears: &amp;quot;...you will lose any items left on the ground...&amp;quot; and can be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If a weapon is removed from an agent when back at base (they are automatically unloaded), the clip may transform into a single one again. Weapons dropped on a battlescape remain loaded and do not reset their capacity.&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Brainsucker ammunition which is zero will be unable to be used and may corrupt a savegame. Do not combine brainsucker pods.&lt;br /&gt;
&lt;br /&gt;
===Android Resistance===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as [[Utilities_(Apocalypse)|Apoc&#039;d]] and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turn-Based Game Freeze===&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&amp;lt;br&amp;gt;&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&amp;lt;br&amp;gt;&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station Time Units===&lt;br /&gt;
In turn-based mode, the time units (TU) of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
===Brainsuck Near A Door===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&amp;lt;br&amp;gt;&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
===Brainsucked Toxigun Toxins===&lt;br /&gt;
Any brainsucked agent is immune to toxigun poisons and will only suffer impact damage from the toxigun projectile. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Micronoids take over the human host but do not get killed when an infected agent is shot with toxins.  &lt;br /&gt;
&lt;br /&gt;
===Aliens Non-Spawn In Large UFOs===&lt;br /&gt;
All missions have limits to how many units of any type are possible. Large UFOs with large alien forces may have too many lifeform types allocated. The limit for X-Com units and Alien lifeforms is 36 maximum, each.&amp;lt;br&amp;gt;&lt;br /&gt;
Every UFO is allocated six alien squads in total. One squad slot can only hold a maximum of six aliens of the same type but there are exceptions for aliens which do not use an inventory. These types can be mixed within a squad but still only a maximum of six (mixed) units per squad slot.&amp;lt;br&amp;gt;&lt;br /&gt;
:Eg: A Battleship type UFO has seven different types of lifeforms allocated and uses thirty aliens in total. If squad sets are determined for a crash recovery mission, the game will place the &#039;&#039;mixed&#039;&#039; aliens (Spitter and Popper) in a single squad grouping as permitted, but since the total of mixed units is more than six, another squad slot must be used. There are now five remaining lifeform types but only four available squad slots. Anthropods cannot be mixed and their total is nine, so two squad slots are taken up. There is now two squad slots remaining but four different lifeforms. All these remaining lifeform types cannot be mixed so it results in the last two alien types (on the list) not appearing on the battlescape!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens which should be present on certain UFO crash recovery mission cannot appear because the allocated &#039;slots&#039; have been used up.&amp;lt;br&amp;gt;&lt;br /&gt;
UFOs which have mismatched lifeform allocations: Battleship and Mothership.&lt;br /&gt;
&lt;br /&gt;
===Bleeding Impossible To Heal===&lt;br /&gt;
The [[Medi-Kit_(Apocalypse)|Medi-Kit]] is used to heal fatal wounds. If the wounding is severe, the agent will bleed out and die. An item cut from the full version of the game, &amp;quot;Advanced Medi-Kit&amp;quot;, was to be used instead. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The internal game mechanics were not adjusted after an item was [[Cut_items_and_features_(Apocalypse)|cut]].&amp;lt;br&amp;gt;&lt;br /&gt;
Bleeding to death can be stopped by escaping the battle via the exit-tiles. This is the only way to circumvent this &#039;feature&#039;. &lt;br /&gt;
&lt;br /&gt;
===Base Defense Agent Stripped===&lt;br /&gt;
A base defense mission which has many X-Com units may leave one agent completely strippped of everything in their inventory. It may go un-noticed since most often technical personel &#039;suffer&#039; this error and since they do not have an inventory, everything may seem normal. Needs more testing. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Battlescape Level 10 Bug===&lt;br /&gt;
Nine levels is the player-accessible limit for agents to fly high. If an agent who is flying and is on a platform/roof/walkway of some sort at level nine which has a railing (or some other half-height thing) and has been given a move destination, they may fly up (into Level 10) and over this railing-thing to shorten their route. They will immediately come down to level nine and resume their movement. If the unit is ordered to stop (RMB to ignore given orders) when they happen to momentarily be at level ten, they can remain there (normally like any other level). To access this unit to [[Battlescape_Level_10_Bug|see them at level ten]], double LMB on that &#039;high&#039; agent&#039;s portrait picture. &#039;&#039;&#039;The bug:&#039;&#039;&#039; An un-seen height-level with completely normal geometry, features etc. which is not accessible in normal gameplay ...why? [[User:EsTeR|EsTeR]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note: To see all ten levels easily of any battlescape, use [[Utilities_(Apocalypse)|XME]].&lt;br /&gt;
&lt;br /&gt;
===Escort Superposition===&lt;br /&gt;
An [[Alien_Escort_Ship_(Apocalypse)|Escort]] UFO battlescape has Stasis Bomb Launchers positioned on the north edge and south edge of the craft in the deployed, ready-to-fire, position. Unconventional access to the floorplan is possible if external weapon systems are destroyed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If one launcher is damaged (eg: the north one), the other one is immediately destroyed also ...without it sustaining any damage! A &#039;spooky action at a distance&#039; effect. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Spawn Camping Crash===&lt;br /&gt;
This is only relevant within alien dimension buildings and only if [[Alien_Buildings_And_Combat_Tactics|spawn-camping]] the re-inforcement pads over a long time period&amp;amp;Delta;. A mission is purposely extended to allow massive quantities (+600) of aliens to spawn into the building and then having massive amounts of items on the ground. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If switching to overhead view when viewing the area (in isometric view) which contains bulk dropped items, the game will crash. The purple dots (the dropped items) seen on overhead view should denote a single item or stack of items per battlescape cell, the quantity of items &#039;&#039;should&#039;&#039; be irrelevant. The game somehow determines that quantity-per-purple-dot matters. To avoid this critical bug do not run the game for extended periods of time in overhead view AND above the re-inforcement pads. Move the isometric or overhead view to a &#039;quiet&#039; area before allowing the game to run unattended. Save the game immediately after a long play session&amp;amp;Delta; before &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; battlescape actions per performed. [[User:EsTeR|EsTeR]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;Delta; Being away from your game and letting it run at x4 battlescape timescale for a few hours.&lt;br /&gt;
