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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_movement_patterns&amp;diff=10119</id>
		<title>Talk:Alien movement patterns</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_movement_patterns&amp;diff=10119"/>
		<updated>2007-02-14T22:02:48Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: oye&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are quite a few different movement patterns amongst the different aliens. One of the most noticable difference is how they use their elevation. Walking aliens will leave the upper floors of buildings and get onto the ground or roof. Flying aliens will lurk on the upper floor and ambush soldiers later, so you can counter this by removing a wall and exposing the upper floor. Flying aliens are generally more capable with grenades as they have more geometry available to them. There are also blind spots due to elevation when an alien at a higher level can see your soldier while you cannot see them, so make sure your next soldier approaches from a better angle. &lt;br /&gt;
&lt;br /&gt;
Sectoids and reapers run about all over the place. Snakemen seem more willing to wait in ambush. Crysallids will run quickly but then slow down on later turns as they run out of stamina. They are most dangerous after standing still for a few turns in panic, recovering their stamina.&lt;br /&gt;
&lt;br /&gt;
A common point for aliens to stop is outside a farm doorway, especially on the edge of the map. This sometimes hides them behind the door. Always make sure you approach these points with good visibility. Some paddocks can be fully enclosed with fences or walls so expect to see walking aliens trapped in there, even when the surrounding countryside seems safe.&lt;br /&gt;
&lt;br /&gt;
The last alien alive will typically stand still and stop moving. This will make it more dangerous as it doesn&#039;t show up on motion scanners and has all its time units left for reaction shots. Cyberdiscs often stop moving for long periods and wait in ambush.&lt;br /&gt;
&lt;br /&gt;
If there are plenty of aliens alive then even the most reluctant will eventually leave safety behind and come looking for soldiers. At times though they can suddenly move out in dangerously large groups which dramatically increases their threat. Keep an eye out for that happening.&lt;br /&gt;
&lt;br /&gt;
- Egor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
I don&#039;t feel I&#039;ve played enough to really be a master on this subject, but I&#039;d like to put out what I know.&lt;br /&gt;
&lt;br /&gt;
First off, aliens are agents in the battlescape that are subject to the constraints put upon them. This is opposed to free-ranging agents that can do anything, but try to simulate what an agent should act like. This means that Julian Gollop and Nick Gollop weren&#039;t cheap bastards when making their AI. I&#039;m pretty sure of this as I&#039;ve never seen aliens &amp;quot;cheat&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Secondly, I believe that most of what Egor has commented on is due to the differences in the different alien stats and abilities. This is emergent behavior rather then being individually programmed that way. IE, I think all the aliens have the same basic AI behind them. Special abilities like that of the floaters, reapers, crysallids, psycic, and the whatnotpods, all probably have their own section of code, but they all follow the basics.&lt;br /&gt;
&lt;br /&gt;
Thirdly, they ignore their friends. I&#039;ve never seen them coordinate, have you?&lt;br /&gt;
&lt;br /&gt;
So, these basics, what are they? My understanding is that the aliens have three states: Wander, Guard/Rest, and Engage. Yeah, the Engage state would be the &amp;quot;Aggression Formula&amp;quot; mentioned in the article. As far as wandering, each map tile has waypoints or paths described in them so that units can walk around. The edges of tiles have defined crossing points that can act like closed gates if it&#039;s the edge of the battlescape or the tiles don&#039;t match. &lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t sound like that complicated of an AI. So why is X-COM so hard to play? Your units are fragile, and sitting scared in a closet with a bazooka aimed at the door with your finger on the trigger is a good strategy. &lt;br /&gt;
&lt;br /&gt;
Tests I&#039;d like to see but am too lazy to do myself:&lt;br /&gt;
1. Test if the last alien will eventually wander, or if it will forever be holed up in it&#039;s corner.&lt;br /&gt;
2. Is there really a different behaviour for aliens who engage players? See if they ever leave the defined path.&lt;br /&gt;
3. Will aliens pass each other when walking between waypoints?&lt;br /&gt;
&lt;br /&gt;
that&#039;s all I&#039;ve got.  [[User:Heckruler|Heckruler]] 14:02, 14 February 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_movement_patterns&amp;diff=10118</id>
		<title>Talk:Alien movement patterns</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_movement_patterns&amp;diff=10118"/>
		<updated>2007-02-14T22:01:33Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: my views&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are quite a few different movement patterns amongst the different aliens. One of the most noticable difference is how they use their elevation. Walking aliens will leave the upper floors of buildings and get onto the ground or roof. Flying aliens will lurk on the upper floor and ambush soldiers later, so you can counter this by removing a wall and exposing the upper floor. Flying aliens are generally more capable with grenades as they have more geometry available to them. There are also blind spots due to elevation when an alien at a higher level can see your soldier while you cannot see them, so make sure your next soldier approaches from a better angle. &lt;br /&gt;
&lt;br /&gt;
Sectoids and reapers run about all over the place. Snakemen seem more willing to wait in ambush. Crysallids will run quickly but then slow down on later turns as they run out of stamina. They are most dangerous after standing still for a few turns in panic, recovering their stamina.&lt;br /&gt;
&lt;br /&gt;
