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	<updated>2026-05-01T05:50:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_Trees&amp;diff=64708</id>
		<title>Research Trees</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_Trees&amp;diff=64708"/>
		<updated>2015-05-27T06:21:41Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are sequences of research topics needed to unlock all the technologies in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Laser Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Laser Weapons  (tech breakthrough)&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Pistol]]&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Rifle]]&lt;br /&gt;
   |  &lt;br /&gt;
 [[Heavy Laser]]       &lt;br /&gt;
   |  &lt;br /&gt;
 [[Laser Cannon]] &lt;br /&gt;
 ([[Heavy Weapons Platforms|Laser Tank]])&lt;br /&gt;
   | &lt;br /&gt;
 [[Laser Defences|Laser Defence]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
     [[Heavy Plasma]]               [[Plasma Rifle]] &lt;br /&gt;
          |    Heavy Plasma Clip   |  Plasma Rifle Clip  &lt;br /&gt;
          |___________|            |__________|&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |__________OR___________|&lt;br /&gt;
                             |&lt;br /&gt;
                        [[Plasma Beam|Plasma Beam]]&lt;br /&gt;
                    ([[Heavy Weapons Platforms|Hovertank/Plasma]])* &lt;br /&gt;
                             |&lt;br /&gt;
                       [[Plasma Defences|Plasma Defence]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[#Craft|New Fighter Craft]] must also be researched before you can build hovertanks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
  [[Blaster Launcher]]    [[Blaster Bomb]]&lt;br /&gt;
              |___________|&lt;br /&gt;
                   |&lt;br /&gt;
                [[Fusion Ball Launcher|Fusion Ball]]&lt;br /&gt;
           ([[Heavy Weapons Platforms|Hovertank/Launcher]])*&lt;br /&gt;
                   |&lt;br /&gt;
           [[Fusion Ball Defences|Fusion Ball Defence]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[#Craft|New Fighter Craft]] must also be researched before you can build hovertanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
       [[Alien Alloys]]&lt;br /&gt;
               |  &lt;br /&gt;
 [[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]      &lt;br /&gt;
 |_____________|_________________| &lt;br /&gt;
           | &lt;br /&gt;
           |     &lt;br /&gt;
      [[Power Suit]]      [[UFO Navigation]]  &lt;br /&gt;
           |_________________|   &lt;br /&gt;
                    |&lt;br /&gt;
               [[Flying Suit]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Craft&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Alien    Elerium        UFO            UFO&lt;br /&gt;
 Alloys      115     Power Source   Navigation&lt;br /&gt;
 |___________|___________|______________|&lt;br /&gt;
            |&lt;br /&gt;
    UFO Construction&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
    New Fighter Craft*&lt;br /&gt;
       ([[Firestorm]])&lt;br /&gt;
            |&lt;br /&gt;
 New Fighter-Transporter&lt;br /&gt;
       ([[Lightning]])&lt;br /&gt;
  __________|____________&lt;br /&gt;
  |                      |&lt;br /&gt;
 [[Grav Shield]]     Ultimate Craft ([[Avenger]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; New Fighter Craft must be researched before you can build hovertanks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Any Live Psionic Alien&lt;br /&gt;
   |&lt;br /&gt;
 [[Psionic Laboratory|Psi Lab]]&lt;br /&gt;
   |_______&lt;br /&gt;
   |       |&lt;br /&gt;
 [[Psi-Amp]] [[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hyper-Wave Decoder&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien Navigator&lt;br /&gt;
   |&lt;br /&gt;
 [[Hyper-wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Endgame&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These research topics must be completed in order to travel to [[Cydonia]] and finish the game.&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien&lt;br /&gt;
  |&lt;br /&gt;
 [[Alien Research#Alien Origins|Alien Origins]]&lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Leader&lt;br /&gt;
  | /&lt;br /&gt;
 [[Alien Research#The Martian Solution|The Martian Solution]] &lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Commander&lt;br /&gt;
  | /&lt;br /&gt;
 [[Alien Research#Cydonia or Bust|Cydonia or Bust]]&lt;br /&gt;
  |&lt;br /&gt;
  | [[Avenger]]&lt;br /&gt;
  | /&lt;br /&gt;
 [[Cydonia]] (mission)&lt;br /&gt;
&lt;br /&gt;
Alien Commanders can be found on [[Battleship]]s, or in [[Alien Base Assault|alien bases]].  An alien Commander will also always accompany a [[Base Defence|base invasion]] force.  The [http://www.xcomufo.com/usg.html Unofficial Strategy Guide] incorrectly states that only a Commander from an alien base can be used to give access to &amp;quot;Cydonia or Bust&amp;quot;.  In practice, any Commander will do -- so long as The Martian Solution has already been researched.  Should you research a Commander prior to this, you&#039;ll have to capture another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Individual topics&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Researching these topics will not unlock any technologies beyond themselves.&lt;br /&gt;
&lt;br /&gt;
* [[Medi-Kit]]&lt;br /&gt;
* [[Motion Scanner]]&lt;br /&gt;
* [[Alien Grenade]]&lt;br /&gt;
* [[Mind Probe]]&lt;br /&gt;
&lt;br /&gt;
There are also four UFO Components which can be researched but which have no practical value:&lt;br /&gt;
&lt;br /&gt;
* [[Alien Entertainment]]&lt;br /&gt;
* [[Alien Food]]&lt;br /&gt;
* [[Alien Surgery]]&lt;br /&gt;
* [[Examination Room]]&lt;br /&gt;
&lt;br /&gt;
A fifth component, [[Alien Reproduction]], cannot normally be found in the game, although it can be researched if you add it to your General Stores using a game editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&amp;lt;center&amp;gt;[[file:tree1.png|800px|thumb|center|UFO:EU Research Tree]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[file:tree1_ob_en.png|400px|thumb|center|Explanations]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Research (TFTD)]]&lt;br /&gt;
{{Research Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_Trees&amp;diff=64707</id>
		<title>Research Trees</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_Trees&amp;diff=64707"/>
		<updated>2015-05-27T06:21:04Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are sequences of research topics needed to unlock all the technologies in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Laser Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Laser Weapons  (tech breakthrough)&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Pistol]]&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Rifle]]&lt;br /&gt;
   |  &lt;br /&gt;
 [[Heavy Laser]]       &lt;br /&gt;
   |  &lt;br /&gt;
 [[Laser Cannon]] &lt;br /&gt;
 ([[Heavy Weapons Platforms|Laser Tank]])&lt;br /&gt;
   | &lt;br /&gt;
 [[Laser Defences|Laser Defence]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
     [[Heavy Plasma]]               [[Plasma Rifle]] &lt;br /&gt;
          |    Heavy Plasma Clip   |  Plasma Rifle Clip  &lt;br /&gt;
          |___________|            |__________|&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |__________OR___________|&lt;br /&gt;
                             |&lt;br /&gt;
                       [[Plasma Beam|Plasma Beam]]&lt;br /&gt;
                    ([[Heavy Weapons Platforms|Hovertank/Plasma]])* &lt;br /&gt;
                             |&lt;br /&gt;
                       [[Plasma Defences|Plasma Defence]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[#Craft|New Fighter Craft]] must also be researched before you can build hovertanks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
  [[Blaster Launcher]]    [[Blaster Bomb]]&lt;br /&gt;
              |___________|&lt;br /&gt;
                   |&lt;br /&gt;
                [[Fusion Ball Launcher|Fusion Ball]]&lt;br /&gt;
           ([[Heavy Weapons Platforms|Hovertank/Launcher]])*&lt;br /&gt;
                   |&lt;br /&gt;
           [[Fusion Ball Defences|Fusion Ball Defence]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[#Craft|New Fighter Craft]] must also be researched before you can build hovertanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
       [[Alien Alloys]]&lt;br /&gt;
               |  &lt;br /&gt;
 [[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]      &lt;br /&gt;
 |_____________|_________________| &lt;br /&gt;
           | &lt;br /&gt;
           |     &lt;br /&gt;
      [[Power Suit]]      [[UFO Navigation]]  &lt;br /&gt;
           |_________________|   &lt;br /&gt;
                    |&lt;br /&gt;
               [[Flying Suit]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Craft&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Alien    Elerium        UFO            UFO&lt;br /&gt;
 Alloys      115     Power Source   Navigation&lt;br /&gt;
 |___________|___________|______________|&lt;br /&gt;
            |&lt;br /&gt;
    UFO Construction&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
    New Fighter Craft*&lt;br /&gt;
       ([[Firestorm]])&lt;br /&gt;
            |&lt;br /&gt;
 New Fighter-Transporter&lt;br /&gt;
       ([[Lightning]])&lt;br /&gt;
  __________|____________&lt;br /&gt;
  |                      |&lt;br /&gt;
 [[Grav Shield]]     Ultimate Craft ([[Avenger]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; New Fighter Craft must be researched before you can build hovertanks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Any Live Psionic Alien&lt;br /&gt;
   |&lt;br /&gt;
 [[Psionic Laboratory|Psi Lab]]&lt;br /&gt;
   |_______&lt;br /&gt;
   |       |&lt;br /&gt;
 [[Psi-Amp]] [[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hyper-Wave Decoder&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien Navigator&lt;br /&gt;
   |&lt;br /&gt;
 [[Hyper-wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Endgame&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These research topics must be completed in order to travel to [[Cydonia]] and finish the game.&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien&lt;br /&gt;
  |&lt;br /&gt;
