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	<updated>2026-05-01T04:38:21Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Agents_Stats_(Apocalypse)&amp;diff=72677</id>
		<title>Agents Stats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Agents_Stats_(Apocalypse)&amp;diff=72677"/>
		<updated>2016-09-06T13:48:25Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This page aims to list all of the stats and inform as to their purpose. All the stats can be improved through combat (with the exception of Strength) or [[Training (Apocalypse)|training]].&lt;br /&gt;
&lt;br /&gt;
The following table lists the theoretical minimum and maximum values for each stat, as well as the starting values for the various types of X-com agents and personnel. Note that the stats of technical personnel and security stations cannot be improved, and these units are only present when your base gets attacked; stats are provided for reference only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Stat&lt;br /&gt;
! Min. Value&lt;br /&gt;
! Max. Value&lt;br /&gt;
! Human Recruit&lt;br /&gt;
! Hybrid Recruit &lt;br /&gt;
! Android Recruit&lt;br /&gt;
! Technical &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Security station &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Health&lt;br /&gt;
|&lt;br /&gt;
| 100&lt;br /&gt;
| 40-50&lt;br /&gt;
| 30-40&lt;br /&gt;
| 70-90&lt;br /&gt;
| 35-45&lt;br /&gt;
| 500&lt;br /&gt;
|- &lt;br /&gt;
| Accuracy&lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 15-35&lt;br /&gt;
| 20-40&lt;br /&gt;
| 30-50&lt;br /&gt;
| 10-30&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Reactions&lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 10-40&lt;br /&gt;
| 15-45&lt;br /&gt;
| 15-40&lt;br /&gt;
| 5-25&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
| Speed&lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 70-85&lt;br /&gt;
| 60-75&lt;br /&gt;
| 60-80&lt;br /&gt;
| 50-65&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Stamina &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 40-60&lt;br /&gt;
| 50-70&lt;br /&gt;
| 60-85&lt;br /&gt;
| 30-50&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Bravery &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 20-70&lt;br /&gt;
| 20-50&lt;br /&gt;
| 60-100&lt;br /&gt;
| 10-50&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 40-55&lt;br /&gt;
| 30-40&lt;br /&gt;
| 55-85&lt;br /&gt;
| 20-40&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Psi Energy &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 5-20&lt;br /&gt;
| 30-45&lt;br /&gt;
| 0&lt;br /&gt;
| 5-20&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
| Psi Attack&lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 5-20&lt;br /&gt;
| 25-40&lt;br /&gt;
| 0&lt;br /&gt;
| 5-20&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Psi Defense&lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 15-30&lt;br /&gt;
| 25-40&lt;br /&gt;
| 100&lt;br /&gt;
| 15-30&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Quantum Physicists, Biochemists and Engineers. Some of the stats (Accuracy, Strength, Psi Energy, Psi Attack) are irrelevant since they cannot use any items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Attributes are for each turret in a security station &lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
One of the most important attributes for an Agent is Health. If this ever reaches 0 (or less), the Agent is dead. [[Medi-Kit (Apocalypse)|Medi-Kits]] will restore the health of injured agents by 5 points and heal critical wounds (which will make the unit lose health in combat as time goes by).&lt;br /&gt;
&lt;br /&gt;
If present [[Medical Bay (Apocalypse)|Medical Bays]] will recover health losses back at base.  &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
This determines how accurate your agent&#039;s shots are. The higher it is, the more likely they are to hit. This stat applies both to firing and throwing. Arguably the most important stat; it maxes out at 96, and at that point an agent can fire two devestator cannons on snap shot with no loss in accuracy or on full auto with little loss in accuracy. Agents armed with high accuracy weapons seem to gain this stat faster, and with frequent combat and raids, it will train very fast.&lt;br /&gt;
&lt;br /&gt;
===Reactions===&lt;br /&gt;
Reactions determines how fast your agent reacts to threats in Real Time and Turn Based, similarly to the original X-COM. A higher value is better.&lt;br /&gt;
&lt;br /&gt;
===Speed/Time Units===&lt;br /&gt;
This determines the agent&#039;s maximum movement speed (in Real-Time combat) or the number of time units available during Turn-Based Combat. A higher number is a faster/more capable agent. The actual speed/TUs can be decreased by carrying weapons and equipment (modified by the agent&#039;s Strength) so carrying too much gear slows your agent down, or encumberance.&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
Agents consume stamina when running, and running out of it will force the agent to walk until they recover.&lt;br /&gt;
&lt;br /&gt;
===Morale/Bravery===&lt;br /&gt;
When fellow agents are killed or injuries are suffered an unit may lose morale and it will gain it when enemy units are killed. Higher bravery stats will soften the morale losses along with the presence of officers (but if they are killed it will mean higher morale losses). &lt;br /&gt;
&lt;br /&gt;
If morale reaches a critical level (or zero), the agent panics. This goes both ways - it is possible for aliens and other human forces to panic if enough of their comrades are killed.&lt;br /&gt;
&lt;br /&gt;
Higher ranking units are less affected by morale than lower ones.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better.  Strength can ONLY be increased through training at a [[Training Area (Apocalypse)|training facility]].&lt;br /&gt;
&lt;br /&gt;
===Psi-energy===&lt;br /&gt;
Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can&#039;t make psionic attacks. [[Androids (Apocalypse)|Androids]] have 0 psi energy.&lt;br /&gt;
&lt;br /&gt;
===Psi-attack===&lt;br /&gt;
Psi attack determines how strong your agent&#039;s psionic attacks are. The stronger they are, the more chance they have of overwhelming the target&#039;s Psi defense - but some aliens are completely immune to psionics. Androids have 0 psi attack.&lt;br /&gt;
&lt;br /&gt;
===Psi-defense===&lt;br /&gt;
Psi defense indicates how resistant your agent is to psionic attack. The higher it is, the more chance the agent has of resisting psionic assault. Androids have 100 psi defense.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Agents (Apocalypse)|Agents]]&lt;br /&gt;
*[[Training (Apocalypse)|Training]]&lt;br /&gt;
*[[Alien Stats (Apocalypse)|Alien Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=72624</id>
		<title>Tech Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=72624"/>
		<updated>2016-08-24T08:20:11Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Alien Tech Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alien Tech Levels==&lt;br /&gt;
&lt;br /&gt;
As X-COM&#039;s score advances the aliens will bring more advanced weapons/equipment to arm both their soldiers and craft. Below is a table that shows the progression of alien technology, indicating the points required for each item on the different difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Alien Technology&lt;br /&gt;
! Item Group&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Novice &lt;br /&gt;
! Easy&lt;br /&gt;
! Medium &lt;br /&gt;
! Hard&lt;br /&gt;
! Superhuman&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Brainsucker Launcher]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Disruptor Gun]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 1,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Small Disruption Shield (Apocalypse)|Small Disruption Shield]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Vehicle&lt;br /&gt;
| 2,000 &lt;br /&gt;
| 1,750&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,250&lt;br /&gt;
| 1,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Boomeroid]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 2,200&lt;br /&gt;
| 2,200&lt;br /&gt;
| 2,200&lt;br /&gt;
| 2,200&lt;br /&gt;
| 2,200&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Vehicle&lt;br /&gt;
| 4,000&lt;br /&gt;
| 3,500&lt;br /&gt;
| 3,000&lt;br /&gt;
| 2,500&lt;br /&gt;
| 2,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Devastator Cannon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 4,000&lt;br /&gt;
| 4,000&lt;br /&gt;
| 4,000&lt;br /&gt;
| 4,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Personal Disruptor Shield]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 7,000&lt;br /&gt;
| 6,900&lt;br /&gt;
| 6,800&lt;br /&gt;
| 6,700&lt;br /&gt;
| 6,600&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Vortex Mine]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 7,000&lt;br /&gt;
| 6,900&lt;br /&gt;
| 6,800&lt;br /&gt;
| 6,700&lt;br /&gt;
| 6,600&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Cloaking Field (Apocalypse)|Cloaking Field]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Vehicle&lt;br /&gt;
| 8,000&lt;br /&gt;
| 7,000&lt;br /&gt;
| 6,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Entropy Launcher]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 12,000&lt;br /&gt;
| 11,500&lt;br /&gt;
| 11,000&lt;br /&gt;
| 10,500&lt;br /&gt;
| 10,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Personal Cloaking Field]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 12,000&lt;br /&gt;
| 11,500&lt;br /&gt;
| 11,000&lt;br /&gt;
| 10,500&lt;br /&gt;
| 10,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Teleporter (Apocalypse)|Teleporter]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Vehicle&lt;br /&gt;
| 16,000&lt;br /&gt;
| 14,000&lt;br /&gt;
| 12,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 8,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dimension Missile Launcher]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 22,000&lt;br /&gt;
| 21,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 19,000&lt;br /&gt;
| 18,000&lt;br /&gt;
|- align=&amp;quot;right&amp;quot; &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Personal Teleporter]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Agent&lt;br /&gt;
| 42,000&lt;br /&gt;
| 39,000&lt;br /&gt;
| 36,000&lt;br /&gt;
| 33,000&lt;br /&gt;
| 28,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; &#039;&#039;Agent&#039;&#039; group is your total &#039;&#039;&#039;Tactical Missions&#039;&#039;&#039; score (counted when you begin a mission).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; &#039;&#039;Vehicle&#039;&#039; group is your total &#039;&#039;&#039;UFOs Shot Down&#039;&#039;&#039; score (counted each new day).&lt;br /&gt;
&lt;br /&gt;
==Human Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Human [[Organizations]] will also upgrade their technology as the game progresses. However, this is not tied to X-com&#039;s score. Instead, all organizations will upgrade their &amp;quot;Tech Level&amp;quot; by 1 at the beginning of each week after the first, up to a maximum of 12. In addition, an organization that gets infiltrated by the Aliens will get +3 Tech Level. Each member will be armed with one Gun, and may also have one item from both the &amp;quot;Grenades&amp;quot; and &amp;quot;Other&amp;quot; lists.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Equipment&lt;br /&gt;
! Tech Levels&lt;br /&gt;
! Number/Ammo Clips&lt;br /&gt;
! Type&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Megapol Lawpistol]]&lt;br /&gt;
| 1-3&lt;br /&gt;
| 2-4&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Marsec M4000 Machine Gun]] &lt;br /&gt;
| 1-5&lt;br /&gt;
| 2-4&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Megapol Laser Sniper Gun]]&lt;br /&gt;
| 1-9&lt;br /&gt;
| 2-3&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Megapol Auto Cannon]]/AP Ammo&lt;br /&gt;
| 1-10&lt;br /&gt;
| 3&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | Megapol Auto Cannon/AP+HE Ammo&lt;br /&gt;
| 3-7&lt;br /&gt;
| 2&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Megapol Plasma Gun]]&lt;br /&gt;
| 2-12&lt;br /&gt;
| 0-3&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Marsec Heavy Launcher]]/HE missiles&lt;br /&gt;
| 2-12&lt;br /&gt;
| 3&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Marsec Minilauncher]]/HE missiles&lt;br /&gt;
| 4-8&lt;br /&gt;
| 3&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Disruptor Gun]]&lt;br /&gt;
| 6-12&lt;br /&gt;
| n/a&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Devastator Cannon]]&lt;br /&gt;
| 8-12&lt;br /&gt;
| n/a&lt;br /&gt;
| Gun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Megapol AP Grenade]]&lt;br /&gt;
| 1-12&lt;br /&gt;
| 1-3&lt;br /&gt;
| Grenade&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Megapol Stun Grenade]]&lt;br /&gt;
| 2&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Grenade&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Megapol Smoke Grenade]]&lt;br /&gt;
| 1-12&lt;br /&gt;
| 1&lt;br /&gt;
| Grenade&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Marsec Proximity Mine]]&lt;br /&gt;
| 3-12&lt;br /&gt;
| 1-2&lt;br /&gt;
| Grenade&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Boomeroid]]&lt;br /&gt;
| 7-12&lt;br /&gt;
| 1&lt;br /&gt;
| Grenade&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Vortex Mine]]&lt;br /&gt;
| 9-12&lt;br /&gt;
| 1&lt;br /&gt;
| Grenade&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Personal Disruptor Shield]]&lt;br /&gt;
| 9-12&lt;br /&gt;
| 1&lt;br /&gt;
| Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | [[Personal Cloaking Field]]&lt;br /&gt;
| 10-12&lt;br /&gt;
| 1&lt;br /&gt;
| Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| align = &amp;quot;left&amp;quot; | Disruptor Shield + Cloaking Field&lt;br /&gt;
| 11-12&lt;br /&gt;
| 1+1&lt;br /&gt;
| Other&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Sometimes, only on Tech Level 5, an enemy will spawn with a Plasma Gun but no ammo. This is likely a bug. Note that the enemy may still pick up another weapon during the mission.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.&lt;br /&gt;
&lt;br /&gt;
==Organizations&#039; Starting Tech Levels==&lt;br /&gt;
&lt;br /&gt;
* Level 1: [[Energen]], [[Evonet]], [[Extropians]], [[Grav Ball League]], [[Lifetree]], [[Nutrivend]], [[Sanctuary Clinic]], [[Synthemesh]], [[Technocrats]]&lt;br /&gt;
* Level 2: [[Cult of Sirius]], [[General Metro]], [[Nanotech]], [[Sensovision]], [[Superdynamics]], [[Transtellar]]&lt;br /&gt;
* Level 3: [[Cyberweb]], [[Government]], [[Megapol]], [[Mutant Alliance]], [[S.E.L.F.]]&lt;br /&gt;
* Level 4: [[Diablo]], [[Marsec]], [[Osiron]], [[Psyke]], [[Solmine]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Incursions_(Apocalypse)&amp;diff=72613</id>
		<title>UFO Incursions (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Incursions_(Apocalypse)&amp;diff=72613"/>
		<updated>2016-08-23T17:23:49Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the types of UFO incursions, the craft involved on each alien mission and their specific roles. &lt;br /&gt;
&lt;br /&gt;
Each incursion fleet will consist of 1-7 craft, each with a specific composition and role than can be consulted on the tables below. Each force will consist of UFOs with a primary mission which can be [[Alien Infiltration (Apocalypse)|Infiltration]], [[Alien Infiltration (Apocalypse)#Subversion|Subversion]], [[Cityscape Fighting (Apocalypse)#Retaliation|Attack]] and [[Overspawn (Apocalypse)|Overspawn]] Drop. Usually there will also be additional craft flying as escorts and in a few cases an Infiltration or Overspawn Drop force will also have craft assigned to Attack hostile buildings.&lt;br /&gt;
&lt;br /&gt;
The composition of the fleets depends on the UFOs available at the [[Alien Dimension (Apocalypse)|Alien Dimension]]. Thus, certain fleets will only appear after a certain date. &lt;br /&gt;
&lt;br /&gt;
The game seems to choose randomly the mission from a list of 10 missions that at game start will consist of only Infiltration ones. As the weeks go this list is changed and other missions are added to that list, although the probability of them occuring will initially be 1 in 10. &lt;br /&gt;
&lt;br /&gt;
==[[Alien Infiltration (Apocalypse)|Infiltration]] Fleets==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Mission&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Escort&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Attack&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Week&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo1_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo1_icon.png]][[Image:Apoc_ufo1_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo3_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo3_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo3_icon.png]][[Image:Apoc_ufo3_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo3_icon.png]][[Image:Apoc_ufo5_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo3_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo6_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo5_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo6_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo6_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo6_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]][[Image:Apoc_ufo6_icon.png]][[Image:Apoc_ufo6_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]][[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The presence of [[Alien Transporter (Apocalypse)|Transporters]] or [[Alien Assault Ship (Apocalypse)|Assault Ships]] on a group of UFOs will confirm that its primary mission is infiltration. &lt;br /&gt;
* A group composed of a [[Alien Battleship (Apocalypse)|Battleship]] and an [[Alien Escort Ship (Apocalypse)|Alien Escort Ship]] will also indicate an infiltration mission.&lt;br /&gt;
&lt;br /&gt;
==[[Alien Infiltration (Apocalypse)#Subversion|Subversion]] Fleets==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Mission&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Escort&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Week&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo1_icon.png]][[Image:Apoc_ufo1_icon.png]][[Image:Apoc_ufo1_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo1_icon.png]][[Image:Apoc_ufo1_icon.png]][[Image:Apoc_ufo1_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo6_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]][[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Subversion fleets can appear from Week 5 onwards. &lt;br /&gt;
* UFO fleets made solely of [[Alien Probe (Apocalypse)|Probes]], [[Alien Scout Ship (Apocalypse)|Scout Ships]] and [[Alien Battleship (Apocalypse)|Battleships]] are set on Subversion missions.&lt;br /&gt;
&lt;br /&gt;
==[[Cityscape Fighting (Apocalypse)#Retaliation|Attack]] Fleets==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Mission&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Escort&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Week&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png]][[Image:Apoc_ufo2_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]][[Image:Apoc_ufo4_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo5_icon.png]][[Image:Apoc_ufo5_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]][[Image:Apoc_ufo9_icon.png]][[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]][[Image:Apoc_ufo9_icon.png]][[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]][[Image:Apoc_ufo9_icon.png]][[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Attack fleets appear from Week 4 onwards. &lt;br /&gt;
* UFO incursions composed only of [[Alien Fast-Attack Ship (Apocalypse)|Fast-Attack Ships]] or [[Alien Destroyer (Apocalypse)|Destroyers]] have Attack missions.&lt;br /&gt;
&lt;br /&gt;
==[[Overspawn]] [[Cityscape Fighting (Apocalypse)#Retaliation|Drop]] Fleets==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Mission&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Escort&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Attack&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Week&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]][[Image:Apoc_ufo8_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png]][[Image:Apoc_ufo7_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png]][[Image:Apoc_ufo9_icon.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Overspawn drops can appear from Week 8 onwards.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
* [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
* [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Audio_Options_(OpenXcom)&amp;diff=57632</id>
		<title>Audio Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Audio_Options_(OpenXcom)&amp;diff=57632"/>
		<updated>2014-06-26T17:40:45Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Custom Music */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
! Where it is played&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
| UFO / Alien Base mission briefing screen&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
| Terror Site / Base Defense briefing screen&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
| Randomly at Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
| Randomly at Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
| Randomly at Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
| Randomly at Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
| When Interceptor is in range of UFO&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
| First part of the intro&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
| Second part of the intro&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
| Third part of the intro&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
| Endgame screen (loss)&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Any mission debriefing screen&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
| Final mission briefing screen&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
| Main menu&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
| Randomly at Battlescape&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
| Randomly at Battlescape&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
| Endgame screen (victory)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Audio_Options_(OpenXcom)&amp;diff=57631</id>
		<title>Audio Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Audio_Options_(OpenXcom)&amp;diff=57631"/>
		<updated>2014-06-26T17:40:26Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Custom Music */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
! Where it is played&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
| Normal mission briefing screen&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
| Terror Site / Base Defense briefing screen&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
| Randomly at Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
| Randomly at Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
| Randomly at Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
| Randomly at Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
| When Interceptor is in range of UFO&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
| First part of the intro&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
| Second part of the intro&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
| Third part of the intro&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
| Endgame screen (loss)&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Any mission debriefing screen&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
| Final mission briefing screen&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
| Main menu&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
| Randomly at Battlescape&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
| Randomly at Battlescape&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
| Endgame screen (victory)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs&amp;diff=57469</id>
		<title>UFOs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs&amp;diff=57469"/>
		<updated>2014-06-23T12:17:36Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Quick Comparision Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[미확인 비행 물체|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UFOs&#039;&#039;&#039; seen in the skies of &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; are big, blocky, geometric shapes that lack any form of aerodynamics. They are able to fly at breakneck speeds through the power of [[Elerium-115]] and the resiliency of [[Alien Alloys]]. UFOs come in a variety of forms ranging from the tiny [[Small Scout]]s right up to the massive [[Battleship]]s.&lt;br /&gt;
&lt;br /&gt;
UFOs are the aliens&#039; sole method to get to Earth, so in theory, it would be possible to halt the alien advance if [[X-COM]] could maintain absolute air superiority. Earth&#039;s forces do not initially have the resources required for such a task, and even if it becomes possible, the aliens have a vast resource supply and will not be set back by a war of attrition. In addition, alien undercover agents will continue to erode Earth&#039;s defenses from the inside.&lt;br /&gt;
&lt;br /&gt;
Despite this, commanders should still shoot down as many UFOs as possible. At the very least, it may slow the aliens down temporarily. In the long run, it will actually further antagonise them, causing the aliens to accelerate their agendas. In any case, captured alien technology is essential to our research and finances.&lt;br /&gt;
&lt;br /&gt;
[[Alien Subs]] are the equivalent in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. The third game in the series, &#039;&#039;[[Apocalypse]]&#039;&#039;, introduced [[Alien Ships (Apocalypse)|another fleet]].&lt;br /&gt;
&lt;br /&gt;
==UFO Interiors==&lt;br /&gt;
The core components of a UFO are [[UFO Navigation]], [[UFO Power Source]], Alien Alloys, and Elerium-115. You will [[UFO_Crash_Recovery|recover less from crashed UFOs]], but sometimes it&#039;s critical to shoot them down. Larger UFOs may contain additional equipment such as [[Alien Surgery]], [[Alien Food]], [[Examination Room]]s, and even [[Alien Entertainment]]. &lt;br /&gt;
&lt;br /&gt;
UFO hulls and interiors are composed of Alien Alloys. This provides incredibly light, yet strong, armour - perfect for spacecraft construction. The only field weapons able to punch the outer shell of a UFO are [[Blaster Launcher]]s. The interior of UFOs are also very strong, but made of much thinner alloys that can be destroyed by repeated fire from [[Heavy Plasma]]s, the [[Tank/Laser Cannon]], [[Hovertank/Plasma]] not to mention the Blaster.&lt;br /&gt;
&lt;br /&gt;
Great care should be taken when clearing out a UFO. The interiors of larger UFOs are often deadly mazes, with tight corridors, and sharp corners, and choke points that even a single alien can defend. An inexperienced squad leader will also often face dead ends, or encounter treacherous storage rooms - most of the time these are empty, yet occasionally an alien will hide in them to ambush your soldiers. Two UFOs even have trapdoors - the [[Terror ship|Terror Ship]] and the [[Harvester]], which the aliens frequently use.&lt;br /&gt;
&lt;br /&gt;
Squad leaders should also use explosives wisely. A stray explosion may accidentally damage precious Elerium-115 or set off secondary reactions. The low ceilings also limit the range of [[Grenade]]s. The tight spaces do, however, make [[Proximity Grenade]]s particularly useful, and grenade explosions can go around corners to hit aliens lying in wait.&lt;br /&gt;
&amp;lt;br&amp;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, some are also much more common to certain of the alien races encountered.&lt;br /&gt;
&lt;br /&gt;
===Very Small UFOs===&lt;br /&gt;
[[Small Scout]] - Very Small UFO that looks like an Apollo capsule. Primarily used for research.&lt;br /&gt;
&lt;br /&gt;
===Small UFOs===&lt;br /&gt;
[[Medium Scout]] - The classic &#039;flying-saucer&#039; craft. Able to fill a variety of roles.&lt;br /&gt;
&lt;br /&gt;
[[Large Scout]] - Cross-shaped UFO, slightly larger than the Medium Scout. Very versatile.&lt;br /&gt;
&lt;br /&gt;
===Medium UFOs===&lt;br /&gt;
[[Abductor]] - Medium-sized UFO used primarily by [[Sectoid]]s and [[Floater]]s for human experimentation.&lt;br /&gt;
&lt;br /&gt;
[[Harvester]] - Medium-sized UFO with food and surgery units. Used to abduct cattle for food. Usually crewed by Floaters.&lt;br /&gt;
&lt;br /&gt;
===Large UFOs===&lt;br /&gt;
[[Supply ship|Supply Ship]] - Large-sized UFO for transportation of aliens, food, and other supplies.&lt;br /&gt;
&lt;br /&gt;
[[Terror ship|Terror Ship]] - Large UFO used to unleash assault teams and [[Terror Units]] on residential areas.&lt;br /&gt;
&lt;br /&gt;
===Very Large UFOs===&lt;br /&gt;
[[Battleship]] - Very Large UFO used to intimidate Earth&#039;s peoples and leaders, and to assault [[X-COM]] bases, along with a variety of other roles.&lt;br /&gt;
&lt;br /&gt;
==Quick Comparision Table==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Craft&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Max Speed&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Accel.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Weap. Power&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Weap. Accuracy&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Weap. Range*&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Weap. Firing Int.**&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Damage Cap.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Crashed Pnt.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Destroyed Pnt.***&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Small Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medium Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Large Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;48&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Abductor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;48&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Harvester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Supply Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Battleship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;148&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200 / 3000****&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The figures given in the in-game [[UFOpaedia]] are a factor of 8 too high, relative to [[Craft Armaments|Craft Armament]] ranges.  The range given for the Supply Ship is also incorrect in the in-game UFOpaedia.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Actual interval between UFO attacks is calculated by subtracting 2 per difficulty level, and randomly increasing resulting value by 0 to 100%. For example, the Battleship on Superhuman will fire on average every 21 gs (14 to 28).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; It is impossible to destroy the Supply Ship, Terror Ship and Battleship.    &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;****&amp;lt;/nowiki&amp;gt; 3000 in the Windows version.&lt;br /&gt;
&lt;br /&gt;
== Weapons vs. UFOs ==&lt;br /&gt;
&lt;br /&gt;
Since rearming your aircraft every time you spot a different UFO takes too long, you must decide on a standard weapon configuration, unless you want to maintain multiple aircraft in different weapon configurations, which would be overly expensive and inefficient. So, in effect, there is only really one way to go:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Before you can fully equip your ships with Plasma Beams:&amp;lt;/b&amp;gt;&lt;br /&gt;
Use Stingray Missiles against Very Small UFOs, to have some chance of not totally destroying them.&lt;br /&gt;
Use dual Avalanche Missiles against Small or Medium enemies.&lt;br /&gt;
Use at least 2 interceptors with dual Avalanche Missiles against Terror Ships.&lt;br /&gt;
Do not attempt to shoot down Supply Ships or Battleships unless it is unavoidable (e.g. to protect an undefended main base).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Thereafter:&amp;lt;/b&amp;gt; Use Plasma Beams on everything, except Battleships. Only a single Plasma Beam is necessary, except against Battleships. Do not engage Battleships until you have several advanced aircraft (or enough Fusion Ball Launchers to fully arm 4 Interceptors). Always engage Battleships with as many aircraft as possible, to split the enemy fire.&lt;br /&gt;
Once you have several Firestorms and Avengers, you can start to shoot down Battleships with Plasma Beams... but if your soldiers are strong enough, it&#039;s usually more profitable just to let them land undamaged, so you can take more of their loot in ground combat. &lt;br /&gt;
&lt;br /&gt;