A common point for aliens to stop is outside a farm doorway, especially on the edge of the map. This sometimes hides them behind the door. Always make sure you approach these points with good visibility. Some paddocks can be fully enclosed with fences or walls so expect to see walking aliens trapped in there, even when the surrounding countryside seems safe.&lt;br /&gt;
&lt;br /&gt;
The last alien alive will typically stand still and stop moving. This will make it more dangerous as it doesn&#039;t show up on motion scanners and has all its time units left for reaction shots. Cyberdiscs often stop moving for long periods and wait in ambush.&lt;br /&gt;
&lt;br /&gt;
If there are plenty of aliens alive then even the most reluctant will eventually leave safety behind and come looking for soldiers. At times though they can suddenly move out in dangerously large groups which dramatically increases their threat. Keep an eye out for that happening.&lt;br /&gt;
&lt;br /&gt;
- Egor&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
I don&#039;t feel I&#039;ve played enough to really be a master on this subject, but I&#039;d like to put out what I know.&lt;br /&gt;
&lt;br /&gt;
First off, aliens are agents in the battlescape that are subject to the constraints put upon them. This is opposed to free-ranging agents that can do anything, but try to simulate what an agent should act like. This means that Julian Gollop and Nick Gollop weren&#039;t cheap bastards when making their AI. I&#039;m pretty sure of this as I&#039;ve never seen aliens &amp;quot;cheat&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Secondly, I believe that most of what Egor has commented on is due to the differences in the different alien stats and abilities. This is emergent behavior rather then being individually programmed that way. IE, I think all the aliens have the same basic AI behind them. Special abilities like that of the floaters, reapers, crysallids, psycic, and the whatnotpods, all probably have their own section of code, but they all follow the basics.&lt;br /&gt;
&lt;br /&gt;
Thirdly, they ignore their friends. I&#039;ve never seen them coordinate, have you?&lt;br /&gt;
&lt;br /&gt;
So, these basics, what are they? My understanding is that the aliens have three states: Wander, Guard/Rest, and Engage. Yeah, the Engage state would be the &amp;quot;Aggression Formula&amp;quot; mentioned in the article. As far as wandering, each map tile has waypoints or paths described in them so that units can walk around. The edges of tiles have defined crossing points that can act like closed gates if it&#039;s the edge of the battlescape or the tiles don&#039;t match. &lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t sound like that complicated of an AI. So why is X-COM so hard to play? Your units are fragile, and sitting scared in a closet with a bazooka aimed at the door with your finger on the trigger is a good strategy. &lt;br /&gt;
&lt;br /&gt;
Tests I&#039;d like to see but am too lazy to do myself:&lt;br /&gt;
1. Test if the last alien will eventually wander, or if it will forever be holed up in it&#039;s corner.&lt;br /&gt;
2. Is there really a different behaviour for aliens who engage players? See if they ever leave the defined path.&lt;br /&gt;
3. Will aliens pass each other when walking between waypoints?&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers&amp;diff=10075</id>
		<title>Talk:Soldiers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers&amp;diff=10075"/>
		<updated>2007-02-08T21:03:38Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: stats vs attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ideas for opening blurb:&lt;br /&gt;
&lt;br /&gt;
Welcome to the XCOM Personell Department. Here we maintain the records of extensive aptitude testing and training regimes.&lt;br /&gt;
&lt;br /&gt;
From the sharpshooter with their rifle to the weakling with their smoke grenade, everyone on the assault team has a part to play.&lt;br /&gt;
&lt;br /&gt;
XCOM is an Equal Opportunities Exploiter. Both men and women from any XCOM-funding country are welcome to apply.&lt;br /&gt;
&lt;br /&gt;
-[[User:JellyfishGreen|JellyfishGreen]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
We make no distinctions regarding gender or ethnicity (neither do plasma beams). Regardless of how you look you will be turned into blondes the moment the transport lands? -[[User:Hobbes|Hobbes]] 06:12, 17 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If your last name sounds English, French, German, Russian, or Japanese, please apply. If not, get lost. -[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
== Managing squads ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d suggest that all useful soldiers are renamed so you can identify them easily. It can even add a bit of fun. I also add a rating for their key stats by appending letters at the end, an R for 50 reactions or S for 35 strength, say. This lets me arm and move soldiers appropriately without knowing everything about them. &lt;br /&gt;
&lt;br /&gt;
When picking a squad for a mission you probably need some expandable scouts, a leader, and some people to carry heavy weapons. It&#039;s useful if the front people in the skyranger are expendable as any accidents tend to happen to them. Once you&#039;ve picked your scouts, hopefully before you&#039;ve even set off, you should make sure that none of the other soldiers get shot during the mission. I would use low bravery soldiers as expendable scouts. You won&#039;t miss people who can go beserk at the first sign of trouble and intentional bravery training is typically an exploit. Soldiers can generally perform all roles except Psi offense, even if some are better skilled than others. - [[User:Egor|Egor]]&lt;br /&gt;
&lt;br /&gt;
== Stats vs Attributes ==&lt;br /&gt;
I would call them stats, but a consensus would be nice. I&#039;m pretty sure they mean the same thing. When it is decided, note it on the main talk page.&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers&amp;diff=10074</id>
		<title>Soldiers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers&amp;diff=10074"/>