&lt;br /&gt;
=Cityscape Design=&lt;br /&gt;
====Recyclotorium Two====&lt;br /&gt;
Superhuman: X-Com is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]], instead of [[Evonet]].&amp;lt;br&amp;gt;&lt;br /&gt;
If Warehouse Two contains an X-Com base and is targeted for a [[Cityscape_Fighting_(Apocalypse)|Building Bombing]] mission, the recyclotorium is usually hit along with the warehouse when under attack. Cityscape air battles are slightly less dangerous since damage to the recyclotorium is not damage to the warehouse.&lt;br /&gt;
====Orphaned Launch Tube====&lt;br /&gt;
Superhuman: unowned launch tube between Mutant Alliance:Offices and Nutrivend:Offices.&lt;br /&gt;
====Road Over Tube====&lt;br /&gt;
Superhuman: road placed over a launch tube of Lifetree:Luxury Apartments.&amp;lt;br&amp;gt;&lt;br /&gt;
====Unconnected People Tube====&lt;br /&gt;
Superhuman: unconnected people tube at Government:Lovecraft Block. Does not allow foot movement northwards.&lt;br /&gt;
&lt;br /&gt;
=Learning Artificial Intelligence=&lt;br /&gt;
The &#039;&#039;Learning Artificial Intelligence&#039;&#039; (henceforth: &amp;quot;Learning AI&amp;quot;) is a feature within X-Com Apocalypse where the game &#039;&#039;learns&#039;&#039; how the human player is progressing through the game and will try to implement those tactics into computer-controlled actions dynamically, against the human player. An advanced intelligent learning process! ...which unfortunately does not work, but if it does, is extremely fragile!&lt;br /&gt;
&lt;br /&gt;
===Digital Distributions===&lt;br /&gt;
The Learning AI is dependent on the exact physical location of three files on the original compact disk. Digital distributions such as the Steam or GOG version use&amp;lt;br&amp;gt; [ .iso] or [ .bin and .cue] &#039;&#039;image&#039;&#039; files of the original CD which removes any location data of the three files: EXPERIEN.DAT, BRAIN.DAT, and WEAPEXP.DAT.&amp;lt;br&amp;gt;&lt;br /&gt;
The Learning AI files will still update and adjust themselves according to your tactics but will fail to be used in the game due to this missing location data.&lt;br /&gt;
===Disk Versions With Functional A.I.===&lt;br /&gt;
Learning AI is active and working on two common UK-based CDs with serial numbers:&lt;br /&gt;
* &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039; (original UK version)&lt;br /&gt;
* &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039; (a Power-Plus release)&lt;br /&gt;
A &#039;&#039;maximum installation&#039;&#039; from the original CD is preferable, however, a digital distribution which has a customised DOSbox setup pointing to the optical drive and CD within will allow the Learning AI to be active.&lt;br /&gt;
==Fragile And Broken==&lt;br /&gt;
* Learning AI will stop working if the game is saved and since a reload needs a savegame, it will be broken.&lt;br /&gt;
&lt;br /&gt;
=Please Insert CD Bug=&lt;br /&gt;
The &amp;quot;Please Insert CD&amp;quot; message may randomly appear with digital distributions of X-Com Apocalypse when the game changes from Cityscape to Battlescape mode. Unless playing with an actual CD in the optical drive, reducing the problem (but not eliminating it) may be possible:&amp;lt;br&amp;gt;&lt;br /&gt;
Read through all listed solutions! Don&#039;t delete files or folder unless absolutely sure. Copy and Paste everything as a backup before makng changes. USE LEGITIMATE SOFTWARE ONLY. &lt;br /&gt;
===Solution 1===&lt;br /&gt;
Digital distributions (Steam or GOG) are using &#039;&#039;Minimal Installation&#039;&#039; setups to save space. The game CD is present as an &#039;&#039;&#039;&#039;&#039;image&#039;&#039;&#039;&#039;&#039; within the &#039;&#039;&#039;CD&#039;&#039;&#039; folder. Access of this folder may be too slow for the game and may sometimes produce delays which the game interprets as having no CD. To reduce the frequency of the &amp;quot;Please Insert CD&amp;quot; message, manually moving original folders and files will reduce delays of DOSBox of having to search the image. Two methods are possible unless actually installing the game from a CD (which should be &amp;quot;Maximum Installation&amp;quot;):&amp;lt;br&amp;gt;&lt;br /&gt;
Install your digital distribution first.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: using the following method(s) will automatically make your game a &amp;quot;Maximum Installation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Method 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A legitimate CD is needed.&lt;br /&gt;
* Copy the contents of the XCOMAPOC &#039;&#039;or&#039;&#039; XCOM3 folder on the disk into your already installed digital version. If prompted to OVERWRITE anything select &#039;&#039;&#039;NO TO ALL&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;u&amp;gt;Optional&amp;lt;/u&amp;gt;: Delete all PCX files within the UFOPAEDI folder. See: [[Cargo_Module_(Apocalypse)|Cargo]] and [[Bio-Transport_Module_(Apocalypse)|Bio-Module]] since they have swapped pictures. (or manually rename them)&lt;br /&gt;
* Check below: &amp;quot;Pentium or DOS Versions&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Method 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A more complex option if an original CD is not available:&lt;br /&gt;
* Open an [ .ISO] or [ .BIN and .CUE] file which contains the X-Com Apocalypse game with any compression software (eg: WinZip, 7zip, WinRAR etc.) by RMB and selecting &amp;quot;Open Archive&amp;quot;. The contents of the ISO file will become visible. &lt;br /&gt;
* See &#039;&#039;&#039;Method 1&#039;&#039;&#039; to continue.&lt;br /&gt;
Note: Don&#039;t double-LMB-click the file since it may start your CD burning software. If the .BIN file cannot be opened, burning it to a blank CD may allow finding the needed folder.&lt;br /&gt;
&lt;br /&gt;
===Solution 2===&lt;br /&gt;
Start X-Com Apocalypse through a Virtual Machine (eg: Oracle&#039;s VM VirtualBox) which has MS-DOS v6.22 and Windows 95 pre-installed.&lt;br /&gt;
&lt;br /&gt;
=Pentium or DOS Versions=&lt;br /&gt;
If using the downloadable distributions of X-Com Apocalypse, it may be using the old DOS version of two files instead of the better Pentium version. The old version files have been renamed as the better version and this may cause unstable behaviour or introduce bugs.&lt;br /&gt;
&lt;br /&gt;
Files from a dual version (DOS and Windows) X-Com Apocalypse CD.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TACEXE&#039;&#039;&#039; folder:&lt;br /&gt;
* TACP4.exe 3,161,594 bytes (DOS)&lt;br /&gt;
* TACP.exe 3,170,298 bytes (Pentium)&lt;br /&gt;
&#039;&#039;&#039;UFOEXE&#039;&#039;&#039; folder:&lt;br /&gt;
* UFO2P4.exe 1,705,790 bytes (DOS)&lt;br /&gt;
* UFO2P.exe 1,702,206 bytes (Pentium)&lt;br /&gt;
&lt;br /&gt;