With a Plasma Beam you will always have stand off range advantage against anything short of a Battleship, making dual Plasma Beams unnecessary. So there is an argument for mounting one Plasma Beam and (optionally) one Fusion Ball Launcher. The FBL gives extra firepower in a Battleship fight. However it means routine engagements will be much more costly because of the high expense of the Fusion Ball ammo. Fitting one or two FBLs might be advisable if Battleships are expected imminently, e.g. if Retaliation mission patterns have been detected.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Comparing the weapon range and damage capacity of UFOs to the range and damage of [[Craft Armaments]], one can discern that:&lt;br /&gt;
* Any weapon, even the lowly [[Cannon]], can be used against Small Scouts, since they can&#039;t shoot back. If you want to be able to do a Recovery mission against the Small Scout, don&#039;t use Avalanches - use Cannon, Laser Cannon or Stingray only. Only the Cannon will guarantee not to totally destroy the Small Scout. Stingray or Laser Cannon have a 57% (20/35) chance to destroy it.&lt;br /&gt;
* [[Stingray]]s, with a range of 30km, are completely safe to use against Medium scouts, and can even be used to safely down Abductors and Harvesters.  They can also be used to attack Supply Ships, although you need to attack with at least three craft in order to do enough damage to down the UFO.  Furthermore, Supply Ships usually travel faster than [[Interceptor]]s and always land, making them better candidates for [[UFO Ground Assault]]s.&lt;br /&gt;
* [[Avalanche]]s or [[Plasma Beam]]s should be used against Large Scouts due to that UFO&#039;s weapon range of 34km.&lt;br /&gt;
* Avalanches can be used against Terror Ships, although at least two craft must be sent since you need to do 600 damage to force it to crash land.&lt;br /&gt;
* [[Laser Cannon]]s, with a range of 21km, can be safely used against Medium Scouts and Harvesters. However, Avalanche-armed craft are of use against a larger variety of craft and Plasma Beams, once they become available, are superior in every regard.&lt;br /&gt;
* Plasma Beams can safely be used (even by Interceptors) against any UFOs except Battleships.  &lt;br /&gt;
* It&#039;s possible to down a Battleship with only 3 craft using [[Fusion Ball Launcher]]s, if they all survive UFO fire long enough to fire all charges. But if you lose a craft and then are even moderately unlucky with damage dealt, the interception will fail. With only 2 FBL-armed craft you would need a lot of luck - superhuman luck if the craft are Interceptors.&lt;br /&gt;
* When attacking a Battleship with Interceptors, Fusion Ball Launchers are safer than Plasma Beams. Attacking with 4 aircraft, on Beginner Level, you would expect to lose one Interceptor if armed with FBLs, versus 2 lost Interceptors armed with Plasma Beams. This is because the FBLs kill the Battleship faster, and with less time spent taking fire but not returning it. The exercise is expensive in terms of ammunition, but cheaper than losing an extra Interceptor and its armament.&lt;br /&gt;
&lt;br /&gt;
== Interceptors Vs. UFOs ==&lt;br /&gt;
* The Interceptor is slow compared to UFOs, so any alien craft it is chasing must slow down. The &amp;quot;sluggish&amp;quot; Small Scout can outrun it!&lt;br /&gt;
* The Firestorm can handily intercept all UFOs except the Harvester, Terror Ship, and Battleship, which must be going lower than top speed for the Firestorm to catch up.&lt;br /&gt;
* The Lightning can be outrun by the Harvester, Abductor, Terror Ship, Battleship, and Supply Ship.&lt;br /&gt;
* The Avenger can hunt down and attack any UFO in the game easily, due to its massive speed.&lt;br /&gt;
&lt;br /&gt;
==UFO Behavior==&lt;br /&gt;
Aliens in their UFOs will behave in a different manner depending on what sort of mission they are tasked. All currently available data is summarized in the following points. UFOs will ALWAYS head to their mission locale (as listed in the Hyper-Wave Decoder information) at top speed and then initiate one of the following behaviors depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* Most UFOs will slow down continuously as they prepare to land. Check the altitude to try and guess when and where they&#039;re going to land so you can do a [[UFO Ground Assault]].&lt;br /&gt;
* Certain missions are done by several ships instead of just one. These are Alien Base and Alien Infiltration missions.&lt;br /&gt;
* Alien Research mission UFOs will slow down significantly and do several slow sweeps as they probe for data, also landing for brief periods.&lt;br /&gt;
* Alien Harvest and Alien Abduction missions will sweep an area at moderate speed and land multiple times as they locate and abduct cattle and humans.&lt;br /&gt;
* Alien Infiltration ships will land in the cities, in the country they are attempting to infiltrate. Scouts of various sizes will appear and maybe land.  Later, they will send Supply Ships, Battleships, and Terror Ships in an attempt to bribe and scare the country&#039;s leaders into submission. X-COM will lose funding from this country and an Alien Base will appear if the mission is successful.&lt;br /&gt;
* Alien Retaliation ships will scout a specific area where they have been having trouble, in a manner similar to an Alien Research mission. If your base is nearby, shoot the UFO down. Once an X-COM base is located, the aliens will send a Battleship directly at it at top speed, low in the atmosphere.&lt;br /&gt;
* Alien Base missions will behave in much the same manner as Alien Research. When constructing the Alien base, a fleet of Supply Ships and Battleships will land often as they search for a suitable location.  One Battleship, two supply ships, and three Large Scouts is common.&lt;br /&gt;
* Supply Ships on an Alien Supply mission will be dispatched at exactly 00:30 and will land only once, directly on top of the base.  Supply ships on this type of mission will run at full speed their entire time, not even slowing down as they land.  They only stay on the ground a short time, so advanced craft are needed to deal with them if they are airbourne.&lt;br /&gt;
* Alien Terror UFOs will slowly meander about looking for a city for the Terror Ships to land at.  If the scouts are shot down, the first Terror Ship will behave much like the scouting UFOs. It may iniitiate a terror mission, although rare.  If the scouts are not shot down, the Terror Ship will arrive in the region, slow down to pick a city, and then land.  The possible second Terror Ship (if you forced the Aliens to scout with a Terror Ship) will pick a city and then land, regardless.&lt;br /&gt;
* If you are successful at preventing lesser UFOs from doing their jobs, the aliens will eventually send Battleships to do the dirty work, hoping you won&#039;t be able to attack them.  (They will not participate in Alien Research and Alien Terror missions, though.)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
[[Category: UFOs (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=57323</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=57323"/>
		<updated>2014-06-18T21:53:07Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! rowspan=&amp;quot;2&amp;quot; | Health !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | Defense !! rowspan=&amp;quot;2&amp;quot; | Will !! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Research || Engineers || § || [[Alien Alloys (EU2012)|A]] || [[Elerium (EU2012)|E]] || [[Meld (EU2012)|M]] || Days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Vest||None|| N/A||1||3||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Armor||None|| N/A||2||1||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Phalanx Armor||Improved Body Armor||14||3||2||0||0|| - ||85||10||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Kestrel Armor||Advanced Body Armor||20||2||3||5||0||Grapple||100||8||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Carapace Armor||Advanced Body Armor||22||5||1||0||0|| - ||120||15||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Banshee Armor||Mobile Power Armor||32||3||4||15||0||Grapple||150||15||8||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aegis Armor||Mobile Power Armor||28||7||2||0||0|| - ||200||20||5||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Corsair Armor||Advanced Power Armor||45||6||3||10||0||Grapple||350||25||15||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Titan Armor||Advanced Power Armor||45||10||0||0||0|| Poison/Fire||400||30||10||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Seraphim Armor||Antigrav Systems||55||6||2||10||0|| Fly||350||30||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Archangel Armor||Antigrav Systems||60||8||1||10||0|| Fly/Poison/Fire||200||20||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Shadow Armor||Stealth Systems||70||4||2||20||0||Grapple/Ghost*||600||40||10||50||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aurora Armor ||Advanced Body Armor||25||4||2||10||10|| - ||150||15||50||5||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Vortex Armor||Mind and Machine||80||8||2||10||20|| - ||1000||50||10||40||14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Shadow Armor also reduces the amount of small item slots by one.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=57203</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=57203"/>
		<updated>2014-06-14T20:12:17Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! rowspan=&amp;quot;2&amp;quot; | Health !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | Defense !! rowspan=&amp;quot;2&amp;quot; | Will !! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Research || Engineers || § || [[Alien Alloys (EU2012)|A]] || [[Elerium (EU2012)|E]] || [[Meld (EU2012)|M]] || Days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Vest||None|| N/A||1||3||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Armor||None|| N/A||2||1||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Phalanx Armor||Improved Body Armor||14||3||2||0||0|| - ||85||10||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Kestrel Armor||Advanced Body Armor||20||2||3||5||0||Grapple||100||8||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Carapace Armor||Advanced Body Armor||22||5||1||0||0|| - ||120||15||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Banshee Armor||Mobile Power Armor||32||3||4||15||0||Grapple||150||15||8||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aegis Armor||Mobile Power Armor||28||7||2||0||0|| - ||200||20||5||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Corsair Armor||Advanced Power Armor||45||6||3||10||0||Grapple||350||25||15||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Titan Armor||Advanced Power Armor||45||10||0||0||0|| Poison/Fire||400||30||10||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Seraphim Armor||Antigrav Systems||55||6||2||10||0|| Fly||350||30||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Archangel Armor||Antigrav Systems||60||8||1||10||0|| Fly/Poison/Fire||200||20||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Shadow Armor||Stealth Systems||70||4||2||20||0||Grapple/Ghost||600||40||10||50||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aurora Armor ||Advanced Body Armor||25||4||2||10||10|| - ||150||15||50||5||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Vortex Armor||Mind and Machine||80||8||2||10||20|| - ||1000||50||10||40||14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56906</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56906"/>
		<updated>2014-06-09T21:22:18Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Weapons */  layout that resembles that of vanilla XCom article (need to fill remaining techs)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || ? || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Gun || ? || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for shots taken with the weapon next turn. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns, though the use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War missed rockets will veer off course a random amount proportional to the hit chance. Rockets can also be fired after moving, but with reduced accuracy and range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56903</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56903"/>
		<updated>2014-06-09T21:03:47Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Weapons */  caps letters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary ballistic weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary beam weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scount, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sidearms&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for shots taken with the weapon next turn. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns, though the use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War missed rockets will veer off course a random amount proportional to the hit chance. Rockets can also be fired after moving, but with reduced accuracy and range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56902</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56902"/>
		<updated>2014-06-09T21:03:21Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Weapons */  lasers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary ballistic weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Assault carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Assault rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sniper rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary beam weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scount, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sidearms&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for shots taken with the weapon next turn. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns, though the use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War missed rockets will veer off course a random amount proportional to the hit chance. Rockets can also be fired after moving, but with reduced accuracy and range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=56870</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=56870"/>
		<updated>2014-06-09T07:02:56Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: seems to be reasonable to order them in same order - that is, light-&amp;gt;heavy, since light costs less. How to order floating armor? I think by price?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(Research)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Health !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | Defense !! rowspan=&amp;quot;2&amp;quot; | Will !! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| § || [[Alien Alloys (EU2012)|A]] || [[Elerium (EU2012)|E]] || [[Meld (EU2012)|M]] || Days || Engineers&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Vest||None||1||3||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Armor||None||2||1||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Phalanx Armor||Improved Body Armor||3||2||0||0|| - ||85||10||0||0||10||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Kestrel Armor||Advanced Body Armor||2||3||5||0||Grapple||100||8||0||0||10||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Carapace Armor||Advanced Body Armor||5||1||0||0|| - ||120||15||0||0||10||22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Banshee Armor||Mobile Power Armor||3||4||15||0||Grapple||150||15||8||0||10||32&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aegis Armor||Mobile Power Armor||7||2||0||0|| - ||200||20||5||0||14||28&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Corsair Armor||Advanced Power Armor||6||3||10||0||Grapple||350||25||15||0||14||45&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Titan Armor||Advanced Power Armor||10||0||0||0|| Poison/Fire||400||30||10||0||14||45&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Archangel Armor||Antigrav Systems||8||1||10||0|| Fly/Poison/Fire||200||20||25||0||14||60&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Seraphim Armor||Antigrav Systems||6||2||10||0|| Fly||350||30||25||0||14||55&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Shadow Armor||Stealth Systems||4||2||20||0||Grapple/Ghost||600||40||10||50||14||70&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aurora Armor ||Advanced Body Armor||4||2||10||10|| - ||150||15||50||5||10||25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Vortex Armor||Mind and Machine||8||2||10||20|| - ||1000||50||10||40||14||80&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=56816</id>
		<title>Damage (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=56816"/>
		<updated>2014-06-06T14:22:27Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: extra brackets removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Damage Reduction ==&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction. When a unit takes damage, it is reduced by the damage reduction value. It can be seen in game as a blue shield indication next to the normal red damage indication.&lt;br /&gt;
&lt;br /&gt;
Damage reduction is gained in various ways:&lt;br /&gt;
* Low cover gives 0.66 damage reduction.&lt;br /&gt;
* High cover gives 1.0 damage reduction.&lt;br /&gt;
* Several perks grant damage reduction.&lt;br /&gt;
* Mechanized units commonly have built in damage reduction of varying amounts.&lt;br /&gt;
&lt;br /&gt;
Hunker Down doubles the damage reduction effect of cover, as well as the normal effect of doubling the defense it gives.&lt;br /&gt;
&lt;br /&gt;
If the amount of damage a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, based on the fraction. For example, a unit with 1.66 damage reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Shotgun-type weapons have damage reduction penetration, and will negate some of a target&#039;s damage reduction. Some items and perks are also available that grant damage reduction penetration.&lt;br /&gt;
&lt;br /&gt;
Damage reduction can have several interesting effects on game play. One is that a shot against a unit may do 0 damage if the damage inflicted is reduced to 0, which can be a nasty surprise if trying to finish off a 1 HP enemy with a pistol. Once you come up against more advanced units, particularly mechanized ones, you may find yourself completely unable to damage them with lighter weapons such as carbines.&lt;br /&gt;
&lt;br /&gt;
===In Detail===&lt;br /&gt;
The steps in AbsorbDamage are:&lt;br /&gt;
# Unit with ShieldHP&amp;gt;0 (i.e. Mechtoids) has damage reduced by 50%&lt;br /&gt;
# Unit with ShockAbsorbantArmor perk has damage reduced by 33% if damage-dealing unit is within 4 tiles distance&lt;br /&gt;
# Unit with AbsorptionFields perk reduced damage based on formula fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
# Unit with general damage reduction stat set in DGC.ini BalanceMods has damage reduced by that amount&lt;br /&gt;
# Unit with IronSkin perk has damage reduced by 1.0&lt;br /&gt;
# Unit with HardTarget perk has damage reduced by 1.0&lt;br /&gt;
# Unit with DamageControl perk active has damage reduced by 1.5&lt;br /&gt;
# Unit with CombatStims active has damage reduced by 40%&lt;br /&gt;
# Units wearing Chyrssalid plating (or Chryssalids) get Melee/KSM damage reduced by 40%&lt;br /&gt;
# SHIVs get damage reduced based on type -- basic: 1.5, alloy, 2.5, Hover, 2.0&lt;br /&gt;
# MECs get damage reduced by 1.0&lt;br /&gt;
# If unit is poisoned, then 50% of reduced damage is restored&lt;br /&gt;
# Cover DR is applied:&lt;br /&gt;
## Only applies if unit is not flanked by attacker, unless weapon is a Needle Grenade&lt;br /&gt;
## Low Cover damage reduced by 0.667, OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If Hunkered Down, then if in Low Cover damage reduced by -0.667 OR Full Cover damage reduced by 1.0&lt;br /&gt;
## If unit has WillToSurvive perk, damage reduced by 1.5&lt;br /&gt;
## If Unit has FortioresUna perk, damage reduced by 0.5&lt;br /&gt;
## If attacking unit has Combined Arms perk, damage increased by 1.0 -- this cannot do more than negate damage reduction from cover&lt;br /&gt;
# If attacking unit has armor-piercing ammo, damage increased by 1.0 -- this cannot do more than negate damage reduction from all sources above&lt;br /&gt;
# Any fractional damage is randomized using if(FRand() &amp;lt; (fReturnDamage - float(FFloor(fReturnDamage)))&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=56804</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=56804"/>
		<updated>2014-06-05T20:47:00Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the [[rank]] of at least [[Corporal]], isn&#039;t a [[MEC trooper]] or a [[psi]]onic can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 with [[Not So Long War]]) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – Sergeant for promotion to Captain, and one more rank for every officer rank.&lt;br /&gt;
&lt;br /&gt;
== Officer ranks and associated perks ==&lt;br /&gt;
When an officer is promoted, one of two perks can be chosen for them. This selection is permanent, but a different perk can be chosen for every officer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;: [[Lead by Example]], and either [[Legio Patria Nostra]] or [[Stay Frosty]]&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;: [[Semper Vigilans]] or [[Fortiores Una]]&lt;br /&gt;
* &#039;&#039;&#039;Major&#039;&#039;&#039;: [[Into the Breach]] or [[So Shall You Fight]]&lt;br /&gt;
* &#039;&#039;&#039;Colonel&#039;&#039;&#039;: [[Band of Warriors]] or [[Esprit de Corps]]&lt;br /&gt;
* &#039;&#039;&#039;Field Commander&#039;&#039;&#039;: [[So Others May Live]] or [[Combined Arms]]&lt;br /&gt;
&lt;br /&gt;
Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
&lt;br /&gt;
== Officer upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each officer rank is unlocked by purchasing an upgrade in the Officer Training School. It unlocks a number of officer billets for the new rank. Purchasing these upgrades costs [[money]] and requires a certain number of total soldier ranks (where a [[Specialist|SPEC]] counts as one, a [[Lance Corporal|LCPL]] as two, and so on)&lt;br /&gt;
&lt;br /&gt;
Officer billets can be filled by an officer of lower rank (in other words, if you&#039;ve unlocked captain, you can have 5 lieutenants, or 4 lieutenants and 1 captain, or 3 lieutenants and 2 captains). When an officer is killed or dismissed, the billet will cycle back and become available again after a few missions.&lt;br /&gt;
&lt;br /&gt;
=== Tactical officers ===&lt;br /&gt;
* &#039;&#039;&#039;Required ranks&#039;&#039;&#039;: 20 &lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $100&lt;br /&gt;
* &#039;&#039;&#039;Unlocked billets:&#039;&#039;&#039; 3 x Lieutenant&lt;br /&gt;
&lt;br /&gt;
=== Company officers ===&lt;br /&gt;
* &#039;&#039;&#039;Required ranks&#039;&#039;&#039;: 45&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: $200&lt;br /&gt;
* &#039;&#039;&#039;Unlocked billets&#039;&#039;&#039;: 2 x Captain&lt;br /&gt;
&lt;br /&gt;
=== Field officers ===&lt;br /&gt;
* &#039;&#039;&#039;Required ranks&#039;&#039;&#039;: 75&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: $300&lt;br /&gt;
* &#039;&#039;&#039;Unlocked billets&#039;&#039;&#039;: 2 x Major&lt;br /&gt;
&lt;br /&gt;
=== Regimental officers ===&lt;br /&gt;
* &#039;&#039;&#039;Required ranks&#039;&#039;&#039;: 110&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: $400&lt;br /&gt;
* &#039;&#039;&#039;Unlocked billets&#039;&#039;&#039;: 2 x Colonel&lt;br /&gt;
&lt;br /&gt;
=== Commanding officer ===&lt;br /&gt;
* &#039;&#039;&#039;Required ranks&#039;&#039;&#039;: 140&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: $500&lt;br /&gt;
* &#039;&#039;&#039;Unlocked billets&#039;&#039;&#039;: 1 x Field Commander&lt;br /&gt;
&lt;br /&gt;
== Effect on fatigue ==&lt;br /&gt;
Officers recover slower from post-battle fatigue. The additional time is 6 hours per officer rank{{verify}}&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=56787</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=56787"/>
		<updated>2014-06-04T21:34:13Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: Order that makes more sense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Health !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | Defense !! rowspan=&amp;quot;2&amp;quot; | Will !! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Tac armor || None || +2 || +1 || 0 || 0 || - || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Tac vest || None || +1 || +3 || 0 || 0 || - || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Phalanx armor || Improved body armor (14) || +3 || +2 || 0 || 0 || - || 85 || 0 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Carapace armor || Advanced body armor (22) || +5 || +1 || 0 || 0 || - || 120 || 0 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Kestrel armor || Advanced body armor (20) || +2 || +3 || +5 || 0 || Grapple || 100 || 0 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Aegis armor || Mobile power armor (22) || +7 || +2 || 0 || 0 || - || 0|| 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Banshee armor || Mobile power armor (22) || +3 || +4 || +15 || 0 || Grapple || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Titan armor || Advanced power armor (22) || +10 || 0 || 0 || 0 || Fire, Poison || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corsair armor || Advanced power armor (22) || +6 || +3 || +10 || 0 || Grapple || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Archangel armor || Antigrav systems (22) || +8 || +1 || +10 || 0 || Fly, Fire, Poison || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seraphim armor || Antigrav systems (22) || +6 || +2 || +10 || 0 || Fly, Launch || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Shadow armor || Stealth systems (22) || +4 || +2 || +20 || 0 || Cloak, -1 Small Item || 0 || 0 ||  0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Aurora armor || Psi Warfare Systems || +4 || +2 || +10 || +10 || Psi || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Vortex armor || Mind and machine (22) || +8 || +2 || +10 || +20 || Psi || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56665</id>
		<title>Satellite Rush (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56665"/>
		<updated>2014-05-29T18:57:36Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a build order and strategy for a Satellite Rush, tested on Classic difficulty (base game, no DLC). The aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next Satellite Uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game can screw you up. Also, sometimes the Abduction mission will pop too late to build your first Workshop in time. However, restarting in month 1 is not a big loss, and most of the time you will be fine, you will just have to sell various amounts of Alloys or Fragments.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containment up by 09 of May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four. &lt;br /&gt;
&lt;br /&gt;
Also, by going this route, you will not be getting any Medikits/S.C.O.P.E/Vests or extra recruits (usually taken for higher HP) in the first month and be limited in amount of those you can get in the second month. On top o that, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carapace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Carapace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and that&#039;s why going with North America seems the best choice - you get most starting funds (§300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). That is your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (A4) notation, where A is first row and 4 is fourth column (A4 here refers to the first Access Lift, while A3 would refer your first Satellite Uplink). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
|-&lt;br /&gt;
! A &lt;br /&gt;
|A1 &lt;br /&gt;
|A2 &lt;br /&gt;
|A3 &lt;br /&gt;
|A4 &lt;br /&gt;
|A5 &lt;br /&gt;
|A6 &lt;br /&gt;
|A7&lt;br /&gt;
|-&lt;br /&gt;
! B &lt;br /&gt;
|B1 &lt;br /&gt;
|B2 &lt;br /&gt;
|B3 &lt;br /&gt;
|B4 &lt;br /&gt;
|B5 &lt;br /&gt;
|B6 &lt;br /&gt;
|B7&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|C1 &lt;br /&gt;
|C2 &lt;br /&gt;
|C3 &lt;br /&gt;
|C4 &lt;br /&gt;
|C5 &lt;br /&gt;
|C6 &lt;br /&gt;
|C7&lt;br /&gt;
|-&lt;br /&gt;
! D &lt;br /&gt;
|D1 &lt;br /&gt;
|D2 &lt;br /&gt;
|D3 &lt;br /&gt;
|D4 &lt;br /&gt;
|D5 &lt;br /&gt;
|D6 &lt;br /&gt;
|D7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To better understand the timings, keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to replay your first mission a few times, this build order is much easier than alternatives, but requires either A5 or A6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you have completed your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: With Slingshot and Enemy Within DLC, it is possible to dramatically accelerate the build order below. In addition, ignoring the first small UFO that appears, brings out a Medium Scout. This can still be shot down with just one interceptor (very very unlucky, two), giving much more loot to sell. The build order generally stays the same, with more soldiers hired or a Laboratory/Alien Containment/Officer Training School thrown in, in the first month.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======March======&lt;br /&gt;
* 02.03 A5/A6 Dig (the one that is not excavated)&lt;br /&gt;
* 07.03 A6 Workshop &lt;br /&gt;
* 11.03 *** Satellite x4&lt;br /&gt;
* 17.03 A2 Satellite Uplink&lt;br /&gt;
* 27.03 A5 Power Generator &lt;br /&gt;
* 31.03 *** Launch Satellites&lt;br /&gt;
&lt;br /&gt;
======April======&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 B4 Access Lift &lt;br /&gt;
* 01.04 A7 Dig &lt;br /&gt;
* 06.04 B5 Dig &lt;br /&gt;
* 06.04 A7 Workshop &lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 B5 Power Generator &lt;br /&gt;
* 11.04 B3 Dig &lt;br /&gt;
* 16.04 B3 Satellite Uplink &lt;br /&gt;
* 16.04 A1 Officer Training School &lt;br /&gt;
* 22.04 B6 Dig &lt;br /&gt;
* 22.04 B2 Dig &lt;br /&gt;
* 27.04 B6 Power Generator &lt;br /&gt;
* 27.04 B1 Dig &lt;br /&gt;
* 31.04 *** Launch Satellites &lt;br /&gt;
&lt;br /&gt;
======May======&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 C4 Access Lift &lt;br /&gt;
* 02.05 B7 Dig &lt;br /&gt;
* 02.05 B1 Alien Containment &lt;br /&gt;
* 07.05 C5 Dig &lt;br /&gt;
* 07.05 B7 Workshop &lt;br /&gt;
* 11.05 *** Satellite x4 &lt;br /&gt;
* 12.05 C5 Power Generator &lt;br /&gt;
* 17.05 B2 Satellite Uplink &lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
|-&lt;br /&gt;
! A &lt;br /&gt;
|OTS  &lt;br /&gt;
|SU &lt;br /&gt;
|SU &lt;br /&gt;
|AL &lt;br /&gt;
|PG &lt;br /&gt;
|WS &lt;br /&gt;
|WS&lt;br /&gt;
|-&lt;br /&gt;
! B &lt;br /&gt;
|AC &lt;br /&gt;
|SU &lt;br /&gt;
|SU &lt;br /&gt;
|AL &lt;br /&gt;
|PG &lt;br /&gt;
|PG &lt;br /&gt;
|WS&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|AL &lt;br /&gt;
|PG &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! D &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
&lt;br /&gt;
* §130 for Workshop&lt;br /&gt;
* §308 for Satellites&lt;br /&gt;
* §150 for Uplink&lt;br /&gt;
* §60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise §138 by day 11, and another §150 by day 17, and then another §60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you §1 or 2 off the sum. Then, you will have to restart, or cancel one of the satellites (in order to be able to do that, make sure to order them 1 by 1, not in bulk). However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesn&#039;t, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, having 3 satellites is not that big of a deal, but still, you may want to fast-forward right after you finish your first tactical mission and see whether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is a good idea to save after you have finished your first tactical mission and found out that you got a good base layout (A5 or A6 is excavated), and then fast-forward and see wether Abduction and UFO missions appear on time.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06th day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, that&#039;s when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should, from the start, consider which continent you will be covering first, and leave that continent unattended in the first two abductions (note that the continents that get Abduction missions in them are decided at the start of the month, but reward distribution is decided at the moment the mission pops up, so you can reload to get engineers reward to appear in the desired continent). You only got three reasonable choices for continents to pick, that&#039;s Africa, Asia or Europe. Europe is the best one money-wise (considering their bonus, which will save you additional §78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and sometimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for the second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you don&#039;t get&#039;em here, you&#039;re viable to screw-up by RNG who won&#039;t give you them as council mission reward and will place first abduction in the next month on day 7. If you&#039;re getting engineers elsewhere - get money. You&#039;ll need every coin you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still, calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like S.C.O.P.E.s and Medikits. You want to get a second continent covered here, and that is Africa if you didn&#039;t get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from Abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for the large ship that comes early this month - you absolutely have to have one Laser Cannon and one Phoenix Cannon Interceptor on each continent for that one (if you don&#039;t want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommended research path to take is: &lt;br /&gt;