		<updated>2007-02-08T20:56:55Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: Be bold, put in the intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the XCOM Personell Department. Here we maintain the records of extensive aptitude testing and training regimes. From the sharpshooter with their rifle to the weakling with their smoke grenade, everyone on the assault team has a part to play. XCOM is an Equal Opportunities Exploiter. Both men and women from any XCOM-funding country are welcome to apply. &lt;br /&gt;
&lt;br /&gt;
Soldiers are the basic human combat unit in the X-COM series. They can be outfitted with weapons, [[armor]], and [[tools]] to aid them. As they complete combat missions they gain [[experience]] in the form of increased attributes and [[rank]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
* [[Squad Composition and Tactics]]&lt;br /&gt;
* [[Hiring/firing]]&lt;br /&gt;
* [[Raw recruit statistical likelihood|Recruit statistics]]&lt;br /&gt;
* Transfer &lt;br /&gt;
* [[Equipment|Armour]]&lt;br /&gt;
* [[Experience Training]]&lt;br /&gt;
&amp;lt;!-- NKF Stealth note for authors or any nosy person reading the source: For those pedantic about the American/British English spelling of Armour/Armor, I used the British spelling because that&#039;s how it&#039;s spelt in the game when running it in the English text mode. This may not necessarily be the case for the other games in the series or earlier localized releases, but it is very much so in v1.4ce, hence why I&#039;m sticking with it.  I&#039;d also like to add that a section relating specificly for armour is required, with some sections regarding armour management, such as how its distributed and the particulars of armour recovery when a soldier dies or is fired (i.e. none). (Damnit, just added Category:Armor -HeckRuler) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Soldier Attributes ==&lt;br /&gt;
Soldiers in X-COM are not characters in a book. They are units in a combat simulator. They are a name, a picture, and some attributes. They have no dialoge, no background, no inner-revelation on the nature of war. They are mortal. If one or all die, they will be replaced. &lt;br /&gt;
&lt;br /&gt;
* [[TU|Time Units]]&lt;br /&gt;
* [[Energy]]&lt;br /&gt;
* [[Health]]&lt;br /&gt;
* [[Bravery]]&lt;br /&gt;
* [[Reactions]]&lt;br /&gt;
* [[Firing Accuracy]]&lt;br /&gt;
* [[Throwing Accuracy]]&lt;br /&gt;
* [[Strength]]&lt;br /&gt;
* [[Psionics]]&lt;br /&gt;
** [[Psi Strength]]&lt;br /&gt;
** [[Psi Skill]]&lt;br /&gt;
* Hidden Stats:&lt;br /&gt;
** [[Melee Accuracy]]&lt;br /&gt;
* Rank&lt;br /&gt;
&lt;br /&gt;
== Combat Attributes and Conditions == &lt;br /&gt;
&lt;br /&gt;
The following are combat attributes and conditions that are present only during tactical missions. Most combat attributes are normally derived from a soldier&#039;s main stats, while combat conditions can be caused by a variety of actions during the battle. &lt;br /&gt;
&lt;br /&gt;
* [[Reaction fire formula|Current Reaction Level]] (aka Initiative) &lt;br /&gt;
* [[Energy#Recovery|Energy Recovery]]&lt;br /&gt;
* [[Height]]&lt;br /&gt;
* [[Fatal Wounds]]&lt;br /&gt;
* Incapacitation (Soldier becomes immobilized, prevented from moving or loss of control) &lt;br /&gt;
** [[Stun]], [[Unconscious]]&lt;br /&gt;
** [[Morale]]&lt;br /&gt;
*** [[Panic]], [[Berserk]]&lt;br /&gt;
** [[Mind Control]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: Insert links for other attributes and conditions used only in combat, such as &amp;quot;current reaction level&amp;quot;, amongst other things that a player will want to know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Post Combat Conditions ==&lt;br /&gt;
* How [[Experience]] is earned&lt;br /&gt;
* [[Recovery time]] after being injured in battle&lt;br /&gt;
* [[Promotions]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[SOLDIER.DAT]] game file analysis&lt;br /&gt;
[[Category: Soldiers]]&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldier&amp;diff=10073</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldier&amp;diff=10073"/>
		<updated>2007-02-08T20:53:30Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: Bloody hell, the article is Soldiers not Soldier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Soldiers]]&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Flying_Suit&amp;diff=10072</id>
		<title>Flying Suit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Flying_Suit&amp;diff=10072"/>
		<updated>2007-02-08T20:21:25Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
After hours in the lab, one scientist rigged the antigravity unit from a [[Floater]] to a belt harness and spent the rest of the night bouncing off the [[hangar]] ceiling. Luckily we caught him before he blew away and got him to fit the same thing to a few [[Power Suit]]s. &lt;br /&gt;
&lt;br /&gt;
Flying Suits are great for scouts but can still drop like a lead balloon from one lucky plasma shot. Be sure to land or take cover so as not to be very exposed during the Alien turn.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 Front  110&lt;br /&gt;
 Right   90&lt;br /&gt;
 Left    90&lt;br /&gt;
 Rear    80&lt;br /&gt;
 Under   70&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:FlyingSuit.gif|Flying Suit]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Coveralls]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Personal Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Power Suit]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor]]&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Power_Suit&amp;diff=10071</id>
		<title>Power Suit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Power_Suit&amp;diff=10071"/>
		<updated>2007-02-08T20:21:07Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
The engineers have made another breakthrough. Their solution to the problem of [[Personal Armor]] being shot through by [[Heavy Plasma]] was to make the alloy armor plates thicker. When we pointed out that no soldier could move under the weight of inch-thick alloy plates, they jury-rigged one of the small [[Elerium-115|elerium]] power sources to some motors that lifted the armor as the soldier walked. These new suits can stop 20% of the power of a stun bomb on a good day, they estimate. As a bonus, they are environmentally sealed against - and invulnerable to - fire and smoke.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 Front  100&lt;br /&gt;
