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		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85907</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85907"/>
		<updated>2018-03-29T16:47:29Z</updated>

		<summary type="html">&lt;p&gt;Executor: Added some extra details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
(referred to as &#039;Alert&#039; in the game files)&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing regularly emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RSs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of Strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* Evac Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
* Regional Cooldown - the number of days before this Activity can appear again in a region. Cooldown timer starts when Activity is spawned.&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities (guerilla ops)&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||21-32&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Requires at least one Faceless in region.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated. 10-16 day global cooldown.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected. Force Level is first halved before applying modifier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dark_Events_(LW2)&amp;diff=85795</id>
		<title>Dark Events (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dark_Events_(LW2)&amp;diff=85795"/>
		<updated>2018-03-28T10:50:38Z</updated>

		<summary type="html">&lt;p&gt;Executor: Updated some data for 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dark Events in Long War 2 come in two forms: &#039;&#039;&#039;tactical research upgrades&#039;&#039;&#039; and &#039;&#039;&#039;strategic operations&#039;&#039;&#039;.  The former represent ADVENT building up the strength of its forces over time, and are permanent once applied; the latter represents the Aliens conducting operations of its own to cripple XCOM at the strategic layer, and last for a designated time frame.&lt;br /&gt;
&lt;br /&gt;
Much like vanilla Dark Events, certain designated missions can be conducted to interrupt and prevent the Dark Event from occurring - but unlike vanilla, you will not be given the opportunity to do so if you do not have contact with the region the Dark Event spawns in.  Since the only way to identify them is to increase your resistance network as wide as possible, it is inevitable that some Dark Events will trigger outside of your coverage regardless of how diligent of a commander you are.&lt;br /&gt;
&lt;br /&gt;
==Tactical Research Upgrades==&lt;br /&gt;
&lt;br /&gt;
Over time, the [[Advent (LW2) | ADVENT]] and [[Alien_Life_Forms_(LW2) | Alien]] ground forces will gain increases in combat effectiveness, as denoted by additional perks and equipment.  Each upgrade applies to a limited set of enemy types, and only a certain random percentage of enemies will actually have the upgrade.&lt;br /&gt;
&lt;br /&gt;
These Dark Events are &#039;&#039;permanent&#039;&#039; once triggered; this system serves as the Long War 2 equivalent of Long War 1&#039;s [[Alien Research (Long War) | Alien Research]], where aliens gain boosts to stats and bonus perks over time.  In this case, however, the bonuses are random and tied to interruptible Dark Events, so you have a chance of encountering powerful upgrades early on or of stopping upgrades from occurring.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Tactical Dark Events &amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Dark Event&#039;&#039;&#039; !! width=&amp;quot;10%&amp;quot; | Units Affected !! width=&amp;quot;10%&amp;quot; | Chance !! Project Requirement || Project time to complete || Weight&lt;br /&gt;
|- &lt;br /&gt;
| Scopes (+5 Aim)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All ADVENT &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33% || None || 21-28 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Sights (+10 Crit)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All ADVENT &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33% || None || 21-28 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Firewalls (+15 Hack Def)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Mechanicals&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || None || 21-28 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Conditioning 1 (+1 HP)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75% || 4th Month || 7-9 days || 100&lt;br /&gt;
|-&lt;br /&gt;
| Conditioning 2 (+1 HP)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75% || 7th Month || 7-9 days || 100&lt;br /&gt;
|-&lt;br /&gt;
| Conditioning 3 (+1 HP)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75% || 10th Month || 7-9 days || 100&lt;br /&gt;
|-&lt;br /&gt;
| Veterans (+5 Aim)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25% || None || 12-15 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Defense (+5 Defense)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33% || None || 12-18 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Servos (+1 Mobility)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60% || Encountered MEC || 18-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Aggression (LW2)}} Aggression &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; |  [[ADVENT Stun Lancer (LW2) | ADVENT Stun Lancers]] (Mk3) &amp;lt;br&amp;gt; [[Archon (LW2) | Archons]] &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20% || Encountered Muton || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Center Mass (LW2)}} Center Mass &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 16% || None || 18-24 days || 5&lt;br /&gt;
|- &lt;br /&gt;
|{{Close Combat Specialist (LW2)}} Close Combat Specialist&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Archon (LW2) | Archons]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || Encountered Archon || 12-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Combat Awareness (LW2)}} Combat Awareness&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Sentry (LW2) | ADVENT Sentries]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50% || Encountered Sentry || 14-18 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Cutthroat (LW2)}} Cutthroat&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Stun Lancer (LW2) | ADVENT Stun Lancers]] &amp;lt;br&amp;gt; [[Faceless (LW2) | Faceless]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 67% || Encountered Stun lancer || 12-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Damage Control (LW2)}} Damage Control&lt;br /&gt;
|style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Mec (LW2)| ADVENT MECs]] &amp;lt;br&amp;gt; [[ADVENT Turret (LW2) | ADVENT Turrets]] &amp;lt;br&amp;gt; [[Codex (LW2)|Codices]] &amp;lt;br&amp;gt; [[Gatekeeper (LW2) | Gatekeepers]] &amp;lt;br&amp;gt; [[Sectopod (LW2) | Sectopods]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20% || Encountered Codex || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Deadshot (LW2)}} Deadshot &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Viper (LW2) | Vipers]], [[Naja (LW2) | Najas]], &amp;amp; [[Sidewinder (LW2) | Sidewinders]] &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33% || None || || &lt;br /&gt;
|-&lt;br /&gt;
|{{Hard Target (LW2)}} Hard Target&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Archon (LW2) | Archons]] &amp;lt;br&amp;gt; [[Codex (LW2)|Codices]] &amp;lt;br&amp;gt; [[Viper (LW2) | Vipers]], &amp;amp; [[Sidewinder (LW2) | Sidewinders]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25% || Encountered Viper || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Hunter&#039;s Instincts (LW2)}} Hunter&#039;s Instincts&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Viper (LW2) | Vipers]], [[Naja (LW2) | Najas]], &amp;amp; [[Sidewinder (LW2) | Sidewinders]] &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33% || Encountered Viper || 14-18 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Infighter (LW2)}} Infighter &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Stun Lancer (LW2) | ADVENT Stun Lancers]] &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50%  || Encountered Stun lancer || 8-10 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Iron Skin (LW2)}} Iron Skin&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Robotic Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || Encountered MEC || 12-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Formidable (LW2)}} Formidable &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Officer (LW2) | ADVENT Officers ]] &amp;lt;br&amp;gt; [[ADVENT Grenadier (LW2) | ADVENT Grenadiers]] &amp;lt;br&amp;gt; [[ADVENT Rocketeer (LW2) | ADVENT Rocketeers]] (Mk2, Mk3) &amp;lt;br&amp;gt; [[ADVENT Shieldbearer (LW2) | ADVENT Shieldbearers]] (Mk2, Mk3) &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]] (Mk2, Mk3) &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15% || Encountered Mk2 Officer || 12-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Grazing Fire (LW2)}} Grazing Fire&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Officer (LW2) | ADVENT Officers]] (Mk3) &amp;lt;br&amp;gt; [[ADVENT Gunner (LW2) | ADVENT Gunners]] &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]] (Mk3) &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25% || None || 18-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Lethal (LW2)}} Lethal&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All [[Alien_Life_Forms_(LW2) | Aliens]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8% || Encountered Gatekeeper || 18-21 days || 5&lt;br /&gt;