A current discussion about file problems is here:&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog/page1&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Simple Solution&#039;&#039;&#039; to use the Pentium version:&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: If copying over the files, BOTH must be the same type. Do not mix a DOS version with a Pentium version.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the size (not name) of the files to determine which version has been installed with your digital distribution. If your files match the Pentium size, changes are not needed, however if confirmed they are the &#039;&#039;old version&#039;&#039; files:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Delete (or cut&#039;n&#039;paste somewhere as a backup) both &#039;&#039;old version&#039;&#039; files in your installation. If your install contain four files (two DOS versions and two Pentium versions) remove them all &amp;amp;Delta;.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Copy over from your CD the two Pentium version files to their relevant folders. Renaming them is not needed.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Start a &#039;&#039;&#039;new&#039;&#039;&#039; game and go start a raid. If the battlescape loads properly, everything is good. If not, return the original &#039;&#039;old versions&#039;&#039; files to their respective folders, overwrite both Pentium versions which failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;Delta; If four files are present: remove any file that does not match the Pentium filesize. Rename only if needed so that X-Com Apocalypse &amp;lt;u&amp;gt;will not use&amp;lt;/u&amp;gt; the old versions. &lt;br /&gt;
&lt;br /&gt;
Caution: changing the settings within &#039;&#039;&#039;dosbox_xcomapoc.conf&#039;&#039;&#039; for CPU type from &amp;quot;auto&amp;quot; to &amp;quot;pentium_slow&amp;quot; may decrease performance. Check performance by changing categories within the in-game ufopaedia screens. The animation effect of the menu may have noticable slowness if using pentium_slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Definitions Used Here= &amp;lt;!-- For some of the newer people, just trying to make it user friendly. EsTeR --&amp;gt;&lt;br /&gt;
An explanation of abbreviations or words used within this &amp;quot;Known Bugs&amp;quot; page.&lt;br /&gt;
* &#039;&#039;&#039;DOS&#039;&#039;&#039; = Disk Operating System (from Microsoft, eg: MS-DOS).&amp;lt;br&amp;gt;&lt;br /&gt;
: An old pre-windows 16bit program using simple instructions to make a computer useful via a command line interface.&lt;br /&gt;
* &#039;&#039;&#039;DOSBox&#039;&#039;&#039;&lt;br /&gt;
: Emulator software used to run old DOS programs easily within Windows 32bit operating systems often using a temporary (virtual) disk drive.&lt;br /&gt;
* &#039;&#039;&#039;EXE&#039;&#039;&#039; = Executable.&amp;lt;br&amp;gt;&lt;br /&gt;
: A suffix on a file allowing it to be started as a program. eg: xcomapoc.exe&lt;br /&gt;
* &#039;&#039;&#039;GOG&#039;&#039;&#039; = Good Old Games&lt;br /&gt;
: A website offering a selection of older games for download at low cost.&lt;br /&gt;
* &#039;&#039;&#039;Steam&#039;&#039;&#039;&lt;br /&gt;
: A website which catalogues certain games purchased by a user to prevent piracy.&lt;br /&gt;
* &#039;&#039;&#039;Image&#039;&#039;&#039;&lt;br /&gt;
: the contents of a compact disk (CD) made into a file(s) (most commonly .ISO) located on the hard drive.&lt;br /&gt;
* &#039;&#039;&#039;486&#039;&#039;&#039; = a version of computer processing unit (CPU) of a certain format and style.&lt;br /&gt;
: Very old technology before Intel Pentium processors.&lt;br /&gt;
* &#039;&#039;&#039;C:\ D:\ E:\ etc.&lt;br /&gt;
: Labels given to hard drives using the alphabet, commonly from C to Z with A and B given to floppy-disks drives (another old storage format).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Keep the &amp;quot;Definitions Used Here&amp;quot; sub-section to be always at the bottom of the article. I think it will help with layout and formatting --&amp;gt;&lt;br /&gt;
END&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114325</id>
		<title>Input Device Reference (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114325"/>
		<updated>2023-05-14T03:39:59Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Cityscape Waypoints */ Added period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
This is a WIP and quick brain dump - some could be wrong so fix as you please.&lt;br /&gt;
&lt;br /&gt;
editing will be on-going when more are found&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A comprehesive list of all keyboard and mouse commands.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Keyboard And Mouse==&lt;br /&gt;
These basic key presses are typical for computer players using a US-version keyboard and may not be the same UK-version keyboards, different computer formats (eg: Mac), smart-phone users, game consoles, emulators, etc. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Definitions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;LMB&#039;&#039;&#039; = Left mouse button.&lt;br /&gt;
* &#039;&#039;&#039;RMB&#039;&#039;&#039; = Right mouse button.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl&#039;&#039;&#039; = Control keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Shft&#039;&#039;&#039; = Shift keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Alt&#039;&#039;&#039; = Alt keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;SB&#039;&#039;&#039; = Spacebar keyboard button.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; or &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; = press and hold key1, press key2, release both.&lt;br /&gt;
* &#039;&#039;drag&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key1&#039;&#039; = press and hold key1 and move mouse to new area, release key1.&lt;br /&gt;
&lt;br /&gt;
===Universal Commands===&lt;br /&gt;
* Enter = confirm action.&lt;br /&gt;
* ESC = disregard action.&lt;br /&gt;
* F1 = UFOpaedia menu.&lt;br /&gt;
* RMB on icon = its UFOPAEDIA entry.&lt;br /&gt;
* SB = pause or resume time.&lt;br /&gt;
* 0 &amp;amp;harr; 5 = time controls.&lt;br /&gt;
* TAB = overhead or isometric view.&lt;br /&gt;
* Alt+P = screenshot as a PCX file.&lt;br /&gt;
&lt;br /&gt;
===Cityscape===&lt;br /&gt;
* RMB = centre here when overhead view.&lt;br /&gt;
* O = options menu.&lt;br /&gt;
* ESC = quit game.&lt;br /&gt;
* Enter = highlight last message location.&lt;br /&gt;
&lt;br /&gt;
====Base Tab====&lt;br /&gt;
====Agent &amp;amp; Vehicle Tabs====&lt;br /&gt;
* Double LMB = highlight and centre selected subject on cityscape.&lt;br /&gt;
* Ctrl-LMB = select multiple (max 13).&lt;br /&gt;
* RMB remove from temporaty group.&lt;br /&gt;
* Ctrl-LMB = add waypoint.&lt;br /&gt;
* Shft-LMB = go to building.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Tab====&lt;br /&gt;
* M = manual vehicle control (see below for commands).&lt;br /&gt;
* Alt-LMB = attack selected building or vehicle.&lt;br /&gt;
&lt;br /&gt;
====Organisation Tab====&lt;br /&gt;
* LMB = hightlights and centres buildings owned.&lt;br /&gt;
&lt;br /&gt;
===Battlescape===&lt;br /&gt;
* Ctrl-LMB add waypoint (maximum 5).&lt;br /&gt;
* Alt-LMB is move-to-here when destination is already occupied by another unit.&lt;br /&gt;
* LMB Click+Drag cursor over units on the battlescape to quickly select multiple units irrelevant of which group they are in.&lt;br /&gt;
* RMB on a non X-Com unit to highlight them as a target.&lt;br /&gt;
* RMB will cancel a move order for your agents if they have a destination.&lt;br /&gt;
* RMB will turn your agents to face a new direction if not moving.&lt;br /&gt;
* Shft-LMB force an agent to fire at this cursor location.&lt;br /&gt;
* J-LMB in the air next to the ledge or railing, release. To make a unit jump off/over something.&lt;br /&gt;