 Right   80&lt;br /&gt;
 Left    80&lt;br /&gt;
 Rear    70&lt;br /&gt;
 Under   60&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:PowerSuit.gif|Power Suit]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Coveralls]]&lt;br /&gt;
*[[Personal Armor]]&lt;br /&gt;
*[[Flying Suit]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
**[[Damage#Damage_Modifiers|Damage Modifiers]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor]]&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Personal_Armour&amp;diff=10070</id>
		<title>Personal Armour</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Personal_Armour&amp;diff=10070"/>
		<updated>2007-02-08T20:20:15Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
Making use of the curiously resilient and ultra light [[Alien Alloys |alloys]] that compose almost the entirety of the UFO hulls, the propeller heads have been able to cook up a relatively simple but highly protective suit of armour in their laboratory habitats. This new suit of armour rivals even standard kevlar combat armour in terms of effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Basically the suit is a black full body suit with alloy plates slipped in to protect vital areas. Various guards moulded from [[Alien Alloys]] provide additional protection to areas such as the shoulders and hips, they also supply some pocket space for a suit that, when you get down to it, isn&#039;t quite designed for pockets. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
No one knows why the top of the ski mask-like headgear has been deliberately chopped off in every suit off the production line. It has however revealed the adminstration department&#039;s appalling inability at allocating sufficient funds for soldiers to go and get decent hair cuts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The relatively simple and cost effective construction of Personal Armour allows some X-COM Commanders to introduce the suits as standard issue equipment very quickly. But more importantly, it&#039;s a good excuse for engineers to get rid of that often gigantic mound of [[Alien Alloys]] that tends to accumulate in storage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Scientists are planning on designing a heavier and bulkier variety of armour that offers double the protection and introduces mechanical enhancements to aid movement under the additional bulk. Refer to the [[Power Suit]] project for more information, and the [[Flying Suit]] project for the planned anti-gravity enhancements that allows flight.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
 Front  50&lt;br /&gt;
 Right  40&lt;br /&gt;
 Left   40&lt;br /&gt;
 Rear   30&lt;br /&gt;
 Under  30&lt;br /&gt;
&lt;br /&gt;
Any soldier wearing Personal Armor or better will be completely immune to the effects of fire -- but a [[Power Suit]] or better is needed against stun damage from smoke.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:PersonalArmour.gif|Personal Armour]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Coveralls]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Power Suit]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Flying Suit]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor]]&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Coveralls&amp;diff=10068</id>
		<title>Coveralls</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Coveralls&amp;diff=10068"/>
		<updated>2007-02-08T20:18:42Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: added to armor category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
This is the standard armour, worn by any soldier not wearing something else.  It does not need to be bought or manufactured.  It is unlikely to help against the alien weapons, but it may stop a stray [[Pistol]] or [[Rifle]] bullet.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 Front  12&lt;br /&gt;
 Right   8&lt;br /&gt;
 Left    8&lt;br /&gt;
 Rear    5&lt;br /&gt;
 Under   2&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:Coveralls.gif|Kevlar Armour]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Personal Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Power Suit]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Flying Suit]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor]]&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldier&amp;diff=10067</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldier&amp;diff=10067"/>
		<updated>2007-02-08T19:52:26Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: Added the stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers are the basic human combat unit in the X-COM series. They can be outfitted with weapons, [[armor]], and [[tools]] to aid them. As they complete combat missions they gain [[experience]] in the form of increased [[stats]] and [[rank]]. A squad of soldiers, possibly accompanied by tanks, is flown to a area of conflict and the soldiers kill/capture the aliens.&lt;br /&gt;
&lt;br /&gt;
Soldiers in X-COM are not characters in a book. They are units in a combat simulator. They are a name, a picture, and some stats. They have no dialoge, no background, no inner-revelation on the nature of war. They are mortal. If one or all die, they will be replaced. &lt;br /&gt;
&lt;br /&gt;
Other games spent vast amounts time in character development, telling you how important these people are, and why you should care about them. In X-Com you care about your troops because without them the enemy won&#039;t die. You feverently care about a few select troops because training another to that level would take months. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s a STUB. Help out.&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:X-COM&amp;diff=9931</id>
		<title>Talk:X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:X-COM&amp;diff=9931"/>
		<updated>2007-02-02T23:55:18Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: vote and note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn&#039;t this page be named &amp;quot;X-Com&amp;quot; instead of &amp;quot;X-COM&amp;quot;?--[[User:Ethereal Cereal|Ethereal Cereal]] 19:55, 13 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Technically, X-COM in caps is the correct form. At least, that is how it is shown in the manuals, boxes and liturature. ;)--[[User:Zombie|Zombie]]&lt;br /&gt;