 [[Alien Research#Alien Origins|Alien Origins]]&lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Leader&lt;br /&gt;
  | /&lt;br /&gt;
 [[Alien Research#The Martian Solution|The Martian Solution]] &lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Commander&lt;br /&gt;
  | /&lt;br /&gt;
 [[Alien Research#Cydonia or Bust|Cydonia or Bust]]&lt;br /&gt;
  |&lt;br /&gt;
  | [[Avenger]]&lt;br /&gt;
  | /&lt;br /&gt;
 [[Cydonia]] (mission)&lt;br /&gt;
&lt;br /&gt;
Alien Commanders can be found on [[Battleship]]s, or in [[Alien Base Assault|alien bases]].  An alien Commander will also always accompany a [[Base Defence|base invasion]] force.  The [http://www.xcomufo.com/usg.html Unofficial Strategy Guide] incorrectly states that only a Commander from an alien base can be used to give access to &amp;quot;Cydonia or Bust&amp;quot;.  In practice, any Commander will do -- so long as The Martian Solution has already been researched.  Should you research a Commander prior to this, you&#039;ll have to capture another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Individual topics&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Researching these topics will not unlock any technologies beyond themselves.&lt;br /&gt;
&lt;br /&gt;
* [[Medi-Kit]]&lt;br /&gt;
* [[Motion Scanner]]&lt;br /&gt;
* [[Alien Grenade]]&lt;br /&gt;
* [[Mind Probe]]&lt;br /&gt;
&lt;br /&gt;
There are also four UFO Components which can be researched but which have no practical value:&lt;br /&gt;
&lt;br /&gt;
* [[Alien Entertainment]]&lt;br /&gt;
* [[Alien Food]]&lt;br /&gt;
* [[Alien Surgery]]&lt;br /&gt;
* [[Examination Room]]&lt;br /&gt;
&lt;br /&gt;
A fifth component, [[Alien Reproduction]], cannot normally be found in the game, although it can be researched if you add it to your General Stores using a game editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Research Tree==&lt;br /&gt;
&amp;lt;center&amp;gt;[[file:tree1.png|800px|thumb|center|UFO:EU Research Tree]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[file:tree1_ob_en.png|400px|thumb|center|Explanations]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Research (TFTD)]]&lt;br /&gt;
{{Research Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40198</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40198"/>
		<updated>2012-10-23T06:16:27Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since choice of country is dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
AFTER full satellite coverage, consider keeping junk instead of selling them.  For veteran X-Com players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, for council requests, research, or manufacturing (yes even corpses can become manufacturing components).&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40083</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40083"/>
		<updated>2012-10-22T02:41:48Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Don&amp;#039;t sell like 1994 X-Com */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since choice of country is dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
AFTER full satellite coverage, consider keeping junk instead of selling them.  For veteran X-Com players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, for council requests, research, or manufacturing (yes even corpses can become manufacturing components).&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40082</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40082"/>
		<updated>2012-10-22T02:41:04Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Don&amp;#039;t sell like 1994 X-Com */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since choice of country is dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
AFTER full satellite coverage, consider keeping junk instead of selling them.  For veteran X-Com players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use (yes even corpses can become manufacturing components).&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40081</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40081"/>
		<updated>2012-10-22T02:39:36Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Africa or North America */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since choice of country is dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So AFTER full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40080</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40080"/>
		<updated>2012-10-22T02:39:13Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa or North America ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since choice of country is dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So AFTER full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40079</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40079"/>
		<updated>2012-10-22T02:34:50Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Don&amp;#039;t sell like 1994 X-Com */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So AFTER full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40078</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40078"/>
		<updated>2012-10-22T02:33:43Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* To be (an Angel) or not to be */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40077</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40077"/>
		<updated>2012-10-22T02:33:10Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* To be (an Angel) or not to be */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer really depends on your playing style, but consider the Angel Armour.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40076</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40076"/>
		<updated>2012-10-22T02:28:13Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Simplified and Granulized Encounter System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40075</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40075"/>
		<updated>2012-10-22T02:27:02Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Simplified and Granulized Encounter System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.  Set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.  For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40071</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40071"/>
		<updated>2012-10-22T02:20:34Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Simplified and Granulized Encounter System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.  And the best way to deal with one group is probably to set up your snipers in the right place before waking up the aliens with one soldier alone, saving one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40067</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40067"/>
		<updated>2012-10-22T02:18:55Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Ignore Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you bring only one grenade per mission (a few perks gives you two grenades), they also take up a slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40066</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40066"/>
		<updated>2012-10-22T02:16:52Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Promoting Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you only throw one grenade per mision, they also take up slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40065</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40065"/>
		<updated>2012-10-22T02:16:35Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Promoting Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you only throw one grenade per mision, they also take up slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40061</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40061"/>
		<updated>2012-10-22T02:10:05Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.&amp;lt;br&amp;gt;&lt;br /&gt;
Some tactics require you to have a soldier reach a particular rank in order to unlock it.&lt;br /&gt;
&lt;br /&gt;
Your base starts without an OTS on Classic and Impossible difficulty levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
&lt;br /&gt;
The improvements require the continued existence of the Training School. So all purchased improvements would be disabled if the school was demolished. &lt;br /&gt;
&lt;br /&gt;
* Cost: 3 Power, §125, 8 days [Classic &amp;amp; 5 Engineers], §25 / mo. maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities[http://pc.gamespy.com/pc/xcom-enemy-unknown/1226273p1.html]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | §75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted. &lt;br /&gt;
(Adds between 2-10 extra Will increases per promotion on top of the default +2)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| §250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | §275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Iron Will improves your Will boost for 2-10 points per promotion.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40060</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40060"/>
		<updated>2012-10-22T02:09:43Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Detailed Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.&amp;lt;br&amp;gt;&lt;br /&gt;
Some tactics require you to have a soldier reach a particular rank in order to unlock it.&lt;br /&gt;
&lt;br /&gt;
Your base starts without an OTS on Classic and Impossible difficulty levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
&lt;br /&gt;
The improvements require the continued existence of the Training School. So all purchased improvements would be disabled if the school was demolished. &lt;br /&gt;
&lt;br /&gt;
* Cost: 3 Power, §125, 8 days [Classic &amp;amp; 5 Engineers], §25 / mo. maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities[http://pc.gamespy.com/pc/xcom-enemy-unknown/1226273p1.html]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | §75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted. &lt;br /&gt;
(Adds between 2-10 extra Will increases per promotion on top of the default +2)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| §250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | §275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detailed Description ===&lt;br /&gt;
&lt;br /&gt;