* PgUp = go up one view level in elevation. &lt;br /&gt;
* PgDn = go down one view level in elevation.&lt;br /&gt;
* Home = center on selected unit.&lt;br /&gt;
* Z = drop item.&lt;br /&gt;
&lt;br /&gt;
===Agent Equip Screen===&lt;br /&gt;
* Ctrl-LMB allows selecting multiple units.&lt;br /&gt;
* TAB changes attributes mini-screen.&lt;br /&gt;
* A switch to armor screen.&lt;br /&gt;
* E switch to equipment screen.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Quip Screen===&lt;br /&gt;
* 1 = Select GUNS screen.&lt;br /&gt;
* 2 = Select ENGINES screen.&lt;br /&gt;
* 3 = Select DEVICES screen.&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
Increase Speed&lt;br /&gt;
&#039;&#039;&#039;Page Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Speed&lt;br /&gt;
&#039;&#039;&#039;Page Down&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increase Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
U-Turn (road)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Swap lanes(road)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set Direction&lt;br /&gt;
&#039;&#039;&#039;RMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fire Weapon&lt;br /&gt;
&#039;&#039;&#039;LMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Cityscape Waypoints====&lt;br /&gt;
Waypoints may be given to airbourne or road vehicles.&lt;br /&gt;
* Switch to overhead view.&lt;br /&gt;
* Give a vehicle a target destination (this can include &amp;quot;Attack&amp;quot; command).&lt;br /&gt;
* Click the &amp;quot;Move to Destination&amp;quot; button (next to &amp;quot;Move to Building&amp;quot; button).&lt;br /&gt;
* Hold down the control button (Ctrl) and LMB click somewhere on the overhead cityscape to add a waypoint.&lt;br /&gt;
* The yellow line shows the path the vehicle will take after you release the button.&lt;br /&gt;
* Close the mini screen with the &amp;quot;X&amp;quot;, if it appeared.&lt;br /&gt;
&lt;br /&gt;
====Hold Fire Forced Fire====&lt;br /&gt;
If hold fire is used (the &amp;quot;X&amp;quot; in shot types), but something needs to be shot:&lt;br /&gt;
* click LMB on agents weapon in their hand, white outline, click LMB on anything or&lt;br /&gt;
* hold down shift, click LMB on anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Constant fire is possible if you hold down LMB.&amp;lt;br&amp;gt;&lt;br /&gt;
There is an [[Known_Bugs_(Apocalypse)#Psychotic_Agents|error]] for an agent&#039;s actions if the target was selected via RMB.&lt;br /&gt;
&lt;br /&gt;
==Quick Reference==&lt;br /&gt;
[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/controls/ Keyboard &amp;amp; Mouse Controls] on StrategyCore.&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114324</id>
		<title>Input Device Reference (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114324"/>
		<updated>2023-05-14T03:38:19Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Battlescape */ Added period to &amp;quot;Z = drop item&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
This is a WIP and quick brain dump - some could be wrong so fix as you please.&lt;br /&gt;
&lt;br /&gt;
editing will be on-going when more are found&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A comprehesive list of all keyboard and mouse commands.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Keyboard And Mouse==&lt;br /&gt;
These basic key presses are typical for computer players using a US-version keyboard and may not be the same UK-version keyboards, different computer formats (eg: Mac), smart-phone users, game consoles, emulators, etc. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Definitions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;LMB&#039;&#039;&#039; = Left mouse button.&lt;br /&gt;
* &#039;&#039;&#039;RMB&#039;&#039;&#039; = Right mouse button.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl&#039;&#039;&#039; = Control keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Shft&#039;&#039;&#039; = Shift keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Alt&#039;&#039;&#039; = Alt keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;SB&#039;&#039;&#039; = Spacebar keyboard button.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; or &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; = press and hold key1, press key2, release both.&lt;br /&gt;
* &#039;&#039;drag&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key1&#039;&#039; = press and hold key1 and move mouse to new area, release key1.&lt;br /&gt;
&lt;br /&gt;
===Universal Commands===&lt;br /&gt;
* Enter = confirm action.&lt;br /&gt;
* ESC = disregard action.&lt;br /&gt;
* F1 = UFOpaedia menu.&lt;br /&gt;
* RMB on icon = its UFOPAEDIA entry.&lt;br /&gt;
* SB = pause or resume time.&lt;br /&gt;
* 0 &amp;amp;harr; 5 = time controls.&lt;br /&gt;
* TAB = overhead or isometric view.&lt;br /&gt;
* Alt+P = screenshot as a PCX file.&lt;br /&gt;
&lt;br /&gt;
===Cityscape===&lt;br /&gt;
* RMB = centre here when overhead view.&lt;br /&gt;
* O = options menu.&lt;br /&gt;
* ESC = quit game.&lt;br /&gt;
* Enter = highlight last message location.&lt;br /&gt;
&lt;br /&gt;
====Base Tab====&lt;br /&gt;
====Agent &amp;amp; Vehicle Tabs====&lt;br /&gt;
* Double LMB = highlight and centre selected subject on cityscape.&lt;br /&gt;
* Ctrl-LMB = select multiple (max 13).&lt;br /&gt;
* RMB remove from temporaty group.&lt;br /&gt;
* Ctrl-LMB = add waypoint.&lt;br /&gt;
* Shft-LMB = go to building.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Tab====&lt;br /&gt;
* M = manual vehicle control (see below for commands).&lt;br /&gt;
* Alt-LMB = attack selected building or vehicle.&lt;br /&gt;
&lt;br /&gt;
====Organisation Tab====&lt;br /&gt;
* LMB = hightlights and centres buildings owned.&lt;br /&gt;
&lt;br /&gt;
===Battlescape===&lt;br /&gt;
* Ctrl-LMB add waypoint (maximum 5).&lt;br /&gt;
* Alt-LMB is move-to-here when destination is already occupied by another unit.&lt;br /&gt;
* LMB Click+Drag cursor over units on the battlescape to quickly select multiple units irrelevant of which group they are in.&lt;br /&gt;
* RMB on a non X-Com unit to highlight them as a target.&lt;br /&gt;
* RMB will cancel a move order for your agents if they have a destination.&lt;br /&gt;
* RMB will turn your agents to face a new direction if not moving.&lt;br /&gt;
* Shft-LMB force an agent to fire at this cursor location.&lt;br /&gt;
* J-LMB in the air next to the ledge or railing, release. To make a unit jump off/over something.&lt;br /&gt;
* PgUp = go up one view level in elevation. &lt;br /&gt;
* PgDn = go down one view level in elevation.&lt;br /&gt;
* Home = center on selected unit.&lt;br /&gt;
* Z = drop item.&lt;br /&gt;
&lt;br /&gt;
===Agent Equip Screen===&lt;br /&gt;
* Ctrl-LMB allows selecting multiple units.&lt;br /&gt;
* TAB changes attributes mini-screen.&lt;br /&gt;
* A switch to armor screen.&lt;br /&gt;
* E switch to equipment screen.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Quip Screen===&lt;br /&gt;
* 1 = Select GUNS screen.&lt;br /&gt;
* 2 = Select ENGINES screen.&lt;br /&gt;
* 3 = Select DEVICES screen.&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
Increase Speed&lt;br /&gt;
&#039;&#039;&#039;Page Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Speed&lt;br /&gt;
&#039;&#039;&#039;Page Down&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increase Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