&lt;br /&gt;
:You know, I think I checked that at one point and confirmed it was &#039;X-COM&#039;, but I&#039;ve seen it typed so many ways I can&#039;t even remember anymore.  Even in-game it&#039;s spelled &amp;quot;XCom&amp;quot;... but I&#039;ll go with X-COM as the official spelling.--[[User:Ethereal Cereal|Ethereal Cereal]] 15:43, 14 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: In UFO, it was originally XCOM, no hyphen. Then the later games came along and introduced the hyphen and somehow we ended up using it in sentence case. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
::: NKF, you mean the original European release, right? I have the US release (X-COM: UFO Defense box (c)1994 with floppies) and it looks just like the pic seen [http://en.wikipedia.org/wiki/X-COM:_UFO_Defense here]. Everywhere in the manual says &amp;quot;X-COM&amp;quot;, including in sentences (not just titles). So by &amp;quot;later games&amp;quot; you include the US release eh? FWIW I used to type it various ways in this wiki in the past, but now just use X-COM. --[[User:MikeTheRed|MikeTheRed]] 07:37, 15 October 2006 (PDT)&lt;br /&gt;
:::: I was referring more to in-game usage. &#039;X-Com&#039; is rarely used in the game, when you think about it. Speaking of covers, do we have scans or images of both of the original covers? They&#039;d be nice to have up here for comparison. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What to name articles?==&lt;br /&gt;
Do we name everything specifically about the first game as Whatnot (UFO Defense) or Whatnot (Enemy Unknown) or just Whatnot hoping there&#039;s no collision? [[User:Heckruler|Heckruler]] 13:11, 30 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hiya Heck, and welcome.&lt;br /&gt;
&lt;br /&gt;
Good question. :) Seriously... originally the Main Page was smaller, and all the big &amp;quot;leading pages&amp;quot; appearing on it had (Game Name) in parentheses... and then there were a ton of &amp;quot;smaller&amp;quot; pages without the parens, past those leading pages. But later the Main Page got highly re-organized so that a lot more info could be found at once, and a bunch of the smaller pages (without parens) appeared there. So it&#039;s a mix, now.&lt;br /&gt;
&lt;br /&gt;
Also I think that part of the original idea was that many of the various X-COM games would all have their individual pages and thus need the parens... but since many aspects are the same across games, that didn&#039;t really come about. (Why repeat something practically identical?)&lt;br /&gt;
&lt;br /&gt;
The upshot - at least for me - being, you don&#039;t &#039;&#039;&#039;need&#039;&#039;&#039; to add (Game) unless you are making a point of it, such as if you are specifically making a topic for one game, when a topic of the same name also exists for another one of the X-COM games. But although you rarely &#039;&#039;have&#039;&#039; to do it, you can always do it simply if you want, shrug.&lt;br /&gt;
&lt;br /&gt;
That&#039;s my two cents. Why not give it another couple of days to see if anybody else chimes in. Our usual rule here is, it&#039;s a democracy unless somebody presents a real convincing argument &#039;&#039;or&#039;&#039; wants to put in the effort to effect a change, assuming no one objects. :P&lt;br /&gt;
&lt;br /&gt;
BTW you don&#039;t really need to worry about collisions; you can readily see if a page exists just by monkeying with the URL. If there is one and it is indeed on your topic, just add to it. If it&#039;s the same name but you mean something different, probably you should slightly change the name you want to give to yours so that you make a new page. Clear as mud?&lt;br /&gt;
&lt;br /&gt;
Welcome again! - [[User:MikeTheRed|MikeTheRed]] 16:24, 30 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
We didn&#039;t really have any proper naming conventions at first, but things have evolved since then. UFO was the core title that the wiki started on, we added the other games as we went along. If you spot any articles that have (UFO Defense) or (Enemy Unknown) in them, feel free to rename them and repair the wikilink that points to it. &lt;br /&gt;
&lt;br /&gt;
Anyhow, this is how I see where we are at: &lt;br /&gt;
&lt;br /&gt;
UFO - no title required. &lt;br /&gt;
&lt;br /&gt;
TFTD - only topics specific to TFTD need to be labelled, otherwise it piggybacks on UFOs topics to a T. &lt;br /&gt;
&lt;br /&gt;
Every other title in the series including fan-made games like UFO2000 must be labelled to avoid ambiguity.  &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
: Works for me. Thanks for the clarification, NKF. I probably should&#039;ve just waited until you spoke. :P - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:: That&#039;s only how I see it and how I&#039;ve been operating. There&#039;s no real general consensus on how it should work. Just use your discretion when deciding. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:::Maybe it should be better to adopt a formal style for page naming by voting or whatever and then post it on a special page available on the left Navigation menu named Style or something (including all other formatting issues). [[User:Hobbes|Hobbes]] 18:57, 31 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: Well, I vote for it. UFO is the main focus, (and what everything spawns off of), tftd isn&#039;t really a different game (except where noted), and everything else is simply everything else.[[User:Heckruler|Heckruler]] 15:55, 2 February 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
A long time ago, in a place not so far away, there were many pages on this site which were a conglomeration of both EU and TFTD info. In an effort to separate the two, some pages were split and renamed. I remember renaming a few of those pages with &amp;quot;UFO Defense or &amp;quot;TFTD&amp;quot;: it&#039;s my analytical brain at work at keeping things separate. Suppose we really don&#039;t need the &amp;quot;UFO Defense&amp;quot; in EU page names if the extension is assumed to be understood. GazChap started the &amp;quot;UFO Defense&amp;quot; naming convention and most of us just followed what he did. &lt;br /&gt;