|- &lt;br /&gt;
| {{Lightning Reflexes (LW2)}} Lightning Reflexes&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Stun Lancer (LW2) | ADVENT Stun Lancers]] &amp;lt;br&amp;gt; [[Chryssalid (LW2)| Chryssalids]] &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20% || Encountered Stun lancer || 14-18 days || 5&lt;br /&gt;
|- &lt;br /&gt;
| {{Resilience (LW2)}} Resilience&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Codex (LW2)|Codices]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || Encountered Codex || 10-14 days || 5&lt;br /&gt;
|- style=&amp;quot;color:grey;&amp;quot;&lt;br /&gt;
| {{Sapper (LW2)}} Sapper &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Officer (LW2) | ADVENT Officers]] (Mk3) &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25% || Encountered Muton || 12-15 days || 5&lt;br /&gt;
|- &lt;br /&gt;
| {{Shadowstep (LW2)}} Shadowstep &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Codex (LW2)|Codices]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || Encountered Codex || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Shredder (LW2)}} Shredder &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Gunner (LW2) | ADVENT Gunners]] &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]] (Mk3) &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 16% || Encountered Mk2 Officer || 14-18 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Tactical Sense (LW2)}} Tactical Sense &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Officer (LW2) | ADVENT Officers]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50% || Encountered Mk2 Officer || 18-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Will to Survive (LW2)}} Will to Survive &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Sectoid (LW2) | Sectoids]] &amp;lt;br&amp;gt; [[Viper (LW2) | Vipers]], [[Naja (LW2) | Najas]] &amp;amp; [[Sidewinder (LW2) | Sidewinders]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15% || None || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Viper Rounds &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All ADVENT&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12% || None || || &lt;br /&gt;
|-&lt;br /&gt;
| Greater Faceless (+4 HP, +2 Mobility, +5 Aim, +5 Def)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Faceless (LW2) | Faceless]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75% || Encountered Faceless || 10-14 days || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategic Operations==&lt;br /&gt;
&lt;br /&gt;
ADVENT will attempt to place severe limitations on XCOM operations at the strategic level, in much the same way that many Dark Events functioned in vanilla.  Fortunately, while they are crippling, they are of limited duration.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Strategic Dark Events &amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Dark Event&#039;&#039;&#039; !! Description || Duration || Project time to complete || Weight&lt;br /&gt;
|- &lt;br /&gt;
| Air Patrols || Halves the Avenger&#039;s contribution to activity detection || 21-28 days || 8-15 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Rural Checkpoints || Reduces haven supply gathering by 50% || 14-16 days || 10-15 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Counterintelligence Sweep || Reduces haven intel gathering by 50% || 14-16 days || 12-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Rural Propaganda Blitz || Reduces haven recruiting by 50% || 14-16 days || 14-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Haven Infiltration || Doubles chance of new rebels being faceless || 45-60 days || 10-15 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Minor Breakthrough || Adds one doom to Avatar Project || || 15-20 days ||&lt;br /&gt;
|-&lt;br /&gt;
| Major Breakthrough || Adds two doom to Avatar Project || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Midnight Raids || Doubles cost of new recruits|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| Alien Cypher || Increases intel costs by 33% (25% on Rookie) || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Resistance Informant || Reduces detection chance for haven retaliations by 90% || 21-28 days || ||&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltrator || Adds Faceless to missions || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Infestation || Adds Chryssalids to missions || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Response || Reinforcements arrive more often in missions || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Vigilance || Enemies have increased detection range || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Show of Force || Increases the number of enemies in missions || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dark_Events_(LW2)&amp;diff=85699</id>
		<title>Dark Events (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dark_Events_(LW2)&amp;diff=85699"/>
		<updated>2018-03-27T19:04:05Z</updated>

		<summary type="html">&lt;p&gt;Executor: Added extra info on Viper Rounds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dark Events in Long War 2 come in two forms: &#039;&#039;&#039;tactical research upgrades&#039;&#039;&#039; and &#039;&#039;&#039;strategic operations&#039;&#039;&#039;.  The former represent ADVENT building up the strength of its forces over time, and are permanent once applied; the latter represents the Aliens conducting operations of its own to cripple XCOM at the strategic layer, and last for a designated time frame.&lt;br /&gt;
&lt;br /&gt;
Much like vanilla Dark Events, certain designated missions can be conducted to interrupt and prevent the Dark Event from occurring - but unlike vanilla, you will not be given the opportunity to do so if you do not have contact with the region the Dark Event spawns in.  Since the only way to identify them is to increase your resistance network as wide as possible, it is inevitable that some Dark Events will trigger outside of your coverage regardless of how diligent of a commander you are.&lt;br /&gt;
&lt;br /&gt;
==Tactical Research Upgrades==&lt;br /&gt;
&lt;br /&gt;
Over time, the [[Advent (LW2) | ADVENT]] and [[Alien_Life_Forms_(LW2) | Alien]] ground forces will gain increases in combat effectiveness, as denoted by additional perks and equipment.  Each upgrade applies to a limited set of enemy types, and only a certain random percentage of enemies will actually have the upgrade.&lt;br /&gt;
&lt;br /&gt;
These Dark Events are &#039;&#039;permanent&#039;&#039; once triggered; this system serves as the Long War 2 equivalent of Long War 1&#039;s [[Alien Research (Long War) | Alien Research]], where aliens gain boosts to stats and bonus perks over time.  In this case, however, the bonuses are random and tied to interruptible Dark Events, so you have a chance of encountering powerful upgrades early on or of stopping upgrades from occurring.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Tactical Dark Events &amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Dark Event&#039;&#039;&#039; !! width=&amp;quot;10%&amp;quot; | Units Affected !! width=&amp;quot;10%&amp;quot; | Chance !! Project Requirement || Project time to complete || Weight&lt;br /&gt;
|- &lt;br /&gt;
| Scopes (+5 Aim)&lt;br /&gt;
| All ADVENT || 33% || None || 21-28 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Sights (+10 Crit)&lt;br /&gt;
| All ADVENT || 33% || None || 21-28 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Firewalls (+15 Hack Def)&lt;br /&gt;
| All Mechanicals || 100% || None || 21-28 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Conditioning 1 (+1 HP)&lt;br /&gt;
| All Enemies || 75% || 4th Month || 7-9 days || 100&lt;br /&gt;
|-&lt;br /&gt;
| Conditioning 2 (+1 HP)&lt;br /&gt;
| All Enemies || 75% || 7th Month || 7-9 days || 100&lt;br /&gt;
|-&lt;br /&gt;
| Conditioning 3 (+1 HP)&lt;br /&gt;
| All Enemies || 75% || 10th Month || 7-9 days || 100&lt;br /&gt;
|-&lt;br /&gt;
| Veterans (+5 Aim)&lt;br /&gt;
| All Enemies || 25% || None || 12-15 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Defense (+5 Defense)&lt;br /&gt;