U-Turn (road)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Swap lanes(road)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set Direction&lt;br /&gt;
&#039;&#039;&#039;RMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fire Weapon&lt;br /&gt;
&#039;&#039;&#039;LMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Cityscape Waypoints====&lt;br /&gt;
Waypoints may be given to airbourne or road vehicles.&lt;br /&gt;
* Switch to overhead view.&lt;br /&gt;
* Give a vehicle a target destination (this can include &amp;quot;Attack&amp;quot; command).&lt;br /&gt;
* Click the &amp;quot;Move to Destination&amp;quot; button (next to &amp;quot;Move to Building&amp;quot; button) &lt;br /&gt;
* Hold down the control button (Ctrl) and LMB click somewhere on the overhead cityscape to add a waypoint.&lt;br /&gt;
* The yellow line shows the path the vehicle will take after you release the button.&lt;br /&gt;
* Close the mini screen with the &amp;quot;X&amp;quot;, if it appeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hold Fire Forced Fire====&lt;br /&gt;
If hold fire is used (the &amp;quot;X&amp;quot; in shot types), but something needs to be shot:&lt;br /&gt;
* click LMB on agents weapon in their hand, white outline, click LMB on anything or&lt;br /&gt;
* hold down shift, click LMB on anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Constant fire is possible if you hold down LMB.&amp;lt;br&amp;gt;&lt;br /&gt;
There is an [[Known_Bugs_(Apocalypse)#Psychotic_Agents|error]] for an agent&#039;s actions if the target was selected via RMB.&lt;br /&gt;
&lt;br /&gt;
==Quick Reference==&lt;br /&gt;
[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/controls/ Keyboard &amp;amp; Mouse Controls] on StrategyCore.&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114323</id>
		<title>Input Device Reference (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114323"/>
		<updated>2023-05-14T03:37:47Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Vehicle Tab */ Moved the period to after the brackets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
This is a WIP and quick brain dump - some could be wrong so fix as you please.&lt;br /&gt;
&lt;br /&gt;
editing will be on-going when more are found&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A comprehesive list of all keyboard and mouse commands.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Keyboard And Mouse==&lt;br /&gt;
These basic key presses are typical for computer players using a US-version keyboard and may not be the same UK-version keyboards, different computer formats (eg: Mac), smart-phone users, game consoles, emulators, etc. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Definitions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;LMB&#039;&#039;&#039; = Left mouse button.&lt;br /&gt;
* &#039;&#039;&#039;RMB&#039;&#039;&#039; = Right mouse button.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl&#039;&#039;&#039; = Control keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Shft&#039;&#039;&#039; = Shift keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Alt&#039;&#039;&#039; = Alt keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;SB&#039;&#039;&#039; = Spacebar keyboard button.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; or &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; = press and hold key1, press key2, release both.&lt;br /&gt;
* &#039;&#039;drag&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key1&#039;&#039; = press and hold key1 and move mouse to new area, release key1.&lt;br /&gt;
&lt;br /&gt;
===Universal Commands===&lt;br /&gt;
* Enter = confirm action.&lt;br /&gt;
* ESC = disregard action.&lt;br /&gt;
* F1 = UFOpaedia menu.&lt;br /&gt;
* RMB on icon = its UFOPAEDIA entry.&lt;br /&gt;
* SB = pause or resume time.&lt;br /&gt;
* 0 &amp;amp;harr; 5 = time controls.&lt;br /&gt;
* TAB = overhead or isometric view.&lt;br /&gt;
* Alt+P = screenshot as a PCX file.&lt;br /&gt;
&lt;br /&gt;
===Cityscape===&lt;br /&gt;
* RMB = centre here when overhead view.&lt;br /&gt;
* O = options menu.&lt;br /&gt;
* ESC = quit game.&lt;br /&gt;
* Enter = highlight last message location.&lt;br /&gt;
&lt;br /&gt;
====Base Tab====&lt;br /&gt;
====Agent &amp;amp; Vehicle Tabs====&lt;br /&gt;
* Double LMB = highlight and centre selected subject on cityscape.&lt;br /&gt;
* Ctrl-LMB = select multiple (max 13).&lt;br /&gt;
* RMB remove from temporaty group.&lt;br /&gt;
* Ctrl-LMB = add waypoint.&lt;br /&gt;
* Shft-LMB = go to building.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Tab====&lt;br /&gt;
* M = manual vehicle control (see below for commands).&lt;br /&gt;
* Alt-LMB = attack selected building or vehicle.&lt;br /&gt;
&lt;br /&gt;
====Organisation Tab====&lt;br /&gt;
* LMB = hightlights and centres buildings owned.&lt;br /&gt;
&lt;br /&gt;
===Battlescape===&lt;br /&gt;
* Ctrl-LMB add waypoint (maximum 5).&lt;br /&gt;
* Alt-LMB is move-to-here when destination is already occupied by another unit.&lt;br /&gt;
* LMB Click+Drag cursor over units on the battlescape to quickly select multiple units irrelevant of which group they are in.&lt;br /&gt;
* RMB on a non X-Com unit to highlight them as a target.&lt;br /&gt;
* RMB will cancel a move order for your agents if they have a destination.&lt;br /&gt;
* RMB will turn your agents to face a new direction if not moving.&lt;br /&gt;
* Shft-LMB force an agent to fire at this cursor location.&lt;br /&gt;
* J-LMB in the air next to the ledge or railing, release. To make a unit jump off/over something.&lt;br /&gt;
* PgUp = go up one view level in elevation. &lt;br /&gt;
* PgDn = go down one view level in elevation.&lt;br /&gt;
* Home = center on selected unit.&lt;br /&gt;
* Z = drop item &lt;br /&gt;
&lt;br /&gt;
===Agent Equip Screen===&lt;br /&gt;
* Ctrl-LMB allows selecting multiple units.&lt;br /&gt;
* TAB changes attributes mini-screen.&lt;br /&gt;
* A switch to armor screen.&lt;br /&gt;
* E switch to equipment screen.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Quip Screen===&lt;br /&gt;
* 1 = Select GUNS screen.&lt;br /&gt;
* 2 = Select ENGINES screen.&lt;br /&gt;
* 3 = Select DEVICES screen.&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
Increase Speed&lt;br /&gt;
&#039;&#039;&#039;Page Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Speed&lt;br /&gt;
&#039;&#039;&#039;Page Down&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increase Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
U-Turn (road)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Swap lanes(road)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set Direction&lt;br /&gt;
&#039;&#039;&#039;RMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fire Weapon&lt;br /&gt;
&#039;&#039;&#039;LMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Cityscape Waypoints====&lt;br /&gt;
Waypoints may be given to airbourne or road vehicles.&lt;br /&gt;
* Switch to overhead view.&lt;br /&gt;
* Give a vehicle a target destination (this can include &amp;quot;Attack&amp;quot; command).&lt;br /&gt;
* Click the &amp;quot;Move to Destination&amp;quot; button (next to &amp;quot;Move to Building&amp;quot; button) &lt;br /&gt;
* Hold down the control button (Ctrl) and LMB click somewhere on the overhead cityscape to add a waypoint.&lt;br /&gt;