&lt;br /&gt;
(BTW, I sent GazChap an email way back in November but haven&#039;t received a reply yet. I know he&#039;s been having some personal problems and went through a messy divorce, so these could be playing a role). I&#039;ll try sending another email to get his views on the naming conventions, but make no promises. In the mean-time, I suggest we follow standard wiki protocol. Since the quorum has spoken, we&#039;ll shoot first and ask questions later.&lt;br /&gt;
&lt;br /&gt;
What really needs to be standardized is the Terror From The Deep page names. I&#039;d much rather we use &amp;quot;TFTD&amp;quot; instead of &amp;quot;Tftd&amp;quot; (hence why I use that abbreviation exclusively). Me thinks it&#039;s time to rename so that all the Terror From The Deep pages have the &amp;quot;TFTD&amp;quot; extension. I&#039;ll probably have some time tomorrow (finally), so I&#039;ll get to work renaming.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan guys? --[[User:Zombie|Zombie]] 20:24, 31 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Works for me, Z. A Style page wouldn&#039;t hurt either, Hobbes. - [[User:MikeTheRed|MikeTheRed]] 20:39, 31 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:: Who in their right mind types Tftd? Rolls eyes and somesuch. For all I know, it&#039;s been me. a-heh. Um. Anyway, then there&#039;s Apocalypse. I lean towards using (Apoc) myself, but should it be full or abbreviated? &lt;br /&gt;
&lt;br /&gt;
:: We do have a [[Guidelines to writing articles]] section - but I suppose a separate style guide is worth having. Will keep things standard. Under the [[UFOpaedia:Community Portal|Community Portal]], I&#039;ll add it and a stub link for an index of transclusion templates that we use. I think it would come in handy, as we&#039;ve created a small but useful selection of templates. This is also an excuse to remove my map kit from the main UFO listing - it&#039;s not really related to the game as such. - [[User:NKF|NKF]]&lt;br /&gt;
----&lt;br /&gt;
Apoc in the abbreviated form will be the standard. It&#039;s a lot easier to type.&lt;br /&gt;
: For shame! Wikis are should be for everyone, not just the creators. Spell it out, least we have idiots asking for XCOM Apoxy, the all-glue-based-attacks tactical squad-based combat game. You know they&#039;re out there. [[User:Heckruler|Heckruler]]&lt;br /&gt;
&lt;br /&gt;
Anywho, you guys probably saw I went to town standardizing the naming for EU. That was a ton of work, but I think I got most (if not all) of them taken care of. There are a couple categories with the (UFO Defense) ending, but seeing as I can&#039;t move them (only delete) we might have to do a cut-n-paste job to &#039;&#039;&#039;get &#039;er done&#039;&#039;&#039;. That&#039;s all I can possibly do today, but if I get some time between tomorrow and the weekend I&#039;ll work on the TFTD section next. --[[User:Zombie|Zombie]] 19:31, 1 February 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:X-COM&amp;diff=9638</id>
		<title>Talk:X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:X-COM&amp;diff=9638"/>
		<updated>2007-01-30T21:11:36Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn&#039;t this page be named &amp;quot;X-Com&amp;quot; instead of &amp;quot;X-COM&amp;quot;?--[[User:Ethereal Cereal|Ethereal Cereal]] 19:55, 13 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Technically, X-COM in caps is the correct form. At least, that is how it is shown in the manuals, boxes and liturature. ;)--[[User:Zombie|Zombie]]&lt;br /&gt;
&lt;br /&gt;
:You know, I think I checked that at one point and confirmed it was &#039;X-COM&#039;, but I&#039;ve seen it typed so many ways I can&#039;t even remember anymore.  Even in-game it&#039;s spelled &amp;quot;XCom&amp;quot;... but I&#039;ll go with X-COM as the official spelling.--[[User:Ethereal Cereal|Ethereal Cereal]] 15:43, 14 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: In UFO, it was originally XCOM, no hyphen. Then the later games came along and introduced the hyphen and somehow we ended up using it in sentence case. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
::: NKF, you mean the original European release, right? I have the US release (X-COM: UFO Defense box (c)1994 with floppies) and it looks just like the pic seen [http://en.wikipedia.org/wiki/X-COM:_UFO_Defense here]. Everywhere in the manual says &amp;quot;X-COM&amp;quot;, including in sentences (not just titles). So by &amp;quot;later games&amp;quot; you include the US release eh? FWIW I used to type it various ways in this wiki in the past, but now just use X-COM. --[[User:MikeTheRed|MikeTheRed]] 07:37, 15 October 2006 (PDT)&lt;br /&gt;
:::: I was referring more to in-game usage. &#039;X-Com&#039; is rarely used in the game, when you think about it. Speaking of covers, do we have scans or images of both of the original covers? They&#039;d be nice to have up here for comparison. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What to name articles?==&lt;br /&gt;
Do we name everything specifically about the first game as Whatnot (UFO Defense) or Whatnot (Enemy Unknown) or just Whatnot hoping there&#039;s no collision? [[User:Heckruler|Heckruler]] 13:11, 30 January 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Geoscape_(EU)&amp;diff=9637</id>
		<title>Geoscape (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Geoscape_(EU)&amp;diff=9637"/>
		<updated>2007-01-30T21:07:39Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: added links that I want&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Geoscape&#039;&#039;&#039; is a combination of base management screens and the world view. The Geoscape is where you fight the strategetic war, whereas the [[BattleScape_Overview|BattleScape]] is where you fight tactical battles. In the Geoscape, you can [[Base Management (UFO)|manage your bases]], view alien activity graphs, [[Country Funding]], view in-game [[UFOPaedia]], load and save games in-progress, and [[UFO Interception|intercept UFOs]].  The Geoscape is also played in real time. Managment of bases and ordering planes essentially pauses the game and these can be done at leisure, however all non-trivial actions, such as planes flying to their destination, take time to accomplish and this time must be waited out in the world view. &lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