| All Enemies || 33% || None || 12-18 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Servos (+1 Mobility)&lt;br /&gt;
| All Enemies || 60% || Encountered MEC || 18-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Aggression (LW2)}} Aggression &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; |  [[ADVENT Stun Lancer (LW2) | ADVENT Stun Lancers]] (Mk3) &amp;lt;br&amp;gt; [[Archon (LW2) | Archons]] &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20% || Encountered Muton || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Center Mass (LW2)}} Center Mass &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 16% || None || 18-24 days || 5&lt;br /&gt;
|- &lt;br /&gt;
|{{Close Combat Specialist (LW2)}} Close Combat Specialist&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Archon (LW2) | Archons]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || Encountered Archon || 12-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Combat Awareness (LW2)}} Combat Awareness&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Sentry (LW2) | ADVENT Sentries]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50% || Encountered Sentry || 14-18 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Cutthroat (LW2)}} Cutthroat&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Stun Lancer (LW2) | ADVENT Stun Lancers]] &amp;lt;br&amp;gt; [[Faceless (LW2) | Faceless]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 67% || Encountered Stun lancer || 12-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Damage Control (LW2)}} Damage Control&lt;br /&gt;
|style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Mec (LW2)| ADVENT MECs]] &amp;lt;br&amp;gt; [[ADVENT Turret (LW2) | ADVENT Turrets]] &amp;lt;br&amp;gt; [[Codex (LW2)|Codices]] &amp;lt;br&amp;gt; [[Gatekeeper (LW2) | Gatekeepers]] &amp;lt;br&amp;gt; [[Sectopod (LW2) | Sectopods]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20% || Encountered Codex || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Deadshot (LW2)}} Deadshot &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Avatar (LW2)| ADVENT Avatars]] (Mk3) &amp;lt;br&amp;gt; [[Viper (LW2) | Vipers]], [[Naja (LW2) | Najas]], &amp;amp; [[Sidewinder (LW2) | Sidewinders]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{Hard Target (LW2)}} Hard Target&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Archon (LW2) | Archons]] &amp;lt;br&amp;gt; [[Codex (LW2)|Codices]] &amp;lt;br&amp;gt; [[Viper (LW2) | Vipers]], &amp;amp; [[Sidewinder (LW2) | Sidewinders]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25% || Encountered Viper || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Hunter&#039;s Instincts (LW2)}} Hunter&#039;s Instincts&lt;br /&gt;
| Vipers, Najas, Sidewinders, Avatars || 33% || Encountered Viper || 14-18 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Infighter (LW2)}} Infighter &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Stun Lancer (LW2) | ADVENT Stun Lancers]] &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50%  || Encountered Stun lancer || 8-10 days || 5&lt;br /&gt;
|-&lt;br /&gt;
|{{Iron Skin (LW2)}} Iron Skin&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Robotic Enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || Encountered MEC || 12-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Formidable (LW2)}} Formidable &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Officer (LW2) | ADVENT Officers ]] &amp;lt;br&amp;gt; [[ADVENT Grenadier (LW2) | ADVENT Grenadiers]] &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]] (Mk3) &amp;lt;br&amp;gt; [[ADVENT Rocketeer (LW2) | ADVENT Rocketeers]] (Mk2, Mk3) &amp;lt;br&amp;gt; [[ADVENT Shieldbearer (LW2) | ADVENT Shieldbearers]] (Mk2, Mk3) &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]] (Mk2, Mk3) &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15% || Encountered Mk2 Officer || 12-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Grazing Fire (LW2)}} Grazing Fire&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Officer (LW2) | ADVENT Officers]] (Mk3) &amp;lt;br&amp;gt; [[ADVENT Gunner (LW2) | ADVENT Gunners]] &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]] &amp;lt;br&amp;gt; [[ADVENT Sentry (LW2) | ADVENT Sentries]] (Mk3) &amp;lt;br&amp;gt; [[ADVENT Trooper (LW2) | ADVENT Troopers]] (Mk3)&amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]] (Mk3)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25% || None || 18-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Lethal (LW2)}} Lethal&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All [[Alien_Life_Forms_(LW2) | Aliens]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8% || Encountered Gatekeeper || 18-21 days || 5&lt;br /&gt;
|- &lt;br /&gt;
| {{Lightning Reflexes (LW2)}} Lightning Reflexes&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Avatar (LW2)| ADVENT Avatars]] &amp;lt;br&amp;gt; [[ADVENT Stun Lancer (LW2) | ADVENT Stun Lancers]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20% || Encountered Stun lancer || 14-18 days || 5&lt;br /&gt;
|- &lt;br /&gt;
| {{Resilience (LW2)}} Resilience&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Codex (LW2)|Codices]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || Encountered Codex || 10-14 days || 5&lt;br /&gt;
|- style=&amp;quot;color:grey;&amp;quot;&lt;br /&gt;
| {{Sapper (LW2)}} Sapper &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Officer (LW2) | ADVENT Officers]] (Mk3) &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25% || Encountered Muton || 12-15 days || 5&lt;br /&gt;
|- &lt;br /&gt;
| {{Shadowstep (LW2)}} Shadowstep &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Codex (LW2)|Codices]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100% || Encountered Codex || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Shredder (LW2)}} Shredder &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Gunner (LW2) | ADVENT Gunners]] &amp;lt;br&amp;gt; [[ADVENT Avatar (LW2)| ADVENT Avatars]] &amp;lt;br&amp;gt; [[Muton (LW2) | Mutons]] (Mk3) &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15% || Encountered Mk2 Officer || 14-18 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Tactical Sense (LW2)}} Tactical Sense &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[ADVENT Officer (LW2) | ADVENT Officers]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50% || Encountered Mk2 Officer || 18-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{Will to Survive (LW2)}} Will to Survive &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Sectoid (LW2) | Sectoids]] &amp;lt;br&amp;gt; [[Viper (LW2) | Vipers]], [[Naja (LW2) | Najas]] &amp;amp; [[Sidewinder (LW2) | Sidewinders]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15% || None || 14-21 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Viper Rounds &lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | All Advent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12% || None || || &lt;br /&gt;
|-&lt;br /&gt;
| Greater Faceless (+4 HP, +2 Mobility, +5 Aim, +5 Def)&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | [[Faceless (LW2) | Faceless]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75% || Encountered Faceless || 10-14 days || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategic Operations==&lt;br /&gt;
&lt;br /&gt;
ADVENT will attempt to place severe limitations on XCOM operations at the strategic level, in much the same way that many Dark Events functioned in vanilla.  Fortunately, while they are crippling, they are of limited duration.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Strategic Dark Events &amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Dark Event&#039;&#039;&#039; !! Description || Duration || Project time to complete || Weight&lt;br /&gt;
|- &lt;br /&gt;
| Air Patrols || Halves the Avenger&#039;s contribution to activity detection || 21-28 days || 8-15 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Rural Checkpoints || Reduces haven supply gathering by 50% || 14-16 days || 10-15 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Counterintelligence Sweep || Reduces haven intel gathering by 50% || 14-16 days || 12-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Rural Propaganda Blitz || Reduces haven recruiting by 50% || 14-16 days || 14-16 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Haven Infiltration || Doubles chance of new rebels being faceless || 45-60 days || 10-15 days || 5&lt;br /&gt;
|-&lt;br /&gt;
| Minor Breakthrough || Adds one doom to Avatar Project || || 15-20 days ||&lt;br /&gt;
|-&lt;br /&gt;