*Iron Will improves your Will boost for 2-10 points per promotion.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40059</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40059"/>
		<updated>2012-10-22T02:08:48Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Detailed Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.&amp;lt;br&amp;gt;&lt;br /&gt;
Some tactics require you to have a soldier reach a particular rank in order to unlock it.&lt;br /&gt;
&lt;br /&gt;
Your base starts without an OTS on Classic and Impossible difficulty levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
&lt;br /&gt;
The improvements require the continued existence of the Training School. So all purchased improvements would be disabled if the school was demolished. &lt;br /&gt;
&lt;br /&gt;
* Cost: 3 Power, §125, 8 days [Classic &amp;amp; 5 Engineers], §25 / mo. maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities[http://pc.gamespy.com/pc/xcom-enemy-unknown/1226273p1.html]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | §75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted. &lt;br /&gt;
(Adds between 2-10 extra Will increases per promotion on top of the default +2)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| §250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | §275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detailed Description ===&lt;br /&gt;
&lt;br /&gt;
*Iron Will improves your Will boost for 2-10 points per promotion.&lt;br /&gt;
*New Guy&#039;s usefulness varies heavily depending on how much fresh meat you&#039;re using; don&#039;t buy it if everyone&#039;s already Squaddie or better.&lt;br /&gt;
*New Guy *IS* retroactive on already hired rookies.&lt;br /&gt;
*Don&#039;t Die On Me is great for saving high-ranking units, but is liable to cost them Will over time.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40058</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40058"/>
		<updated>2012-10-22T02:07:37Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.&amp;lt;br&amp;gt;&lt;br /&gt;
Some tactics require you to have a soldier reach a particular rank in order to unlock it.&lt;br /&gt;
&lt;br /&gt;
Your base starts without an OTS on Classic and Impossible difficulty levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
&lt;br /&gt;
The improvements require the continued existence of the Training School. So all purchased improvements would be disabled if the school was demolished. &lt;br /&gt;
&lt;br /&gt;
* Cost: 3 Power, §125, 8 days [Classic &amp;amp; 5 Engineers], §25 / mo. maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities[http://pc.gamespy.com/pc/xcom-enemy-unknown/1226273p1.html]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | §75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted. &lt;br /&gt;
(Adds between 2-10 extra Will increases per promotion on top of the default +2)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| §250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | §275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detailed Description ===&lt;br /&gt;
&lt;br /&gt;
*Wet Work means soldiers get promoted about 25% faster, meaning new soldiers get better abilities faster.  It should be a priority purchase.&lt;br /&gt;
*Iron Will improves your Will boost on promotion, and by proxy, improves the chances that a soldier will have a Psi Gift.  You should purchase it as soon as possible.&lt;br /&gt;
*New Guy&#039;s usefulness varies heavily depending on how much fresh meat you&#039;re using; don&#039;t buy it if everyone&#039;s already Squaddie or better.&lt;br /&gt;
*New Guy *IS* retroactive on already hired rookies.&lt;br /&gt;
*Don&#039;t Die On Me is great for saving high-ranking units, but is liable to cost them Will over time.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40056</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=40056"/>
		<updated>2012-10-22T02:07:13Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.&amp;lt;br&amp;gt;&lt;br /&gt;
Some tactics require you to have a soldier reach a particular rank in order to unlock it.&lt;br /&gt;
&lt;br /&gt;
Your base starts without an OTS on Classic and Impossible difficulty levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
&lt;br /&gt;
The improvements require the continued existence of the Training School. So all purchased improvements would be disabled if the school was demolished. &lt;br /&gt;
&lt;br /&gt;
* Cost: 3 Power, §125, 8 days [Classic &amp;amp; 5 Engineers], §25 / mo. maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities[http://pc.gamespy.com/pc/xcom-enemy-unknown/1226273p1.html]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | §75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted. &lt;br /&gt;
(Adds between 2-10 extra Will increases per promotion on top of the default +2)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| §250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | §275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
*Wet Work means soldiers get promoted about 25% faster, meaning new soldiers get better abilities faster.  It should be a priority purchase.&lt;br /&gt;
*Iron Will improves your Will boost on promotion, and by proxy, improves the chances that a soldier will have a Psi Gift.  You should purchase it as soon as possible.&lt;br /&gt;
*New Guy&#039;s usefulness varies heavily depending on how much fresh meat you&#039;re using; don&#039;t buy it if everyone&#039;s already Squaddie or better.&lt;br /&gt;
*New Guy *IS* retroactive on already hired rookies.&lt;br /&gt;
*Don&#039;t Die On Me is great for saving high-ranking units, but is liable to cost them Will over time.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40053</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40053"/>
		<updated>2012-10-22T02:01:55Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Satellite Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;UFOs&#039;&#039;&#039; seen in the skies of &#039;&#039;[[EU (2012)|Enemy Unknown (2012)]]&#039;&#039; are yet to be identified. More information appearing here soon. Watch the skies!!!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UFO Types==&lt;br /&gt;
The UFOs deployed by the aliens range in size and the mission profiles they are most commonly seen on, and have other parameters yet to be determined. The exact aliens each craft carry can vary considerably due to timeline, story progression and UFO damage (both from the Interception and any damaged sustained from explosive weapons while on the ground). Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers).&lt;br /&gt;
&lt;br /&gt;
===Small Scout===&lt;br /&gt;
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - X Alien Alloys&lt;br /&gt;
* X - X Elerium&lt;br /&gt;
* 0 - 2 UFO Flight Computers&lt;br /&gt;
* 0 - 1 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Large Scout===&lt;br /&gt;
Can be handled by a default interceptor, with heavy damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 - 3 groups of alien troops.&lt;br /&gt;
* 1 command group on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 172 Alien Alloys&lt;br /&gt;
* X - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Abductor===&lt;br /&gt;
This UFO will be announced by Central as being &amp;quot;much larger than the UFOs we have previously encountered&amp;quot;. You&#039;ll need an interceptor with an upgraded weapon to take one down consistently. The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 172 - 207 Alien Alloys&lt;br /&gt;
* 56 - 76 Elerium&lt;br /&gt;
* 3 - 4 UFO Flight Computers&lt;br /&gt;
* 1 - 2 UFO Power Sources&lt;br /&gt;
* 4 - 6 Alien Stasis Tank&lt;br /&gt;
* 2 - 3 Alien Surgery&lt;br /&gt;
&lt;br /&gt;
===Supply Barge===&lt;br /&gt;
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
Mission: Harvest live specimens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 235 Alien Alloys&lt;br /&gt;
* X - 120 Elerium&lt;br /&gt;
* X - 4 UFO Flight Computers&lt;br /&gt;
* X - 4 UFO Power Sources&lt;br /&gt;
2 alien surgery, 8 stasis tanks&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
An advanced large UFO. Engage only with a [[Firestorm (EU2012)|Firestorm]] armed with an [[EMP_Cannon_(EU2012)|EMP Cannon]] or Fusion Lance.  Expect to take moderate-heavy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 167 - 307 Alien Alloys&lt;br /&gt;
* 93 - 126 Elerium&lt;br /&gt;
* 1 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 4 UFO Power Sources&lt;br /&gt;
* 0 - 2 Fusion Core&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UFO Missions==&lt;br /&gt;
UFOs can be found on a variety of missions, however you will be unable to see what missions they are on until you have built a Hyperwave Relay in your HQ.&lt;br /&gt;
&lt;br /&gt;
===Scouting===&lt;br /&gt;
&lt;br /&gt;
===Satellite Hunting===&lt;br /&gt;
The UFO will hunt for and destroy any satellites in the region it is patrolling. Researching Stealth Satellites from the Foundry reduces this chance.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40051</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40051"/>
		<updated>2012-10-22T02:00:38Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Satellite Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;UFOs&#039;&#039;&#039; seen in the skies of &#039;&#039;[[EU (2012)|Enemy Unknown (2012)]]&#039;&#039; are yet to be identified. More information appearing here soon. Watch the skies!!!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UFO Types==&lt;br /&gt;
The UFOs deployed by the aliens range in size and the mission profiles they are most commonly seen on, and have other parameters yet to be determined. The exact aliens each craft carry can vary considerably due to timeline, story progression and UFO damage (both from the Interception and any damaged sustained from explosive weapons while on the ground). Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers).&lt;br /&gt;
&lt;br /&gt;
===Small Scout===&lt;br /&gt;
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - X Alien Alloys&lt;br /&gt;
* X - X Elerium&lt;br /&gt;
* 0 - 2 UFO Flight Computers&lt;br /&gt;
* 0 - 1 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Large Scout===&lt;br /&gt;
Can be handled by a default interceptor, with heavy damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 - 3 groups of alien troops.&lt;br /&gt;