* The yellow line shows the path the vehicle will take after you release the button.&lt;br /&gt;
* Close the mini screen with the &amp;quot;X&amp;quot;, if it appeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hold Fire Forced Fire====&lt;br /&gt;
If hold fire is used (the &amp;quot;X&amp;quot; in shot types), but something needs to be shot:&lt;br /&gt;
* click LMB on agents weapon in their hand, white outline, click LMB on anything or&lt;br /&gt;
* hold down shift, click LMB on anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Constant fire is possible if you hold down LMB.&amp;lt;br&amp;gt;&lt;br /&gt;
There is an [[Known_Bugs_(Apocalypse)#Psychotic_Agents|error]] for an agent&#039;s actions if the target was selected via RMB.&lt;br /&gt;
&lt;br /&gt;
==Quick Reference==&lt;br /&gt;
[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/controls/ Keyboard &amp;amp; Mouse Controls] on StrategyCore.&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114322</id>
		<title>Input Device Reference (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114322"/>
		<updated>2023-05-14T03:36:24Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Agent &amp;amp; Vehicle Tabs */ Added a period after &amp;quot;Ctrl-LMB = select multiple (max 13)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
This is a WIP and quick brain dump - some could be wrong so fix as you please.&lt;br /&gt;
&lt;br /&gt;
editing will be on-going when more are found&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A comprehesive list of all keyboard and mouse commands.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Keyboard And Mouse==&lt;br /&gt;
These basic key presses are typical for computer players using a US-version keyboard and may not be the same UK-version keyboards, different computer formats (eg: Mac), smart-phone users, game consoles, emulators, etc. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Definitions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;LMB&#039;&#039;&#039; = Left mouse button.&lt;br /&gt;
* &#039;&#039;&#039;RMB&#039;&#039;&#039; = Right mouse button.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl&#039;&#039;&#039; = Control keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Shft&#039;&#039;&#039; = Shift keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Alt&#039;&#039;&#039; = Alt keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;SB&#039;&#039;&#039; = Spacebar keyboard button.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; or &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; = press and hold key1, press key2, release both.&lt;br /&gt;
* &#039;&#039;drag&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key1&#039;&#039; = press and hold key1 and move mouse to new area, release key1.&lt;br /&gt;
&lt;br /&gt;
===Universal Commands===&lt;br /&gt;
* Enter = confirm action.&lt;br /&gt;
* ESC = disregard action.&lt;br /&gt;
* F1 = UFOpaedia menu.&lt;br /&gt;
* RMB on icon = its UFOPAEDIA entry.&lt;br /&gt;
* SB = pause or resume time.&lt;br /&gt;
* 0 &amp;amp;harr; 5 = time controls.&lt;br /&gt;
* TAB = overhead or isometric view.&lt;br /&gt;
* Alt+P = screenshot as a PCX file.&lt;br /&gt;
&lt;br /&gt;
===Cityscape===&lt;br /&gt;
* RMB = centre here when overhead view.&lt;br /&gt;
* O = options menu.&lt;br /&gt;
* ESC = quit game.&lt;br /&gt;
* Enter = highlight last message location.&lt;br /&gt;
&lt;br /&gt;
====Base Tab====&lt;br /&gt;
====Agent &amp;amp; Vehicle Tabs====&lt;br /&gt;
* Double LMB = highlight and centre selected subject on cityscape.&lt;br /&gt;
* Ctrl-LMB = select multiple (max 13).&lt;br /&gt;
* RMB remove from temporaty group.&lt;br /&gt;
* Ctrl-LMB = add waypoint.&lt;br /&gt;
* Shft-LMB = go to building.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Tab====&lt;br /&gt;
* M = manual vehicle control. (see below for commands)&lt;br /&gt;
* Alt-LMB = attack selected building or vehicle.&lt;br /&gt;
&lt;br /&gt;
====Organisation Tab====&lt;br /&gt;
* LMB = hightlights and centres buildings owned.&lt;br /&gt;
&lt;br /&gt;
===Battlescape===&lt;br /&gt;
* Ctrl-LMB add waypoint (maximum 5).&lt;br /&gt;
* Alt-LMB is move-to-here when destination is already occupied by another unit.&lt;br /&gt;
* LMB Click+Drag cursor over units on the battlescape to quickly select multiple units irrelevant of which group they are in.&lt;br /&gt;
* RMB on a non X-Com unit to highlight them as a target.&lt;br /&gt;
* RMB will cancel a move order for your agents if they have a destination.&lt;br /&gt;
* RMB will turn your agents to face a new direction if not moving.&lt;br /&gt;
* Shft-LMB force an agent to fire at this cursor location.&lt;br /&gt;
* J-LMB in the air next to the ledge or railing, release. To make a unit jump off/over something.&lt;br /&gt;
* PgUp = go up one view level in elevation. &lt;br /&gt;
* PgDn = go down one view level in elevation.&lt;br /&gt;
* Home = center on selected unit.&lt;br /&gt;
* Z = drop item &lt;br /&gt;
&lt;br /&gt;
===Agent Equip Screen===&lt;br /&gt;
* Ctrl-LMB allows selecting multiple units.&lt;br /&gt;
* TAB changes attributes mini-screen.&lt;br /&gt;
* A switch to armor screen.&lt;br /&gt;
* E switch to equipment screen.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Quip Screen===&lt;br /&gt;
* 1 = Select GUNS screen.&lt;br /&gt;
* 2 = Select ENGINES screen.&lt;br /&gt;
* 3 = Select DEVICES screen.&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
Increase Speed&lt;br /&gt;
&#039;&#039;&#039;Page Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Speed&lt;br /&gt;
&#039;&#039;&#039;Page Down&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increase Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
U-Turn (road)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Swap lanes(road)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set Direction&lt;br /&gt;
&#039;&#039;&#039;RMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fire Weapon&lt;br /&gt;
&#039;&#039;&#039;LMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Cityscape Waypoints====&lt;br /&gt;
Waypoints may be given to airbourne or road vehicles.&lt;br /&gt;
* Switch to overhead view.&lt;br /&gt;
* Give a vehicle a target destination (this can include &amp;quot;Attack&amp;quot; command).&lt;br /&gt;
* Click the &amp;quot;Move to Destination&amp;quot; button (next to &amp;quot;Move to Building&amp;quot; button) &lt;br /&gt;
* Hold down the control button (Ctrl) and LMB click somewhere on the overhead cityscape to add a waypoint.&lt;br /&gt;
* The yellow line shows the path the vehicle will take after you release the button.&lt;br /&gt;
* Close the mini screen with the &amp;quot;X&amp;quot;, if it appeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hold Fire Forced Fire====&lt;br /&gt;
If hold fire is used (the &amp;quot;X&amp;quot; in shot types), but something needs to be shot:&lt;br /&gt;
* click LMB on agents weapon in their hand, white outline, click LMB on anything or&lt;br /&gt;
* hold down shift, click LMB on anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Constant fire is possible if you hold down LMB.&amp;lt;br&amp;gt;&lt;br /&gt;
There is an [[Known_Bugs_(Apocalypse)#Psychotic_Agents|error]] for an agent&#039;s actions if the target was selected via RMB.&lt;br /&gt;
&lt;br /&gt;
==Quick Reference==&lt;br /&gt;