| Major Breakthrough || Adds two doom to Avatar Project || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Midnight Raids || Doubles cost of new recruits|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| Alien Cypher || Increases intel costs by 33% (25% on Rookie) || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Resistance Informant || Reduces detection chance for haven retaliations by 90% || 21-28 days || ||&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltrator || Adds Faceless to missions || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Infestation || Adds Chryssalids to missions || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Response || Reinforcements arrive more often in missions || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Vigilance || Enemies have increased detection range || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Show of Force || Increases the number of enemies in missions || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85697</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85697"/>
		<updated>2018-03-27T10:44:47Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where 7 enemies is possible.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85690</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85690"/>
		<updated>2018-03-24T16:25:48Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where only 7 enemies is possible, as solo drones usually cannot appear on that mission.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85689</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85689"/>
		<updated>2018-03-24T16:24:44Z</updated>

		<summary type="html">&lt;p&gt;Executor: corrected Rendezvous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where only 7 enemies is possible, as solo drones usually cannot appear on that mission.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85688</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85688"/>
		<updated>2018-03-24T16:23:12Z</updated>

		<summary type="html">&lt;p&gt;Executor: noted that certain missions include the haven advisor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where only 7 enemies is possible, as solo drones usually cannot appear on that mission.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85686</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85686"/>
		<updated>2018-03-22T22:29:53Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
(referred to as &#039;Alert&#039; in the game files)&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing regularly emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RSs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of Strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* Evac Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
* Regional Cooldown - the number of days before this Activity can appear again in a region. Cooldown timer starts when Activity is spawned.&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities (guerilla ops)&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85685</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85685"/>
		<updated>2018-03-22T22:17:01Z</updated>

		<summary type="html">&lt;p&gt;Executor: Added regional cooldown description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
(referred to as &#039;Alert&#039; in the game files)&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing regularly emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RSs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of Strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
* Regional Cooldown - the number of days before this Activity can appear again in a region. Cooldown timer starts when Activity is spawned.&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85682</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85682"/>
		<updated>2018-03-19T09:07:21Z</updated>

		<summary type="html">&lt;p&gt;Executor: Replaced all references to Alert with Strength to make it less confusing for new players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
(referred to as &#039;Alert&#039; in the game files)&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing regularly emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RSs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of Strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85429</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85429"/>
		<updated>2018-01-12T19:36:43Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85428</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85428"/>
		<updated>2018-01-12T19:30:57Z</updated>

		<summary type="html">&lt;p&gt;Executor: Corrected Vigilance decay information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return on a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85352</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85352"/>
		<updated>2017-11-19T16:00:38Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85351</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85351"/>
		<updated>2017-11-19T15:58:55Z</updated>

		<summary type="html">&lt;p&gt;Executor: Added regional cooldowns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21 days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85348</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85348"/>
		<updated>2017-11-18T22:31:13Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85347</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85347"/>
		<updated>2017-11-18T21:58:15Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85346</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85346"/>
		<updated>2017-11-15T22:41:12Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85345</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85345"/>
		<updated>2017-11-12T21:50:24Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where only 7 enemies is possible, as solo drones usually cannot appear on that mission.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85344</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85344"/>
		<updated>2017-11-12T21:49:12Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where only 7 enemies is possible, as solo drones usually cannot appear on that mission.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85343</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85343"/>
		<updated>2017-11-12T21:46:55Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where only 7 enemies is possible, as solo drones usually cannot appear on that mission type.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85342</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85342"/>
		<updated>2017-11-12T21:46:36Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where only 7 enemies is possible as solo drones usually cannot appear on that mission type.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85341</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85341"/>
		<updated>2017-11-12T21:46:08Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Except for Smash N Grab, where only 7 enemies as solo drones are in most cases not possible on that mission type.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85340</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85340"/>
		<updated>2017-11-12T21:45:05Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
*Except for Smash N Grab, where only 7 enemies as solo drones are in most cases not possible on that mission type.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85339</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=85339"/>
		<updated>2017-11-12T21:44:29Z</updated>

		<summary type="html">&lt;p&gt;Executor: Updated for 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|8-9*&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
*Except for Smash N Grab, where only 7 enemies as solo drones are in most cases not possible on that mission type.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85309</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85309"/>
		<updated>2017-11-05T21:47:54Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||*Extra 0.25% chance per ADVENT Strength point in region.||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85294</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85294"/>
		<updated>2017-11-04T10:47:28Z</updated>

		<summary type="html">&lt;p&gt;Executor: Several corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||Extra 0.25% chance per ADVENT Strength point in region.||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85293</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85293"/>
		<updated>2017-11-04T10:32:37Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||10*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85292</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85292"/>
		<updated>2017-11-04T10:24:01Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||10*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85050</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85050"/>
		<updated>2017-05-28T19:25:28Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||10*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85049</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85049"/>