* 1 command group on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 172 Alien Alloys&lt;br /&gt;
* X - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Abductor===&lt;br /&gt;
This UFO will be announced by Central as being &amp;quot;much larger than the UFOs we have previously encountered&amp;quot;. You&#039;ll need an interceptor with an upgraded weapon to take one down consistently. The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 172 - 207 Alien Alloys&lt;br /&gt;
* 56 - 76 Elerium&lt;br /&gt;
* 3 - 4 UFO Flight Computers&lt;br /&gt;
* 1 - 2 UFO Power Sources&lt;br /&gt;
* 4 - 6 Alien Stasis Tank&lt;br /&gt;
* 2 - 3 Alien Surgery&lt;br /&gt;
&lt;br /&gt;
===Supply Barge===&lt;br /&gt;
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
Mission: Harvest live specimens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 235 Alien Alloys&lt;br /&gt;
* X - 120 Elerium&lt;br /&gt;
* X - 4 UFO Flight Computers&lt;br /&gt;
* X - 4 UFO Power Sources&lt;br /&gt;
2 alien surgery, 8 stasis tanks&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
An advanced large UFO. Engage only with a [[Firestorm (EU2012)|Firestorm]] armed with an [[EMP_Cannon_(EU2012)|EMP Cannon]] or Fusion Lance.  Expect to take moderate-heavy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 167 - 307 Alien Alloys&lt;br /&gt;
* 93 - 126 Elerium&lt;br /&gt;
* 1 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 4 UFO Power Sources&lt;br /&gt;
* 0 - 2 Fusion Core&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UFO Missions==&lt;br /&gt;
UFOs can be found on a variety of missions, however you will be unable to see what missions they are on until you have built a Hyperwave Relay in your HQ.&lt;br /&gt;
&lt;br /&gt;
===Scouting===&lt;br /&gt;
&lt;br /&gt;
===Satellite Hunting===&lt;br /&gt;
The UFO will hunt for and destroy any satellites in the region it is patrolling. Having Stealth Satellites researched from the Foundry will NOT protect your satellites from being detected and destroyed by a UFO on this mission, but may reduce the chance.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39983</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39983"/>
		<updated>2012-10-21T17:17:26Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. &lt;br /&gt;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier. &lt;br /&gt;
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the heavy laser will do 2 damage, and the heavy plasma will dish out 3 damage.&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. &lt;br /&gt;
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
* Short list of opinions on the various abilities: [[User talk:Lordofhyphens]]&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==Psionic==&lt;br /&gt;
A Psionic is a late game &#039;extra&#039; class that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause target to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.&lt;br /&gt;
* An alien under the effects of &#039;&#039;&#039;Mind Control&#039;&#039;&#039; is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC&#039;d, his weapon does &#039;&#039;&#039;not&#039;&#039;&#039; explode, allowing you to capture it at the end of the mission.&lt;br /&gt;
* Psionics cannot be used on an alien that can only be targeted with Squad Sight (Sniper), unknown if this is a range problem or not.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39921</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39921"/>
		<updated>2012-10-20T20:24:59Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics usable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Building animations out of sync=====&lt;br /&gt;
* Current: The same building type has identical animations, making it look very unreal.&lt;br /&gt;
* Suggestions: Could make the animations out of sync.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to zoom in to some building types.&lt;br /&gt;
* Suggestions: Allow the above.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39920</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39920"/>
		<updated>2012-10-20T20:19:59Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics useable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Base dynamics=====&lt;br /&gt;
While you see the base grow with facilities, it would be neat to see more people or items laying around as you build them.  Maybe every 5 Engineers or Scientists pops up a new NPC so over time it looks like things are getting busy.  Or, as you hire soldiers the Barracks fill up.  Build a SHIV and see one sitting in the corner of the Foundry, Maybe see some weapons laying around the Armory.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to see an overview of the entire base in operation. The closest you get is when leaving the build facilities screen, you get a quick glimpse of the entire base.&lt;br /&gt;
* Suggestions: Perhaps a button in the menu to allow zooming out of the camera. An additional suggestion tangentially related would be to allow first person exploration of the base. It would be interesting to walk around the base as the commander, and having staff and soldiers saluting you as you walk past. Would be a good compensation for not having a base defence missions.&lt;br /&gt;
&lt;br /&gt;
====Equipment Control====&lt;br /&gt;
* Current: You cannot equip certain classes anything other than their class weapons.&lt;br /&gt;
* Suggestion: Giving the possibility to equip any weapon to any soldier but with penalties to a non-class weapon.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39919</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39919"/>
		<updated>2012-10-20T20:19:20Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics useable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Base dynamics=====&lt;br /&gt;
While you see the base grow with facilities, it would be neat to see more people or items laying around as you build them.  Maybe every 5 Engineers or Scientists pops up a new NPC so over time it looks like things are getting busy.  Or, as you hire soldiers the Barracks fill up.  Build a SHIV and see one sitting in the corner of the Foundry, Maybe see some weapons laying around the Armory.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to see an overview of the entire base in operation. The closest you get is when leaving the build facilities screen, you get a quick glimpse of the entire base.&lt;br /&gt;
* Suggestions: Perhaps a button in the menu to allow zooming out of the camera. An additional suggestion tangentially related would be to allow first person exploration of the base. It would be interesting to walk around the base as the commander, and having staff and soldiers saluting you as you walk past. Would be a good compensation for not having a base defence missions.&lt;br /&gt;
&lt;br /&gt;
====Equipment Control====&lt;br /&gt;
* Current: You cannot equip certain classes anything other than their class weapons.&lt;br /&gt;
* Suggestion: Giving the possibility to equip any weapon to any soldier but with penalties to a non-class weapon.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Rookie soldiers could have a Will bonus when a high rank soldier is within a certain radius.&lt;br /&gt;
* Fatal wounds (untreatable). Soldier has 1 round to live. Could be used in conjunction with character traits.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39918</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39918"/>
		<updated>2012-10-20T20:17:56Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics useable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Base dynamics=====&lt;br /&gt;
While you see the base grow with facilities, it would be neat to see more people or items laying around as you build them.  Maybe every 5 Engineers or Scientists pops up a new NPC so over time it looks like things are getting busy.  Or, as you hire soldiers the Barracks fill up.  Build a SHIV and see one sitting in the corner of the Foundry, Maybe see some weapons laying around the Armory.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to see an overview of the entire base in operation. The closest you get is when leaving the build facilities screen, you get a quick glimpse of the entire base.&lt;br /&gt;
* Suggestions: Perhaps a button in the menu to allow zooming out of the camera. An additional suggestion tangentially related would be to allow first person exploration of the base. It would be interesting to walk around the base as the commander, and having staff and soldiers saluting you as you walk past. Would be a good compensation for not having a base defence missions.&lt;br /&gt;
&lt;br /&gt;
====Equipment Control====&lt;br /&gt;
* Current: You cannot equip certain classes anything other than their class weapons.&lt;br /&gt;
* Suggestion: Giving the possibility to equip any weapon to any soldier but with penalties to a non-class weapon.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Soldier character traits (revealed after certain rank is achieved), which would have some up and down sides (i.e. &amp;quot;Loner&amp;quot; - bonus to Aim when no allies in a certain radius and a penalty for having someone around.). These could also be &amp;quot;dynamic&amp;quot; and change as the soldier&#039;s rank goes higher.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Rookie soldiers could have a Will bonus when a high rank soldier is within a certain radius.&lt;br /&gt;
* Fatal wounds (untreatable). Soldier has 1 round to live. Could be used in conjunction with character traits.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39890</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39890"/>
		<updated>2012-10-20T16:34:05Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Not only can you only throw one grenade per mision, they also take up slot in your inventory that is needed for far more important equipment.  The only useful purpose seems to be blowing up the cover of aliens behind cover.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39844</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39844"/>
		<updated>2012-10-20T08:27:05Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* To be (an Angel) or not to be */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39843</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39843"/>