[Fragments] - [Materials] - [Carapace Armors] - [Beam Weapons] - [Precision Lasers] - [Experimental Warfare] - [Heavy Lasers] - [stuff you need to capture a live alien]&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didn&#039;t get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on A6-7 and B7 you&#039;ll have to place them on A5 and B5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days it takes to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that, you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find an additional $50 in the first month. Usually, that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your Alloys and Fragments, severely crippling your research and ability to field Carapace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your Workshops on A5, A7, B7 - this will take away your adjacency bonus, but it ain&#039;t that great anyway (7% rebate that you only start to get in the end of the second month, and that&#039;s like several $ per completed facility, by the time it ramps up its already irrelevant). Unfortunately that will also a little bit delay your OTS because you will be 1 energy short to get OTS on 2 PG&#039;s (you&#039;ll need 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: in the EW DLC, where you&#039;re able to get a 98% rebate on well-placed bulk of workshops and relevant facilities, it might be more important to go for adjacent placement after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======March======&lt;br /&gt;
* 02.03 A5 Dig&lt;br /&gt;
* 07.03 A5 Workshop &lt;br /&gt;
* 07.03 A6 Dig&lt;br /&gt;
* 11.03 *** Satellite x4&lt;br /&gt;
* 17.03 A2 Satellite Uplink&lt;br /&gt;
* 27.03 A6 Power Generator &lt;br /&gt;
* 31.03 *** Launch Satellites&lt;br /&gt;
&lt;br /&gt;
======April======&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 B4 Access Lift &lt;br /&gt;
* 01.04 A7 Dig &lt;br /&gt;
* 06.04 B5 Dig &lt;br /&gt;
* 06.04 A7 Workshop &lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 B5 Power Generator &lt;br /&gt;
* 11.04 B6 Dig&lt;br /&gt;
* 11.04 B3 Dig &lt;br /&gt;
* 16.04 B3 Satellite Uplink &lt;br /&gt;
* 16.04 B6 Power Generator&lt;br /&gt;
* 21.04 A1 Officer Training School &lt;br /&gt;
* 22.04 B2 Dig &lt;br /&gt;
* 27.04 B1 Dig &lt;br /&gt;
* 31.04 *** Launch Satellites &lt;br /&gt;
&lt;br /&gt;
======May======&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 C4 Access Lift &lt;br /&gt;
* 02.05 B7 Dig &lt;br /&gt;
* 02.05 B1 Alien Containment &lt;br /&gt;
* 07.05 C5 Dig &lt;br /&gt;
* 07.05 B7 Workshop &lt;br /&gt;
* 11.05 *** Satellite x4 &lt;br /&gt;
* 12.05 C5 Power Generator &lt;br /&gt;
* 17.05 B2 Satellite Uplink &lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
|-&lt;br /&gt;
! A &lt;br /&gt;
|OTS  &lt;br /&gt;
|SU &lt;br /&gt;
|SU &lt;br /&gt;
|AL &lt;br /&gt;
|WS &lt;br /&gt;
|PG &lt;br /&gt;
|WS&lt;br /&gt;
|-&lt;br /&gt;
! B &lt;br /&gt;
|AC &lt;br /&gt;
|SU &lt;br /&gt;
|SU &lt;br /&gt;
|AL &lt;br /&gt;
|PG &lt;br /&gt;
|PG &lt;br /&gt;
|WS&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|AL &lt;br /&gt;
|PG &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! D &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (March) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate  (§10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop (§130, 10d, +5 engineers for Satellite Uplink), excavate (§10, 5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); Note that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).&lt;br /&gt;
*11d - 3x-4x satellites (§77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator (§60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink (§150, 14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Strategy Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56664</id>
		<title>Satellite Rush (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56664"/>
		<updated>2014-05-29T17:43:28Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a build order and strategy for a Satellite Rush, tested on Classic difficulty (base game, no DLC). The aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next Satellite Uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game can screw you up. Also, sometimes the Abduction mission will pop too late to build your first Workshop in time. However, restarting in month 1 is not a big loss, and most of the time you will be fine, you will just have to sell various amounts of Alloys or Fragments.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containment up by 09 of May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four. &lt;br /&gt;
&lt;br /&gt;
Also, by going this route, you will not be getting any Medikits/S.C.O.P.E/Vests or extra recruits (usually taken for higher HP) in the first month and be limited in amount of those you can get in the second month. On top o that, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carapace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Carapace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and that&#039;s why going with North America seems the best choice - you get most starting funds (§300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). That is your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (A4) notation, where A is first row and 4 is fourth column (A4 here refers to the first Access Lift, while A3 would refer your first Satellite Uplink). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
|-&lt;br /&gt;
! A &lt;br /&gt;
|A1 &lt;br /&gt;
|A2 &lt;br /&gt;
|A3 &lt;br /&gt;
|A4 &lt;br /&gt;
|A5 &lt;br /&gt;
|A6 &lt;br /&gt;
|A7&lt;br /&gt;
|-&lt;br /&gt;
! B &lt;br /&gt;
|B1 &lt;br /&gt;
|B2 &lt;br /&gt;
|B3 &lt;br /&gt;
|B4 &lt;br /&gt;
|B5 &lt;br /&gt;
|B6 &lt;br /&gt;
|B7&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|C1 &lt;br /&gt;
|C2 &lt;br /&gt;
|C3 &lt;br /&gt;
|C4 &lt;br /&gt;
|C5 &lt;br /&gt;
|C6 &lt;br /&gt;
|C7&lt;br /&gt;
|-&lt;br /&gt;
! D &lt;br /&gt;
|D1 &lt;br /&gt;
|D2 &lt;br /&gt;
|D3 &lt;br /&gt;
|D4 &lt;br /&gt;
|D5 &lt;br /&gt;
|D6 &lt;br /&gt;
|D7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To better understand the timings, keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to replay your first mission a few times, this build order is much easier than alternatives, but requires either A5 or A6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you have completed your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: With Slingshot and Enemy Within DLC, it is possible to dramatically accelerate the build order below. In addition, ignoring the first small UFO that appears, brings out a Medium Scout. This can still be shot down with just one interceptor (very very unlucky, two), giving much more loot to sell. The build order generally stays the same, with more soldiers hired or a Laboratory/Alien Containment/Officer Training School thrown in, in the first month.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======March======&lt;br /&gt;
* 02.03 A5/A6 Dig (the one that is not excavated)&lt;br /&gt;
* 07.03 A6 Workshop &lt;br /&gt;
* 11.03 *** Satellite x4&lt;br /&gt;
* 17.03 A2 Satellite Uplink&lt;br /&gt;
* 27.03 A5 Power Generator &lt;br /&gt;
* 31.03 *** Launch Satellites&lt;br /&gt;
&lt;br /&gt;
======April======&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 B4 Access Lift &lt;br /&gt;
* 01.04 A7 Dig &lt;br /&gt;
* 06.04 B5 Dig &lt;br /&gt;
* 06.04 A7 Workshop &lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 B5 Power Generator &lt;br /&gt;
* 11.04 B3 Dig &lt;br /&gt;
* 16.04 B3 Satellite Uplink &lt;br /&gt;
* 16.04 A1 Officer Training School &lt;br /&gt;
* 22.04 B6 Dig &lt;br /&gt;
* 22.04 B2 Dig &lt;br /&gt;
* 27.04 B6 Power Generator &lt;br /&gt;
* 27.04 B1 Dig &lt;br /&gt;
* 31.04 *** Launch Satellites &lt;br /&gt;
&lt;br /&gt;
======May======&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 C4 Access Lift &lt;br /&gt;
* 02.05 B7 Dig &lt;br /&gt;
* 02.05 B1 Alien Containment &lt;br /&gt;
* 07.05 C5 Dig &lt;br /&gt;
* 07.05 B7 Workshop &lt;br /&gt;
* 11.05 *** Satellite x4 &lt;br /&gt;
* 12.05 C5 Power Generator &lt;br /&gt;
* 17.05 B2 Satellite Uplink &lt;br /&gt;
&lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
&lt;br /&gt;
* §130 for Workshop&lt;br /&gt;
* §308 for Satellites&lt;br /&gt;
* §150 for Uplink&lt;br /&gt;
* §60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise §138 by day 11, and another §150 by day 17, and then another §60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you §1 or 2 off the sum. Then, you will have to restart, or cancel one of the satellites (in order to be able to do that, make sure to order them 1 by 1, not in bulk). However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesn&#039;t, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, having 3 satellites is not that big of a deal, but still, you may want to fast-forward right after you finish your first tactical mission and see whether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is a good idea to save after you have finished your first tactical mission and found out that you got a good base layout (A5 or A6 is excavated), and then fast-forward and see wether Abduction and UFO missions appear on time.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06th day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, that&#039;s when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should, from the start, consider which continent you will be covering first, and leave that continent unattended in the first two abductions (note that the continents that get Abduction missions in them are decided at the start of the month, but reward distribution is decided at the moment the mission pops up, so you can reload to get engineers reward to appear in the desired continent). You only got three reasonable choices for continents to pick, that&#039;s Africa, Asia or Europe. Europe is the best one money-wise (considering their bonus, which will save you additional §78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and sometimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for the second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you don&#039;t get&#039;em here, you&#039;re viable to screw-up by RNG who won&#039;t give you them as council mission reward and will place first abduction in the next month on day 7. If you&#039;re getting engineers elsewhere - get money. You&#039;ll need every coin you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still, calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like S.C.O.P.E.s and Medikits. You want to get a second continent covered here, and that is Africa if you didn&#039;t get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from Abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for the large ship that comes early this month - you absolutely have to have one Laser Cannon and one Phoenix Cannon Interceptor on each continent for that one (if you don&#039;t want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommended research path to take is: &lt;br /&gt;
[Fragments] - [Materials] - [Carapace Armors] - [Beam Weapons] - [Precision Lasers] - [Experimental Warfare] - [Heavy Lasers] - [stuff you need to capture a live alien]&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didn&#039;t get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on A6-7 and B7 you&#039;ll have to place them on A5 and B5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days it takes to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that, you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find an additional $50 in the first month. Usually, that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your Alloys and Fragments, severely crippling your research and ability to field Carapace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on A1 - this will take away your adjacency bonuses, but they aren&#039;t that great anyway (7% rebate that you only start to get in the end of the second month, and that&#039;s like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on A5 and generators on A6-7 and second workshop on A1 and your Officer Training School goes on B5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on B6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on B6-7 thus making you build your third workshop one level deeper, on C5 (which, again, will require you to build access lift one month earlier) or on A2 (which will delay Alien Containment).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: in the EW DLC, where you&#039;re able to get a 98% rebate on well-placed bulk of workshops and relevant facilities, it might be more important to go for adjacent placement after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (March) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate  (§10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop (§130, 10d, +5 engineers for Satellite Uplink), excavate (§10, 5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); Note that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).&lt;br /&gt;
*11d - 3x-4x satellites (§77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator (§60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink (§150, 14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Strategy Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56663</id>
		<title>Satellite Rush (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56663"/>
		<updated>2014-05-29T17:37:25Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a build order and strategy for a Satellite Rush, tested on Classic difficulty (base game, no DLC). The aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next Satellite Uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game can screw you up. Also, sometimes the Abduction mission will pop too late to build your first Workshop in time. However, restarting in month 1 is not a big loss, and most of the time you will be fine, you will just have to sell various amounts of Alloys or Fragments.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containment up by 09 of May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four. &lt;br /&gt;
&lt;br /&gt;
Also, by going this route, you will not be getting any Medikits/S.C.O.P.E/Vests or extra recruits (usually taken for higher HP) in the first month and be limited in amount of those you can get in the second month. On top o that, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carapace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Carapace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and that&#039;s why going with North America seems the best choice - you get most starting funds (§300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). That is your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (A4) notation, where A is first row and 4 is fourth column (A4 here refers to the first Access Lift, while A3 would refer your first Satellite Uplink). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
|-&lt;br /&gt;
! A &lt;br /&gt;
|A1 &lt;br /&gt;
|A2 &lt;br /&gt;
|A3 &lt;br /&gt;
|A4 &lt;br /&gt;
|A5 &lt;br /&gt;
|A6 &lt;br /&gt;
|A7&lt;br /&gt;
|-&lt;br /&gt;
! B &lt;br /&gt;
|B1 &lt;br /&gt;
|B2 &lt;br /&gt;
|B3 &lt;br /&gt;
|B4 &lt;br /&gt;
|B5 &lt;br /&gt;
|B6 &lt;br /&gt;
|B7&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|C1 &lt;br /&gt;
|C2 &lt;br /&gt;
|C3 &lt;br /&gt;
|C4 &lt;br /&gt;
|C5 &lt;br /&gt;
|C6 &lt;br /&gt;
|C7&lt;br /&gt;
|-&lt;br /&gt;
! D &lt;br /&gt;
|D1 &lt;br /&gt;
|D2 &lt;br /&gt;
|D3 &lt;br /&gt;
|D4 &lt;br /&gt;
|D5 &lt;br /&gt;
|D6 &lt;br /&gt;
|D7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To better understand the timings, keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to replay your first mission a few times, this build order is much easier than alternatives, but requires either A5 or A6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you have completed your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: With Slingshot and Enemy Within DLC, it is possible to dramatically accelerate the build order below. In addition, ignoring the first small UFO that appears, brings out a Medium Scout. This can still be shot down with just one interceptor (very very unlucky, two), giving much more loot to sell. The build order generally stays the same, with more soldiers hired or a Laboratory/Alien Containment/Officer Training School thrown in, in the first month.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======March======&lt;br /&gt;
* 02.03 A5/A6 Dig (the one that is not excavated)&lt;br /&gt;
* 07.03 A6 Workshop &lt;br /&gt;
* 11.03 *** Satellite x4&lt;br /&gt;
* 17.03 A2 Satellite Uplink&lt;br /&gt;
* 27.03 A5 Power Generator &lt;br /&gt;
* 31.03 *** Launch Satellites&lt;br /&gt;
&lt;br /&gt;
======April======&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 B4 Access Lift &lt;br /&gt;
* 01.04 A7 Dig &lt;br /&gt;
* 06.04 B5 Dig &lt;br /&gt;
* 06.04 A7 Workshop &lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 B5 Power Generator &lt;br /&gt;
* 11.04 B3 Dig &lt;br /&gt;
* 16.04 B3 Satellite Uplink &lt;br /&gt;
* 16.04 A1 Officer Training School &lt;br /&gt;
* 22.04 B6 Dig &lt;br /&gt;
* 22.04 B2 Dig &lt;br /&gt;
* 27.04 B6 Power Generator &lt;br /&gt;
* 27.04 B1 Dig &lt;br /&gt;
* 31.04 *** Launch Satellites &lt;br /&gt;
======May======&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 C4 Access Lift &lt;br /&gt;
* 02.05 B7 Dig &lt;br /&gt;
* 02.05 B1 Alien Containment &lt;br /&gt;
* 07.05 C5 Dig &lt;br /&gt;
* 07.05 B7 Workshop &lt;br /&gt;
* 11.05 *** Satellite x4 &lt;br /&gt;
* 12.05 C5 Power Generator &lt;br /&gt;
* 17.05 B2 Satellite Uplink &lt;br /&gt;
&lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
&lt;br /&gt;
* §130 for Workshop&lt;br /&gt;
* §308 for Satellites&lt;br /&gt;
* §150 for Uplink&lt;br /&gt;
* §60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise §138 by day 11, and another §150 by day 17, and then another §60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you §1 or 2 off the sum. Then, you will have to restart, or cancel one of the satellites (in order to be able to do that, make sure to order them 1 by 1, not in bulk). However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesn&#039;t, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, having 3 satellites is not that big of a deal, but still, you may want to fast-forward right after you finish your first tactical mission and see whether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is a good idea to save after you have finished your first tactical mission and found out that you got a good base layout (A5 or A6 is excavated), and then fast-forward and see wether Abduction and UFO missions appear on time.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06th day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, that&#039;s when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should, from the start, consider which continent you will be covering first, and leave that continent unattended in the first two abductions (note that the continents that get Abduction missions in them are decided at the start of the month, but reward distribution is decided at the moment the mission pops up, so you can reload to get engineers reward to appear in the desired continent). You only got three reasonable choices for continents to pick, that&#039;s Africa, Asia or Europe. Europe is the best one money-wise (considering their bonus, which will save you additional §78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and sometimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for the second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you don&#039;t get&#039;em here, you&#039;re viable to screw-up by RNG who won&#039;t give you them as council mission reward and will place first abduction in the next month on day 7. If you&#039;re getting engineers elsewhere - get money. You&#039;ll need every coin you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still, calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like S.C.O.P.E.s and Medikits. You want to get a second continent covered here, and that is Africa if you didn&#039;t get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from Abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for the large ship that comes early this month - you absolutely have to have one Laser Cannon and one Phoenix Cannon Interceptor on each continent for that one (if you don&#039;t want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommended research path to take is: &lt;br /&gt;
[Fragments] - [Materials] - [Carapace Armors] - [Beam Weapons] - [Precision Lasers] - [Experimental Warfare] - [Heavy Lasers] - [stuff you need to capture a live alien]&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didn&#039;t get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on A6-7 and B7 you&#039;ll have to place them on A5 and B5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days it takes to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that, you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find an additional $50 in the first month. Usually, that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your Alloys and Fragments, severely crippling your research and ability to field Carapace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on A1 - this will take away your adjacency bonuses, but they aren&#039;t that great anyway (7% rebate that you only start to get in the end of the second month, and that&#039;s like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on A5 and generators on A6-7 and second workshop on A1 and your Officer Training School goes on B5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on B6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on B6-7 thus making you build your third workshop one level deeper, on C5 (which, again, will require you to build access lift one month earlier) or on A2 (which will delay Alien Containment).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: in the EW DLC, where you&#039;re able to get a 98% rebate on well-placed bulk of workshops and relevant facilities, it might be more important to go for adjacent placement after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (March) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate  (§10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop (§130, 10d, +5 engineers for Satellite Uplink), excavate (§10, 5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); Note that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).&lt;br /&gt;
*11d - 3x-4x satellites (§77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator (§60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink (§150, 14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Strategy Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56652</id>
		<title>Satellite Rush (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56652"/>
		<updated>2014-05-29T12:38:05Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a build order and strategy for a Satellite Rush, tested on Classic difficulty (base game, no DLC). The aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next Satellite Uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game can screw you up. Also, sometimes the Abduction mission will pop too late to build your first Workshop in time. However, restarting in month 1 is not a big loss, and most of the time you will be fine, you will just have to sell various amounts of Alloys or Fragments.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containment up by 09 of May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four. &lt;br /&gt;
&lt;br /&gt;
Also, by going this route, you will not be getting any Medikits/S.C.O.P.E/Vests or extra recruits (usually taken for higher HP) in the first month and be limited in amount of those you can get in the second month. On top o that, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carapace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Carapace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and that&#039;s why going with North America seems the best choice - you get most starting funds (§300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). That is your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (A4) notation, where A is first row and 4 is fourth column (A4 here refers to the first Access Lift, while A3 would refer your first Satellite Uplink). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
|-&lt;br /&gt;
! A &lt;br /&gt;
|A1 &lt;br /&gt;
|A2 &lt;br /&gt;
|A3 &lt;br /&gt;
|A4 &lt;br /&gt;
|A5 &lt;br /&gt;
|A6 &lt;br /&gt;
|A7&lt;br /&gt;
|-&lt;br /&gt;
! B &lt;br /&gt;
|B1 &lt;br /&gt;
|B2 &lt;br /&gt;
|B3 &lt;br /&gt;
|B4 &lt;br /&gt;
|B5 &lt;br /&gt;
|B6 &lt;br /&gt;
|B7&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|C1 &lt;br /&gt;
|C2 &lt;br /&gt;
|C3 &lt;br /&gt;
|C4 &lt;br /&gt;
|C5 &lt;br /&gt;
|C6 &lt;br /&gt;
|C7&lt;br /&gt;
|-&lt;br /&gt;
! D &lt;br /&gt;
|D1 &lt;br /&gt;
|D2 &lt;br /&gt;
|D3 &lt;br /&gt;
|D4 &lt;br /&gt;
|D5 &lt;br /&gt;
|D6 &lt;br /&gt;
|D7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To better understand the timings, keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to replay your first mission a few times, this build order is much easier than alternatives, but requires either A5 or A6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you have completed your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: With Slingshot and Enemy Within DLC, it is possible to dramatically accelerate the build order below. In addition, ignoring the first small UFO that appears, brings out a Medium Scout. This can still be shot down with just one interceptor (very very unlucky, two), giving much more loot to sell. The build order generally stays the same, with more soldiers hired or a Laboratory/Alien Containment/Officer Training School thrown in, in the first month.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======March======&lt;br /&gt;
* 02.03 Dig A5/A6 (one that is not excavated)&lt;br /&gt;
* 07.03 Workshop A6 &lt;br /&gt;
* 11.03 *** Satellite x4&lt;br /&gt;
* 17.03 Satellite Uplink A2&lt;br /&gt;
* 27.03 Power Generator A5&lt;br /&gt;
* 31.03 *** Launch Satellites&lt;br /&gt;
&lt;br /&gt;
======April======&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 Access Lift B4&lt;br /&gt;
* 01.04 Dig A7&lt;br /&gt;
* 06.04 Dig B5&lt;br /&gt;
* 06.04 Workshop A7&lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 Power Generator B5&lt;br /&gt;
* 11.04 Dig B3&lt;br /&gt;
* 16.04 Satellite Uplink B3&lt;br /&gt;
* 16.04 Officer Training School A1&lt;br /&gt;
* 22.04 Dig B6&lt;br /&gt;
* 22.04 Dig B2&lt;br /&gt;
* 27.04 Power Generator B6&lt;br /&gt;
* 27.04 Dig B1&lt;br /&gt;
* 31.04 *** Launch Satellites &lt;br /&gt;
======May======&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 Access Lift C4&lt;br /&gt;
* 02.05 Dig B7&lt;br /&gt;
* 02.05 Alien Containment B1&lt;br /&gt;
* 07.05 Dig C5&lt;br /&gt;
* 07.05 Workshop B7&lt;br /&gt;
* 11.05 *** Satellite x4&lt;br /&gt;
* 12.05 Power Generator C5&lt;br /&gt;
* 17.05 Satellite Uplink B2&lt;br /&gt;
&lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
&lt;br /&gt;
* §130 for Workshop&lt;br /&gt;
* §308 for Satellites&lt;br /&gt;
* §150 for Uplink&lt;br /&gt;
* §60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise §138 by day 11, and another §150 by day 17, and then another §60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you §1 or 2 off the sum. Then, you will have to restart, or cancel one of the satellites (in order to be able to do that, make sure to order them 1 by 1, not in bulk). However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesn&#039;t, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, having 3 satellites is not that big of a deal, but still, you may want to fast-forward right after you finish your first tactical mission and see whether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is a good idea to save after you have finished your first tactical mission and found out that you got a good base layout (A5 or A6 is excavated), and then fast-forward and see wether Abduction and UFO missions appear on time.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06th day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, that&#039;s when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should, from the start, consider which continent you will be covering first, and leave that continent unattended in the first two abductions (note that the continents that get Abduction missions in them are decided at the start of the month, but reward distribution is decided at the moment the mission pops up, so you can reload to get engineers reward to appear in the desired continent). You only got three reasonable choices for continents to pick, that&#039;s Africa, Asia or Europe. Europe is the best one money-wise (considering their bonus, which will save you additional §78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and sometimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for the second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you don&#039;t get&#039;em here, you&#039;re viable to screw-up by RNG who won&#039;t give you them as council mission reward and will place first abduction in the next month on day 7. If you&#039;re getting engineers elsewhere - get money. You&#039;ll need every coin you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still, calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like S.C.O.P.E.s and Medikits. You want to get a second continent covered here, and that is Africa if you didn&#039;t get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from Abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for the large ship that comes early this month - you absolutely have to have one Laser Cannon and one Phoenix Cannon Interceptor on each continent for that one (if you don&#039;t want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommended research path to take is: &lt;br /&gt;
[Fragments] - [Materials] - [Carapace Armors] - [Beam Weapons] - [Precision Lasers] - [Experimental Warfare] - [Heavy Lasers] - [stuff you need to capture a live alien]&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didn&#039;t get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on A6-7 and B7 you&#039;ll have to place them on A5 and B5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days it takes to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that, you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find an additional $50 in the first month. Usually, that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your Alloys and Fragments, severely crippling your research and ability to field Carapace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on A1 - this will take away your adjacency bonuses, but they aren&#039;t that great anyway (7% rebate that you only start to get in the end of the second month, and that&#039;s like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on A5 and generators on A6-7 and second workshop on A1 and your Officer Training School goes on B5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on B6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on B6-7 thus making you build your third workshop one level deeper, on C5 (which, again, will require you to build access lift one month earlier) or on A2 (which will delay Alien Containment).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: in the EW DLC, where you&#039;re able to get a 98% rebate on well-placed bulk of workshops and relevant facilities, it might be more important to go for adjacent placement after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (March) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate  (§10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop (§130, 10d, +5 engineers for Satellite Uplink), excavate (§10, 5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); Note that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).&lt;br /&gt;
*11d - 3x-4x satellites (§77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator (§60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink (§150, 14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Strategy Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56651</id>
		<title>Satellite Rush (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56651"/>