		<updated>2017-05-28T18:44:26Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||10*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85048</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85048"/>
		<updated>2017-05-28T18:43:51Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||10*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
||||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85047</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85047"/>
		<updated>2017-05-28T18:42:20Z</updated>

		<summary type="html">&lt;p&gt;Executor: Updated for 1.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||10*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||||&lt;br /&gt;
|- &lt;br /&gt;
|Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=62807</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=62807"/>
		<updated>2015-01-19T21:33:57Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 50 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a singly interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Carbide Plating&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Ghost Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Biolelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || Reflex Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Counterfire Pod&amp;lt;br /&amp;gt;(SHIV) || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Fray&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Shadow&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Neural Feedback&amp;lt;br /&amp;gt;(Psi Power) || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;SHIV Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 2 || Bonus Damage&amp;lt;br /&amp;gt;to Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 2 || Bonus Damage&amp;lt;br /&amp;gt;to Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage&amp;lt;br /&amp;gt;to Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage&amp;lt;br /&amp;gt;to Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage&amp;lt;br /&amp;gt;to Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage&amp;lt;br /&amp;gt;to Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage&amp;lt;br /&amp;gt;to Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage&amp;lt;br /&amp;gt;to Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage&amp;lt;br /&amp;gt;to Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage&amp;lt;br /&amp;gt;to Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage&amp;lt;br /&amp;gt;to Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 5 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 10 || 10 || 10 || 20 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| [[Cybernetics Lab (Long War)|Cybernetics Lab]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Warden&amp;lt;br /&amp;gt;(MEC) || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 50 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 50 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 2 || 2 || 5 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;UFO Analysis: (all)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alloy Belt (MEC/SHIV)&amp;lt;br /&amp;gt;Heat Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Gyrostabilizer&amp;lt;br /&amp;gt;(MEC/SHIV) || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Smartgun Kit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 35 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 10 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 30 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 20 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 50 || 80 || - || 6 ??? || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 15 || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SHIV Defenses || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;MEC-2 Sentinel (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 20 || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;MEC-3 Paladin (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 15 || 50 || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 15 || 50 || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 15 || 50 || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 25 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 15 || - || 25 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 30 || 5 || 50 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || Pheonix Coilgun&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 30 || 5 || 50 || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 30 || 30 || 65 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 30 || 30 || 65 || - || 55&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 100 || 100 || 40 || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 35 || 35 || 75 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 35 || 40 || 80 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 15 || 20 || 50 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 35 || 45 || 85 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 35 || 45 || 80 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 35 || 45 || 80 || - || 90&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Zevatron Booster&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 30 || 100 || 100 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=62806</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=62806"/>
		<updated>2015-01-19T21:04:53Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 50 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a singly interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Carbide Plating&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Ghost Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Biolelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || Reflex Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Counterfire Pod&amp;lt;br /&amp;gt;(SHIV) || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Fray&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Shadow&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Neural Feedback&amp;lt;br /&amp;gt;(Psi Power) || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;SHIV Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 2 || Bonus Damage&amp;lt;br /&amp;gt;to Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 2 || Bonus Damage&amp;lt;br /&amp;gt;to Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage&amp;lt;br /&amp;gt;to Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage&amp;lt;br /&amp;gt;to Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage&amp;lt;br /&amp;gt;to Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage&amp;lt;br /&amp;gt;to Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage&amp;lt;br /&amp;gt;to Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage&amp;lt;br /&amp;gt;to Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage&amp;lt;br /&amp;gt;to Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage&amp;lt;br /&amp;gt;to Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage&amp;lt;br /&amp;gt;to Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 5 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 10 || 10 || 10 || 20 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| [[Cybernetics Lab (Long War)|Cybernetics Lab]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Warden&amp;lt;br /&amp;gt;(MEC) || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 50 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 50 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 2 || 2 || 5 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;UFO Analysis: (all)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alloy Belt (MEC/SHIV)&amp;lt;br /&amp;gt;Heat Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Gyrostabilizer&amp;lt;br /&amp;gt;(MEC/SHIV) || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Smartgun Kit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 35 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 10 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 30 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 20 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 50 || 80 || - || 6 ??? || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 15 || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SHIV Defenses || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;MEC-2 Sentinel (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 20 || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;MEC-3 Paladin (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 15 || 50 || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 15 || 50 || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 15 || 50 || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 25 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 15 || - || 25 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 30 || 5 || 50 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || Pheonix Coilgun&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 30 || 5 || 50 || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 30 || 30 || 65 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 30 || 30 || 65 || - || 55&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 100 || 100 || 40 || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 35 || 35 || 75 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 35 || 40 || 80 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 15 || 20 || 50 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 35 || 45 || 85 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 35 || 45 || 80 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 35 || 45 || 80 || - || 90&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Zevatron Booster&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 30 || 100 || 100 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=61671</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=61671"/>