		<updated>2012-10-20T08:12:09Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Simplified and Granulized Encounter System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39842</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39842"/>
		<updated>2012-10-20T08:11:26Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Africa may be your key */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39841</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39841"/>
		<updated>2012-10-20T08:11:17Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Africa Maybe Key */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be your key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39840</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39840"/>
		<updated>2012-10-20T08:10:57Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Africa maybe the key */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa Maybe Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39839</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39839"/>
		<updated>2012-10-20T08:10:29Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa maybe the key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
For veteran players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, whether to fulfil council requests or to manufacture things (yes even corpses can be manufacturing components).  So after full satellite coverage, consider keeping them instead of selling them.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39838</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39838"/>
		<updated>2012-10-20T08:06:59Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa maybe the key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39837</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39837"/>
		<updated>2012-10-20T07:58:20Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Promoting Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be an Angel or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists aren&#039;t that important comparatively speaking.  You can even complete the game at high difficulty settings without building a single laboratory.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa maybe the key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39836</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39836"/>
		<updated>2012-10-20T07:57:57Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Promoting Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while keep save and leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be an Angel or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists aren&#039;t that important comparatively speaking.  You can even complete the game at high difficulty settings without building a single laboratory.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa maybe the key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39835</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39835"/>
		<updated>2012-10-20T07:57:26Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate in rookies and lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while keep save and leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be an Angel or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists aren&#039;t that important comparatively speaking.  You can even complete the game at high difficulty settings without building a single laboratory.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa maybe the key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39834</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39834"/>
		<updated>2012-10-20T07:42:49Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* To be an Angel or not to be */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate in rookies and lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while keep save and leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be an Angel or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost Armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39833</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39833"/>
		<updated>2012-10-20T07:42:40Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* To be an Angel or not to be */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate in rookies and lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while keep save and leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be an Angel or not to be ===&lt;br /&gt;
That is the question.  And the answer really depends on your playing style.  Ghost armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39832</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39832"/>
		<updated>2012-10-20T07:42:19Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate in rookies and lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while keep save and leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== To be an Angel or not to be ===&lt;br /&gt;
That is the question.  And the answer only depends on your playing style.  Ghost armour is the obvious way to go, but should you equip your snipers with Angel Armor?  The answer is arguably less, mostly because of a bug in the game - it grants you elevation bonus and elevation-above-your-enemy bonus even though the Angel Armor strictly says it shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39831</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39831"/>
		<updated>2012-10-20T07:38:19Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate in rookies and lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while keep save and leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  These groups remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39830</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39830"/>
		<updated>2012-10-20T07:34:50Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldier ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate in rookies and lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while keep save and leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Ignore Grenades ===&lt;br /&gt;
Most aspects of the &amp;quot;battlescape&amp;quot; has been reduced compared to previous XCom titles, including the size of battlefield (especially the width), the number of soldiers, number of items you can carry etc.  This in turn has led to a drastic decrease in firing ranges, and at such short range skirmishes, grenades become too powerful.  To compensate, grenades deal very little damage.  They&#039;re ineffective in the beginning game and become utterly useless in the mid&amp;amp;end game.  Plus they take up a space in your inventory that is needed for far more important equipment.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39829</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=39829"/>
		<updated>2012-10-20T07:30:15Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Soldier rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Soldier rotation ===&lt;br /&gt;
In the beginning game, &#039;&#039;do not put all your eggs into one basket.&#039;&#039; Rotate in rookies and lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while keep save and leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  With the right play, you shouldn&#039;t be losing any high ranked soldiers by mid-game (this can be accomplished by certain foundry research and two Assault soldiers taking the lead with reflex and/or immune to critical hits.  Eventually with the foundry research in sped up healing you can play the entire game with just 6 troops of your choice, occasionally using a backup.&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_Headquarters_(EU2012)&amp;diff=39828</id>
		<title>XCOM Headquarters (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_Headquarters_(EU2012)&amp;diff=39828"/>
		<updated>2012-10-20T07:22:57Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]&lt;br /&gt;
&#039;&#039;In [[EU (2012)|Enemy Unknown (2012)]], the Headquarters is the single base from which you fight an alien invasion. Nicknamed the &#039;&#039;&#039;Ant Farm&#039;&#039;&#039; by the design team, the base is presented with a side view cross-section that allows the player to access the main game options.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Facilities==&lt;br /&gt;
The &#039;&#039;&#039;HQ&#039;&#039;&#039; view displays the Time and Date, the number of &#039;&#039;Credits(§), Monthly Funding, [[Alien Alloys (EU2012)|Alien Alloys]] &amp;amp; [[Elerium (EU2012)|Elerium]]&#039;&#039; (if any) and an Event List. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOMs]] six main areas of operations and their options through the following buttons: &lt;br /&gt;
&lt;br /&gt;
[[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global coverage, and watch aircraft on their way to a mission.&lt;br /&gt;
&lt;br /&gt;
[[Hangar (EU2012)|Hangar]]&lt;br /&gt;
* Houses the base&#039;s Skyranger troop transport and its Interceptors. Allows to equip, check the status of repairs and transfer Interceptors throughout Earth&#039;s continents.&lt;br /&gt;
&lt;br /&gt;
[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, customize their appearance, and equip them for missions. You can also hire new soldiers, access the [[Officer Training School (EU2012)|Officer Training School]] &amp;amp; [[Psi Lab (EU2012)|Psi Lab]], and visit the Memorial to fallen troopers. &lt;br /&gt;
* Capacity: 99 soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Research (EU2012)|Research]]&lt;br /&gt;
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists, review earned Research Credits, and completed Research Projects.&lt;br /&gt;
&lt;br /&gt;
[[Engineering (EU2012)|Engineering]]&lt;br /&gt;
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].&lt;br /&gt;
* Build additional facilities, excavate lower levels and build [[Access Lift (EU2012)|Access Lifts]]. &lt;br /&gt;
&lt;br /&gt;
[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it&#039;s possible to raise credits by selling advanced technology to Earth&#039;s nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| OLD DATA&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mission Control (EU2012)|Mission Control]] - Scan globe for alien activity and launch missions. &lt;br /&gt;