		<updated>2014-05-29T12:32:39Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a build order and strategy for a Satellite Rush, tested on Classic difficulty (base game, no DLC). The aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next Satellite Uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game can screw you up. Also, sometimes the Abduction mission will pop too late to build your first Workshop in time. However, restarting in month 1 is not a big loss, and most of the time you will be fine, you will just have to sell various amounts of Alloys or Fragments.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containment up by 09 of May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four. You will also not be getting any Medikits/S.C.O.P.E/Vests or extra recruits (usually taken for higher HP) in the first month and be limited in amount of those you can get in the second month. Also, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carapace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Carapace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and that&#039;s why going with North America seems the best choice - you get most starting funds (§300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). That is your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (A4) notation, where A is first row and 4 is fourth column (A4 here refers to the first Access Lift, while A3 would refer your first Satellite Uplink). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
|-&lt;br /&gt;
! A &lt;br /&gt;
|A1 &lt;br /&gt;
|A2 &lt;br /&gt;
|A3 &lt;br /&gt;
|A4 &lt;br /&gt;
|A5 &lt;br /&gt;
|A6 &lt;br /&gt;
|A7&lt;br /&gt;
|-&lt;br /&gt;
! B &lt;br /&gt;
|B1 &lt;br /&gt;
|B2 &lt;br /&gt;
|B3 &lt;br /&gt;
|B4 &lt;br /&gt;
|B5 &lt;br /&gt;
|B6 &lt;br /&gt;
|B7&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|C1 &lt;br /&gt;
|C2 &lt;br /&gt;
|C3 &lt;br /&gt;
|C4 &lt;br /&gt;
|C5 &lt;br /&gt;
|C6 &lt;br /&gt;
|C7&lt;br /&gt;
|-&lt;br /&gt;
! D &lt;br /&gt;
|D1 &lt;br /&gt;
|D2 &lt;br /&gt;
|D3 &lt;br /&gt;
|D4 &lt;br /&gt;
|D5 &lt;br /&gt;
|D6 &lt;br /&gt;
|D7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To better understand the timings, keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to replay your first mission a few times, this build order is much easier than alternatives, but requires either A5 or A6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you have completed your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: With Slingshot and Enemy Within DLC, it is possible to dramatically accelerate the build order below. In addition, ignoring the first small UFO that appears, brings out a Medium Scout. This can still be shot down with just one interceptor (very very unlucky, two), giving much more loot to sell. The build order generally stays the same, with more soldiers hired or a Laboratory/Alien Containment/Officer Training School thrown in, in the first month.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======March======&lt;br /&gt;
* 02.03 Dig A5/A6 (one that is not excavated)&lt;br /&gt;
* 07.03 Workshop A6 &lt;br /&gt;
* 11.03 *** Satellite x4&lt;br /&gt;
* 17.03 Satellite Uplink A2&lt;br /&gt;
* 27.03 Power Generator A5&lt;br /&gt;
* 31.03 *** Launch Satellites&lt;br /&gt;
&lt;br /&gt;
======April======&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 Access Lift B4&lt;br /&gt;
* 01.04 Dig A7&lt;br /&gt;
* 06.04 Dig B5&lt;br /&gt;
* 06.04 Workshop A7&lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 Power Generator B5&lt;br /&gt;
* 11.04 Dig B3&lt;br /&gt;
* 16.04 Satellite Uplink B3&lt;br /&gt;
* 16.04 Officer Training School A1&lt;br /&gt;
* 22.04 Dig B6&lt;br /&gt;
* 22.04 Dig B2&lt;br /&gt;
* 27.04 Power Generator B6&lt;br /&gt;
* 27.04 Dig B1&lt;br /&gt;
* 31.04 *** Launch Satellites &lt;br /&gt;
======May======&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 Access Lift C4&lt;br /&gt;
* 02.05 Dig B7&lt;br /&gt;
* 02.05 Alien Containment B1&lt;br /&gt;
* 07.05 Dig C5&lt;br /&gt;
* 07.05 Workshop B7&lt;br /&gt;
* 11.05 *** Satellite x4&lt;br /&gt;
* 12.05 Power Generator C5&lt;br /&gt;
* 17.05 Satellite Uplink B2&lt;br /&gt;
&lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
&lt;br /&gt;
* §130 for Workshop&lt;br /&gt;
* §308 for Satellites&lt;br /&gt;
* §150 for Uplink&lt;br /&gt;
* §60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise §138 by day 11, and another §150 by day 17, and then another §60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you §1 or 2 off the sum. Then, you will have to restart, or cancel one of the satellites (in order to be able to do that, make sure to order them 1 by 1, not in bulk). However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesn&#039;t, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, having 3 satellites is not that big of a deal, but still, you may want to fast-forward right after you finish your first tactical mission and see whether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is a good idea to save after you have finished your first tactical mission and found out that you got a good base layout (A5 or A6 is excavated), and then fast-forward and see wether Abduction and UFO missions appear on time.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06th day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, that&#039;s when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should, from the start, consider which continent you will be covering first, and leave that continent unattended in the first two abductions (note that the continents that get Abduction missions in them are decided at the start of the month, but reward distribution is decided at the moment the mission pops up, so you can reload to get engineers reward to appear in the desired continent). You only got three reasonable choices for continents to pick, that&#039;s Africa, Asia or Europe. Europe is the best one money-wise (considering their bonus, which will save you additional §78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and sometimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for the second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you don&#039;t get&#039;em here, you&#039;re viable to screw-up by RNG who won&#039;t give you them as council mission reward and will place first abduction in the next month on day 7. If you&#039;re getting engineers elsewhere - get money. You&#039;ll need every coin you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still, calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like S.C.O.P.E.s and Medikits. You want to get a second continent covered here, and that is Africa if you didn&#039;t get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from Abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for the large ship that comes early this month - you absolutely have to have one Laser Cannon and one Phoenix Cannon Interceptor on each continent for that one (if you don&#039;t want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommended research path to take is: &lt;br /&gt;
[Fragments] - [Materials] - [Carapace Armors] - [Beam Weapons] - [Precision Lasers] - [Experimental Warfare] - [Heavy Lasers] - [stuff you need to capture a live alien]&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didn&#039;t get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on A6-7 and B7 you&#039;ll have to place them on A5 and B5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days it takes to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that, you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find an additional $50 in the first month. Usually, that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your Alloys and Fragments, severely crippling your research and ability to field Carapace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on A1 - this will take away your adjacency bonuses, but they aren&#039;t that great anyway (7% rebate that you only start to get in the end of the second month, and that&#039;s like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on A5 and generators on A6-7 and second workshop on A1 and your Officer Training School goes on B5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on B6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on B6-7 thus making you build your third workshop one level deeper, on C5 (which, again, will require you to build access lift one month earlier) or on A2 (which will delay Alien Containment).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: in the EW DLC, where you&#039;re able to get a 98% rebate on well-placed bulk of workshops and relevant facilities, it might be more important to go for adjacent placement after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (March) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate  (§10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop (§130, 10d, +5 engineers for Satellite Uplink), excavate (§10, 5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); Note that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).&lt;br /&gt;
*11d - 3x-4x satellites (§77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator (§60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink (§150, 14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Strategy Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56650</id>
		<title>Satellite Rush (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Rush_(EU2012)&amp;diff=56650"/>
		<updated>2014-05-29T12:32:08Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a build order and strategy for a Satellite Rush, tested on Classic difficulty (base game, no DLC). The aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next Satellite Uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game can screw you up. Also, sometimes the Abduction mission will pop too late to build your first Workshop in time. However, restarting in month 1 is not a big loss, and most of the time you will be fine, you will just have to sell various amounts of Alloys or Fragments.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containment up by 09 May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four. You will also not be getting any Medikits/S.C.O.P.E/Vests or extra recruits (usually taken for higher HP) in the first month and be limited in amount of those you can get in the second month. Also, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carapace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Carapace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and that&#039;s why going with North America seems the best choice - you get most starting funds (§300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). That is your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (A4) notation, where A is first row and 4 is fourth column (A4 here refers to the first Access Lift, while A3 would refer your first Satellite Uplink). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
|-&lt;br /&gt;
! A &lt;br /&gt;
|A1 &lt;br /&gt;
|A2 &lt;br /&gt;
|A3 &lt;br /&gt;
|A4 &lt;br /&gt;
|A5 &lt;br /&gt;
|A6 &lt;br /&gt;
|A7&lt;br /&gt;
|-&lt;br /&gt;
! B &lt;br /&gt;
|B1 &lt;br /&gt;
|B2 &lt;br /&gt;
|B3 &lt;br /&gt;
|B4 &lt;br /&gt;
|B5 &lt;br /&gt;
|B6 &lt;br /&gt;
|B7&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|C1 &lt;br /&gt;
|C2 &lt;br /&gt;
|C3 &lt;br /&gt;
|C4 &lt;br /&gt;
|C5 &lt;br /&gt;
|C6 &lt;br /&gt;
|C7&lt;br /&gt;
|-&lt;br /&gt;
! D &lt;br /&gt;
|D1 &lt;br /&gt;
|D2 &lt;br /&gt;
|D3 &lt;br /&gt;
|D4 &lt;br /&gt;
|D5 &lt;br /&gt;
|D6 &lt;br /&gt;
|D7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To better understand the timings, keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to replay your first mission a few times, this build order is much easier than alternatives, but requires either A5 or A6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you have completed your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: With Slingshot and Enemy Within DLC, it is possible to dramatically accelerate the build order below. In addition, ignoring the first small UFO that appears, brings out a Medium Scout. This can still be shot down with just one interceptor (very very unlucky, two), giving much more loot to sell. The build order generally stays the same, with more soldiers hired or a Laboratory/Alien Containment/Officer Training School thrown in, in the first month.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======March======&lt;br /&gt;
* 02.03 Dig A5/A6 (one that is not excavated)&lt;br /&gt;
* 07.03 Workshop A6 &lt;br /&gt;
* 11.03 *** Satellite x4&lt;br /&gt;
* 17.03 Satellite Uplink A2&lt;br /&gt;
* 27.03 Power Generator A5&lt;br /&gt;
* 31.03 *** Launch Satellites&lt;br /&gt;
&lt;br /&gt;
======April======&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 Access Lift B4&lt;br /&gt;
* 01.04 Dig A7&lt;br /&gt;
* 06.04 Dig B5&lt;br /&gt;
* 06.04 Workshop A7&lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 Power Generator B5&lt;br /&gt;
* 11.04 Dig B3&lt;br /&gt;
* 16.04 Satellite Uplink B3&lt;br /&gt;
* 16.04 Officer Training School A1&lt;br /&gt;
* 22.04 Dig B6&lt;br /&gt;
* 22.04 Dig B2&lt;br /&gt;
* 27.04 Power Generator B6&lt;br /&gt;
* 27.04 Dig B1&lt;br /&gt;
* 31.04 *** Launch Satellites &lt;br /&gt;
======May======&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 Access Lift C4&lt;br /&gt;
* 02.05 Dig B7&lt;br /&gt;
* 02.05 Alien Containment B1&lt;br /&gt;
* 07.05 Dig C5&lt;br /&gt;
* 07.05 Workshop B7&lt;br /&gt;
* 11.05 *** Satellite x4&lt;br /&gt;
* 12.05 Power Generator C5&lt;br /&gt;
* 17.05 Satellite Uplink B2&lt;br /&gt;
&lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
&lt;br /&gt;
* §130 for Workshop&lt;br /&gt;
* §308 for Satellites&lt;br /&gt;
* §150 for Uplink&lt;br /&gt;
* §60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise §138 by day 11, and another §150 by day 17, and then another §60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you §1 or 2 off the sum. Then, you will have to restart, or cancel one of the satellites (in order to be able to do that, make sure to order them 1 by 1, not in bulk). However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesn&#039;t, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, having 3 satellites is not that big of a deal, but still, you may want to fast-forward right after you finish your first tactical mission and see whether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is a good idea to save after you have finished your first tactical mission and found out that you got a good base layout (A5 or A6 is excavated), and then fast-forward and see wether Abduction and UFO missions appear on time.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06th day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, that&#039;s when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should, from the start, consider which continent you will be covering first, and leave that continent unattended in the first two abductions (note that the continents that get Abduction missions in them are decided at the start of the month, but reward distribution is decided at the moment the mission pops up, so you can reload to get engineers reward to appear in the desired continent). You only got three reasonable choices for continents to pick, that&#039;s Africa, Asia or Europe. Europe is the best one money-wise (considering their bonus, which will save you additional §78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and sometimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for the second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you don&#039;t get&#039;em here, you&#039;re viable to screw-up by RNG who won&#039;t give you them as council mission reward and will place first abduction in the next month on day 7. If you&#039;re getting engineers elsewhere - get money. You&#039;ll need every coin you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still, calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like S.C.O.P.E.s and Medikits. You want to get a second continent covered here, and that is Africa if you didn&#039;t get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from Abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for the large ship that comes early this month - you absolutely have to have one Laser Cannon and one Phoenix Cannon Interceptor on each continent for that one (if you don&#039;t want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommended research path to take is: &lt;br /&gt;
[Fragments] - [Materials] - [Carapace Armors] - [Beam Weapons] - [Precision Lasers] - [Experimental Warfare] - [Heavy Lasers] - [stuff you need to capture a live alien]&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didn&#039;t get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on A6-7 and B7 you&#039;ll have to place them on A5 and B5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days it takes to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that, you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find an additional $50 in the first month. Usually, that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your Alloys and Fragments, severely crippling your research and ability to field Carapace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on A1 - this will take away your adjacency bonuses, but they aren&#039;t that great anyway (7% rebate that you only start to get in the end of the second month, and that&#039;s like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on A5 and generators on A6-7 and second workshop on A1 and your Officer Training School goes on B5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on B6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on B6-7 thus making you build your third workshop one level deeper, on C5 (which, again, will require you to build access lift one month earlier) or on A2 (which will delay Alien Containment).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: in the EW DLC, where you&#039;re able to get a 98% rebate on well-placed bulk of workshops and relevant facilities, it might be more important to go for adjacent placement after all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (March) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate  (§10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop (§130, 10d, +5 engineers for Satellite Uplink), excavate (§10, 5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); Note that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).&lt;br /&gt;
*11d - 3x-4x satellites (§77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator (§60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink (§150, 14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Strategy Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=49591</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=49591"/>
		<updated>2013-09-25T11:53:53Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Lucky Man&amp;#039;s Build Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Miscellaneous Tips==&lt;br /&gt;
&lt;br /&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;
=== Suggestion for Promotions ===&lt;br /&gt;
If you have no idea of what Abilities to choose during the first promotions, these are solid choices for the entire game:&lt;br /&gt;
* Assault - &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;. Forces a miss on the first reaction shot fired at the unit. Can be used to trigger (and miss) alien Overwatch shots. This ability is essentially a life-saver for your soldiers when advancing against aliens on Overwatch, specially Sectopods. &lt;br /&gt;
* Heavy - &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. After you first encounter a Cyberdisk without this ability, you&#039;ll know why. It also applies to the Rocket/Blaster Launcher, and grenades, and The Volunteer&#039;s Rift, besides the Heavy&#039;s primary weapon and you are almost sure to face Cyberdisks/Sectopods on most UFO or Abduction/Terror missions.&lt;br /&gt;
* Sniper - &#039;&#039;&#039;Squad Sight&#039;&#039;&#039;. Snap Shot also has its uses but it requires Squad Sight to perform the classic &#039;Scout and Snipe&#039; tactic of the original game, where your Sniper can just pick a spot where it covers the battlefield and drop any aliens seen by your squad. &lt;br /&gt;
* Support - &#039;&#039;&#039;Field Medic&#039;&#039;&#039;. Never go to a battle without a Medikit. And never risk your only Medic getting killed or worse, critically wounded (and watch him/her die from the wound unless you are able to finish the fight first).&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
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. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door, around the corner or in a spot across the room facing the door. Next open the door to wake up the aliens inside. If no aliens are seen, have a soldier (preferably your assault with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges. If there are multiple entrances into the same room, split your team so that you can potentially get a flank bonus on some of the enemies. Depending on the situation, you also have the option of waking up an enemy behind a door, and then back out of sight to encourage the alien to run out and into a flurry of reaction fire. &lt;br /&gt;
&lt;br /&gt;
For most outdoor situations and in large rooms, 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;
Enemy groups that randomly teleport nearby, or amongst your team, will not immediately open fire when they strike a pose and race for cover. They will actively attack once your turn ends. If this occurs when you are not engaging the enemy, you can often use this opportunity to get in close and take them down at close range. If you are in the middle of engaging another group or more, these re-enforcements could tip the odds in the enemy&#039;s favour. You will need to adjust your tactics accordingly. Prioritize targets, take defensive measures, make a tactical retreat to safety, use area-effect weapons, etc.&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;
=== Satellites are Key ===&lt;br /&gt;
* Plan ahead and cover the entire world with at least 8 satellites ASAP.  This is the only undisputed rule in playing this game. It is more &amp;quot;economical&amp;quot; to panic management to launch satellites at the end of the month, to lower panic levels when they&#039;re highest, and to avoid an abduction mission invalidating the reduction. Launching satellites at the end of the month also gives you more flexibility to deal with unexpected alien activity at the end of the month. Additionally, any countries covered at the start of the month (ie, they&#039;re already covered when the Monthy Report comes in) will be off the list of Abduction Missions (but will get (less so) raised panic if another country on that continent gets an unanswered Abduction).&lt;br /&gt;
* Order satellites individually, not in bulk. That way you&#039;ll be able to cancel satellite orders if you are in a dire/unexpected need of credits and still be able to launch the other satellites at the end of the month. Of all game items (Facilities, Craft, etc.) that require days for manufacture Satellites are the most flexible to cancel, if needed.&lt;br /&gt;
&lt;br /&gt;
=== Mission 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;
# Panic level&lt;br /&gt;
#* Your choice differs vastly depending on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country. In comparison, this could lead to increased panic in the whole continent on higher difficulty settings.  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;
# Rewards&lt;br /&gt;
#* Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you will probably prefer engineers until you no longer need more for buildings or tech.  Scientists and soldiers aren&#039;t that important, comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists, Laboratories and Research ===&lt;br /&gt;
Consider refraining from building laboratories, as they aren&#039;t really necessary even on higher difficulty settings. You can still complete research quickly by first researching arc throwers, and following up by completing all autopsies and interrogations.&lt;br /&gt;
The biggest obstacle to research is not the duration, but the required alien artifacts that are gathered slowly. Building laboratories only serves to drain these precious resources.&lt;br /&gt;
However, if getting gear for your troops is an urgency for your playstyle, 1 lab early on may be appreceable, especially if your Council/Abduction/Sattelite actions don&#039;t gain you any Scientists whatsoever.&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 satellite launches are generally dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
&lt;br /&gt;
For veteran players of the original X-Com that are new to this game, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used not only for research projects, but as resources for completing council member requests, foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. &lt;br /&gt;
&lt;br /&gt;
Generally, keeping about 10 corpses of the common species (Sectoids, Thin Men...Mutons, later) in storage should be sufficient if you need some quick money.  Keep more if you know you&#039;ll need them for a Foundry project.&lt;br /&gt;
&lt;br /&gt;
On the other hand, items that have no research value such as damaged UFO components and alien entertainment are clearly marked as such. These items can be sold freely.&lt;br /&gt;
&lt;br /&gt;
Once you are familiar with the game and know how much of each is required for tech that is within reasonable grasp, only then should you consider selling valuable equipment and corpses to fund Satellite rushes.&lt;br /&gt;
&lt;br /&gt;
==Strategies and Build Orders==&lt;br /&gt;
&lt;br /&gt;
=== Satellite Rush Strategy ===&lt;br /&gt;
Build order and strategy for a satellite rush, tested on Classic. Aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game CAN screw you up. Also, sometimes abduction mission will pop too late to build your first workshop in time. However, reloading in month 1 is not a big loss, and most of the times, you will be fine, and question will be, how many Alloys or Fragments you have to sell.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containtment up by 09 May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four.You will also not be getting any Medkits/Scopes/Vests or extra recruits (usually taken for bigger HP) in the first month and be limited on those in the second month. Also, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carpace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Caprace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and thats why going with North America seems the best choice - you get most starting funds ($ 300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). Thats your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (1,4) notation, where 1 is row and 4 is column (1,4 here refers to the first Access Lift, while 1,3 would refer your first Satellite Uplink). To better understand the timings keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to reload a few times on your first mission, this build order is much easier than alternatives, but requires either 1,5 or 1,6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you complete your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
* 02.03 Dig 1,5/6 (one that is not excavated)&lt;br /&gt;
* 07.03 Workshop 1,6 &lt;br /&gt;
* 11.03 *** Satellite x4 (order them 1 by 1, not in bulk)&lt;br /&gt;
* 17.03 Satellite Uplink 1,2&lt;br /&gt;
* 27.03 Power Generator 1,5&lt;br /&gt;
* 31.03 *** Launch Satelites (in the evening)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 Access Lift 2,4&lt;br /&gt;
* 01.04 Dig 1,7&lt;br /&gt;
* 06.04 Dig 2,5&lt;br /&gt;
* 06.04 Workshop 1,7&lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 Power Generator 2,5&lt;br /&gt;
* 11.04 Dig 2,3&lt;br /&gt;
* 16.04 Satellite Uplink 2,3&lt;br /&gt;
* 16.04 Officer Training School 1,1&lt;br /&gt;
* 22.04 Dig 2,6&lt;br /&gt;
* 22.04 Dig 2,2&lt;br /&gt;
* 27.04 Power Generator 2,6&lt;br /&gt;
* 27.04 Dig 2,1&lt;br /&gt;
* 31.04 *** Launch Satelites &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 Access Lift 3,4&lt;br /&gt;
* 02.05 Dig 2,7&lt;br /&gt;
* 02.05 Alien Containtment 2,1&lt;br /&gt;
* 07.05 Dig 3,5&lt;br /&gt;
* 07.05 Workshop 2,7&lt;br /&gt;
* 11.05 *** Satellite x4&lt;br /&gt;
* 12.05 Power Generator 3,5&lt;br /&gt;
* 17.05 Satellite Uplink 2,2&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
&lt;br /&gt;
* 130 for Workshop&lt;br /&gt;
* 308 for Satellites&lt;br /&gt;
* 150 for Uplink&lt;br /&gt;
* 60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise $ 138 by day 11, and another $ 150 by day 17, and then another $ 60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you 1 or 2 $ off the sum. Then, you will have to restart, or cancel one of the satellites. However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesnt, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, 4v3 is not THAT big deal, but still, you may want to fast-forward the time right after you finish your first tactical mission and see wether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06 day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, thats when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should from the start consider which continent you will be covering first, and leave that continent unattended in the first two abductions. You only got three reasonable choices, thats Africa, Asia or Europe. Europe is the best money-wise (considering their bonus, which will save you additional $ 78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and somtimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you dont get&#039;em here, you&#039;re viable to screw-up by RNG who wont give you them as council mission reward and will place first abduction in the next month on day 7. Else - get money. You&#039;ll need all money you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like scopes and medkits. You want to get a second continent covered here, and that is Africa if you didnt get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for large ship that comes early this month - you absolutely have to have one laser canon and one phoenix canon interceptor on each continent for that one (if you dont want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommneded research path to take is Fragments - Materials - Carpace Armors - Beam Weapons - Precision Lasers - Experimental Warfare - Heavy Lasers - stuff to capture a live alien&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didnt get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on 1,6-7 and 2,7 you&#039;ll have to place them on 1,5 and 2,5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find additional $ 50 in the first month. Usually that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your alloys and fragments, severely cripplig your research and ability to field Carpace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on 1,1 - this will take away your adjacency bonuses, but they arent that great anyway (7% rebait that you only start to get in the end of the second month, and thats like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on 1,5 and generators on 1,6-7 and second workshop on 1,1 and your Officer Training School goes on 2,5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on 2,6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on 2,6-7 thus making you build your third workshop one level deeper, on 3,5 (which, agian, will require you to build access lift one month earlier) or on 1,2 (will delay alien containtment). &lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (march) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate  ($10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible);&lt;br /&gt;
*11d - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator ($60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink ($150, 14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usualy goes after 17d.&lt;br /&gt;
&lt;br /&gt;
== From Normal To Classic==&lt;br /&gt;
Making the transition from one difficulty level to the other can prove to be tough. The main differences to watch out for on Classic are: &lt;br /&gt;
# The +10 Aim bonus to the Aliens - suddenly Sectoids can be a lot more lethal.&lt;br /&gt;
# Soldiers have -1 HP than on Classic - crucially this means Light Plasma Rifles can one-shot soldiers with basic armor.&lt;br /&gt;
# Thin Men/Outsiders now have 4/5 health - Assault Rifles are not much useful against them anymore.&lt;br /&gt;
# No OTS at the beginning - stuck to 4 soldier squads for a while until you get a Sergeant promoted and the OTS built. (With the Slingshot DLC, you can get Zhang fairly early in the first month to satisfy this condition)&lt;br /&gt;
# Panic now spreads throughout countries - all the world seems to be turning redder and redder. &lt;br /&gt;
# No extra satellite at the beginning - and less funding/base power/etc making resources scarce due to all of the requirements (OTS, satellite, research, engineering, etc.)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Building_Optimization_(EU2012)&amp;diff=49590</id>
		<title>Talk:Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Building_Optimization_(EU2012)&amp;diff=49590"/>
		<updated>2013-09-25T11:47:25Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Where did the build order go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Deliberately not covering the Earth==&lt;br /&gt;