		<updated>2014-11-23T01:41:30Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Foundry Projects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Projects&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS (and MECs)&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
| 30&lt;br /&gt;
| Mobile Power Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisk Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants auto-repair ability to a SHIV, and grants them close combat specialist perk&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 3&lt;br /&gt;
| 21&lt;br /&gt;
| 3x Floater Corpses&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%&amp;lt;br&amp;gt;In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 5x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
| 25&lt;br /&gt;
| Elerium&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
| 75&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Rifle &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 55&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600&lt;br /&gt;
| 65&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants + 10% Critical hit chance to all pistols &lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +10% Aim to all pistols&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 damage to all pistols&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 60&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 95&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air-to-air weapons.&lt;br /&gt;
| 14&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Cyberdisc Wreck,&amp;lt;br&amp;gt; 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
| 20&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)&lt;br /&gt;
| 80&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §800&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 6x UFO Flight Computer, &amp;lt;br&amp;gt; 6x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades fire rate and armor penetration of aerial Laser Cannons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §250&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
| 30&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Seeker Wrecks,&amp;lt;br&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and always when UFOs are on satellite-hunting missions&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §400&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Power Source, &amp;lt;br&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
| 75&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&amp;lt;br&amp;gt;Also increases the firepower of the MEC Grenade Launcher&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Surgery,&amp;lt;br&amp;gt; 12x Alien Stasis Tank&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 10x Thin Man Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Drone Wreck, &amp;lt;br&amp;gt; 2x Heavy Floater Corpse, &amp;lt;br&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 15&lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit chance by 10%&amp;lt;br&amp;gt;and increases critical hit chance when using Laser Sight by 5%&lt;br /&gt;
| 10&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Unlocks special psionic gear &lt;br /&gt;
| 25&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=61518</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=61518"/>
		<updated>2014-11-19T01:19:49Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
[[File: Wiki-facbox_research.png|right]]&lt;br /&gt;
The Long War mod adds more techs and increases research times. Some notable changes:&lt;br /&gt;
*A vastly expanded research tree.&lt;br /&gt;
*Longer research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs: for example, Alien Biocybernetics and Sectoid Autopsy are required to perform the Mechtoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Cybernetics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Aerospace&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Weapons&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Tech&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Alien Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien Materials&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AlienMaterials.png|center|128x64px]]&amp;lt;/div&amp;gt; || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Council Requests: Meld (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorImprovedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorMobilePower.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedPower.png|center|128x64px]]&amp;lt;/div&amp;gt; || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySeeker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyDrone.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCryssalid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectopod.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCyberdisc.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMechtoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Council Requests: Mechtoid Cores (Gives Engineers and Scientists) &amp;lt;br/&amp;gt; Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives CPL+ Soldiers and possibly also Scientists) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Berserker Autopsy || Live Berserker Capture || 600 || || Council Requests: Berserker Captive (Gives CPL+ Soldiers and Scientists) &amp;lt;br/&amp;gt; Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMutonElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Elite Autopsy || Live Muton Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Scout Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Destroyer Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Alien Materials || Successful Abductor Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Transport Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Battleship Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Overseer Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Fighter Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Raider Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Harvester Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Terror Ship Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Assault Carrier Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=61338</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=61338"/>
		<updated>2014-11-16T11:23:38Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Foundry Projects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Projects&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS (and MECs)&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
| 30&lt;br /&gt;
| Mobile Power Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisk Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants auto-repair ability to a SHIV, and grants them close combat specialist perk&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 3&lt;br /&gt;
| 21&lt;br /&gt;
| 3x Floater Corpses&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%&amp;lt;br&amp;gt;In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 5x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
| 25&lt;br /&gt;
| Elerium&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
| 75&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Rifle &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 55&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600&lt;br /&gt;
| 65&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants + 10% Critical hit chance to all pistols &lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +10% Aim to all pistols&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 damage to all pistols&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 60&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 95&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air-to-air weapons.&lt;br /&gt;