* [[Hangar (EU2012)|Hangar]] - Manage you air crafts and interceptor bases. &lt;br /&gt;
* [[Research (EU2012)|Research]] - Manage your research projects and view archive.&lt;br /&gt;
* [[Engineering  (EU2012)|Engineering]] - Engineer items, upgrades and build facilities.&lt;br /&gt;
* [[Barracks (EU2012)|Barracks]] - Equip and train soldiers.&lt;br /&gt;
* [[Situation Room (EU2012)|Situation Room]] - Manage country panic, satellites and funding.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Expansion==&lt;br /&gt;
In Engineering you may [[Engineering_(EU2012)#Build_Facilities|Build facilities]] to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated (5 days, §10-§80 depending on the depth) in order to build a new facility. Facilities may also be dismantled for §5. The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (&#039;&#039;visible on easy, normal and classic difficulty&#039;&#039;), which provide extra energy required to deploy Thermal Power Generators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Facilities&#039;&#039;&#039;&lt;br /&gt;
* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels. &lt;br /&gt;
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]&lt;br /&gt;
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes&lt;br /&gt;
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab&lt;br /&gt;
* [[Officer Training School (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities&lt;br /&gt;
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities. &lt;br /&gt;
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries&lt;br /&gt;
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost&lt;br /&gt;
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent&lt;br /&gt;
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--  SPOILERS, ADD IN LATER  --&amp;gt;&lt;br /&gt;
* [[Hyperwave Relay (EU2012)| Hyperwave Relay]]&lt;br /&gt;
* [[Psionic Lab (EU2012)| Psionic Lab]]&lt;br /&gt;
* [[Gollop Chamber (EU2012)| Gollop Chamber]]&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Design===&lt;br /&gt;
Be considerate of the available expansions slots you leave in the long-term.  As an example, building several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus.  However, the Nexus takes up less physical space. As you near the end of the game you may run out of space and have to remove facilities, so utilize your space as best possible. Depending on factors like Steam Vents, Research, Satellites and so on, you will have to decide what to cut back on.  Also note that you do not have to build facilities sequentially out from the Access Lift; you need only excavate out to the slot in which you want to build a facility (i.e., all the slots between it and the Access Lift are excavated but may be empty).&lt;br /&gt;
&lt;br /&gt;
==== Adjacency Bonuses ====&lt;br /&gt;
The position of the facilities in relation to one another will provide bonuses to their output.  For example, building Labs next to each other provide an adjacency bonus that increases the speed of research.  Note that a facility next to two other facilities generates two adjacency bonuses.  For example, four Satellite Uplinks in a 2x2 square would allow 12 satellites (8 regular + 4 bonus).  A green plus symbol on the dashed border between two facilities in the Build Facilities screen indicates an adjacency is in effect.&lt;br /&gt;
&lt;br /&gt;
==== Steam Vents ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ&#039;s potential&lt;br /&gt;
* [[Engineering_(EU2012)#Build_Facilities|Build Facilities]] - For a list of base expansion projects and cost/requirements&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Old Data&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=39827</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=39827"/>
		<updated>2012-10-20T07:21:05Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been simplified when compared to previous titles, possibly with the intention to attract a wider console audience.  Thus, unit [[Time Units]] have been removed and replaced with a two-part action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Moving and Firing===&lt;br /&gt;
In a single turn, a soldier has two Action points. The soldier&#039;s class and abilities determine the options available for their 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action and consumes both Action points.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can Fire + Fire (Can also use Headshot or Disabling shot for either but not both due to cool down).&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle at reduced accuracy.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be perform by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Archangel armor. Doesn&#039;t cost as an action point.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A small (?how much?) Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or revive an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield, moving and firing uncontrollably on friend and foe alike. Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent move across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increasing the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  From the demo, it seems that you can get down from a roof anywhere, so long as the drop is less than three elevation.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn. Take notice that overwatch has reduced chance to hit, cannot crit and only happens if unit &#039;&#039;&#039;moves&#039;&#039;&#039; within your sight range, so if you stop as soon as you get into overwatching unit&#039;s view, overwatch will not trigger. &lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (but do not take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of alien squad script: Aliens can never attack you unless you &amp;quot;awaken&amp;quot; them first (a cinematic has played where camera shows a bunch of aliens) and when alien squad is provoked, they never take any offensive action or overwatch, only move. This means that you are never in danger of receiving any damage unless you have an unfinished alien alive from a provoked pack on the map. Therefore, there is not much incentitive to stay in cover when there are no &amp;quot;provoked&amp;quot; aliens alive - rather, having suitable cover in range of 1 movement is enough. Taking advantage of this fact, you can beat enemy in tactical quite easilly and without casualties. If you keep your people together (you can even stand in the open and on adjacent tiles), and advance slowly, every time going on overwatch with all your soldiers, you can make it so that aliens pop up on their turn (all except immobile squads, which are rare). This will make them trigger your overwatch, and then run to cover, and give you a full turn to either take them down or retreat into cover and setup an overwatch ambush. When having 2 squad sight snipers on a team, this usually lets you take down any alien squad before they even get a chance to fire a shot at you, and if they live, you retreat into cover which is beyond their line of sight, so that your snipers can squad-sight-overwatch enemy advance, which will finish them off. Take opportunist on snipers to have better hit chance on overwatch and lightning reflexes on assault to discover remaining enemies (letting snipers take care of them) without getting damage.&lt;br /&gt;
&lt;br /&gt;
* Do not provoke more aliens: Each extra tile you reveal (get sight on) can have next alien pack waiting. Provoking them when you are not ready can prove fatal. This means that for example, if you&#039;ve just finished fighting cryssalids and have only one soldier with action points remaining, never move him in a position where he&#039;d uncover new are, because if you happen to find new aliens there, they&#039;ll get to attack you before you can do something about it. However, ending turn, you either get aliens on their turn (they do their free movement, you get your turn to attack them) or dont (again, you have full action points to do something).&lt;br /&gt;
&lt;br /&gt;
*The changes in the action system are most notable when fighting Chryssalids. While fundamentally the same as their counterparts in the original, they are significantly less dangerous this time around because of the two action system. Instead of moving to a position where they can reach you next turn, they will dash up to your squad and end their turn standing right next to you, allowing them to be easily picked off. &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=39826</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=39826"/>
		<updated>2012-10-20T07:19:27Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been simplified when compared to previous titles, possibly with the intention to attract a wider console audience.  Thus, unit [[Time Units]] have been removed and replaced with a two-part action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Moving and Firing===&lt;br /&gt;
In a single turn, a soldier has two Action points. The soldier&#039;s class and abilities determine the options available for their 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action and consumes both Action points.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can Fire + Fire (Can also use Headshot or Disabling shot for either but not both due to cool down).&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle at reduced accuracy.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be perform by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Archangel armor. Doesn&#039;t cost as an action point.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A small (?how much?) Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or revive an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield, moving and firing uncontrollably on friend and foe alike. Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent move across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increasing the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  From the demo, it seems that you can get down from a roof anywhere, so long as the drop is less than three elevation.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Simplified and granulized encounter system: Aliens now come in groups of roughly 2-4.  The whole encounter feels alot like World of Warcraft instances - since &amp;quot;waking-up&amp;quot; multiple groups may overwhelm you, the best strategy is to &amp;quot;wake-up&amp;quot; and deal with one group at a time.  This tactic won&#039;t work for a few mission types e.g. the bomb deactivating mission with a time limit.&lt;br /&gt;