Satellite coverage section suggests not getting full coverage so abductions still happen. Other than making it harder, why would you want to do this? [[User:Binkyuk|Binkyuk]] 13:21, 16 November 2012 (EST)&lt;br /&gt;
: If there&#039;s just one uncovered country, you can wipe out the abduction mission for panic reduction, loot, and the reward.--[[User:(name here)|(name here)]] 13:45, 16 November 2012 (EST)&lt;br /&gt;
::Simply for something to do. It&#039;ll be the same country over and over again, but at least it will be controlled panic and you don&#039;t have to make the hard choice of which country to go to. I&#039;m at the point of the game where I&#039;ve covered the globe and am now screening for lots of good psi candidates and building them up for the end-game. Missions are now a bit slow going. All I&#039;m getting are about 1 or 2 UFO missions each month, and the occasional Council mission and/or terror site. -[[User:NKF|NKF]] 16:45, 16 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==Where did the build order go?==&lt;br /&gt;
Greetings!&lt;br /&gt;
&lt;br /&gt;
I remember when the game just came out, I&#039;ve posted a detailed walkthrough on this wiki, about how to quickly cover all earth with satellites - I believe it&#039;s +1 on M1, +3 on M2, +5 on M3 or something like that. I detailed the build order of everything - power sources, labs, excavations etc. I can&#039;t find it anywhere on the wiki now. Was it removed? If so, why? [[User:Istrebitel|Istrebitel]] 03:54, 25 September 2013 (EDT)&lt;br /&gt;
:Check the [[http://www.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;amp;action=history|View history]] tab and see if you can find it there. Otherwise I&#039;ve got no idea since it&#039;s been nearly a year since the game was released and a lot of editing took place meanwhile. [[User:Hobbes|Hobbes]] 06:00, 25 September 2013 (EDT)&lt;br /&gt;
::Oh wait, here it is! http://www.ufopaedia.org/index.php?title=Survival_Guide_%28EU2012%29 Why isn&#039;t it linked anywhere, or am I missing something? [[User:Istrebitel|Istrebitel]] 07:47, 25 September 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Building_Optimization_(EU2012)&amp;diff=49588</id>
		<title>Talk:Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Building_Optimization_(EU2012)&amp;diff=49588"/>
		<updated>2013-09-25T07:54:45Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Deliberately not covering the Earth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Deliberately not covering the Earth==&lt;br /&gt;
Satellite coverage section suggests not getting full coverage so abductions still happen. Other than making it harder, why would you want to do this? [[User:Binkyuk|Binkyuk]] 13:21, 16 November 2012 (EST)&lt;br /&gt;
: If there&#039;s just one uncovered country, you can wipe out the abduction mission for panic reduction, loot, and the reward.--[[User:(name here)|(name here)]] 13:45, 16 November 2012 (EST)&lt;br /&gt;
::Simply for something to do. It&#039;ll be the same country over and over again, but at least it will be controlled panic and you don&#039;t have to make the hard choice of which country to go to. I&#039;m at the point of the game where I&#039;ve covered the globe and am now screening for lots of good psi candidates and building them up for the end-game. Missions are now a bit slow going. All I&#039;m getting are about 1 or 2 UFO missions each month, and the occasional Council mission and/or terror site. -[[User:NKF|NKF]] 16:45, 16 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==Where did the build order go?==&lt;br /&gt;
Greetings!&lt;br /&gt;
&lt;br /&gt;
I remember when the game just came out, I&#039;ve posted a detailed walkthrough on this wiki, about how to quickly cover all earth with satellites - I believe it&#039;s +1 on M1, +3 on M2, +5 on M3 or something like that. I detailed the build order of everything - power sources, labs, excavations etc. I can&#039;t find it anywhere on the wiki now. Was it removed? If so, why? [[User:Istrebitel|Istrebitel]] 03:54, 25 September 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=40841</id>
		<title>Talk:Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=40841"/>
		<updated>2012-11-03T13:15:27Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Damage mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could we add a Category tag for EU2012 equipment? Something like Equipment (EU2012), like the old EU (EU1994) page has in its equipment lists? --[[User:Lordofhyphens|Lordofhyphens]] 20:46, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
can I suggest moving the alien weapons to the respective aliens&#039; pages? I think the page would be easier to read without them, and they don&#039;t really add much information - IMO ;)&lt;br /&gt;
&lt;br /&gt;
PS - I think the light plasma rifle&#039;s aim bonus is +10, going from the demo files. [[User:Momerathe|Momerathe]] 09:52, 1 October 2012 (EDT)&lt;br /&gt;
: You mean items like Muton Rifle or Thin Man Light Rifle? Items that can only be used by the aliens could be grouped together and moved to the Alien Artifacts page (or another one) but I&#039;d prefer to keep all Weapons that can be used by XCOM on the same page for easy referral and comparison. Thanks for the notice on the Aim, feel free to edit things that you found incorrect - this wiki belongs to all XCOM fans :) [[User:Hobbes|Hobbes]] 13:21, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::yup, I was thinking of the Muton Rifle etc, not the human-usable ones [[User:Momerathe|Momerathe]] 13:58, 1 October 2012 (EDT)&lt;br /&gt;
:::OK, the Alien Artifacts page should remain just a list as well, so they should probably go to their species&#039; pages although they are rather blank at the moment. [[User:Hobbes|Hobbes]] 14:13, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why do the weapon damage not much the values given in game?&lt;br /&gt;
&lt;br /&gt;
When I go &lt;br /&gt;
(Barracks → select trooper → Loadout → Weapon information tag)&lt;br /&gt;
I get one less damage then the vales given here for about half the weapons. For instance pistol does one damage not two.&lt;br /&gt;
&lt;br /&gt;
All my saves are impossible if that makes a difference.&lt;br /&gt;
:Odd, I get two damage on my Classic difficulty saves for the stock pistol. --[[User:Lordofhyphens|Lordofhyphens]] 20:43, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is &#039;reaction range&#039; exactly?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 09:41, 18 October 2012 (EDT)&lt;br /&gt;
:Ask the developers ;) [[User:Hobbes|Hobbes]] 10:25, 18 October 2012 (EDT)&lt;br /&gt;
::In that case, I might do some research myself, when I have some time. I&#039;m imagining that it has to do with the range at which the soldier will try to use the weapon for a reaction shot, but I don&#039;t know. Would be very easy to test. [[User:KingMob4313|KingMob4313]] 16:55, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So far, Reaction Range seems to be about 16-20 squares, assuming you see the target.  (Some weapons, notably shotguns, have much lower EFFECTIVE ranges for reaction fire, but will still trigger at 15-20.)  So far it seems that Squadsight Snipers can Reaction fire pretty much clear across the map, ASSUMING they have a clear line of fire to the alien.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 03:42, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Damage mechanics ==&lt;br /&gt;
&lt;br /&gt;
Can someone confirm these observations I made:&lt;br /&gt;
&lt;br /&gt;
For Precision weapons:&lt;br /&gt;
* Crit DMG statistic is always 50% higher than Base DMG, rounded down, but at least 1 DMG higher than Base DMG.&lt;br /&gt;
* Actual DMG weapon can do (when not a crit) is +-1 of weapon&#039;s Base DMG and chances are equal? (meaning, e.g., Laser Rifle has 33.(3)% chance to deal 4 DMG, same chance for 5 DMG and 6 DMG).&lt;br /&gt;
* Actual DMG weapon can do with a crit is +50% to DMG it rolled, rounded down, but at least 1 DMG higher. (meaning, Laser Rifle with a crit can deal 6, 7 or 9 DMG, depending on what it rolled for its usual DMG)&lt;br /&gt;
&lt;br /&gt;
For Launchers:&lt;br /&gt;
* Crit chance has no effect (seems so in tooltips when using blaster launcher, has anyone ever critted with blaster bomb, or been critted by sectopod&#039;s cluster bomb?).&lt;br /&gt;
* Actual DMG weapon will do is always -1 of weapon&#039;s Base DMG (seems so for players, but i believe not for sectopods, who hit for 7 dmg with their cluster bomb attack).&lt;br /&gt;
[[User:Istrebitel|Istrebitel]] 17:10, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Admittedly, I&#039;m curious where the &amp;quot;Base Damage&amp;quot; numbers came from for the launchers, as the Rocket Launcher and Blaster Launcher list 6 and 9 as their power, respectively.&lt;br /&gt;
&lt;br /&gt;
:Otherwise it looks pretty decent, although I&#039;ve noticed a slight tendency for higher-tier aliens to more often take reduced damage from lower-tier weapons.  I can&#039;t remember the last time I saw a Muton Elite take four damage from a Assault Rifle.  Perhaps it&#039;s just my imagination, though.&lt;br /&gt;
&lt;br /&gt;
:Also, I can pretty much confirm that explosives never crit(however, you can massively improve the damage with HEAT ammo, Mayhem, or by using a rocket/grenade to blow up a car or three.  One of my recent missions involved three Mutons taking cover behind the same car, which quickly saw a rocket come in.  12 damage to all of them!  :D ) [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:39, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think those damages come from game files or ripped from exe. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m going to watch out for that in my playthrough (getting less damage with weaker weapons on newer enemies).&lt;br /&gt;
&lt;br /&gt;
:: Mayhem is strange in that it confers damage bonus to rockets but based on your main weapon (LMG=1, HvL=2 or HvP=3), not the rocket launcher itself. Still, all those numbers, plus options to explode cars etc are out of question of my research here. I&#039;m interested to see if someone has something to object (because all I can say is that I never saw a number X to pop, but maybe I wasnt paying attention or was just lucky/unlucky). Then we can add this to the wiki. [[User:Istrebitel|Istrebitel]] 10:43, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, nope, something is wrong here. Just critted for 13 and 14 on a Muton with Laser Sniper Rifle. Which supposedly has 6 base 9 crit damage. [[User:Istrebitel|Istrebitel]] 11:58, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Even more interesting, managed to score 11 damage with a Plasma Sniper Rifle (no crit!). Which supposedly has 9 base damage and UI shows &amp;quot;up to 10 damage&amp;quot; can be dealt with it.[[User:Istrebitel|Istrebitel]] 08:13, 1 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Plasma rifle stats are definetly off. I have tried all-assault team and my assalut guy never manages to crit for more than 15 with his Alloy Canon, while my snipers regularily output up to 18 damage with crits from their Plasma Sniper Rifles. Which supposedly has the same stats! (9 DMG 13 CritDMG)[[User:Istrebitel|Istrebitel]] 03:25, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve gotten 11 with the Plasma Sniper as well.  Do note, however, that if you are using Headshot, the description for headshot says up front that it causes an increased hit chance, AND &amp;quot;Extra damage on critical hits&amp;quot;.  So the way I read it, Headshot adds a +30% to your Critical chance, and then, if you DO crit successfully, stacks extra damage onto the crit, on top of the already noticeable extra damage for BEING a crit.  Kinda overkill, really. [[User:Arrow Quivershaft|Arrow Quivershaft]] 03:35, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Huh? What is exact wording on the Headshot? I thought it only increases crit chance... Anyway, that 11 hit was NOT a crit, so something must be off anyway, unless Headshot is worded to always add + damage. [[User:Istrebitel|Istrebitel]] 09:15, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Put a bit clearer...using headshot and getting a crit does Normal Damage+Crit Bonus+Headshot Bonus.  Two bonuses can really push a number up.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 03:39, 3 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=40829</id>
		<title>Talk:Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=40829"/>
		<updated>2012-11-03T07:25:56Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Damage mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could we add a Category tag for EU2012 equipment? Something like Equipment (EU2012), like the old EU (EU1994) page has in its equipment lists? --[[User:Lordofhyphens|Lordofhyphens]] 20:46, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
can I suggest moving the alien weapons to the respective aliens&#039; pages? I think the page would be easier to read without them, and they don&#039;t really add much information - IMO ;)&lt;br /&gt;
&lt;br /&gt;
PS - I think the light plasma rifle&#039;s aim bonus is +10, going from the demo files. [[User:Momerathe|Momerathe]] 09:52, 1 October 2012 (EDT)&lt;br /&gt;
: You mean items like Muton Rifle or Thin Man Light Rifle? Items that can only be used by the aliens could be grouped together and moved to the Alien Artifacts page (or another one) but I&#039;d prefer to keep all Weapons that can be used by XCOM on the same page for easy referral and comparison. Thanks for the notice on the Aim, feel free to edit things that you found incorrect - this wiki belongs to all XCOM fans :) [[User:Hobbes|Hobbes]] 13:21, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::yup, I was thinking of the Muton Rifle etc, not the human-usable ones [[User:Momerathe|Momerathe]] 13:58, 1 October 2012 (EDT)&lt;br /&gt;
:::OK, the Alien Artifacts page should remain just a list as well, so they should probably go to their species&#039; pages although they are rather blank at the moment. [[User:Hobbes|Hobbes]] 14:13, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why do the weapon damage not much the values given in game?&lt;br /&gt;
&lt;br /&gt;
When I go &lt;br /&gt;
(Barracks → select trooper → Loadout → Weapon information tag)&lt;br /&gt;
I get one less damage then the vales given here for about half the weapons. For instance pistol does one damage not two.&lt;br /&gt;
&lt;br /&gt;
All my saves are impossible if that makes a difference.&lt;br /&gt;
:Odd, I get two damage on my Classic difficulty saves for the stock pistol. --[[User:Lordofhyphens|Lordofhyphens]] 20:43, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is &#039;reaction range&#039; exactly?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 09:41, 18 October 2012 (EDT)&lt;br /&gt;
:Ask the developers ;) [[User:Hobbes|Hobbes]] 10:25, 18 October 2012 (EDT)&lt;br /&gt;
::In that case, I might do some research myself, when I have some time. I&#039;m imagining that it has to do with the range at which the soldier will try to use the weapon for a reaction shot, but I don&#039;t know. Would be very easy to test. [[User:KingMob4313|KingMob4313]] 16:55, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Damage mechanics ==&lt;br /&gt;
&lt;br /&gt;
Can someone confirm these observations I made:&lt;br /&gt;
&lt;br /&gt;
For Precision weapons:&lt;br /&gt;
* Crit DMG statistic is always 50% higher than Base DMG, rounded down, but at least 1 DMG higher than Base DMG.&lt;br /&gt;
* Actual DMG weapon can do (when not a crit) is +-1 of weapon&#039;s Base DMG and chances are equal? (meaning, e.g., Laser Rifle has 33.(3)% chance to deal 4 DMG, same chance for 5 DMG and 6 DMG).&lt;br /&gt;
* Actual DMG weapon can do with a crit is +50% to DMG it rolled, rounded down, but at least 1 DMG higher. (meaning, Laser Rifle with a crit can deal 6, 7 or 9 DMG, depending on what it rolled for its usual DMG)&lt;br /&gt;
&lt;br /&gt;
For Launchers:&lt;br /&gt;
* Crit chance has no effect (seems so in tooltips when using blaster launcher, has anyone ever critted with blaster bomb, or been critted by sectopod&#039;s cluster bomb?).&lt;br /&gt;
* Actual DMG weapon will do is always -1 of weapon&#039;s Base DMG (seems so for players, but i believe not for sectopods, who hit for 7 dmg with their cluster bomb attack).&lt;br /&gt;
[[User:Istrebitel|Istrebitel]] 17:10, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Admittedly, I&#039;m curious where the &amp;quot;Base Damage&amp;quot; numbers came from for the launchers, as the Rocket Launcher and Blaster Launcher list 6 and 9 as their power, respectively.&lt;br /&gt;
&lt;br /&gt;
:Otherwise it looks pretty decent, although I&#039;ve noticed a slight tendency for higher-tier aliens to more often take reduced damage from lower-tier weapons.  I can&#039;t remember the last time I saw a Muton Elite take four damage from a Assault Rifle.  Perhaps it&#039;s just my imagination, though.&lt;br /&gt;
&lt;br /&gt;
:Also, I can pretty much confirm that explosives never crit(however, you can massively improve the damage with HEAT ammo, Mayhem, or by using a rocket/grenade to blow up a car or three.  One of my recent missions involved three Mutons taking cover behind the same car, which quickly saw a rocket come in.  12 damage to all of them!  :D ) [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:39, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think those damages come from game files or ripped from exe. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m going to watch out for that in my playthrough (getting less damage with weaker weapons on newer enemies).&lt;br /&gt;
&lt;br /&gt;
:: Mayhem is strange in that it confers damage bonus to rockets but based on your main weapon (LMG=1, HvL=2 or HvP=3), not the rocket launcher itself. Still, all those numbers, plus options to explode cars etc are out of question of my research here. I&#039;m interested to see if someone has something to object (because all I can say is that I never saw a number X to pop, but maybe I wasnt paying attention or was just lucky/unlucky). Then we can add this to the wiki. [[User:Istrebitel|Istrebitel]] 10:43, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, nope, something is wrong here. Just critted for 13 and 14 on a Muton with Laser Sniper Rifle. Which supposedly has 6 base 9 crit damage. [[User:Istrebitel|Istrebitel]] 11:58, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Even more interesting, managed to score 11 damage with a Plasma Sniper Rifle (no crit!). Which supposedly has 9 base damage and UI shows &amp;quot;up to 10 damage&amp;quot; can be dealt with it.[[User:Istrebitel|Istrebitel]] 08:13, 1 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Plasma rifle stats are definetly off. I have tried all-assault team and my assalut guy never manages to crit for more than 15 with his Alloy Canon, while my snipers regularily output up to 18 damage with crits from their Plasma Sniper Rifles. Which supposedly has the same stats! (9 DMG 13 CritDMG)[[User:Istrebitel|Istrebitel]] 03:25, 3 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40827</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40827"/>
		<updated>2012-11-03T07:23:42Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* large scout crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== large scout crew ==&lt;br /&gt;
&lt;br /&gt;
On one of my last missions I had 2 sets of mutons with a berserker and two ordinary mutons. And then a third set appeared of a normal berserker and muton. There were also a squad of two thin men making 4 sets of men whereas the limit on the page states that there are 2-3. I lost before making it to the navigation room, but I do not think any of them were a leader class group --[[User:Ditto51|Ditto51]] 16:07, 29 October 2012 (EDT)&lt;br /&gt;
:I&#039;ve seen the same. I was expecting to find an Ethereal since I had recently shot the Overseer UFO and captured the Psi Link but instead only Mutons. [[User:Hobbes|Hobbes]] 16:15, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was this a landed UFO, or a crash site?  A crash site mission seems to randomly remove various aliens from the ship, depending on weapon used.  This does seem to include command staff.  And unlike the earlier version, where they were killed by Power Source explosions, in the new game it just removes them from the spawn table entirely...  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:30, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::*2 muton elites(1 group)&lt;br /&gt;
:::*6 heavy floaters(2 groups)&lt;br /&gt;
:::*1 cyberdisc&lt;br /&gt;
:::*2 drones(1group with cyberdisc)&lt;br /&gt;
:::*1 outsider (Command)&lt;br /&gt;
:::landed UFO on normal difficulty, with 1 command alien and 4 squads of aliens --[[User:Ditto51|Ditto51]] 18:23, 29 October 2012 (EDT)&lt;br /&gt;
:::As far as I remember I&#039;ve always seen the command staff on crashes, that&#039;s why this particular mission was strange. [[User:Hobbes|Hobbes]] 21:31, 29 October 2012 (EDT)&lt;br /&gt;
::An Outsider is classified as a Command-level alien.  After the Alien Base raid, they&#039;ll be replaced by Sectoid Commanders and Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:32, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just finished a supply ship and there appeared to be an 2 extra group of aliens&lt;br /&gt;
::*1 muton and berserker x3&lt;br /&gt;
::*2 mutons&lt;br /&gt;
::*2 heavy floater&lt;br /&gt;
::*and 2 sctopods&lt;br /&gt;
::* plus the two outsiders I had expected as the command units --[[User:Ditto51|Ditto51]] 08:43, 30 October 2012 (EDT)&lt;br /&gt;
:::This happens on Impossible for me all right. Had 3 packs of pods, 3 heavy floater and 1 muton. Did it happen for you on Classic or lower?[[User:Istrebitel|Istrebitel]] 03:23, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new info ==&lt;br /&gt;
&lt;br /&gt;
I added new info on crew sizes, editing old data. In case anyone wonders as to my sources:&lt;br /&gt;
&lt;br /&gt;
I mostly played classic, and i always got ufo come in kinda same order&lt;br /&gt;
&lt;br /&gt;
* Small Crash 2&lt;br /&gt;
* Small Land 3&lt;br /&gt;
* Large Crash 2&lt;br /&gt;
* Abductor Crash 2&lt;br /&gt;
* Large Crash 3&lt;br /&gt;
* Large Land 4&lt;br /&gt;
* Abductor Land 4&lt;br /&gt;
* Supply Crash 4&lt;br /&gt;
* Abuctor Land 5&lt;br /&gt;
* Supply Land 5&lt;br /&gt;
&lt;br /&gt;
I never got over 5 packs of aliens on Classic. Also I never got any real deviation, except Large Scout crash getting upped from easy to moderate difficulty (2 -&amp;gt; 3).&lt;br /&gt;
&lt;br /&gt;
When I started playing Impossible (right now I play Impossible from month 3 onwards, before I play Classic) I started getting several new &amp;quot;upgrades&amp;quot; in difficulty:&lt;br /&gt;
&lt;br /&gt;
* Large Scount landed with 5 packs&lt;br /&gt;
* Supply Barge landed with 7 packs&lt;br /&gt;
&lt;br /&gt;
Didnt notice any other UFO&#039;s except battleship going over 5 packs of aliens (like, landed Abductor).&lt;br /&gt;
&lt;br /&gt;
Since Hyperweave Relay only shows crew of the ship after its crashed, and my observations, I think there is actually no algorithm that &amp;quot;kills&amp;quot; groups of aliens depending on what weapon is used. Its just two separate missions with separate difficulty tables (crash landed or landed on its own).&lt;br /&gt;
&lt;br /&gt;
[[User:Istrebitel|Istrebitel]] 03:18, 3 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40825</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40825"/>
		<updated>2012-11-03T07:22:36Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Added new info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== large scout crew ==&lt;br /&gt;
&lt;br /&gt;
On one of my last missions I had 2 sets of mutons with a berserker and two ordinary mutons. And then a third set appeared of a normal berserker and muton. There were also a squad of two thin men making 4 sets of men whereas the limit on the page states that there are 2-3. I lost before making it to the navigation room, but I do not think any of them were a leader class group --[[User:Ditto51|Ditto51]] 16:07, 29 October 2012 (EDT)&lt;br /&gt;
:I&#039;ve seen the same. I was expecting to find an Ethereal since I had recently shot the Overseer UFO and captured the Psi Link but instead only Mutons. [[User:Hobbes|Hobbes]] 16:15, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was this a landed UFO, or a crash site?  A crash site mission seems to randomly remove various aliens from the ship, depending on weapon used.  This does seem to include command staff.  And unlike the earlier version, where they were killed by Power Source explosions, in the new game it just removes them from the spawn table entirely...  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:30, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::*2 muton elites(1 group)&lt;br /&gt;
:::*6 heavy floaters(2 groups)&lt;br /&gt;
:::*1 cyberdisc&lt;br /&gt;
:::*2 drones(1group with cyberdisc)&lt;br /&gt;
:::*1 outsider (Command)&lt;br /&gt;
:::landed UFO on normal difficulty, with 1 command alien and 4 squads of aliens --[[User:Ditto51|Ditto51]] 18:23, 29 October 2012 (EDT)&lt;br /&gt;
:::As far as I remember I&#039;ve always seen the command staff on crashes, that&#039;s why this particular mission was strange. [[User:Hobbes|Hobbes]] 21:31, 29 October 2012 (EDT)&lt;br /&gt;
::An Outsider is classified as a Command-level alien.  After the Alien Base raid, they&#039;ll be replaced by Sectoid Commanders and Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:32, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just finished a supply ship and there appeared to be an 2 extra group of aliens&lt;br /&gt;
::*1 muton and berserker x3&lt;br /&gt;
::*2 mutons&lt;br /&gt;
::*2 heavy floater&lt;br /&gt;
::*and 2 sctopods&lt;br /&gt;
::* plus the two outsiders I had expected as the command units --[[User:Ditto51|Ditto51]] 08:43, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new info ==&lt;br /&gt;
&lt;br /&gt;
I added new info on crew sizes, editing old data. In case anyone wonders as to my sources:&lt;br /&gt;
&lt;br /&gt;
I mostly played classic, and i always got ufo come in kinda same order&lt;br /&gt;
&lt;br /&gt;
* Small Crash 2&lt;br /&gt;
* Small Land 3&lt;br /&gt;
* Large Crash 2&lt;br /&gt;
* Abductor Crash 2&lt;br /&gt;
* Large Crash 3&lt;br /&gt;
* Large Land 4&lt;br /&gt;
* Abductor Land 4&lt;br /&gt;
* Supply Crash 4&lt;br /&gt;
* Abuctor Land 5&lt;br /&gt;
* Supply Land 5&lt;br /&gt;
&lt;br /&gt;
I never got over 5 packs of aliens on Classic. Also I never got any real deviation, except Large Scout crash getting upped from easy to moderate difficulty (2 -&amp;gt; 3).&lt;br /&gt;
&lt;br /&gt;
When I started playing Impossible (right now I play Impossible from month 3 onwards, before I play Classic) I started getting several new &amp;quot;upgrades&amp;quot; in difficulty:&lt;br /&gt;
&lt;br /&gt;
* Large Scount landed with 5 packs&lt;br /&gt;
* Supply Barge landed with 7 packs&lt;br /&gt;
&lt;br /&gt;
Didnt notice any other UFO&#039;s except battleship going over 5 packs of aliens (like, landed Abductor).&lt;br /&gt;
&lt;br /&gt;
Since Hyperweave Relay only shows crew of the ship after its crashed, and my observations, I think there is actually no algorithm that &amp;quot;kills&amp;quot; groups of aliens depending on what weapon is used. Its just two separate missions with separate difficulty tables (crash landed or landed on its own).&lt;br /&gt;
&lt;br /&gt;
[[User:Istrebitel|Istrebitel]] 03:18, 3 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40824</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40824"/>
		<updated>2012-11-03T07:22:22Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Added new info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== large scout crew ==&lt;br /&gt;
&lt;br /&gt;
On one of my last missions I had 2 sets of mutons with a berserker and two ordinary mutons. And then a third set appeared of a normal berserker and muton. There were also a squad of two thin men making 4 sets of men whereas the limit on the page states that there are 2-3. I lost before making it to the navigation room, but I do not think any of them were a leader class group --[[User:Ditto51|Ditto51]] 16:07, 29 October 2012 (EDT)&lt;br /&gt;
:I&#039;ve seen the same. I was expecting to find an Ethereal since I had recently shot the Overseer UFO and captured the Psi Link but instead only Mutons. [[User:Hobbes|Hobbes]] 16:15, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was this a landed UFO, or a crash site?  A crash site mission seems to randomly remove various aliens from the ship, depending on weapon used.  This does seem to include command staff.  And unlike the earlier version, where they were killed by Power Source explosions, in the new game it just removes them from the spawn table entirely...  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:30, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::*2 muton elites(1 group)&lt;br /&gt;
:::*6 heavy floaters(2 groups)&lt;br /&gt;
:::*1 cyberdisc&lt;br /&gt;
:::*2 drones(1group with cyberdisc)&lt;br /&gt;
:::*1 outsider (Command)&lt;br /&gt;
:::landed UFO on normal difficulty, with 1 command alien and 4 squads of aliens --[[User:Ditto51|Ditto51]] 18:23, 29 October 2012 (EDT)&lt;br /&gt;
:::As far as I remember I&#039;ve always seen the command staff on crashes, that&#039;s why this particular mission was strange. [[User:Hobbes|Hobbes]] 21:31, 29 October 2012 (EDT)&lt;br /&gt;
::An Outsider is classified as a Command-level alien.  After the Alien Base raid, they&#039;ll be replaced by Sectoid Commanders and Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:32, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just finished a supply ship and there appeared to be an 2 extra group of aliens&lt;br /&gt;
::*1 muton and berserker x3&lt;br /&gt;
::*2 mutons&lt;br /&gt;
::*2 heavy floater&lt;br /&gt;
::*and 2 sctopods&lt;br /&gt;
::* plus the two outsiders I had expected as the command units --[[User:Ditto51|Ditto51]] 08:43, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new info ==&lt;br /&gt;
&lt;br /&gt;
I added new info on crew sizes, editing old data. In case anyone wonders as to my sources:&lt;br /&gt;
&lt;br /&gt;
I mostly played classic, and i always got ufo come in kinda same order&lt;br /&gt;
&lt;br /&gt;
* Small Crash 2&lt;br /&gt;
* Small Land 3&lt;br /&gt;
* Large Crash 2&lt;br /&gt;
* Abductor Crash 2&lt;br /&gt;
* Large Crash 3&lt;br /&gt;
* Large Land 4&lt;br /&gt;
* Abductor Land 4&lt;br /&gt;
* Supply Crash 4&lt;br /&gt;
* Abuctor Land 5&lt;br /&gt;
* Supply Land 5&lt;br /&gt;
&lt;br /&gt;
I never got over 5 packs of aliens on Classic. Also I never got any real deviation, except Large Scout crash getting upped from easy to moderate difficulty (2 -&amp;gt; 3).&lt;br /&gt;
&lt;br /&gt;
When I started playing Impossible (right now I play Impossible from month 3 onwards, before I play Classic) I started getting several new &amp;quot;upgrades&amp;quot; in difficulty:&lt;br /&gt;
&lt;br /&gt;
Large Scount landed with 5 packs&lt;br /&gt;
Supply Barge landed with 7 packs&lt;br /&gt;
&lt;br /&gt;
Didnt notice any other UFO&#039;s except battleship going over 5 packs of aliens (like, landed Abductor).&lt;br /&gt;
&lt;br /&gt;
Since Hyperweave Relay only shows crew of the ship after its crashed, and my observations, I think there is actually no algorithm that &amp;quot;kills&amp;quot; groups of aliens depending on what weapon is used. Its just two separate missions with separate difficulty tables (crash landed or landed on its own).&lt;br /&gt;
&lt;br /&gt;
[[User:Istrebitel|Istrebitel]] 03:18, 3 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40822</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40822"/>
		<updated>2012-11-03T07:18:42Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Added new info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== large scout crew ==&lt;br /&gt;
&lt;br /&gt;
On one of my last missions I had 2 sets of mutons with a berserker and two ordinary mutons. And then a third set appeared of a normal berserker and muton. There were also a squad of two thin men making 4 sets of men whereas the limit on the page states that there are 2-3. I lost before making it to the navigation room, but I do not think any of them were a leader class group --[[User:Ditto51|Ditto51]] 16:07, 29 October 2012 (EDT)&lt;br /&gt;
:I&#039;ve seen the same. I was expecting to find an Ethereal since I had recently shot the Overseer UFO and captured the Psi Link but instead only Mutons. [[User:Hobbes|Hobbes]] 16:15, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was this a landed UFO, or a crash site?  A crash site mission seems to randomly remove various aliens from the ship, depending on weapon used.  This does seem to include command staff.  And unlike the earlier version, where they were killed by Power Source explosions, in the new game it just removes them from the spawn table entirely...  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:30, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::*2 muton elites(1 group)&lt;br /&gt;
:::*6 heavy floaters(2 groups)&lt;br /&gt;
:::*1 cyberdisc&lt;br /&gt;