[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/controls/ Keyboard &amp;amp; Mouse Controls] on StrategyCore.&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114321</id>
		<title>Input Device Reference (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Input_Device_Reference_(Apocalypse)&amp;diff=114321"/>
		<updated>2023-05-14T03:35:35Z</updated>

		<summary type="html">&lt;p&gt;EeGe: /* Keyboard And Mouse */ replaced comma at end of paragraph with period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
This is a WIP and quick brain dump - some could be wrong so fix as you please.&lt;br /&gt;
&lt;br /&gt;
editing will be on-going when more are found&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A comprehesive list of all keyboard and mouse commands.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Keyboard And Mouse==&lt;br /&gt;
These basic key presses are typical for computer players using a US-version keyboard and may not be the same UK-version keyboards, different computer formats (eg: Mac), smart-phone users, game consoles, emulators, etc. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Definitions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;LMB&#039;&#039;&#039; = Left mouse button.&lt;br /&gt;
* &#039;&#039;&#039;RMB&#039;&#039;&#039; = Right mouse button.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl&#039;&#039;&#039; = Control keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Shft&#039;&#039;&#039; = Shift keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;Alt&#039;&#039;&#039; = Alt keyboard button.&lt;br /&gt;
* &#039;&#039;&#039;SB&#039;&#039;&#039; = Spacebar keyboard button.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; or &#039;&#039;key1&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; &#039;&#039;key2&#039;&#039; = press and hold key1, press key2, release both.&lt;br /&gt;
* &#039;&#039;drag&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039; &#039;&#039;key1&#039;&#039; = press and hold key1 and move mouse to new area, release key1.&lt;br /&gt;
&lt;br /&gt;
===Universal Commands===&lt;br /&gt;
* Enter = confirm action.&lt;br /&gt;
* ESC = disregard action.&lt;br /&gt;
* F1 = UFOpaedia menu.&lt;br /&gt;
* RMB on icon = its UFOPAEDIA entry.&lt;br /&gt;
* SB = pause or resume time.&lt;br /&gt;
* 0 &amp;amp;harr; 5 = time controls.&lt;br /&gt;
* TAB = overhead or isometric view.&lt;br /&gt;
* Alt+P = screenshot as a PCX file.&lt;br /&gt;
&lt;br /&gt;
===Cityscape===&lt;br /&gt;
* RMB = centre here when overhead view.&lt;br /&gt;
* O = options menu.&lt;br /&gt;
* ESC = quit game.&lt;br /&gt;
* Enter = highlight last message location.&lt;br /&gt;
&lt;br /&gt;
====Base Tab====&lt;br /&gt;
====Agent &amp;amp; Vehicle Tabs====&lt;br /&gt;
* Double LMB = highlight and centre selected subject on cityscape.&lt;br /&gt;
* Ctrl-LMB = select multiple (max 13)&lt;br /&gt;
* RMB remove from temporaty group.&lt;br /&gt;
* Ctrl-LMB = add waypoint.&lt;br /&gt;
* Shft-LMB = go to building.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Tab====&lt;br /&gt;
* M = manual vehicle control. (see below for commands)&lt;br /&gt;
* Alt-LMB = attack selected building or vehicle.&lt;br /&gt;
&lt;br /&gt;
====Organisation Tab====&lt;br /&gt;
* LMB = hightlights and centres buildings owned.&lt;br /&gt;
&lt;br /&gt;
===Battlescape===&lt;br /&gt;
* Ctrl-LMB add waypoint (maximum 5).&lt;br /&gt;
* Alt-LMB is move-to-here when destination is already occupied by another unit.&lt;br /&gt;
* LMB Click+Drag cursor over units on the battlescape to quickly select multiple units irrelevant of which group they are in.&lt;br /&gt;
* RMB on a non X-Com unit to highlight them as a target.&lt;br /&gt;
* RMB will cancel a move order for your agents if they have a destination.&lt;br /&gt;
* RMB will turn your agents to face a new direction if not moving.&lt;br /&gt;
* Shft-LMB force an agent to fire at this cursor location.&lt;br /&gt;
* J-LMB in the air next to the ledge or railing, release. To make a unit jump off/over something.&lt;br /&gt;
* PgUp = go up one view level in elevation. &lt;br /&gt;
* PgDn = go down one view level in elevation.&lt;br /&gt;
* Home = center on selected unit.&lt;br /&gt;
* Z = drop item &lt;br /&gt;
&lt;br /&gt;
===Agent Equip Screen===&lt;br /&gt;
* Ctrl-LMB allows selecting multiple units.&lt;br /&gt;
* TAB changes attributes mini-screen.&lt;br /&gt;
* A switch to armor screen.&lt;br /&gt;
* E switch to equipment screen.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Quip Screen===&lt;br /&gt;
* 1 = Select GUNS screen.&lt;br /&gt;
* 2 = Select ENGINES screen.&lt;br /&gt;
* 3 = Select DEVICES screen.&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
Increase Speed&lt;br /&gt;
&#039;&#039;&#039;Page Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Speed&lt;br /&gt;
&#039;&#039;&#039;Page Down&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increase Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease Altitude (flying)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
U-Turn (road)&lt;br /&gt;
&#039;&#039;&#039;Home&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Swap lanes(road)&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set Direction&lt;br /&gt;
&#039;&#039;&#039;RMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fire Weapon&lt;br /&gt;
&#039;&#039;&#039;LMB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Cityscape Waypoints====&lt;br /&gt;
Waypoints may be given to airbourne or road vehicles.&lt;br /&gt;
* Switch to overhead view.&lt;br /&gt;
* Give a vehicle a target destination (this can include &amp;quot;Attack&amp;quot; command).&lt;br /&gt;
* Click the &amp;quot;Move to Destination&amp;quot; button (next to &amp;quot;Move to Building&amp;quot; button) &lt;br /&gt;
* Hold down the control button (Ctrl) and LMB click somewhere on the overhead cityscape to add a waypoint.&lt;br /&gt;
* The yellow line shows the path the vehicle will take after you release the button.&lt;br /&gt;
* Close the mini screen with the &amp;quot;X&amp;quot;, if it appeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hold Fire Forced Fire====&lt;br /&gt;
If hold fire is used (the &amp;quot;X&amp;quot; in shot types), but something needs to be shot:&lt;br /&gt;
* click LMB on agents weapon in their hand, white outline, click LMB on anything or&lt;br /&gt;
* hold down shift, click LMB on anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Constant fire is possible if you hold down LMB.&amp;lt;br&amp;gt;&lt;br /&gt;
There is an [[Known_Bugs_(Apocalypse)#Psychotic_Agents|error]] for an agent&#039;s actions if the target was selected via RMB.&lt;br /&gt;
&lt;br /&gt;
==Quick Reference==&lt;br /&gt;
[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/controls/ Keyboard &amp;amp; Mouse Controls] on StrategyCore.&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Transtellar&amp;diff=114320</id>
		<title>Transtellar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Transtellar&amp;diff=114320"/>