&lt;br /&gt;
* Under-powered Grenades: Most aspects of the battlescape game is &amp;quot;smaller&amp;quot; compared to previous titles, including the size of battlefield (especially the width), the number of units allowed, the number of equipment allowed etc.  This has led to drastic reduction in firing ranges.  At such short distances grenades become overpowering, and to compensate, grenades have been made to deliver very little damage.  They&#039;re ineffective in the beginning and become utterly useless in the mid&amp;amp;end game.  Plus they hold up a spot in your inventory that you need for far more important items.&lt;br /&gt;
&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn. Take notice that overwatch has reduced chance to hit, cannot crit and only happens if unit &#039;&#039;&#039;moves&#039;&#039;&#039; within your sight range, so if you stop as soon as you get into overwatching unit&#039;s view, overwatch will not trigger. &lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (but do not take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of alien squad script: Aliens can never attack you unless you &amp;quot;awaken&amp;quot; them first (a cinematic has played where camera shows a bunch of aliens) and when alien squad is provoked, they never take any offensive action or overwatch, only move. This means that you are never in danger of receiving any damage unless you have an unfinished alien alive from a provoked pack on the map. Therefore, there is not much incentitive to stay in cover when there are no &amp;quot;provoked&amp;quot; aliens alive - rather, having suitable cover in range of 1 movement is enough. Taking advantage of this fact, you can beat enemy in tactical quite easilly and without casualties. If you keep your people together (you can even stand in the open and on adjacent tiles), and advance slowly, every time going on overwatch with all your soldiers, you can make it so that aliens pop up on their turn (all except immobile squads, which are rare). This will make them trigger your overwatch, and then run to cover, and give you a full turn to either take them down or retreat into cover and setup an overwatch ambush. When having 2 squad sight snipers on a team, this usually lets you take down any alien squad before they even get a chance to fire a shot at you, and if they live, you retreat into cover which is beyond their line of sight, so that your snipers can squad-sight-overwatch enemy advance, which will finish them off. Take opportunist on snipers to have better hit chance on overwatch and lightning reflexes on assault to discover remaining enemies (letting snipers take care of them) without getting damage.&lt;br /&gt;
&lt;br /&gt;
* Do not provoke more aliens: Each extra tile you reveal (get sight on) can have next alien pack waiting. Provoking them when you are not ready can prove fatal. This means that for example, if you&#039;ve just finished fighting cryssalids and have only one soldier with action points remaining, never move him in a position where he&#039;d uncover new are, because if you happen to find new aliens there, they&#039;ll get to attack you before you can do something about it. However, ending turn, you either get aliens on their turn (they do their free movement, you get your turn to attack them) or dont (again, you have full action points to do something).&lt;br /&gt;
&lt;br /&gt;
*The changes in the action system are most notable when fighting Chryssalids. While fundamentally the same as their counterparts in the original, they are significantly less dangerous this time around because of the two action system. Instead of moving to a position where they can reach you next turn, they will dash up to your squad and end their turn standing right next to you, allowing them to be easily picked off. &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=39825</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=39825"/>
		<updated>2012-10-20T07:16:00Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been simplified when compared to previous titles, possibly with the intention to attract a wider console audience.  Thus, unit [[Time Units]] have been removed and replaced with a two-part action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Moving and Firing===&lt;br /&gt;
In a single turn, a soldier has two Action points. The soldier&#039;s class and abilities determine the options available for their 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action and consumes both Action points.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can Fire + Fire (Can also use Headshot or Disabling shot for either but not both due to cool down).&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle at reduced accuracy.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be perform by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Archangel armor. Doesn&#039;t cost as an action point.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A small (?how much?) Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or revive an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield, moving and firing uncontrollably on friend and foe alike. Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent move across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increasing the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  From the demo, it seems that you can get down from a roof anywhere, so long as the drop is less than three elevation.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Simplified and granulized encounter system: Aliens now come in groups of roughly 2-4.  The whole encounter feels alot like World of Warcraft instances - since &amp;quot;waking-up&amp;quot; multiple groups may overwhelm you, the best strategy is to &amp;quot;wake-up&amp;quot; and deal with one group at a time.  This tactic won&#039;t work for a few mission types e.g. the bomb deactivating mission with a time limit.&lt;br /&gt;
&lt;br /&gt;
* Under-powered Grenades: To accommodate a simpler game, most aspects of the battlescape game is smaller compared to previous titles.  This includes the size of battlefield (especially the width), the number of units allowed, the number of equipment allowed etc.  A smaller scale battlescape also means firing ranges has been drastically reduced.  This in turn makes grenades overpowering, and to compensate, the grenades have been made to deliver very little damage.  They&#039;re ineffective in the beginning and become utterly useless in mid-end game.  Plus they hold up a spot in your inventory that you need for far more important items.&lt;br /&gt;
&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn. Take notice that overwatch has reduced chance to hit, cannot crit and only happens if unit &#039;&#039;&#039;moves&#039;&#039;&#039; within your sight range, so if you stop as soon as you get into overwatching unit&#039;s view, overwatch will not trigger. &lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (but do not take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of alien squad script: Aliens can never attack you unless you &amp;quot;awaken&amp;quot; them first (a cinematic has played where camera shows a bunch of aliens) and when alien squad is provoked, they never take any offensive action or overwatch, only move. This means that you are never in danger of receiving any damage unless you have an unfinished alien alive from a provoked pack on the map. Therefore, there is not much incentitive to stay in cover when there are no &amp;quot;provoked&amp;quot; aliens alive - rather, having suitable cover in range of 1 movement is enough. Taking advantage of this fact, you can beat enemy in tactical quite easilly and without casualties. If you keep your people together (you can even stand in the open and on adjacent tiles), and advance slowly, every time going on overwatch with all your soldiers, you can make it so that aliens pop up on their turn (all except immobile squads, which are rare). This will make them trigger your overwatch, and then run to cover, and give you a full turn to either take them down or retreat into cover and setup an overwatch ambush. When having 2 squad sight snipers on a team, this usually lets you take down any alien squad before they even get a chance to fire a shot at you, and if they live, you retreat into cover which is beyond their line of sight, so that your snipers can squad-sight-overwatch enemy advance, which will finish them off. Take opportunist on snipers to have better hit chance on overwatch and lightning reflexes on assault to discover remaining enemies (letting snipers take care of them) without getting damage.&lt;br /&gt;
&lt;br /&gt;
* Do not provoke more aliens: Each extra tile you reveal (get sight on) can have next alien pack waiting. Provoking them when you are not ready can prove fatal. This means that for example, if you&#039;ve just finished fighting cryssalids and have only one soldier with action points remaining, never move him in a position where he&#039;d uncover new are, because if you happen to find new aliens there, they&#039;ll get to attack you before you can do something about it. However, ending turn, you either get aliens on their turn (they do their free movement, you get your turn to attack them) or dont (again, you have full action points to do something).&lt;br /&gt;
&lt;br /&gt;
*The changes in the action system are most notable when fighting Chryssalids. While fundamentally the same as their counterparts in the original, they are significantly less dangerous this time around because of the two action system. Instead of moving to a position where they can reach you next turn, they will dash up to your squad and end their turn standing right next to you, allowing them to be easily picked off. &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(EU2012)&amp;diff=39764</id>