:::*2 drones(1group with cyberdisc)&lt;br /&gt;
:::*1 outsider (Command)&lt;br /&gt;
:::landed UFO on normal difficulty, with 1 command alien and 4 squads of aliens --[[User:Ditto51|Ditto51]] 18:23, 29 October 2012 (EDT)&lt;br /&gt;
:::As far as I remember I&#039;ve always seen the command staff on crashes, that&#039;s why this particular mission was strange. [[User:Hobbes|Hobbes]] 21:31, 29 October 2012 (EDT)&lt;br /&gt;
::An Outsider is classified as a Command-level alien.  After the Alien Base raid, they&#039;ll be replaced by Sectoid Commanders and Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:32, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just finished a supply ship and there appeared to be an 2 extra group of aliens&lt;br /&gt;
::*1 muton and berserker x3&lt;br /&gt;
::*2 mutons&lt;br /&gt;
::*2 heavy floater&lt;br /&gt;
::*and 2 sctopods&lt;br /&gt;
::* plus the two outsiders I had expected as the command units --[[User:Ditto51|Ditto51]] 08:43, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new info ==&lt;br /&gt;
&lt;br /&gt;
I added new info on crew sizes, editing old data. In case anyone wonders as to my sources:&lt;br /&gt;
&lt;br /&gt;
I mostly played classic, and i always got ufo come in kinda same order&lt;br /&gt;
&lt;br /&gt;
* Small Crash 2&lt;br /&gt;
* Small Land 3&lt;br /&gt;
* Large Crash 2&lt;br /&gt;
* Abductor Crash 2&lt;br /&gt;
* Large Crash 3&lt;br /&gt;
* Large Land 4&lt;br /&gt;
* Abductor Land 4&lt;br /&gt;
* Supply Crash 4&lt;br /&gt;
* Abuctor Land 5&lt;br /&gt;
* Supply Land 5&lt;br /&gt;
&lt;br /&gt;
I never got over 5 packs of aliens on Classic. Also I never got any real deviation, except Large Scout crash getting upped from easy to moderate difficulty (2 -&amp;gt; 3).&lt;br /&gt;
&lt;br /&gt;
When I started playing Impossible (right now I play Impossible from month 3 onwards, before I play Classic) I started getting several new &amp;quot;upgrades&amp;quot; in difficulty:&lt;br /&gt;
&lt;br /&gt;
Large Scount landed with 5 packs&lt;br /&gt;
Supply Barge landed with 7 packs&lt;br /&gt;
&lt;br /&gt;
Didnt notice any other UFO&#039;s except battleship going over 5 packs of aliens (like, landed Abductor).[[User:Istrebitel|Istrebitel]] 03:18, 3 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40821</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40821"/>
		<updated>2012-11-03T07:18:27Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Added new info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== large scout crew ==&lt;br /&gt;
&lt;br /&gt;
On one of my last missions I had 2 sets of mutons with a berserker and two ordinary mutons. And then a third set appeared of a normal berserker and muton. There were also a squad of two thin men making 4 sets of men whereas the limit on the page states that there are 2-3. I lost before making it to the navigation room, but I do not think any of them were a leader class group --[[User:Ditto51|Ditto51]] 16:07, 29 October 2012 (EDT)&lt;br /&gt;
:I&#039;ve seen the same. I was expecting to find an Ethereal since I had recently shot the Overseer UFO and captured the Psi Link but instead only Mutons. [[User:Hobbes|Hobbes]] 16:15, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was this a landed UFO, or a crash site?  A crash site mission seems to randomly remove various aliens from the ship, depending on weapon used.  This does seem to include command staff.  And unlike the earlier version, where they were killed by Power Source explosions, in the new game it just removes them from the spawn table entirely...  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:30, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::*2 muton elites(1 group)&lt;br /&gt;
:::*6 heavy floaters(2 groups)&lt;br /&gt;
:::*1 cyberdisc&lt;br /&gt;
:::*2 drones(1group with cyberdisc)&lt;br /&gt;
:::*1 outsider (Command)&lt;br /&gt;
:::landed UFO on normal difficulty, with 1 command alien and 4 squads of aliens --[[User:Ditto51|Ditto51]] 18:23, 29 October 2012 (EDT)&lt;br /&gt;
:::As far as I remember I&#039;ve always seen the command staff on crashes, that&#039;s why this particular mission was strange. [[User:Hobbes|Hobbes]] 21:31, 29 October 2012 (EDT)&lt;br /&gt;
::An Outsider is classified as a Command-level alien.  After the Alien Base raid, they&#039;ll be replaced by Sectoid Commanders and Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:32, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just finished a supply ship and there appeared to be an 2 extra group of aliens&lt;br /&gt;
::*1 muton and berserker x3&lt;br /&gt;
::*2 mutons&lt;br /&gt;
::*2 heavy floater&lt;br /&gt;
::*and 2 sctopods&lt;br /&gt;
::* plus the two outsiders I had expected as the command units --[[User:Ditto51|Ditto51]] 08:43, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new info ==&lt;br /&gt;
&lt;br /&gt;
I added new info on crew sizes, editing old data. In case anyone wonders as to my sources:&lt;br /&gt;
&lt;br /&gt;
I mostly played classic, and i always got ufo come in kinda same order&lt;br /&gt;
&lt;br /&gt;
Small Crash 2&lt;br /&gt;
Small Land 3&lt;br /&gt;
Large Crash 2&lt;br /&gt;
Abductor Crash 2&lt;br /&gt;
Large Crash 3&lt;br /&gt;
Large Land 4&lt;br /&gt;
Abductor Land 4&lt;br /&gt;
Supply Crash 4&lt;br /&gt;
Abuctor Land 5&lt;br /&gt;
Supply Land 5&lt;br /&gt;
&lt;br /&gt;
I never got over 5 packs of aliens on Classic. Also I never got any real deviation, except Large Scout crash getting upped from easy to moderate difficulty (2 -&amp;gt; 3).&lt;br /&gt;
&lt;br /&gt;
When I started playing Impossible (right now I play Impossible from month 3 onwards, before I play Classic) I started getting several new &amp;quot;upgrades&amp;quot; in difficulty:&lt;br /&gt;
&lt;br /&gt;
Large Scount landed with 5 packs&lt;br /&gt;
Supply Barge landed with 7 packs&lt;br /&gt;
&lt;br /&gt;
Didnt notice any other UFO&#039;s except battleship going over 5 packs of aliens (like, landed Abductor).[[User:Istrebitel|Istrebitel]] 03:18, 3 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40820</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=40820"/>
		<updated>2012-11-03T07:18:20Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Added new info */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== large scout crew ==&lt;br /&gt;
&lt;br /&gt;
On one of my last missions I had 2 sets of mutons with a berserker and two ordinary mutons. And then a third set appeared of a normal berserker and muton. There were also a squad of two thin men making 4 sets of men whereas the limit on the page states that there are 2-3. I lost before making it to the navigation room, but I do not think any of them were a leader class group --[[User:Ditto51|Ditto51]] 16:07, 29 October 2012 (EDT)&lt;br /&gt;
:I&#039;ve seen the same. I was expecting to find an Ethereal since I had recently shot the Overseer UFO and captured the Psi Link but instead only Mutons. [[User:Hobbes|Hobbes]] 16:15, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was this a landed UFO, or a crash site?  A crash site mission seems to randomly remove various aliens from the ship, depending on weapon used.  This does seem to include command staff.  And unlike the earlier version, where they were killed by Power Source explosions, in the new game it just removes them from the spawn table entirely...  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:30, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::*2 muton elites(1 group)&lt;br /&gt;
:::*6 heavy floaters(2 groups)&lt;br /&gt;
:::*1 cyberdisc&lt;br /&gt;
:::*2 drones(1group with cyberdisc)&lt;br /&gt;
:::*1 outsider (Command)&lt;br /&gt;
:::landed UFO on normal difficulty, with 1 command alien and 4 squads of aliens --[[User:Ditto51|Ditto51]] 18:23, 29 October 2012 (EDT)&lt;br /&gt;
:::As far as I remember I&#039;ve always seen the command staff on crashes, that&#039;s why this particular mission was strange. [[User:Hobbes|Hobbes]] 21:31, 29 October 2012 (EDT)&lt;br /&gt;
::An Outsider is classified as a Command-level alien.  After the Alien Base raid, they&#039;ll be replaced by Sectoid Commanders and Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:32, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just finished a supply ship and there appeared to be an 2 extra group of aliens&lt;br /&gt;
::*1 muton and berserker x3&lt;br /&gt;
::*2 mutons&lt;br /&gt;
::*2 heavy floater&lt;br /&gt;
::*and 2 sctopods&lt;br /&gt;
::* plus the two outsiders I had expected as the command units --[[User:Ditto51|Ditto51]] 08:43, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new info ==&lt;br /&gt;
&lt;br /&gt;
I added new info on crew sizes, editing old data. In case anyone wonders as to my sources:&lt;br /&gt;
&lt;br /&gt;
I mostly played classic, and i always got ufo come in kinda same order&lt;br /&gt;
&lt;br /&gt;
Small Crash 2&lt;br /&gt;
Small Land 3&lt;br /&gt;
Large Crash 2&lt;br /&gt;
Abductor Crash 2&lt;br /&gt;
Large Crash 3&lt;br /&gt;
Large Land 4&lt;br /&gt;
Abductor Land 4&lt;br /&gt;
Supply Crash 4&lt;br /&gt;
Abuctor Land 5&lt;br /&gt;
Supply Land 5&lt;br /&gt;
&lt;br /&gt;
I never got over 5 packs of aliens on Classic. Also I never got any real deviation, except Large Scout crash getting upped from easy to moderate difficulty (2 -&amp;gt; 3).&lt;br /&gt;
&lt;br /&gt;
When I started playing Impossible (right now I play Impossible from month 3 onwards, before I play Classic) I started getting several new &amp;quot;upgrades&amp;quot; in difficulty:&lt;br /&gt;
&lt;br /&gt;
Large Scount landed with 5 packs&lt;br /&gt;
Supply Barge landed with 7 packs&lt;br /&gt;
&lt;br /&gt;
Didnt notice any other UFO&#039;s except battleship going over 5 packs of aliens (like, landed Abductor).&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40819</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40819"/>
		<updated>2012-11-03T07:17:28Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Battleship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 difficulty level. &lt;br /&gt;
&lt;br /&gt;
Amount of aliens on crashed UFO mission will always be lesser than on a UFO that landed on its own. Usually you get the least possible amount on your first time you get a mission, and it goes up from there (for example, first Large Scout landing will usually have 3 groups of aliens, while latter ones will have 4. Difficulty levels seem to act as a limit on how far this can go - for example, on Classic you will never get more than 5 enemy packs on a Supply Barge mission, however on Impossible it may as well go up to 7.&lt;br /&gt;
&lt;br /&gt;
Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers). Take note that destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage you&#039;re going to get, as well as fires started by weapon fire or cyberdisk explosions will eat up walls and even destroy flight computers or power sources they come in contact with, also reducing the amount of salvage you will get, so act accordingly.&lt;br /&gt;
&lt;br /&gt;
First appearance information (in which month UFO appears for the first time) is based on Classic/Impossible difficulty (may be different on lesser difficulties) and on the assumption that player handles every UFO that appears (intercepts every flying UFO and assaults every UFO landed on its own will). Failing to handle a UFO may spawn a larger UFO on Destroy Satellite mission, which will allow larger UFO&#039;s to appear earlier than usual. UFO&#039;s first appearance is always in its flying state, and its second appearance is mostly in its grounded state, meaning, that your second detected Small Scout, Large Scout, Abductor, Supply Barge is usually grounded. However, Battleships seem to never land naturally.&lt;br /&gt;
&lt;br /&gt;
*Groups of alien troops refer to any alien other than outsiders, sectoid commanders and ethereals. Number before slash is the number of groups when UFO crash landed after being shot down, number after slash is when UFO landed on its own.&lt;br /&gt;
*Command aliens are outsiders, sectoid commanders or ethereals with muton elite guards. These will vary depending on whether you have assaulted the base or overseer UFO, respectively.&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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 1&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 alien on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 72 Alien Alloys&lt;br /&gt;
* X - 31 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2-3 / 4-5 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;
* 120 - 172 Alien Alloys&lt;br /&gt;
* 50 - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built and will never appear again once it is shot down and assaulted. It has about the same size as a Large Scout but with a different inner design, consisting of a central bridge that can only be accessed through one door, unlike the disposition of the scout craft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Appears immediately after Hyperwave Relay goes online (which takes unspecified amount of time after it is built)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 3-4 groups of alien troops (always crashed).&lt;br /&gt;
* 1 Ethereal and 2 Elite Mutons on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 73 Elerium&lt;br /&gt;
* 128 Alien Alloys&lt;br /&gt;
* 3 - 4 navigation&lt;br /&gt;
* 4 power sources&lt;br /&gt;
* Ethereal device&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 (4 x Avalanche, 2 x Phoenix Canon or 1 x Laser Canon should be enough). The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2-3 / 4-5 groups of alien troops.&lt;br /&gt;
* 1-2 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. One interceptor with EMP is usually enough. 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 4 / 5-7 groups of alien troops.&lt;br /&gt;
* 1-2 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;
* X-2 alien surgery&lt;br /&gt;
* X-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]], Plasma Canon or Fusion Lance. Using the latter guarantees a win, otherwise expect one Firestorm to be unsufficient. One Firestorm with EMP Cannon and 1 use of Dodge is enough. Expect to take moderate-heavy damage. Unless you make good use of dodge while closing in and then aim to ensure it is downed in 2-3 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7-9 groups of alien troops (always crashed).&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;
* 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;
* 2 Fusion Core&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;
The UFO will roam around in the region it is patrolling. If left unattended, may trigger arrival of a UFO on Destroy Satellite mission in the following several days. &lt;br /&gt;
&lt;br /&gt;
Notice that following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission. &lt;br /&gt;
&lt;br /&gt;
It is not yet known how the size of the following UFO is chosen, but there are several observations:&lt;br /&gt;
* Letting Small Scout go spawns Large Scout (in the first month)&lt;br /&gt;
* Letting Abductor go spawns Battleship&lt;br /&gt;
&lt;br /&gt;
===Destroy Satellite===&lt;br /&gt;
The UFO will hunt for and destroy a satellite in the country it is patrolling. You will be told that &amp;quot;New contact that gives off a distinct signature, as if it is looking for something&amp;quot;. Researching Stealth Satellites from the Foundry reduces chance of the UFO to succeed. &lt;br /&gt;
&lt;br /&gt;
This mission can only happen if you let go an airborne UFO or ignore grounded (not crashed) UFO on Scouting mission, and is a good way of getting more battleships in order to harvest more Fusion Cores for your Blaster Launcher production.&lt;br /&gt;
&lt;br /&gt;
===Harvest Live Specimens===&lt;br /&gt;
&lt;br /&gt;
Conducted by Supply Barge and Abductors (and possibly other UFO)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40818</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40818"/>
		<updated>2012-11-03T07:17:01Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 difficulty level. &lt;br /&gt;
&lt;br /&gt;
Amount of aliens on crashed UFO mission will always be lesser than on a UFO that landed on its own. Usually you get the least possible amount on your first time you get a mission, and it goes up from there (for example, first Large Scout landing will usually have 3 groups of aliens, while latter ones will have 4. Difficulty levels seem to act as a limit on how far this can go - for example, on Classic you will never get more than 5 enemy packs on a Supply Barge mission, however on Impossible it may as well go up to 7.&lt;br /&gt;
&lt;br /&gt;
Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers). Take note that destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage you&#039;re going to get, as well as fires started by weapon fire or cyberdisk explosions will eat up walls and even destroy flight computers or power sources they come in contact with, also reducing the amount of salvage you will get, so act accordingly.&lt;br /&gt;
&lt;br /&gt;
First appearance information (in which month UFO appears for the first time) is based on Classic/Impossible difficulty (may be different on lesser difficulties) and on the assumption that player handles every UFO that appears (intercepts every flying UFO and assaults every UFO landed on its own will). Failing to handle a UFO may spawn a larger UFO on Destroy Satellite mission, which will allow larger UFO&#039;s to appear earlier than usual. UFO&#039;s first appearance is always in its flying state, and its second appearance is mostly in its grounded state, meaning, that your second detected Small Scout, Large Scout, Abductor, Supply Barge is usually grounded. However, Battleships seem to never land naturally.&lt;br /&gt;
&lt;br /&gt;
*Groups of alien troops refer to any alien other than outsiders, sectoid commanders and ethereals. Number before slash is the number of groups when UFO crash landed after being shot down, number after slash is when UFO landed on its own.&lt;br /&gt;
*Command aliens are outsiders, sectoid commanders or ethereals with muton elite guards. These will vary depending on whether you have assaulted the base or overseer UFO, respectively.&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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 1&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 alien on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 72 Alien Alloys&lt;br /&gt;
* X - 31 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2-3 / 4-5 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;
* 120 - 172 Alien Alloys&lt;br /&gt;
* 50 - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built and will never appear again once it is shot down and assaulted. It has about the same size as a Large Scout but with a different inner design, consisting of a central bridge that can only be accessed through one door, unlike the disposition of the scout craft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Appears immediately after Hyperwave Relay goes online (which takes unspecified amount of time after it is built)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 3-4 groups of alien troops (always crashed).&lt;br /&gt;
* 1 Ethereal and 2 Elite Mutons on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 73 Elerium&lt;br /&gt;
* 128 Alien Alloys&lt;br /&gt;
* 3 - 4 navigation&lt;br /&gt;
* 4 power sources&lt;br /&gt;
* Ethereal device&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 (4 x Avalanche, 2 x Phoenix Canon or 1 x Laser Canon should be enough). The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2-3 / 4-5 groups of alien troops.&lt;br /&gt;
* 1-2 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. One interceptor with EMP is usually enough. 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 4 / 5-7 groups of alien troops.&lt;br /&gt;
* 1-2 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;
* X-2 alien surgery&lt;br /&gt;
* X-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]], Plasma Canon or Fusion Lance. Using the latter guarantees a win, otherwise expect one Firestorm to be unsufficient. One Firestorm with EMP Cannon and 1 use of Dodge is enough. Expect to take moderate-heavy damage. Unless you make good use of dodge while closing in and then aim to ensure it is downed in 2-3 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7-8 groups of alien troops (always crashed).&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;
* 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;
* 2 Fusion Core&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;
The UFO will roam around in the region it is patrolling. If left unattended, may trigger arrival of a UFO on Destroy Satellite mission in the following several days. &lt;br /&gt;
&lt;br /&gt;
Notice that following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission. &lt;br /&gt;
&lt;br /&gt;
It is not yet known how the size of the following UFO is chosen, but there are several observations:&lt;br /&gt;
* Letting Small Scout go spawns Large Scout (in the first month)&lt;br /&gt;
* Letting Abductor go spawns Battleship&lt;br /&gt;
&lt;br /&gt;
===Destroy Satellite===&lt;br /&gt;
The UFO will hunt for and destroy a satellite in the country it is patrolling. You will be told that &amp;quot;New contact that gives off a distinct signature, as if it is looking for something&amp;quot;. Researching Stealth Satellites from the Foundry reduces chance of the UFO to succeed. &lt;br /&gt;
&lt;br /&gt;
This mission can only happen if you let go an airborne UFO or ignore grounded (not crashed) UFO on Scouting mission, and is a good way of getting more battleships in order to harvest more Fusion Cores for your Blaster Launcher production.&lt;br /&gt;
&lt;br /&gt;
===Harvest Live Specimens===&lt;br /&gt;
&lt;br /&gt;
Conducted by Supply Barge and Abductors (and possibly other UFO)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40817</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40817"/>
		<updated>2012-11-03T07:13:51Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 difficulty level. &lt;br /&gt;
&lt;br /&gt;
Amount of aliens on crashed UFO mission will always be lesser than on a UFO that landed on its own. Usually you get the least possible amount on your first time you get a mission, and it goes up from there (for example, first Large Scout landing will usually have 3 groups of aliens, while latter ones will have 4. Difficulty levels seem to act as a limit on how far this can go - for example, on Classic you will never get more than 5 enemy packs on a Supply Barge mission, however on Impossible it may as well go up to 7.&lt;br /&gt;
&lt;br /&gt;
Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers). Take note that destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage you&#039;re going to get, as well as fires started by weapon fire or cyberdisk explosions will eat up walls and even destroy flight computers or power sources they come in contact with, also reducing the amount of salvage you will get, so act accordingly.&lt;br /&gt;
&lt;br /&gt;
First appearance information (in which month UFO appears for the first time) is based on Classic/Impossible difficulty (may be different on lesser difficulties) and on the assumption that player handles every UFO that appears (intercepts every flying UFO and assaults every UFO landed on its own will). Failing to handle a UFO may spawn a larger UFO on Destroy Satellite mission, which will allow larger UFO&#039;s to appear earlier than usual. UFO&#039;s first appearance is always in its flying state, and its second appearance is mostly in its grounded state, meaning, that your second detected Small Scout, Large Scout, Abductor, Supply Barge is usually grounded. However, Battleships seem to never land naturally.&lt;br /&gt;
&lt;br /&gt;
*Groups of alien troops refer to any alien other than outsiders, sectoid commanders and ethereals. Number before slash is the number of groups when UFO crash landed after being shot down, number after slash is when UFO landed on its own.&lt;br /&gt;
*Command aliens are outsiders, sectoid commanders or ethereals with muton elite guards. These will vary depending on whether you have assaulted the base or overseer UFO, respectively.&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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 1&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 alien on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 72 Alien Alloys&lt;br /&gt;
* X - 31 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2-3 / 4-5 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;
* 120 - 172 Alien Alloys&lt;br /&gt;
* 50 - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built and will never appear again once it is shot down and assaulted. It has about the same size as a Large Scout but with a different inner design, consisting of a central bridge that can only be accessed through one door, unlike the disposition of the scout craft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Appears immediately after Hyperwave Relay goes online (which takes unspecified amount of time after it is built)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 3-4 groups of alien troops (always crashed).&lt;br /&gt;
* 1 Ethereal and 2 Elite Mutons on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 73 Elerium&lt;br /&gt;
* 128 Alien Alloys&lt;br /&gt;
* 3 - 4 navigation&lt;br /&gt;
* 4 power sources&lt;br /&gt;
* Ethereal device&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 (4 x Avalanche, 2 x Phoenix Canon or 1 x Laser Canon should be enough). The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 3 / 4-5 groups of alien troops.&lt;br /&gt;
* 1-2 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. One interceptor with EMP is usually enough. 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 4 / 5-7 groups of alien troops.&lt;br /&gt;
* 1-2 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;
* X-2 alien surgery&lt;br /&gt;
* X-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]], Plasma Canon or Fusion Lance. Using the latter guarantees a win, otherwise expect one Firestorm to be unsufficient. One Firestorm with EMP Cannon and 1 use of Dodge is enough. Expect to take moderate-heavy damage. Unless you make good use of dodge while closing in and then aim to ensure it is downed in 2-3 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7-8 groups of alien troops (always crashed).&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;
* 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;
* 2 Fusion Core&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;
The UFO will roam around in the region it is patrolling. If left unattended, may trigger arrival of a UFO on Destroy Satellite mission in the following several days. &lt;br /&gt;
&lt;br /&gt;
Notice that following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission. &lt;br /&gt;
&lt;br /&gt;
It is not yet known how the size of the following UFO is chosen, but there are several observations:&lt;br /&gt;
* Letting Small Scout go spawns Large Scout (in the first month)&lt;br /&gt;
* Letting Abductor go spawns Battleship&lt;br /&gt;
&lt;br /&gt;
===Destroy Satellite===&lt;br /&gt;
The UFO will hunt for and destroy a satellite in the country it is patrolling. You will be told that &amp;quot;New contact that gives off a distinct signature, as if it is looking for something&amp;quot;. Researching Stealth Satellites from the Foundry reduces chance of the UFO to succeed. &lt;br /&gt;
&lt;br /&gt;
This mission can only happen if you let go an airborne UFO or ignore grounded (not crashed) UFO on Scouting mission, and is a good way of getting more battleships in order to harvest more Fusion Cores for your Blaster Launcher production.&lt;br /&gt;
&lt;br /&gt;
===Harvest Live Specimens===&lt;br /&gt;
&lt;br /&gt;
Conducted by Supply Barge and Abductors (and possibly other UFO)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40816</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40816"/>
		<updated>2012-11-03T07:11:03Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 difficulty level. &lt;br /&gt;
&lt;br /&gt;
Amount of aliens on crashed UFO mission will always be lesser than on a UFO that landed on its own. Usually you get the least possible amount on your first time you get a mission, and it goes up from there (for example, first Large Scout landing will usually have 3 groups of aliens, while latter ones will have 4. Difficulty levels seem to act as a limit on how far this can go - for example, on Classic you will never get more than 5 enemy packs on a Supply Barge mission, however on Impossible it may as well go up to 7.&lt;br /&gt;
&lt;br /&gt;
Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers). Take note that destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage you&#039;re going to get, as well as fires started by weapon fire or cyberdisk explosions will eat up walls and even destroy flight computers or power sources they come in contact with, also reducing the amount of salvage you will get, so act accordingly.&lt;br /&gt;
&lt;br /&gt;
First appearance information (in which month UFO appears for the first time) is based on Classic/Impossible difficulty (may be different on lesser difficulties) and on the assumption that player handles every UFO that appears (intercepts every flying UFO and assaults every UFO landed on its own will). Failing to handle a UFO may spawn a larger UFO on Destroy Satellite mission, which will allow larger UFO&#039;s to appear earlier than usual. UFO&#039;s first appearance is always in its flying state, and its second appearance is mostly in its grounded state, meaning, that your second detected Small Scout, Large Scout, Abductor, Supply Barge is usually grounded. However, Battleships seem to never land naturally.&lt;br /&gt;
&lt;br /&gt;
*Groups of alien troops refer to any alien other than outsiders, sectoid commanders and ethereals. Number before slash is the number of groups when UFO crash landed after being shot down, number after slash is when UFO landed on its own.&lt;br /&gt;
*Command aliens are outsiders, sectoid commanders or ethereals with muton elite guards. These will vary depending on whether you have assaulted the base or overseer UFO, respectively.&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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 1&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 alien on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 72 Alien Alloys&lt;br /&gt;
* X - 31 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2-3 / 3-5 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;
* 120 - 172 Alien Alloys&lt;br /&gt;
* 50 - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built and will never appear again once it is shot down and assaulted. It has about the same size as a Large Scout but with a different inner design, consisting of a central bridge that can only be accessed through one door, unlike the disposition of the scout craft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Appears immediately after Hyperwave Relay goes online (which takes unspecified amount of time after it is built)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 3-4 groups of alien troops (always crashed).&lt;br /&gt;
* 1 Ethereal and 2 Elite Mutons on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 73 Elerium&lt;br /&gt;
* 128 Alien Alloys&lt;br /&gt;
* 3 - 4 navigation&lt;br /&gt;
* 4 power sources&lt;br /&gt;
* Ethereal device&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 (4 x Avalanche, 2 x Phoenix Canon or 1 x Laser Canon should be enough). The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 3 / 4-5 groups of alien troops.&lt;br /&gt;
* 1-2 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. One interceptor with EMP is usually enough. 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 4 / 5-7 groups of alien troops.&lt;br /&gt;
* 1-2 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;
* X-2 alien surgery&lt;br /&gt;
* X-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]], Plasma Canon or Fusion Lance. Using the latter guarantees a win, otherwise expect one Firestorm to be unsufficient. One Firestorm with EMP Cannon and 1 use of Dodge is enough. Expect to take moderate-heavy damage. Unless you make good use of dodge while closing in and then aim to ensure it is downed in 2-3 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7-8 groups of alien troops (always crashed).&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;
* 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;
* 2 Fusion Core&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;
The UFO will roam around in the region it is patrolling. If left unattended, may trigger arrival of a UFO on Destroy Satellite mission in the following several days. &lt;br /&gt;
&lt;br /&gt;
Notice that following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission. &lt;br /&gt;
&lt;br /&gt;
It is not yet known how the size of the following UFO is chosen, but there are several observations:&lt;br /&gt;
* Letting Small Scout go spawns Large Scout (in the first month)&lt;br /&gt;
* Letting Abductor go spawns Battleship&lt;br /&gt;
&lt;br /&gt;