The Geoscape world view is presented on a 3-D spherical map of the Earth with approximations of continents and [[Terrain (UFO Defense)|terrain]]. This map can can rotate and zoom in and out. Rotation is not smooth, but zooming in increases the level of detail presented on the model of earth, such as country borders, country names, and cities. The current greenwitch mean time is displayed and the day/night status of locations is apparent. On the surface of the map [[Base (UFO defense)|X-COM bases]], [[AirCraft (UFO Defense)|planes]], waypoints, detected [[UFOs (UFO defense)|UFOs]], and [[Alien Bases (UFO Defense)|Alien Bases]] are displayed. Time elasped per tic, and map view are also controled from this side of the screen.  From this view base coverage can be, if not observed, approximated. Airforce confrontations are also played out in the view.&lt;br /&gt;
&lt;br /&gt;
== Base Management ==&lt;br /&gt;
Viewing a base will bring up a layout of the current base and a list of commands. From here you expand your base, purchase supplies, recruit people, view your troops, manage research, production, your air force, and strike teams. While managing a base, time does not elapse, and virtually all commands take time to complete, so expect to be popping in and out of here frequently.&lt;br /&gt;
&lt;br /&gt;
You can also change bases and build new bases from the base management screen.&lt;br /&gt;
&lt;br /&gt;
=== Base Expansion === &lt;br /&gt;
Your first base is pre-made for you, but is laughable blind and cramped. You need to expand by digging into the rock around you and filling it with base components. These components must be built adjacent to your existing base and take a lengthy amount of time to complete. &lt;br /&gt;
See [[Base Facilities (UFO Defense)]].&lt;br /&gt;
&lt;br /&gt;
=== Supplies ===&lt;br /&gt;
This is the goverment. Everything is accounted for, taxed, and signed for in tripplicate. Well, almost.  Every peice of equipment takes room to store, costs money, and can even be sold. Let us take for example, the life of a spare pistol clip. &lt;br /&gt;
# The clip is originally purchaced by Base#1 for $20. It takes 3 days to arrive.&lt;br /&gt;
# Base#1 no longer uses pistols, so it is tranfered to Base#3 for $5 via fedex. It takes 2 weeks to arrive. &lt;br /&gt;
# Base#3 loads it onto a troop transport-of-the-damned-cause-they&#039;re-useing-pistols-the-poor-bastards.&lt;br /&gt;
# The troop transport-of-the-damned-cause-they&#039;re-useing-pistols-the-poor-bastards lands at a city being terrorized and Johnny picks it up before embarking.&lt;br /&gt;
# Johnny dies two steps off the ramp, but Billy picks up his spare clip.&lt;br /&gt;
# Billly fires off his pistol in the vuage direction of an alien.&lt;br /&gt;
# Billy loads the spare clip into his pistol.&lt;br /&gt;
# Billy manages to get back in the troop transport before bleeding to death with his unused pistol clip still in the pistol.&lt;br /&gt;
# Back at base some unseen janitor unloads the pistol and the clip resides in the troop transport, taking up it&#039;s own unique space.&lt;br /&gt;
# The clip is unloaded from the troop transport to make room for a bazooka.&lt;br /&gt;
# Finally, it is sold back to the public for $3.&lt;br /&gt;
This is the level of detail that makes casual gamers bleed out of their eyes.&lt;br /&gt;
&lt;br /&gt;
People are essentially supplies that need beds and get paid to breath.&lt;br /&gt;
&lt;br /&gt;
=== Browse Troops ===&lt;br /&gt;
Look at your troops similarly to the battlescape stats display. You can also assign them armor.&lt;br /&gt;
=== Research ===&lt;br /&gt;
[[Research (UFO Defense)|Research]] requiers a base, Scientists, Money to pay them and room for them to sleep, a Laboratory for them to work, and finally, for you to assign them to a research topic.&lt;br /&gt;
=== Production ===&lt;br /&gt;
Similar to research, your engineers sometimes also require materials to build from.&lt;br /&gt;
=== Manage Aircraft ===&lt;br /&gt;
Check on their damanged status, fueling status, and current weapons package.&lt;br /&gt;
=== Outfitting Strike Teams ===&lt;br /&gt;
Troops transports need to be assigned troops and equipment (weapons, tanks, tools). The troops live in the base, but the transports equipment is apparently tied to the vessel, taking no room to store. The crazy details of this game still stun me. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores.&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Geoscape_(EU)&amp;diff=9636</id>
		<title>Geoscape (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Geoscape_(EU)&amp;diff=9636"/>
		<updated>2007-01-30T20:59:30Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: Overhauled, added a bunch. Still need links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Geoscape&#039;&#039;&#039; is a combination of base management screens and the world view. The Geoscape is where you fight the strategetic war, whereas the [[BattleScape_Overview|BattleScape]] is where you fight tactical battles. In the Geoscape, you can [[Base Management (UFO)|manage your bases]], view alien activity graphs, [[Country Funding]], view in-game UFOPaedia, load and save games in-progress, and [[UFO Interception|intercept UFOs]].  The Geoscape is also played in real time. Managment of bases and ordering planes essentially pauses the game and these can be done at leisure, however all non-trivial actions, such as planes flying to their destination, take time to accomplish and this time must be waited out in the world view. &lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
The Geoscape world view is presented on a 3-D spherical map of the Earth with approximations of continents and terrain. This map can can rotate and zoom in and out. Rotation is not smooth, but zooming in increases the level of detail presented on the model of earth, such as country borders, country names, and cities. The current greenwitch mean time is displayed and the day/night status of locations is apparent. On the surface of the map X-COM bases, planes, waypoints, detected UFOs, and alien bases are displayed. Time elasped per tic, and map view are also controled from this side of the screen.  From this view base coverage can be, if not observed, approximated. Airforce confrontations are also played out in the view.&lt;br /&gt;