| 14&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Cyberdisc Wreck,&amp;lt;br&amp;gt; 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
| 20&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)&lt;br /&gt;
| 80&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §800&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 6x UFO Flight Computer, &amp;lt;br&amp;gt; 6x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades fire rate and armor penetration of aerial Laser Cannons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §250&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
| 30&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Seeker Wrecks,&amp;lt;br&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and always when UFOs are on satellite-hunting missions&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §400&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Power Source, &amp;lt;br&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
| 75&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&amp;lt;br&amp;gt;Also increases the firepower of the MEC Grenade Launcher&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Surgery,&amp;lt;br&amp;gt; 12x Alien Stasis Tank&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 10x Thin Man Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Drone Wreck, &amp;lt;br&amp;gt; 2x Heavy Floater Corpse, &amp;lt;br&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 15&lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit chance by 10%&amp;lt;br&amp;gt;and increases critical hit chance when using Laser Sight by 5%&lt;br /&gt;
| 10&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Unlocks special psionic gear &lt;br /&gt;
| 25&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=61165</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=61165"/>
		<updated>2014-11-11T19:06:18Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Cybernetics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Aerospace&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Weapons&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Tech&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives Scientists or Cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Alien Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien Materials&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AlienMaterials.png|center|128x64px]]&amp;lt;/div&amp;gt; || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorImprovedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorMobilePower.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedPower.png|center|128x64px]]&amp;lt;/div&amp;gt; || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySeeker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyDrone.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCryssalid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectopod.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCyberdisc.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMechtoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Council Requests: Mechtoid Cores (Gives Engineers and Scientists) &amp;lt;br/&amp;gt; Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives  CPL+ Soldiers and possibly also Scientists) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Berserker Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMutonElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Elite Autopsy || Live Muton Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Scout Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Destroyer Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Alien Materials || Successful Abductor Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Transport Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Battleship Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Overseer Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Fighter Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Raider Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Harvester Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Terror Ship Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Assault Carrier Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60793</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60793"/>
		<updated>2014-11-07T23:04:31Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives Scientists or Cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Alien Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives Scientists and CPL+ Soldiers) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Berserker Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Muton Elite Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Successful Scout Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Successful Destroyer Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Successful Abductor Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Successful Transport Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Successful Battleship Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Successful Overseer Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Successful Fighter Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Successful Raider Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Successful Harvester Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Successful Terror Ship Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Successful Assault Carrier Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60792</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60792"/>
		<updated>2014-11-07T23:03:23Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives Scientists or Cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Alien Base assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives Scientists and CPL+ Soldiers) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Berserker Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Muton Elite Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Successful Scout ground assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Successful Destroyer ground assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Successful Abductor ground assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Successful Transport ground assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Successful Battleship ground assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Successful Overseer ground assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Successful Fighter ground assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Successful Raider ground assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Successful Harvester ground assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Successful Terror Ship ground assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Successful Assault Carrier ground assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60791</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60791"/>
		<updated>2014-11-07T23:01:21Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives Scientists or Cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives Scientists and CPL+ Soldiers) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Berserker Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Muton Elite Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Successful Scout ground assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Successful Destroyer ground assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Successful Abductor ground assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Successful Transport ground assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Successful Battleship ground assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Successful Overseer ground assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Successful Fighter ground assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Successful Raider ground assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Successful Harvester ground assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Successful Terror Ship ground assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Successful Assault Carrier ground assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60790</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60790"/>
		<updated>2014-11-07T22:57:09Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives Scientists or Cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives Scientists and CPL+ Soldiers) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Berserker Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Muton Elite Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60646</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60646"/>
		<updated>2014-10-31T13:11:59Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