===Destroy Satellite===&lt;br /&gt;
The UFO will hunt for and destroy a satellite in the country it is patrolling. You will be told that &amp;quot;New contact that gives off a distinct signature, as if it is looking for something&amp;quot;. Researching Stealth Satellites from the Foundry reduces chance of the UFO to succeed. &lt;br /&gt;
&lt;br /&gt;
This mission can only happen if you let go an airborne UFO or ignore grounded (not crashed) UFO on Scouting mission, and is a good way of getting more battleships in order to harvest more Fusion Cores for your Blaster Launcher production.&lt;br /&gt;
&lt;br /&gt;
===Harvest Live Specimens===&lt;br /&gt;
&lt;br /&gt;
Conducted by Supply Barge and Abductors (and possibly other UFO)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40815</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=40815"/>
		<updated>2012-11-03T07:10:42Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &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;
==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 difficulty level. &lt;br /&gt;
&lt;br /&gt;
Amount of aliens on crashed UFO mission will always be lesser than on a UFO that landed on its own. Usually you get the least possible amount on your first time you get a mission, and it goes up from there (for example, first Large Scout landing will usually have 3 groups of aliens, while latter ones will have 4. Difficulty levels seem to act as a limit on how far this can go - for example, on Classic you will never get more than 5 enemy packs on a Supply Barge mission, however on Impossible it may as well go up to 7.&lt;br /&gt;
&lt;br /&gt;
Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers). Take note that destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage you&#039;re going to get, as well as fires started by weapon fire or cyberdisk explosions will eat up walls and even destroy flight computers or power sources they come in contact with, also reducing the amount of salvage you will get, so act accordingly.&lt;br /&gt;
&lt;br /&gt;
First appearance information (in which month UFO appears for the first time) is based on Classic/Impossible difficulty (may be different on lesser difficulties) and on the assumption that player handles every UFO that appears (intercepts every flying UFO and assaults every UFO landed on its own will). Failing to handle a UFO may spawn a larger UFO on Destroy Satellite mission, which will allow larger UFO&#039;s to appear earlier than usual. UFO&#039;s first appearance is always in its flying state, and its second appearance is mostly in its grounded state, meaning, that your second detected Small Scout, Large Scout, Abductor, Supply Barge is usually grounded. However, Battleships seem to never land naturally.&lt;br /&gt;
&lt;br /&gt;
*Groups of alien troops refer to any alien other than outsiders, sectoid commanders and ethereals. Number before slash is the number of groups when UFO crash landed after being shot down, number after slash is when UFO landed on its own.&lt;br /&gt;
*Command aliens are outsiders, sectoid commanders or ethereals with muton elite guards. These will vary depending on whether you have assaulted the base or overseer UFO, respectively.&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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 1&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 alien on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 72 Alien Alloys&lt;br /&gt;
* X - 31 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2-3 / 3-5 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;
* 120 - 172 Alien Alloys&lt;br /&gt;
* 50 - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built and will never appear again once it is shot down and assaulted. It has about the same size as a Large Scout but with a different inner design, consisting of a central bridge that can only be accessed through one door, unlike the disposition of the scout craft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Appears immediately after Hyperwave Relay goes online (which takes unspecified amount of time after it is built)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 3-4 groups of alien troops (always crashed).&lt;br /&gt;
* 1 Ethereal and 2 Elite Mutons on the bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 73 Elerium&lt;br /&gt;
* 128 Alien Alloys&lt;br /&gt;
* 3 - 4 navigation&lt;br /&gt;
* 4 power sources&lt;br /&gt;
* Ethereal device&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 (4 x Avalanche, 2 x Phoenix Canon or 1 x Laser Canon should be enough). The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 3 / 4-5 groups of alien troops.&lt;br /&gt;
* 1-2 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. One interceptor with EMP is usually enough. 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;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 4 / 5-7 groups of alien troops.&lt;br /&gt;
* 1-2 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;
* X-2 alien surgery&lt;br /&gt;
* X-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]], Plasma Canon or Fusion Lance. Using the latter guarantees a win, otherwise expect one Firestorm to be unsufficient. One Firestorm with EMP Cannon and 1 use of Dodge is enough. Expect to take moderate-heavy damage. Unless you make good use of dodge while closing in and then aim to ensure it is downed in 2-3 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First appearance&#039;&#039;&#039;&lt;br /&gt;
* Month 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7-8 groups of alien troops (always crashed).&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;
* 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;
* 2 Fusion Core&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;
The UFO will roam around in the region it is patrolling. If left unattended, may trigger arrival of a UFO on Destroy Satellite mission in the following several days. &lt;br /&gt;
&lt;br /&gt;
Notice that following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission. &lt;br /&gt;
&lt;br /&gt;
It is not yet known how the size of the following UFO is chosen, but there are several observations:&lt;br /&gt;
* Letting Small Scout go spawns Large Scout (in the first month)&lt;br /&gt;
* Letting Abductor go spawns Battleship&lt;br /&gt;
&lt;br /&gt;
===Destroy Satellite===&lt;br /&gt;
The UFO will hunt for and destroy a satellite in the country it is patrolling. You will be told that &amp;quot;New contact that gives off a distinct signature, as if it is looking for something&amp;quot;. Researching Stealth Satellites from the Foundry reduces chance of the UFO to succeed. &lt;br /&gt;
&lt;br /&gt;
This mission can only happen if you let go an airborne UFO or ignore grounded (not crashed) UFO on Scouting mission, and is a good way of getting more battleships in order to harvest more Fusion Cores for your Blaster Launcher production.&lt;br /&gt;
&lt;br /&gt;
===Harvest Live Specimens===&lt;br /&gt;
&lt;br /&gt;
Conducted by Supply Barge and Abductors (and possibly other UFO)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=40803</id>
		<title>Talk:Enemy Unknown (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=40803"/>
		<updated>2012-11-02T19:52:45Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Add Technical Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Wiki structure  discussion==&lt;br /&gt;
Personally, this kind of structure makes sense to me.  Though I&#039;m not 100% on Air Combat.  Probably under Mission Control with a link inside Aircraft pointing to it.  In mine, Aircraft would include a subsection on weapons but not a separate page.  I&#039;d still provide a link to it in the front for people&#039;s awareness.  Same for soldiers, all those things would be subsections of the same page.  Similarly, armor and squad weapons would be subsections of the same &amp;quot;Equipment&amp;quot; page.  I don&#039;t know enough about SHIVs yet to think if they&#039;d have their own page or not.  I wouldn&#039;t list out all the individual alien life forms and I can&#039;t think of any subsections I would specifically link on the main page under any of the Alien stuff really...  As topics under Base Mgmt and Sit Mgmt grow, I would link the ones that I think people want to get to now (in 1 click).  Same for all the stuff under Combat.  So overall, everything that&#039;s indented is likely a subsection of a page rather than it&#039;s own page.  The exceptions are the Situation Room and Mission Control because so much is going on in those two rooms where all the other aspects of the game are being coordinated.  Ultiamtely, Gray Market would just be a paragraph or two about it, but all the prices would be listed right next to the item along with all the other info.&lt;br /&gt;
&lt;br /&gt;
The hardest thing for me right now to sort in my mind is Single vs. Multi.  For Tactics, I would probably put them in dedicated subsections of the same page.  Have a general tactics that applies to both aspects of the game, and then a subsection for single and multi (total 3 sections) for anything that only applies to those.  For squads and soldier builds, I would ask people to just identify whether the squad/soldier build is for single, multi, or both and explain the pros and cons of why.  But it bugs me that would be structured different than the tactics...  I feel like I need to play the game some before I figure out how the combat is structured.  Oh, and I&#039;d use the in-game neon-blue icon for XCOM and the red alien head for Aliens, then put the &amp;quot;vigilo confido&amp;quot; shield the &amp;quot;blue-glow faceless-squad&amp;quot; main XCOM image in thumbs off to the right. [[User:Robbx213|Robbx213]] 13:29, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just changed it based on your ideas. About Single/Multi, the idea I got from the demo is that the human classes are predefined and some perks may be absent from Multiplayer. From my previous experience with the multiplayer version of the original game, the tactics between an AI and a human opponent are very different. But it will depend on how it works out. &lt;br /&gt;
My main concern about the columns is to have room to expand in the future on an organized manner, if this game&#039;s page gets as popular as the original one and then you need to have sections explaining the technical parts, for modders to use, plus all other sorts of miscellaneous pages like the original game has. [[User:Hobbes|Hobbes]] 14:44, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:# Whatever you do, keep multiplayer separated from the singleplayer section. These will be completely different.&lt;br /&gt;
:# Regarding Sources, I strongly disagree to make them a separate page. Valid sources should be listed under a References section on the relative page as per wiki standard (http://en.wikipedia.org/wiki/Wikipedia:Citing_sources)&lt;br /&gt;
:# Flanking, Cover, Overwatch &amp;amp; Supression are not actually tactics but game mechanics. How you combine and use these, that is tactics.&lt;br /&gt;
:# What the heck is &amp;quot;Situation Management&amp;quot;? That is a way to general topic or description to mean anything.&lt;br /&gt;
::--[[User:Kokkan|Kokkan]] 16:06, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I haven&#039;t seen a lot of MP squad building, so I don&#039;t know how many perks you get to choose.  I assume that you can choose as many perks as you want, but each one costs points, so my guess is in MP you&#039;ll only really be able to pick 1 or 2 per soldier.  As for expanding in the future you make a good point.  I only looked at what was in EU (2012) so far and condensed from there; I didn&#039;t go back to (1994)...  You know, maybe it would be better to list more specific sub-sections in the table so that people can get to them quicker without having to guess where it&#039;s been put, especially if it&#039;s a topic they think can fit elsewhere than it was put.  Then it would be on us to populate links all over the place and that could unmanageable.&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t know how different MP will be from SP at this point.  There will definitely need to be some dedicated space to MP squad building and MP tactics; I was just wondering aloud if it should be a whole separate page, or if SP and MP should be subsections under a &amp;quot;tactics&amp;quot; page and a &amp;quot;squad building&amp;quot; page.  I think the one that makes sense will require some game time to determine.  You&#039;re right about references; but, really once the game is out the game itself is basically going to be the main reference; are we supposed to put that at the bottom of each page or will we only put references in special occassions when it comes from somehwere else?  I guess &amp;quot;sources&amp;quot; is less accurate, I was really think &amp;quot;see also&amp;quot; or maybe just a place to put links to articles, videos, forums, and other stuff people might want to stumble upon.  I agree about mechanics vs. tactics.  That&#039;s why I&#039;d suggest having a &amp;quot;mechanics&amp;quot; page that gives the facts and a separate tactics area; I guess a separate tactics page would be better since mechanics is actually pretty extensive and especially if one puts SP tactics near MP tactics as subsections to the same page.&lt;br /&gt;
&lt;br /&gt;
:: Ah, &amp;quot;situation management&amp;quot;.  That was my attempt at a bookmark in my head for somehow capturing the idea of how you manage panic, funding, satellite coverage, aircraft...  basically not base stuff (adjacencies, Uplink vs. Nexus debates, different base builds depending on play strategy for example some people might want a lot of satellites while others might try to focus on having just enough to survive the game and use the base space for labs and workshops).  I would expect a lot of sub-links under base and situation management, and I wouldn&#039;t call it situation management as soon as I find a better name. [[User:Robbx213|Robbx213]] 23:34, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I made and example of the grouping of content I find most logical. I also don&#039;t think we should list all the possible mission types in the table, by the same reason you don&#039;t list all the aliens, weapons or abilites. It could feel like spoilers for some people. --[[User:Kokkan|Kokkan]] 12:16, 6 October 2012 (EDT)&lt;br /&gt;
:::: Better. The only thing missing to me is to have a subcolumn for Miscellaneous because there&#039;s a few XCOM wiki pages that are cross series, such as [[Making the Game Harder]] (one of the most viewed wiki pages), [[Murphy&#039;s Laws (X-COM)|Murphy&#039;s Laws of X-COM]], [[Known Bugs]], [[Game Editors]], [[Realistic Equivalents]] and [[Glossary|Glossary of Terms]]. Probably not all of those for now but a few could be already added, like the glossary. [[User:Hobbes|Hobbes]] 12:30, 6 October 2012 (EDT)&lt;br /&gt;
:::: Replaced my table with Kokkan&#039;s proposal and made a few changes. Meanwhile I had another idea for the visual aspect for the pages on the XCOM and Aliens sections. I&#039;ve been making a few charts for the XCOM, HQ and Base Facilities pages like this one: (no spoilers, only confirmed game information):&lt;br /&gt;
[[File:XCOM_Organization_(EU2012).png|400px|right]]&lt;br /&gt;
What I thought would be to have, e.g. on the top of the page &#039;Research&#039; the corresponding colored icon, and for all pages of that category the same, (green for Research pages, red for Alien pages, Gray for Engineering pages, etc.). Or at least on the top pages (that contain all the links) for all the topics on the first column. What do you guys think? [[User:Hobbes|Hobbes]] 15:47, 6 October 2012 (EDT)&lt;br /&gt;
:: Soldiers have to have the red colour, to match their shirts. =D It&#039;s a bit Star Trek to me, and since we don&#039;t have a theme/template for all the pages it could be a bit heavy on the upkeep for editors and mods. A wiki should look like a wiki and only change layout/style when the data requires it (yeah, call me boring). I rather say keep the focus on the content and structure of that content (or keep it to html&amp;amp;css colours to keep it low upkeep and simple).  --[[User:Kokkan|Kokkan]] 16:14, 6 October 2012 (EDT)&lt;br /&gt;
::The insignias remember me more of S.H.I.E.L.D actually... XCOM has the Ant Farm, they have the Flying Carrier... oh well, it&#039;s just a very military thing to have all organized into sections and each with its own insignia, but I&#039;ll just keep it to the charts. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== EU2012 Table ===&lt;br /&gt;
I made some further tweaking of the table, tell me what you think.&lt;br /&gt;
Was thinking of sub-dividing [[Combat Tactics]], but until we get the game we really don&#039;t have a clue on how to build a section like that (same goes for [[Multiplayer Tactics]]). --[[User:Kokkan|Kokkan]] 16:41, 6 October 2012 (EDT)&lt;br /&gt;
:Yup, probably it&#039;s better to wait to see what comes up, all of our proposals are merely guesses. I&#039;d remove the Grey Market and The Foundry since both are a part of Situation Room and Engineering. The more I think about it SHIV should go under Soldiers. And I don&#039;t like the term Economy very much but I can&#039;t think of a better one now. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)&lt;br /&gt;
:: Yes, the Grey Market is a part of the Situation Room, just like Finances.&lt;br /&gt;
:: The Foundry is actually an stand-alone facility, we can only speculate on how dependant it is on Engineering. It seem to feature both improvements and unlocks (SHIV, Crafts). &lt;br /&gt;
:: The SHIV is tricky, since it is both a manufactured thing; and a type of soldier. But since its purpose is combat. I would group it with soldiers, or as an own section.&lt;br /&gt;
:: Some more minor tweaks on the table. --[[User:Kokkan|Kokkan]] 18:24, 6 October 2012 (EDT)&lt;br /&gt;
::: All of the items/craft produced on the Foundry can be already accessed from their respective categories and the Foundry is about manufacturing which is covered by the Engineering topic. If we include the Foundry then we should also include the OTS since it provides with additional capabilities for Soldiers the same way the Foundry does for engineering. But I think it&#039;s redundant, both facilities can be easily accessed through the Soldiers/Engineering pages and on Soldiers page there&#039;s already a description of the OTS and its effects. [[User:Hobbes|Hobbes]] 11:22, 7 October 2012 (EDT)&lt;br /&gt;
:::: Yes, you are right. The Foundry can easily and logically be found under [[Engineering_(2012)]]. I had not thought about the OTS, and now that I try it; I can&#039;t easily find in from any of the pages. Perhaps skip the Foundry and add the OTS to the list? --[[User:Kokkan|Kokkan]] 11:47, 7 October 2012 (EDT)&lt;br /&gt;
::::: The OTS info in on the Abilities page - maybe that&#039;s not too clear? [[User:Hobbes|Hobbes]] 13:47, 7 October 2012 (EDT)&lt;br /&gt;
:::::: If I were to look for a Base Facility that gives global upgrades, it would not be obvious to me to look under Soldier -&amp;gt; Abilities (and an in-line link also). Since they are not the same facility and not really directly related to Soldiers (like the Squad Size or New Guy). With the current structure I also think we should differentiate between Soldier, Alien, Equipment and &amp;quot;Other&amp;quot; abilities.  --[[User:Kokkan|Kokkan]] 14:26, 7 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
Was wondering if we could add a &amp;quot;DLC&amp;quot; section under the Miscellaneous table to cover current and upcoming DLC.  The Elite Soldier Pack is available for purchase and we can cover the known information about the &amp;quot;Slingshot&amp;quot; DLC as well. ~ [[User:Drakalu|Drakalu]] 23:56, 25 October 2012 (EDT)&lt;br /&gt;
:: So far we don&#039;t have any pages on DLC, and Slingshot is not even released yet. Let&#039;s not add a lot paged that we don&#039;t have yet. --[[User:Kokkan|Kokkan]] 02:51, 26 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add Technical Information ==&lt;br /&gt;
&lt;br /&gt;
As the original, this game has a lot of quirks and interesting technical stuff that can help the player (even to the point as making the game too easy or exploiting). Original game had such a column, why new one doesnt? Shouldnt we make it? [[User:Istrebitel|Istrebitel]] 08:11, 1 November 2012 (EDT)&lt;br /&gt;
:I completely agree with the technical stuff section but at this point there isn&#039;t enough material to warrant it. Otherwise you&#039;ll get a lot of empty pages/red links under that column. The technical stuff of the original game was also born after a long time - it takes a while to figure out everything [[User:Hobbes|Hobbes]] 09:05, 1 November 2012 (EDT)&lt;br /&gt;
::Well I got some stuff to share but right now nowhere to share it. Better have space for articles (even let it be red) than have no space and thus no articles[[User:Istrebitel|Istrebitel]] 15:52, 2 November 2012 (EDT)&lt;br /&gt;
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== Archive ==&lt;br /&gt;
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I&#039;ve been trying to add as much information as possible as best I can, mostly by basing it off existing wiki code from other pages.  So much of the data cross references and/or interacts with items in other sections (artifacts being used in research, manufacturing, grey market, etc).  For now, I&#039;m trying to do as little cross referencing as possible, unless there is already an existing page for it.  At least until I become more comfortable with the process.  The Wiki Tips link you added at the top of the main page was helpful.  Thank you.  ~ [[User:Drakalu|Drakalu]] 14:16, 25 September 2012 (EDT)&lt;br /&gt;
: I&#039;m dumping most of the info from the demo files, that should take a while to sort out and organize (watchout for the info on the Research since it reveals the ending) - thanks for the help :) [[User:Hobbes|Hobbes]] 14:36, 25 September 2012 (EDT)&lt;br /&gt;
: Btw, do you think you can make a template for the topics that you&#039;re working at right now? [[User:Hobbes|Hobbes]] 14:42, 25 September 2012 (EDT)&lt;br /&gt;
:: Not sure what you mean by template.  I started with a multi-level list in Word so I&#039;ve been working off that just to get the data entered.  So far its mostly just information on items, research, facilities, workshop projects, etc.  Your table for abilities was much cleaner than what I had.  I&#039;ll try to whip something up.  Also, most of the data I&#039;ve been entering is based off the various Press preview videos.  I figure I&#039;ve seen them enough that nothing in them will truly be a spoiler at this point.  ~ [[User:Drakalu|Drakalu]] 16:13, 25 September 2012 (EDT)&lt;br /&gt;
:: A template is a model for pages. For instance check the original [[Rifle]] and [[Heavy_Plasma]] pages you can see that they follow roughly the same format, starting with Stats, Recommendations, Tips, etc. It&#039;s easier if you already have a format, then you can just copy paste it and people can just fill the pages - I&#039;ve just made one for Equipment. About spoilers, just be careful when going through the Research because it contains spoilers about the end of the game, if you don&#039;t want to know about it. [[User:Hobbes|Hobbes]] 17:40, 25 September 2012 (EDT)&lt;br /&gt;
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WHo keeps undoing the edits I did today?  Continuing to use &amp;quot;Geoscape&amp;quot; as its own header does not fit with the actual gameplay.  HQ needs to be the main headline.  The base as a whole has all the facilities in it. Research is a concept encompassing both Science Labs and Laboratories. Manufacturing encompasses Engineering, Workshops, and Foundries. Gray Market will be important as people will want to go somewhere for quick price comparisons.&lt;br /&gt;
:I did and I explained the reasons on the table&#039;s [[Talk:EU2012_Table]] page. I just reverted back all yours edits again to the previous version. [[User:Hobbes|Hobbes]] 06:59, 2 October 2012 (EDT)&lt;br /&gt;
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Hobbes, you reverted my edits twice in an 11 hour period and then protected the table to prevent further editing. You also did not attempt to discuss with me before the final revert and protect. This is edit warring and it is not consistent with the bold, revert, discuss principle. &lt;br /&gt;
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While you obviously have a lot of experience with XCOM and the UFOPaedia, please understand that EU 2012 is NOT the same game. Therefore, the main page is going to look different. For example, the Geoscape is no longer what it was in 1994. In &#039;94, it was the main place to start all your actions including patrols, interdictions, and to access the base and its functions. In EU2012, the &amp;quot;Geoscape&amp;quot; is merely a blue globe in the Mission Control facility where you advance time and choose missions. &lt;br /&gt;
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Bottom line, it makes sense for the UFOPaedia pages to resemble the flow and structure of the game. Continuing the old format will only confuse visitors, ultimately encouraging them to go elsewhere for their information. &lt;br /&gt;
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: All XCOM strategy games (EU, TFTD, Apoc, EU 2012) follow the same design/logic: you win by playing Geoscape/Cityscape and sending Interceptors and Skyrangers from there, not by managing your base(s). Doesn&#039;t matter if you have one base or more - the fact that you only have one in Enemy Unknown 2012 adds for a lot more detail the base management level of the game but your base is just one aspect of the whole game. Hobbes 11:12, 2 October 2012 (EDT) &lt;br /&gt;
:: There are two basic components to the game as you noted, but they are not Geoscape and Cityscape anymore. That was 1994. &lt;br /&gt;
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:: Now the strategy layer is handled in XCOM HQ / the Base / the Ant Farm. The Geoscape, the blue rotating orb of the Earth, isn&#039;t even its own facility, it&#039;s a focal point of Mission Control. Strategy is now handled at the Base. Half of winning the game is the Base: constructing facilities, adjacency bonuses, research, manufacturing, managing panic, funding, soliders, etc. The Geoscape is really just the filling in one slice of the whole pie. &lt;br /&gt;
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:: It does not make sense to format the main page in a way that is inconsistent with the game&#039;s presentation. The game presents you the entire base and you choose each facility from there to manage the strategy. The Wiki should be presented consistent with the game so that people click on links that logically flow the same way as the game. Therefore, the main page should go to the over-arching XCOM HQ page and list out major functions under that like the whole of Base Facilities, the major concepts of Research and Manufacturing... I also think a quick link to the Gray Market will help since it will be an oft used page. Details of each facility, like the fact that Mission Control contains the Geoscape, should be embedded further in when you go to the HQ page or subsequent Base Facilities and Mission Control pages.  --[[User:Robbx213|Robbx213]] 11:40, 2 October 2012 (EDT)&lt;br /&gt;
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::: I don&#039;t want to abuse my position as an administrator but: a) You changed the table from the format followed for all XCOM game tables on this wiki. b) I reverted and placed a notice on the page&#039;s Talk page. c) You reverted and didn&#039;t check the talk page. Since I don&#039;t want to get into a war of edits I protected the table. The other administrators can and should intervene if it&#039;s necessary but what I did was to keep wiki consistency and prevent the main table from being constantly edited. Hobbes 11:35, 2 October 2012 (EDT) &lt;br /&gt;
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:::: I&#039;m new and obviously struggled at first to understand the Table that was somehow separate from the page it was embedded in, as well as the Discussion tab up to the left but all the help pages refer to &amp;quot;Talk&amp;quot;.  There&#039;s an obvious disagreement about content here, so that&#039;s what we need to [http://en.wikipedia.org/wiki/Wikipedia:DR#Focus_on_content focus on].  &amp;quot;Consistency&amp;quot; is not a valid reason to maintain the old format.  The game is different, its format and presentation is different, therefore the Wiki should be different such that it&#039;s more in-line with the new game&#039;s structure.  EU (2012) is not Terror From the Deep; a simple re-skin.  If you want this wiki to be the go-to place, you&#039;re going to have to simplify it by making it flow the same way the game does.  There are many other wikis already forming; people will go where it&#039;s simple and easy to understand.  If this wiki&#039;s format differs from how the game is presented, people will get confused, they will get grumpy about having to click around and mine information, and ultimately the community&#039;s enjoyment of both will suffer. --[[User:Robbx213|Robbx213]] 11:52, 2 October 2012 (EDT)&lt;br /&gt;
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::::: I&#039;m sorry to disagree but if you really feel that you cannot compromise and follow what has been considered &#039;consistency&#039; (and pretty much official policy) by the 2K developer team and this wiki&#039;s regular users then do what you feel you must. If you check Wikipedia&#039;s article on [http://en.wikipedia.org/wiki/XCOM:_Enemy_Unknown|XCOM: Enemy Unknown] you&#039;ll see the strategic element being called &#039;Geoscape&#039; and Jake Solomon and 2K have also used the term frequently and on their site. [[User:Hobbes|Hobbes]] 12:14, 2 October 2012 (EDT)&lt;br /&gt;
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:::::: You meant [http://en.wikipedia.org/wiki/XCOM:_Enemy_Unknown this] Wikipedia article.  They do say Geoscape; and they too describe it inaccurately. (P.S. those few contributors do not constitute &#039;official policy&#039;)  &#039;&#039;The game&#039;s strategy element is confined to the global view called the &amp;quot;Geoscape&amp;quot;...&#039;&#039; Strategy is not confined to the Geoscape, strategy is the whole Base.  Keep reading and they actually say this in the same sentence, contradicting themselves in the process:  &#039;&#039;... where the player keeps track of the situation ... conducts resource and personnel management ... directing research ... and production, interacting with the governments ... ordering their aircraft ... and dispatching their soldiers...&#039;&#039;  The Geoscape, inside the Mission Control facility, can order aircraft and dispatch soldiers.  That&#039;s it.  &#039;Situation&#039; is in the Situation Room, personnel are in places like Barracks &amp;amp; Infirmary, research is Sci Labs and Labs, production is Engineering Workshop &amp;amp; Foundry, Funding Council is inside the Situation Room...  Geoscape is not the strategy layer, the entire base is the strategy layer.  The Geoscape is like the Funding Council: it&#039;s an important part of the game, but it&#039;s not even the name of the facility in which it resides.&lt;br /&gt;
&lt;br /&gt;
:::::: When Jake and other 2K people refer to the Geoscape, they mean the blue globe.  They do not mean the whole base nor the whole strategy layer.  If the whole strategy layer could be controlled from the Geoscape (again, inside Mission Control) then the Ant Farm would not even exist.  Watch [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=FaR-oDSxb3I#t=708s this] and [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=FaR-oDSxb3I#t=5338s this (with Jake himself manning the helm)] for a clear visual of how the Geoscape is not the base and therefore not the entire strategy layer, rather only a feature of the Mission Control facility.  Watch [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=qBvuNhq0ZCg#t=1499s this] to see how Jake describes the evolution of the strategy layer and how his &amp;amp; Sid&#039;s prototypes are really the fore-runner of the Situation Room, not the Geoscape (inside Mission Control).  So, Jake himself does not consider the Geoscape to be the &amp;quot;strategy layer&amp;quot;.  They don&#039;t even really call it the Geoscape, they call it [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=qBvuNhq0ZCg#t=1925s the Globe].  There are tons more videos throughout YouTube.&lt;br /&gt;
&lt;br /&gt;