&lt;br /&gt;
== Base Management ==&lt;br /&gt;
Viewing a base will bring up a layout of the current base and a list of commands. From here you expand your base, purchase supplies, recruit people, view your troops, manage research, production, your air force, and strike teams. While managing a base, time does not elapse, and virtually all commands take time to complete, so expect to be popping in and out of here frequently.&lt;br /&gt;
&lt;br /&gt;
You can also change bases and build new bases from the base management screen.&lt;br /&gt;
&lt;br /&gt;
=== Base Expansion === &lt;br /&gt;
Your first base is pre-made for you, but is laughable blind and cramped. You need to expand by digging into the rock around you and filling it with base components. These components must be built adjacent to your existing base and take a lengthy amount of time to complete. &lt;br /&gt;
See [[Base Facilities (UFO Defense)]].&lt;br /&gt;
&lt;br /&gt;
=== Supplies ===&lt;br /&gt;
This is the goverment. Everything is accounted for, taxed, and signed for in tripplicate. Well, almost.  Every peice of equipment takes room to store, costs money, and can even be sold. Let us take for example, the life of a spare pistol clip. &lt;br /&gt;
# The clip is originally purchaced by Base#1 for $20. It takes 3 days to arrive.&lt;br /&gt;
# Base#1 no longer uses pistols, so it is tranfered to Base#3 for $5 via fedex. It takes 2 weeks to arrive. &lt;br /&gt;
# Base#3 loads it onto a troop transport-of-the-damned-cause-they&#039;re-useing-pistols-the-poor-bastards.&lt;br /&gt;
# The troop transport-of-the-damned-cause-they&#039;re-useing-pistols-the-poor-bastards lands at a city being terrorized and Johnny picks it up before embarking.&lt;br /&gt;
# Johnny dies two steps off the ramp, but Billy picks up his spare clip.&lt;br /&gt;
# Billly fires off his pistol in the vuage direction of an alien.&lt;br /&gt;
# Billy loads the spare clip into his pistol.&lt;br /&gt;
# Billy manages to get back in the troop transport before bleeding to death with his unused pistol clip still in the pistol.&lt;br /&gt;
# Back at base some unseen janitor unloads the pistol and the clip resides in the troop transport, taking up it&#039;s own unique space.&lt;br /&gt;
# The clip is unloaded from the troop transport to make room for a bazooka.&lt;br /&gt;
# Finally, it is sold back to the public for $3.&lt;br /&gt;
This is the level of detail that makes casual gamers bleed out of their eyes.&lt;br /&gt;
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People are essentially supplies that need beds and get paid to breath.&lt;br /&gt;
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=== Browse Troops ===&lt;br /&gt;
Look at your troops similarly to the battlescape stats display. You can also assign them armor.&lt;br /&gt;
=== Research ===&lt;br /&gt;
Research requiers a base, Scientists, Money to pay them and room for them to sleep, a Laboratory for them to work, and finally, for you to assign them to a research topic.&lt;br /&gt;
See [[Research (UFO Defense)]]&lt;br /&gt;
=== Production ===&lt;br /&gt;
Similar to research, your engineers sometimes also require materials to build from.&lt;br /&gt;
=== Manage Aircraft ===&lt;br /&gt;
Check on their damanged status, fueling status, and current weapons package.&lt;br /&gt;
=== Outfitting Strike Teams ===&lt;br /&gt;
Troops transports need to be assigned troops and equipment (weapons, tanks, tools). The troops live in the base, but the transports equipment is apparently tied to the vessel, taking no room to store. The crazy details of this game still stun me. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores.&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Management&amp;diff=9635</id>
		<title>Talk:Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Management&amp;diff=9635"/>
		<updated>2007-01-30T19:17:53Z</updated>

		<summary type="html">&lt;p&gt;Heckruler: &lt;/p&gt;
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&lt;div&gt;Maybe this become a Category instead of just a landing page? --[[User:Papa Legba|Papa Legba]] 09:45, 31 December 2005 (PST)&lt;br /&gt;
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Hello! Saw a stub here and took a stab at fleshing it out. -Darksun&lt;br /&gt;
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Hey dudes.Building a base at the poles would be awesome. Er,Aliens would have a hard time to find it too.But you know it anyway.--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 12:43, 26 April 2006 (PDT)&lt;br /&gt;
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== Base Placement ==&lt;br /&gt;
&lt;br /&gt;
When aliens send scouts for a wave of Alien Retaliations, the scouts move quickly to the edge of an area/continent and then work inwards. If your base is built on the edge of the area it can sometimes be spotted before you have time to intercept, so I&#039;d recommend putting bases into the middle of areas. The alien retaliation wave consists of a very small ship, smaller ship, small ship, then a battleship over the course of a month. If none of them spots the base then the wave is over.&lt;br /&gt;
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Alien retaliation waves occur in areas where you have a base and areas where you have have scored a lot of points. If you put a base into an area where you don&#039;t score many points, such as the pacific, then the aliens will be less likely to search for that base. &lt;br /&gt;
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-Egor&lt;br /&gt;
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== Off Topic ==&lt;br /&gt;
yeah, this reads more like ideas of how to play the game rather then a description of base managment. The whole article is off topic and needs to be renamed or moved  -HeckRuler 1:17, 1/30/06&lt;/div&gt;</summary>
		<author><name>Heckruler</name></author>
	</entry>
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