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|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives Cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60628</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60628"/>
		<updated>2014-10-30T22:59:58Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers and maybe CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60622</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60622"/>
		<updated>2014-10-30T22:14:46Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers and maybe CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60411</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60411"/>
		<updated>2014-10-28T08:52:55Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
	 &lt;br /&gt;
	&lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&amp;lt;br&amp;gt;	&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 50 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. || 15 || Alien Materials || 90 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy || 80 || 0 || 5 || 12 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || -1 || All ||  Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP. || 50 || Mobile Power Armor || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic ||  Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 55 || Sectoid Commander Autopsy || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR (vs. Psionic?), but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thrown Devices===&lt;br /&gt;
&lt;br /&gt;
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || All ||  When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || 35 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1xSectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense to units in radius for two turns. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 25 || Thin Man Autopsy || 80 || 0 || 0 || 0 || 5 || 3x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1xSectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || 5xSeeker wreck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability, so in essence you will inflict always a -2 to the enemy&#039;s damage reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare || 25 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare || 35 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 25 || Experimental Warfare || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All || Increases Beam and Pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 4 || 0 || 1 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All || Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade || 15 || Alien Weaponry || 80 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +7 Critical Hit Chance to a soldier&#039;s primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartgun Kit Long War.png|center|128x64px]]&#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Experimental Warfare || 60 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). || 20 || Experimental Warfare || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Gunner || Confers Platform Stability perk. || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1xSCOPE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants immunity to panic, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Strengthens user&#039;s will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy ||  180 || 0 || 0 || 2 || 10 || 1xBerserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 ||  Antigrav Systems || 50 || 4 || 15 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 Mobility. ||45 || Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +20% Psi XP || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Belt Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Extra Conditioning perk. || 20 ||  Alien Materials || 40 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +5 aim . || 20 ||  Experimental Warfare || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 65 || 5 || 2 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +5 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 130 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 75 || 5 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses  || 35 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy || 65 || 0 || 0 || 0 || 7 || 1xUFO Flight Computer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Enhancing Equipment ===&lt;br /&gt;
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Depleted Elerium Rounds&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 15 ||  Enhanced Ballistics || 50 || 5 || 1 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Pumper Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Pumper&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 55 ||  Enhanced Lasers|| 75 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Zevatron Booster Long War.png|center|128x64px]]&#039;&#039;&#039;Zevatron Booster&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Particle Cannon and Superheavy Plasma damage by 1. || 135 ||  Enchanced Plasma || 180 || 20 || 20 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases Kinetic Strike Damage by 3. || 70 ||  Antigrav Systems || 85 || 20 || 15 || 1 || 12 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader Long War.png|center|128x64px]]&#039;&#039;&#039;Autoloader&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 ||Confers 1 additional shot or burst to primary weapon. Stacks with Lock&#039;N&#039;Load.  || 10 ||  - || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases both DR and HP of the equipped unit by +1. || 35 ||  Heavy Floater Autopsy || 90 || 10 || 0 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Gyros Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Gyros&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 ||  Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 ||  Sectopod Autopsy || 300 || 25 || 5 || 25 || 12 || 1xUFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 ||  Advanced Servomotors || 30 || 8 || 15 || 10 || 7 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Nexus_(Long_War)&amp;diff=60270</id>
		<title>Satellite Nexus (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Nexus_(Long_War)&amp;diff=60270"/>
		<updated>2014-10-25T13:47:36Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Computers&lt;br /&gt;
|manpower=20 engineers, +20 for each additional Nexus&lt;br /&gt;
|costs=§300, 10 Elerium, 25 Alloys, 2 UFO Flight Computer&lt;br /&gt;
|quicklycosts=§450, 15 Elerium, 37 Alloys, 2 UFO Flight Computer, 10 Meld&lt;br /&gt;
|power=12&lt;br /&gt;
|maintenance=§30 per month&lt;br /&gt;
|build time=21 days&lt;br /&gt;
|quickly build time=11 days&lt;br /&gt;
|provides=Deployment of 2 satellites &lt;br /&gt;
|adjacency=+1 satellite per Uplink/Nexus &lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Nexus_(Long_War)&amp;diff=60268</id>
		<title>Satellite Nexus (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Nexus_(Long_War)&amp;diff=60268"/>
		<updated>2014-10-25T13:46:53Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Computers&lt;br /&gt;
|manpower=20 engineers, +20 for each additional Nexus&lt;br /&gt;
|costs=§300, 10 Elerium, 25 Alloys, 2 UFO Flight Computer&lt;br /&gt;
|quicklycosts=§450, 15 Elerium, 37 Alloys, 2 UFO Flight Computer, 10 Meld&lt;br /&gt;
|power=12&lt;br /&gt;
|maintenance==§30 per month&lt;br /&gt;
|build time=21 days&lt;br /&gt;
|quickly build time=11 days&lt;br /&gt;
|provides=Deployment of 2 satellites &lt;br /&gt;
|adjacency=+1 satellite per Uplink/Nexus &lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Uplink_(Long_War)&amp;diff=60267</id>
		<title>Satellite Uplink (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Uplink_(Long_War)&amp;diff=60267"/>
		<updated>2014-10-25T13:46:48Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=None&lt;br /&gt;
|manpower=10 engineers, +10 for each additional Uplink&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=8&lt;br /&gt;
|maintenance=§20 per month&lt;br /&gt;
|build time=21 days&lt;br /&gt;
|quickly build time=11 days&lt;br /&gt;
|provides=Deployment of 1 satellite &lt;br /&gt;
|adjacency=+1 satellite per Uplink/Nexus &lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Uplink_(Long_War)&amp;diff=60266</id>
		<title>Satellite Uplink (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Uplink_(Long_War)&amp;diff=60266"/>
		<updated>2014-10-25T13:46:24Z</updated>

		<summary type="html">&lt;p&gt;Executor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=&lt;br /&gt;
|manpower=10 engineers, +10 for each additional Uplink&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=8&lt;br /&gt;
|maintenance=§20 per month&lt;br /&gt;
|build time=21 days&lt;br /&gt;
|quickly build time=11 days&lt;br /&gt;
|provides=Deployment of 1 satellite &lt;br /&gt;
|adjacency=+1 satellite per Uplink/Nexus &lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Executor</name></author>
	</entry>
</feed>