		<title>Info (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(EU2012)&amp;diff=39764"/>
		<updated>2012-10-19T18:52:23Z</updated>

		<summary type="html">&lt;p&gt;Hellblade: /* Game Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Description==&lt;br /&gt;
&lt;br /&gt;
[http://www.xcom.com/enemyunknown/information XCOM: Enemy Unknown] (aka XCOM: EU or simply EU), released 9th Oct 2012 in the USA and 12th Oct2012 in Europe, is a video game (PC, XBox360 and PS3) wherein the player is in charge of an elite paramilitary organization called XCOM.  XCOM: EU is a restart of the &#039;X-Com&#039; series of games that began in 1994 with UFO: Enemy Unknown (aka X-Com: UFO Defense). Extraterrestrials are attacking Earth and it is your job to defend the planet.  &amp;quot;&#039;&#039;Good luck Commander.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors, EU is a unique game blending a strategy &amp;quot;geoscape&amp;quot; with a tactical combat &amp;quot;battlescape&amp;quot;.  In terms of overall strategy, you are tasked with building a base, researching technology, translating that into gear, equipping soldiers &amp;amp; aircraft, managing global politics to secure funding, choosing &amp;amp; planning missions, managing soldiers&#039; abilities &amp;amp; &#039;perks&#039;, and more.  In terms of tactical combat, you choose every move and action of each of your soldiers.&lt;br /&gt;
&lt;br /&gt;
Having total control over every aspect of the XCOM agency is meaningful; every success bolsters a sense of accomplishment, while every veteran&#039;s &#039;perma-death&#039; and subsequent replacement by a minimally-skilled rookie feels like a gut punch from a Muton Berserker.  Choose wisely, and you just might lay waste to the alien baddies.  Choose poorly, and may not be able to protect the Funding Council nations or even survive a combat mission.&lt;br /&gt;
&lt;br /&gt;
Lead Designer Jake Solomon is known for describing the &#039;one thing that &#039;&#039;is&#039;&#039; XCOM&#039; as being consequences: no shot can be taken for granted and every choice you make in the game could have a impact.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Levels==&lt;br /&gt;
* Easy - new to XCOM or tactical games&lt;br /&gt;
* Normal - for familiar players&lt;br /&gt;
* Classic - very challenging; for experience players (No Officer Training School at start)&lt;br /&gt;
* Impossible - &amp;quot;&#039;&#039;For players who find joy in suffering.&#039;&#039;&amp;quot; (Tutorial disabled)&lt;br /&gt;
&lt;br /&gt;
===Advanced Options===&lt;br /&gt;
* Ironman Mode: While not a dedicated difficulty &#039;level&#039;, choosing Ironman Mode upon starting a campaign increases difficulty by allowing only one save slot that is determined by auto-save.  Clicked on the wrong square and got your Colonel killed out of cover?  Countries permanently left the Funding Council because you botched that mission?  &amp;quot;&#039;&#039;That&#039;s XCOM.&#039;&#039;&amp;quot;&lt;br /&gt;
* Tutorial: Provides a tutorial via practice combat(s) and some basic base management.  Essentially the same as the Demo.  Without the tutorial, you start on a 4-Rookie combat mission rather than starting with a lone surviving Squaddie.&lt;br /&gt;
&lt;br /&gt;
Note: The Impossible difficulty is arguably unfair, in that bad luck in Geoscape alone can make you lose your game, even with the best play.  Consider yourself warned if you plan on tackling Impossible difficulty with Ironman Mode.&lt;br /&gt;
&lt;br /&gt;
Note: For the PC version (not sure for other platforms), the tutorial has multiple game destroying bugs.  And since you can&#039;t save during tutorial, you may be forced to close the game in windows and restart repeatedly.  This is with the latest patch on 20th Oct 2012.  If you meet such an unlucky fate then I suggest you restart the game skipping the tutorial.&lt;br /&gt;
&lt;br /&gt;
==Game Options==&lt;br /&gt;
===Audio===&lt;br /&gt;
There are a couple audio options to customize how the game is experienced.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Audio Options&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;200px&amp;quot; align=&amp;quot;center&amp;quot; | Option !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Master volume&#039;&#039;&#039; || Changes the overall volume of the game.  (This seems to have the most relevance to cut-scene volume.)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Voice volume&#039;&#039;&#039; || Adjusts volume of soldiers&#039; battlefield comments, incoming communication from Central, Dr. Shen, &amp;amp; Dr. Vahlen, as well as enemy vocals.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sound effect volume&#039;&#039;&#039; || Adjusts volume of sound effects for gun-fire, explosions, doors &amp;amp; windows, footsteps, etc.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Music volume&#039;&#039;&#039; || Adjusts music volume, though some music is inherently soft (exploring) while some is loud (mid-battle).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Enable Soldier Speech&#039;&#039;&#039; || Toggles whether soldiers speak in combat (e.g., &amp;quot;I&#039;m on it&amp;quot;, panic cries, psionic smack talk).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
There are a number of UI &amp;amp; gameplay options to customize how the game is experienced.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Gameplay Options&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;200px&amp;quot; align=&amp;quot;center&amp;quot; | Option !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Show action cam&#039;&#039;&#039; || (?)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Enable 3rd-person cam&#039;&#039;&#039; || Toggles whether you see over-the-shoulder &amp;amp; 3rd-person (e.g., kicking in a door) animations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Enable autosave&#039;&#039;&#039; || Allows the game to autosave for you, generally right before a combat mission or after an important event or objective.  Ironman mode forces this.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Show enemy health&#039;&#039;&#039; || Toggles display of enemy health bars on and off.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interface===&lt;br /&gt;
There are a number of interface options to customize how the game is experienced.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Interface Options&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;200px&amp;quot; align=&amp;quot;center&amp;quot; | Option !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Input device&#039;&#039;&#039; || Choose input (e.g., mouse, XBOX 360 controller)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Edit Keyboard Bindings&#039;&#039;&#039; || Edit which buttons correspond to combat actions &amp;amp; menus.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Show subtitles&#039;&#039;&#039; || Shows text subtitles during cut-scenes and mission briefings.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Edge scroll speed&#039;&#039;&#039; || Adjusts how quickly the screen scrolls across the map when moving the mouse to the edge.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
There are a number of video options to customize how the game is experienced.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Video Options&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;200px&amp;quot; align=&amp;quot;center&amp;quot; | Option !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mode&#039;&#039;&#039; || Choose between fullscreen, window, or borderless window.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Lock mouse to window&#039;&#039;&#039; || Toggles whether the mouse is bound to the window, requiring alt+tab to free the mouse.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Resolution&#039;&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gamma&#039;&#039;&#039; || Adjusts gamma with the aid of an icon guide.  Note that according to the icon, the game will be quite dark and create some viewing grumbles, especially in well-lit areas or on glossy screens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Enable v-sync&#039;&#039;&#039; || (?)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Enable framerate smoothing&#039;&#039;&#039; || (?)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
There are a number of graphics options to customize how the game is experienced.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Graphics Options&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;200px&amp;quot; align=&amp;quot;center&amp;quot; | Option !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shadows&#039;&#039;&#039; || Lo/Med/Hi - determines shadow detail&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Texture Filtering&#039;&#039;&#039; || Lo/Med/Hi - (?)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fog of War&#039;&#039;&#039; || Lo/Med/Hi - determines the detail of the fog bordering your soldiers&#039; sight limit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Anti-Aliasing&#039;&#039;&#039; || Lo/Med/Hi - (?)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Texture Detail&#039;&#039;&#039; || Lo/Hi - determines the general detail of objects.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Effects&#039;&#039;&#039; || Lo/Hi - detail level of weapon fire, explosions, psionics, etc.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PC System Requirements==&lt;br /&gt;
&#039;&#039;&#039;Minimum:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*OS: Windows Vista&lt;br /&gt;
*Processor: 2 GHz Dual Core&lt;br /&gt;
*Memory: 2 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GeForce 8600 GT / ATI Radeon HD 2600XT or greater &lt;br /&gt;
*DirectX®: 9.0&lt;br /&gt;
*Hard Drive: 20 GB HD space&lt;br /&gt;
*Sound: DirectX Compatible&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*OS: Windows 7 &lt;br /&gt;
*Processor: 2 GHz Dual Core (Intel Core 2 Duo 2.4 GHz or Athlon X2 2.7 GHz) &lt;br /&gt;
*Memory: 4 GB RAM &lt;br /&gt;
*Graphics: NVIDIA GeForce 9000 series / ATI Radeon HD 3000 series or greater&lt;br /&gt;
*DirectX®: 9.0&lt;br /&gt;
*Hard Drive: 20 GB HD space&lt;br /&gt;
*Sound: DirectX Compatible&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Hellblade</name></author>
	</entry>
</feed>