		<updated>2023-05-14T03:11:30Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Fixed the quotations on the General Information section, there was odd spacing for the first one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_ts_pedia.png|Transtellar UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_ts_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039;  &amp;quot;The Transtellar corporation owns the [[Space Port (Apocalypse)|Space Port]] and many of the [[Space Liner (Apocalypse)|Space Liners]] that ship to the city. They also own many warehouses spread throughout the city which are used by many corporations involved in importing and exporting. The city goods transport service and the taxi service are owned and run by Transtellar. The corporation has been regarded suspiciously by [[Megapol]] which considers the corporation susceptible to Alien contamination.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
* Retaining non-hostile relations with Transtellar allows [[X-COM (Apocalypse)|X-COM]] to use their taxi and transport services; once you get on bad terms with them, your personnel will be forced to use the People Tubes. (Agents can travel via X-COM&amp;amp;ndash;owned transports.) When purchasing goods, the manufacturer contracts Transtellar to deliver them, so X-COM&amp;amp;ndash;Transtellar relations have no effect. Once Transtellar becomes hostile, you will have to transfer goods manually by equipping them on agents or craft and moving them. Alternatively you can use the item&#039;s manufacturer as an intermediary by selling the item at one base and purchasing it again at another.&lt;br /&gt;
* Transtellar also owns the network of [[People Tube (Apocalypse)|People Tubes]] in the city. Any damage inflicted by X-COM on the tubes will have negative effects on their relations.&lt;br /&gt;
* Transtellar begins the game sympathetic to the [[Aliens (Apocalypse)|Aliens]], which means that shooting down Alien craft and killing Aliens will have a negative effect on X-COM&#039;s relations with Transtellar. Therefore, Transtellar will usually turn hostile and remain that way unless X-COM is willing to pay major monetary compensations or the Aliens accidentally damage Transtellar&#039;s buildings (most likely by an [[Overspawn_(Apocalypse)|Overspawn]]).&lt;br /&gt;
&lt;br /&gt;
=== Initial Attitude ===&lt;br /&gt;
&lt;br /&gt;
==== Friendly/Allied To====&lt;br /&gt;
* [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]]&lt;br /&gt;
* [[Image:Apoc_extropians.png]] [[Extropians]]&lt;br /&gt;
&lt;br /&gt;
==== Unfriendly/Hostile To====&lt;br /&gt;
* [[Image:Apoc_megapol.png]] [[Megapol]]&lt;br /&gt;
&lt;br /&gt;
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == &lt;br /&gt;
* Transtellar buildings are poorly protected: 6-10 Building Security with moderate armaments (starting [[Tech Levels (Apocalypse)|Tech Level]] 2).&lt;br /&gt;
* If Transtellar becomes hostile to X-COM, it may sometimes send the same number of Corporate Hoods to raid an X-COM base. Due to their low number and mediocre equipment, these raids rarely pose a serious threat. The other consequences of angering Transtellar are much more annoying (see Cityscape Information).&lt;br /&gt;
* Transtellar buildings are not a particularly lucrative target for raids. X-COM agents may find the following basic loot on the floor: &lt;br /&gt;
** [[Megapol Lawpistol]]&lt;br /&gt;
** [[Marsec M4000 Machine Gun]]&lt;br /&gt;
** [[Megapol Auto Cannon]]&lt;br /&gt;
** [[Megapol AP Grenade]]&lt;br /&gt;
** [[Megapol Stun Grenade]]&lt;br /&gt;
** [[Marsec Proximity Mine]]&lt;br /&gt;
** [[Marsec High Explosive]]&lt;br /&gt;
** [[Elerium_(Apocalypse)|Elerium]]&lt;br /&gt;
For more information, see [[Raid Loot Tables (Apocalypse)|Raid Loot Tables]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Organizations]]&lt;br /&gt;
*[[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Superdynamics&amp;diff=114319</id>
		<title>Superdynamics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Superdynamics&amp;diff=114319"/>
		<updated>2023-05-14T03:03:50Z</updated>

		<summary type="html">&lt;p&gt;EeGe: Added missing quotation mark&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_sd_pedia.png|Superdynamics UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_sd_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The refinement of [[Elerium (Apocalypse)|Elerium]] powered anti-grav propulsion units has created a new industry for ecologically friendly power sources.  Superdynamics has developed sophisticated plants for producing power units of all sizes as well as a variety of airborne anti-grav vehicles. The cost of manufacture is high and Elerium is also in short supply.  This means that privately owned vehicles are rare, but Superdynamics developed and installed the anti-grav system for the [[People Tube (Apocalypse)|People Tubes]].  These safe and efficient tube ways rapidly became the mass transit system for [[Mega-Primus]] in direct competition to the road network.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
Superdynamics manufactures several essential pieces of equipment, including Cargo Modules, Fusion Powerfuel, and all of the aircraft engines. All is not lost if you get on their bad side, however, as all of these components, except for the [[SD Special (Apocalypse)|SD Special]], come standard on one or another of the road or air vehicles, which are mostly manufactured by [[Marsec]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings Owned ===&lt;br /&gt;
* [[Corporate HQ (Apocalypse)|Corporate HQ]]&lt;br /&gt;
* [[Offices (Apocalypse)|Offices]]&lt;br /&gt;
* [[Warehouse (Apocalypse)|Warehouse]]s&lt;br /&gt;
* [[Flyer Factory (Apocalypse)|Flyer Factory]]&lt;br /&gt;
* [[Large Flyer Factory (Apocalypse)|Large Flyer Factory]]&lt;br /&gt;
* [[Appliances Factory (Apocalypse)|Appliances Factory]]&lt;br /&gt;
&lt;br /&gt;
=== Product Listing ===&lt;br /&gt;
* Vehicle Equipment&lt;br /&gt;
** Fusion Powerfuel&lt;br /&gt;
** [[SD Standard (Apocalypse)|SD Standard]]&lt;br /&gt;
** [[SD Deluxe (Apocalypse)|SD Deluxe]]&lt;br /&gt;
** [[SD Sports (Apocalypse)|SD Sports]]&lt;br /&gt;
** [[SD Turbo (Apocalypse)|SD Turbo]]&lt;br /&gt;
** [[SD Elite (Apocalypse)|SD Elite]]&lt;br /&gt;
** [[SD Special (Apocalypse)|SD Special]]&lt;br /&gt;
** [[Cargo Module (Apocalypse)|Cargo Module]]&lt;br /&gt;
&lt;br /&gt;
=== Initial Attitude ===&lt;br /&gt;
==== Unfriendly/Hostile To====&lt;br /&gt;
* [[Image:Apoc_gm.png]] [[General Metro]]&lt;br /&gt;
&lt;br /&gt;
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == &lt;br /&gt;
* Superdynamics buildings have a moderate number of guards: 7-11 Building Security, who tend to be poorly equipped (starting [[Tech Levels (Apocalypse)|Tech Level]] 1).&lt;br /&gt;
* If Superdynamics become hostile to X-COM, they may sometimes send the same number of Corporate Hoods to raid an X-COM base. Due to their poor equipment, they are unlikely to present a serious threat.&lt;br /&gt;
* Superdynamics buildings are not a particularly lucrative target for raids. X-COM agents may find the following basic loot on the floor: &lt;br /&gt;
** [[Megapol Lawpistol]]&lt;br /&gt;
** [[Marsec M4000 Machine Gun]]&lt;br /&gt;
** [[Megapol Auto Cannon]]&lt;br /&gt;
** [[Megapol AP Grenade]]&lt;br /&gt;
** [[Megapol Stun Grenade]]&lt;br /&gt;
** [[Marsec Proximity Mine]]&lt;br /&gt;
** [[Marsec High Explosive]]&lt;br /&gt;
** [[Elerium_(Apocalypse)|Elerium]]&lt;br /&gt;
For more information, see [[Raid Loot Tables (Apocalypse)|Raid Loot Tables]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Organizations]]&lt;br /&gt;
*[[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>EeGe</name></author>
	</entry>
</feed>