:::::: If you want consistency, make it consistent with the new game rather than consistent with 1994&#039;s game format.  I think the game&#039;s format, which has actually been witnessed in video and described during interview, should be taken as the &#039;official policy&#039; rather than taking the old game&#039;s structure.  If the old game&#039;s structure were &#039;official policy&#039;, Jake et al. would not differentiate this game from the old by avoiding calling it a pure remake or reboot.  It&#039;s different, they say so, therefore the wiki needs to evolve away from 1994 and match the new game.  Also, you can&#039;t just randomly call something &#039;official policy&#039; to make it sound more important.  If you want official policy, read the articles and watch the videos from [http://forums.2kgames.com/showthread.php?117515-X-COM-Information-Summarized-READ-ME-FIRST! this 2K Forum Post].  When 2K Greg stickies it, that probably means it&#039;s &#039;official policy&#039;.&lt;br /&gt;
&lt;br /&gt;
:::::: {{subst:drn-notice}} [[User:Robbx213|Robbx213]] 14:01, 2 October 2012 (EDT)&lt;br /&gt;
::::::: I know that topic quite well I wouldn&#039;t call a sticked thread made by a user &#039;official policy&#039;. But by going through the list of features on the first has a strategic category that englobes Funding Council, Missions, Satellite cover and base management. Zero reference to HQ being the strategic layer. And his division is how the majority of players from the original games will look at it. &lt;br /&gt;
::::::: Geoscape is a classic term from the series to refer to both the world globe and the Strategic level and that remained throughout the series and that both Jake Solomon and the 2K team keep using even if the term is not present in the game. The HQ base (which I love) is how you access both the strategic layer (through the Situation Room) and the world globe (through Situation Room and Mission Control) but by itself it&#039;s not the strategic layer because it&#039;s not where the center of the action is. If you put HQ as the strategic category up there it seems that the strategy involves mainly running your base and projects, which is not strategy. Strategy is determining objectives and goals based on your needs and current resources - that is separate from actually putting the strategy into place, which is what you do with base and soldier management, to allow you to achieve those goals. &lt;br /&gt;
::::::: Now, what I&#039;ve been thinking so far with all of this discussion: should the strategic layer have another name? Possibly, I&#039;m not a zealot of keeping everything from the old game. One thing for sure would be to move up the links for Mission Control and Situation Room to replace the current Geoscape link (and if the game has a new name for it, rename the page). It may even be that XCOM HQ is the best term but there needs to be a clear separation between base management and the rest of the strategic layer of the game. [[User:Hobbes|Hobbes]] 14:47, 2 October 2012 (EDT)&lt;br /&gt;
:::::::: I&#039;ve asked at 2K&#039;s and the wiki&#039;s forums about names from the strategic layer and the responses have been: Geoscape, Ant Farm, Basescape, Strategic Layer and The Base, the closest to your suggestion of XCOM HQ. I&#039;ve been also looking at the demo files and &#039;Geoscape&#039; appears on the demo code to refer to the world globe, which makes it a game term. [[User:Hobbes|Hobbes]] 10:45, 3 October 2012 (EDT)&lt;br /&gt;
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::::::::: &amp;quot;... there needs to be a clear separation between base management and the rest of the strategic layer of the game ...&amp;quot;  I fundamentally disagree.  I believe base management is part of strategy, not separate.  I agree that &amp;quot;Strategy is determining objectives and goals based on your needs and current resources...&amp;quot;  But I do not see that as &amp;quot;separate from actually putting the strategy into place...&amp;quot;  To me, executing the strategy is part of the strategy.  I think we&#039;re agreeing that &#039;base management&#039; is choosing facilities, choosing research, choosing production, choosing/promoting soldiers.  But to me, that is all part of the strategy.  Good base management, aka good strategy, sets you up for success in tactical combat.  For example, let&#039;s say I choose a strategy of research &amp;amp; manufacturing at the expense of satellite coverage.  I accomplish that across the base by building more labs, foundries, and workshops and at the same time building fewer uplinks / substituting Nexus (Nexi?) / focusing the satellites I do launch over high-paying / high-panic countries / enough countries not to trigger &#039;doomsday&#039;.  So let&#039;s assume the game still calls the Globe the Geoscape; to me, the Globe is just one piece of strategy; actually, I think the Situation Room is a better strategy tool than the Globe.  To me, the Globe has very little strategy use.  Basically, you pick which mission you&#039;re going to accept.  Panic, satellites, aircraft, funds, gray market... I can access all that together in the Situation Room.  To me, all of that is &#039;managing global sentiment (&amp;amp; funding)&#039;, which is only a portion of the overall strategy to manage sentiment long enough to get the soldiers, euqipment, and progress to go win the game.  Anywho, I&#039;ve found another avenue so rather than reiterate the same points to each other over and over, let&#039;s just move on and leave it as you wish.  You win.&lt;br /&gt;
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All right chaps, break it up. I am normally very lenient and let things slide, but I feel the need to intervene as this entire discussion is starting to be counter productive. Both sides have valid points, but it seems over-enthusiasm and an unwillingness to be patient is getting the better of everyone even before we all have the retail copy of the game. If the fallout results in a mess on the wiki with redundant pages, it will be very upsetting indeed. &lt;br /&gt;
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We can all agree that this game is very different from the original and perhaps some break in tradition is required to emphasise the basescape (I joked about it, but you know I think I&#039;ll adopt it for a while). UFO, TFTD, Apocalypse and Interceptor all followed the same noun-scape and tactical segment formats, but this form certainly wouldn&#039;t work for e-Mail X-Com or Enforcer (Enforcer had its upgrade purchase intermission screen, but that doesn&#039;t count). &lt;br /&gt;
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If you really must do things your way for now, and experiment with different ways to structure the pages, my recommendation is use a sandbox page for each page (like this &amp;lt;nowiki&amp;gt;[[EU (2012)/Heliocentric]] or [[EU (2012)/Geocentric]]&amp;lt;/nowiki&amp;gt;) and create the new page to your hearts delight. We can all look at them later on an decide on how best to format the main page from there.  -[[User:NKF|NKF]] 02:16, 4 October 2012 (EDT)&lt;br /&gt;
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:May I also suggest that in the interest of a well structured wiki-site; You keep your sandbox projects under your own profiles. That would be [[User:Hobbes/Sandbox page]] and  [[User:Robbx213/Sandbox page]], making it absolutely clear it&#039;s a sandbox/draft page and related to that user (hence you will probably not get unwanted edits).--[[User:Kokkan|Kokkan]] 05:47, 4 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40732</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40732"/>
		<updated>2012-11-01T12:19:29Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Drone Capture */&lt;/p&gt;
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&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
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__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
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&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Alien grenades will become availalbe in unlimited quantity, as the standart Frag Grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
* Healing delivered by a single medkit charge increased from 4 to 6.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate. Before this upgrade: 3,2,1 hp -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 hp -&amp;gt; 70,80,90,95,95,95% chance.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 dmg weapon, repair S.H.I.V. and other drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance (does not appear in combat UI, may be bugged)&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40731</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40731"/>
		<updated>2012-11-01T12:18:12Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Alien Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Alien grenades will become availalbe in unlimited quantity, as the standart Frag Grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
* Healing delivered by a single medkit charge increased from 4 to 6.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate. Before this upgrade: 3,2,1 hp -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 hp -&amp;gt; 70,80,90,95,95,95% chance.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance (does not appear in combat UI, may be bugged)&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40730</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40730"/>
		<updated>2012-11-01T12:17:40Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Improved Medkit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Frag grenades upgraded to Alien grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
* Healing delivered by a single medkit charge increased from 4 to 6.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate. Before this upgrade: 3,2,1 hp -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 hp -&amp;gt; 70,80,90,95,95,95% chance.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance (does not appear in combat UI, may be bugged)&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40729</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40729"/>
		<updated>2012-11-01T12:17:10Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Improved Arc Thrower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Frag grenades upgraded to Alien grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*+50% healing delivered by a single medkit charge.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate. Before this upgrade: 3,2,1 hp -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 hp -&amp;gt; 70,80,90,95,95,95% chance.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance (does not appear in combat UI, may be bugged)&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40728</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40728"/>
		<updated>2012-11-01T12:16:02Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Drone Capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Frag grenades upgraded to Alien grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*+50% healing delivered by a single medkit charge.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance (does not appear in combat UI, may be bugged)&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40727</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40727"/>
		<updated>2012-11-01T12:15:14Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* S.C.O.P.E. Upgrade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Frag grenades upgraded to Alien grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*+50% healing delivered by a single medkit charge.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance (does not appear in combat UI, may be bugged)&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40726</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=40726"/>
		<updated>2012-11-01T12:14:52Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Advanced Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Frag grenades upgraded to Alien grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*+50% healing delivered by a single medkit charge.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=40725</id>
		<title>Talk:Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=40725"/>
		<updated>2012-11-01T12:13:14Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Damage mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could we add a Category tag for EU2012 equipment? Something like Equipment (EU2012), like the old EU (EU1994) page has in its equipment lists? --[[User:Lordofhyphens|Lordofhyphens]] 20:46, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
can I suggest moving the alien weapons to the respective aliens&#039; pages? I think the page would be easier to read without them, and they don&#039;t really add much information - IMO ;)&lt;br /&gt;
&lt;br /&gt;
PS - I think the light plasma rifle&#039;s aim bonus is +10, going from the demo files. [[User:Momerathe|Momerathe]] 09:52, 1 October 2012 (EDT)&lt;br /&gt;
: You mean items like Muton Rifle or Thin Man Light Rifle? Items that can only be used by the aliens could be grouped together and moved to the Alien Artifacts page (or another one) but I&#039;d prefer to keep all Weapons that can be used by XCOM on the same page for easy referral and comparison. Thanks for the notice on the Aim, feel free to edit things that you found incorrect - this wiki belongs to all XCOM fans :) [[User:Hobbes|Hobbes]] 13:21, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::yup, I was thinking of the Muton Rifle etc, not the human-usable ones [[User:Momerathe|Momerathe]] 13:58, 1 October 2012 (EDT)&lt;br /&gt;
:::OK, the Alien Artifacts page should remain just a list as well, so they should probably go to their species&#039; pages although they are rather blank at the moment. [[User:Hobbes|Hobbes]] 14:13, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why do the weapon damage not much the values given in game?&lt;br /&gt;
&lt;br /&gt;
When I go &lt;br /&gt;
(Barracks → select trooper → Loadout → Weapon information tag)&lt;br /&gt;
I get one less damage then the vales given here for about half the weapons. For instance pistol does one damage not two.&lt;br /&gt;
&lt;br /&gt;
All my saves are impossible if that makes a difference.&lt;br /&gt;
:Odd, I get two damage on my Classic difficulty saves for the stock pistol. --[[User:Lordofhyphens|Lordofhyphens]] 20:43, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is &#039;reaction range&#039; exactly?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 09:41, 18 October 2012 (EDT)&lt;br /&gt;
:Ask the developers ;) [[User:Hobbes|Hobbes]] 10:25, 18 October 2012 (EDT)&lt;br /&gt;
::In that case, I might do some research myself, when I have some time. I&#039;m imagining that it has to do with the range at which the soldier will try to use the weapon for a reaction shot, but I don&#039;t know. Would be very easy to test. [[User:KingMob4313|KingMob4313]] 16:55, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Damage mechanics ==&lt;br /&gt;
&lt;br /&gt;
Can someone confirm these observations I made:&lt;br /&gt;
&lt;br /&gt;
For Precision weapons:&lt;br /&gt;
* Crit DMG statistic is always 50% higher than Base DMG, rounded down, but at least 1 DMG higher than Base DMG.&lt;br /&gt;
* Actual DMG weapon can do (when not a crit) is +-1 of weapon&#039;s Base DMG and chances are equal? (meaning, e.g., Laser Rifle has 33.(3)% chance to deal 4 DMG, same chance for 5 DMG and 6 DMG).&lt;br /&gt;
* Actual DMG weapon can do with a crit is +50% to DMG it rolled, rounded down, but at least 1 DMG higher. (meaning, Laser Rifle with a crit can deal 6, 7 or 9 DMG, depending on what it rolled for its usual DMG)&lt;br /&gt;
&lt;br /&gt;
For Launchers:&lt;br /&gt;
* Crit chance has no effect (seems so in tooltips when using blaster launcher, has anyone ever critted with blaster bomb, or been critted by sectopod&#039;s cluster bomb?).&lt;br /&gt;
* Actual DMG weapon will do is always -1 of weapon&#039;s Base DMG (seems so for players, but i believe not for sectopods, who hit for 7 dmg with their cluster bomb attack).&lt;br /&gt;
[[User:Istrebitel|Istrebitel]] 17:10, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Admittedly, I&#039;m curious where the &amp;quot;Base Damage&amp;quot; numbers came from for the launchers, as the Rocket Launcher and Blaster Launcher list 6 and 9 as their power, respectively.&lt;br /&gt;
&lt;br /&gt;
:Otherwise it looks pretty decent, although I&#039;ve noticed a slight tendency for higher-tier aliens to more often take reduced damage from lower-tier weapons.  I can&#039;t remember the last time I saw a Muton Elite take four damage from a Assault Rifle.  Perhaps it&#039;s just my imagination, though.&lt;br /&gt;
&lt;br /&gt;
:Also, I can pretty much confirm that explosives never crit(however, you can massively improve the damage with HEAT ammo, Mayhem, or by using a rocket/grenade to blow up a car or three.  One of my recent missions involved three Mutons taking cover behind the same car, which quickly saw a rocket come in.  12 damage to all of them!  :D ) [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:39, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think those damages come from game files or ripped from exe. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m going to watch out for that in my playthrough (getting less damage with weaker weapons on newer enemies).&lt;br /&gt;
&lt;br /&gt;
:: Mayhem is strange in that it confers damage bonus to rockets but based on your main weapon (LMG=1, HvL=2 or HvP=3), not the rocket launcher itself. Still, all those numbers, plus options to explode cars etc are out of question of my research here. I&#039;m interested to see if someone has something to object (because all I can say is that I never saw a number X to pop, but maybe I wasnt paying attention or was just lucky/unlucky). Then we can add this to the wiki. [[User:Istrebitel|Istrebitel]] 10:43, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, nope, something is wrong here. Just critted for 13 and 14 on a Muton with Laser Sniper Rifle. Which supposedly has 6 base 9 crit damage. [[User:Istrebitel|Istrebitel]] 11:58, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Even more interesting, managed to score 11 damage with a Plasma Sniper Rifle (no crit!). Which supposedly has 9 base damage and UI shows &amp;quot;up to 10 damage&amp;quot; can be dealt with it.[[User:Istrebitel|Istrebitel]] 08:13, 1 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=40724</id>
		<title>Talk:Enemy Unknown (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=40724"/>
		<updated>2012-11-01T12:11:54Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Wiki structure  discussion==&lt;br /&gt;
Personally, this kind of structure makes sense to me.  Though I&#039;m not 100% on Air Combat.  Probably under Mission Control with a link inside Aircraft pointing to it.  In mine, Aircraft would include a subsection on weapons but not a separate page.  I&#039;d still provide a link to it in the front for people&#039;s awareness.  Same for soldiers, all those things would be subsections of the same page.  Similarly, armor and squad weapons would be subsections of the same &amp;quot;Equipment&amp;quot; page.  I don&#039;t know enough about SHIVs yet to think if they&#039;d have their own page or not.  I wouldn&#039;t list out all the individual alien life forms and I can&#039;t think of any subsections I would specifically link on the main page under any of the Alien stuff really...  As topics under Base Mgmt and Sit Mgmt grow, I would link the ones that I think people want to get to now (in 1 click).  Same for all the stuff under Combat.  So overall, everything that&#039;s indented is likely a subsection of a page rather than it&#039;s own page.  The exceptions are the Situation Room and Mission Control because so much is going on in those two rooms where all the other aspects of the game are being coordinated.  Ultiamtely, Gray Market would just be a paragraph or two about it, but all the prices would be listed right next to the item along with all the other info.&lt;br /&gt;
&lt;br /&gt;
The hardest thing for me right now to sort in my mind is Single vs. Multi.  For Tactics, I would probably put them in dedicated subsections of the same page.  Have a general tactics that applies to both aspects of the game, and then a subsection for single and multi (total 3 sections) for anything that only applies to those.  For squads and soldier builds, I would ask people to just identify whether the squad/soldier build is for single, multi, or both and explain the pros and cons of why.  But it bugs me that would be structured different than the tactics...  I feel like I need to play the game some before I figure out how the combat is structured.  Oh, and I&#039;d use the in-game neon-blue icon for XCOM and the red alien head for Aliens, then put the &amp;quot;vigilo confido&amp;quot; shield the &amp;quot;blue-glow faceless-squad&amp;quot; main XCOM image in thumbs off to the right. [[User:Robbx213|Robbx213]] 13:29, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just changed it based on your ideas. About Single/Multi, the idea I got from the demo is that the human classes are predefined and some perks may be absent from Multiplayer. From my previous experience with the multiplayer version of the original game, the tactics between an AI and a human opponent are very different. But it will depend on how it works out. &lt;br /&gt;
My main concern about the columns is to have room to expand in the future on an organized manner, if this game&#039;s page gets as popular as the original one and then you need to have sections explaining the technical parts, for modders to use, plus all other sorts of miscellaneous pages like the original game has. [[User:Hobbes|Hobbes]] 14:44, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:# Whatever you do, keep multiplayer separated from the singleplayer section. These will be completely different.&lt;br /&gt;
:# Regarding Sources, I strongly disagree to make them a separate page. Valid sources should be listed under a References section on the relative page as per wiki standard (http://en.wikipedia.org/wiki/Wikipedia:Citing_sources)&lt;br /&gt;
:# Flanking, Cover, Overwatch &amp;amp; Supression are not actually tactics but game mechanics. How you combine and use these, that is tactics.&lt;br /&gt;
:# What the heck is &amp;quot;Situation Management&amp;quot;? That is a way to general topic or description to mean anything.&lt;br /&gt;
::--[[User:Kokkan|Kokkan]] 16:06, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I haven&#039;t seen a lot of MP squad building, so I don&#039;t know how many perks you get to choose.  I assume that you can choose as many perks as you want, but each one costs points, so my guess is in MP you&#039;ll only really be able to pick 1 or 2 per soldier.  As for expanding in the future you make a good point.  I only looked at what was in EU (2012) so far and condensed from there; I didn&#039;t go back to (1994)...  You know, maybe it would be better to list more specific sub-sections in the table so that people can get to them quicker without having to guess where it&#039;s been put, especially if it&#039;s a topic they think can fit elsewhere than it was put.  Then it would be on us to populate links all over the place and that could unmanageable.&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t know how different MP will be from SP at this point.  There will definitely need to be some dedicated space to MP squad building and MP tactics; I was just wondering aloud if it should be a whole separate page, or if SP and MP should be subsections under a &amp;quot;tactics&amp;quot; page and a &amp;quot;squad building&amp;quot; page.  I think the one that makes sense will require some game time to determine.  You&#039;re right about references; but, really once the game is out the game itself is basically going to be the main reference; are we supposed to put that at the bottom of each page or will we only put references in special occassions when it comes from somehwere else?  I guess &amp;quot;sources&amp;quot; is less accurate, I was really think &amp;quot;see also&amp;quot; or maybe just a place to put links to articles, videos, forums, and other stuff people might want to stumble upon.  I agree about mechanics vs. tactics.  That&#039;s why I&#039;d suggest having a &amp;quot;mechanics&amp;quot; page that gives the facts and a separate tactics area; I guess a separate tactics page would be better since mechanics is actually pretty extensive and especially if one puts SP tactics near MP tactics as subsections to the same page.&lt;br /&gt;
&lt;br /&gt;
:: Ah, &amp;quot;situation management&amp;quot;.  That was my attempt at a bookmark in my head for somehow capturing the idea of how you manage panic, funding, satellite coverage, aircraft...  basically not base stuff (adjacencies, Uplink vs. Nexus debates, different base builds depending on play strategy for example some people might want a lot of satellites while others might try to focus on having just enough to survive the game and use the base space for labs and workshops).  I would expect a lot of sub-links under base and situation management, and I wouldn&#039;t call it situation management as soon as I find a better name. [[User:Robbx213|Robbx213]] 23:34, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I made and example of the grouping of content I find most logical. I also don&#039;t think we should list all the possible mission types in the table, by the same reason you don&#039;t list all the aliens, weapons or abilites. It could feel like spoilers for some people. --[[User:Kokkan|Kokkan]] 12:16, 6 October 2012 (EDT)&lt;br /&gt;
:::: Better. The only thing missing to me is to have a subcolumn for Miscellaneous because there&#039;s a few XCOM wiki pages that are cross series, such as [[Making the Game Harder]] (one of the most viewed wiki pages), [[Murphy&#039;s Laws (X-COM)|Murphy&#039;s Laws of X-COM]], [[Known Bugs]], [[Game Editors]], [[Realistic Equivalents]] and [[Glossary|Glossary of Terms]]. Probably not all of those for now but a few could be already added, like the glossary. [[User:Hobbes|Hobbes]] 12:30, 6 October 2012 (EDT)&lt;br /&gt;
:::: Replaced my table with Kokkan&#039;s proposal and made a few changes. Meanwhile I had another idea for the visual aspect for the pages on the XCOM and Aliens sections. I&#039;ve been making a few charts for the XCOM, HQ and Base Facilities pages like this one: (no spoilers, only confirmed game information):&lt;br /&gt;
[[File:XCOM_Organization_(EU2012).png|400px|right]]&lt;br /&gt;
What I thought would be to have, e.g. on the top of the page &#039;Research&#039; the corresponding colored icon, and for all pages of that category the same, (green for Research pages, red for Alien pages, Gray for Engineering pages, etc.). Or at least on the top pages (that contain all the links) for all the topics on the first column. What do you guys think? [[User:Hobbes|Hobbes]] 15:47, 6 October 2012 (EDT)&lt;br /&gt;
:: Soldiers have to have the red colour, to match their shirts. =D It&#039;s a bit Star Trek to me, and since we don&#039;t have a theme/template for all the pages it could be a bit heavy on the upkeep for editors and mods. A wiki should look like a wiki and only change layout/style when the data requires it (yeah, call me boring). I rather say keep the focus on the content and structure of that content (or keep it to html&amp;amp;css colours to keep it low upkeep and simple).  --[[User:Kokkan|Kokkan]] 16:14, 6 October 2012 (EDT)&lt;br /&gt;
::The insignias remember me more of S.H.I.E.L.D actually... XCOM has the Ant Farm, they have the Flying Carrier... oh well, it&#039;s just a very military thing to have all organized into sections and each with its own insignia, but I&#039;ll just keep it to the charts. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== EU2012 Table ===&lt;br /&gt;
I made some further tweaking of the table, tell me what you think.&lt;br /&gt;
Was thinking of sub-dividing [[Combat Tactics]], but until we get the game we really don&#039;t have a clue on how to build a section like that (same goes for [[Multiplayer Tactics]]). --[[User:Kokkan|Kokkan]] 16:41, 6 October 2012 (EDT)&lt;br /&gt;
:Yup, probably it&#039;s better to wait to see what comes up, all of our proposals are merely guesses. I&#039;d remove the Grey Market and The Foundry since both are a part of Situation Room and Engineering. The more I think about it SHIV should go under Soldiers. And I don&#039;t like the term Economy very much but I can&#039;t think of a better one now. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)&lt;br /&gt;
:: Yes, the Grey Market is a part of the Situation Room, just like Finances.&lt;br /&gt;
:: The Foundry is actually an stand-alone facility, we can only speculate on how dependant it is on Engineering. It seem to feature both improvements and unlocks (SHIV, Crafts). &lt;br /&gt;
:: The SHIV is tricky, since it is both a manufactured thing; and a type of soldier. But since its purpose is combat. I would group it with soldiers, or as an own section.&lt;br /&gt;
:: Some more minor tweaks on the table. --[[User:Kokkan|Kokkan]] 18:24, 6 October 2012 (EDT)&lt;br /&gt;
::: All of the items/craft produced on the Foundry can be already accessed from their respective categories and the Foundry is about manufacturing which is covered by the Engineering topic. If we include the Foundry then we should also include the OTS since it provides with additional capabilities for Soldiers the same way the Foundry does for engineering. But I think it&#039;s redundant, both facilities can be easily accessed through the Soldiers/Engineering pages and on Soldiers page there&#039;s already a description of the OTS and its effects. [[User:Hobbes|Hobbes]] 11:22, 7 October 2012 (EDT)&lt;br /&gt;
:::: Yes, you are right. The Foundry can easily and logically be found under [[Engineering_(2012)]]. I had not thought about the OTS, and now that I try it; I can&#039;t easily find in from any of the pages. Perhaps skip the Foundry and add the OTS to the list? --[[User:Kokkan|Kokkan]] 11:47, 7 October 2012 (EDT)&lt;br /&gt;
::::: The OTS info in on the Abilities page - maybe that&#039;s not too clear? [[User:Hobbes|Hobbes]] 13:47, 7 October 2012 (EDT)&lt;br /&gt;
:::::: If I were to look for a Base Facility that gives global upgrades, it would not be obvious to me to look under Soldier -&amp;gt; Abilities (and an in-line link also). Since they are not the same facility and not really directly related to Soldiers (like the Squad Size or New Guy). With the current structure I also think we should differentiate between Soldier, Alien, Equipment and &amp;quot;Other&amp;quot; abilities.  --[[User:Kokkan|Kokkan]] 14:26, 7 October 2012 (EDT)&lt;br /&gt;
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Was wondering if we could add a &amp;quot;DLC&amp;quot; section under the Miscellaneous table to cover current and upcoming DLC.  The Elite Soldier Pack is available for purchase and we can cover the known information about the &amp;quot;Slingshot&amp;quot; DLC as well. ~ [[User:Drakalu|Drakalu]] 23:56, 25 October 2012 (EDT)&lt;br /&gt;
:: So far we don&#039;t have any pages on DLC, and Slingshot is not even released yet. Let&#039;s not add a lot paged that we don&#039;t have yet. --[[User:Kokkan|Kokkan]] 02:51, 26 October 2012 (EDT)&lt;br /&gt;
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== Add Technical Information ==&lt;br /&gt;
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As the original, this game has a lot of quirks and interesting technical stuff that can help the player (even to the point as making the game too easy or exploiting). Original game had such a column, why new one doesnt? Shouldnt we make it? [[User:Istrebitel|Istrebitel]] 08:11, 1 November 2012 (EDT)&lt;br /&gt;
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== Archive ==&lt;br /&gt;
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I&#039;ve been trying to add as much information as possible as best I can, mostly by basing it off existing wiki code from other pages.  So much of the data cross references and/or interacts with items in other sections (artifacts being used in research, manufacturing, grey market, etc).  For now, I&#039;m trying to do as little cross referencing as possible, unless there is already an existing page for it.  At least until I become more comfortable with the process.  The Wiki Tips link you added at the top of the main page was helpful.  Thank you.  ~ [[User:Drakalu|Drakalu]] 14:16, 25 September 2012 (EDT)&lt;br /&gt;
: I&#039;m dumping most of the info from the demo files, that should take a while to sort out and organize (watchout for the info on the Research since it reveals the ending) - thanks for the help :) [[User:Hobbes|Hobbes]] 14:36, 25 September 2012 (EDT)&lt;br /&gt;
: Btw, do you think you can make a template for the topics that you&#039;re working at right now? [[User:Hobbes|Hobbes]] 14:42, 25 September 2012 (EDT)&lt;br /&gt;
:: Not sure what you mean by template.  I started with a multi-level list in Word so I&#039;ve been working off that just to get the data entered.  So far its mostly just information on items, research, facilities, workshop projects, etc.  Your table for abilities was much cleaner than what I had.  I&#039;ll try to whip something up.  Also, most of the data I&#039;ve been entering is based off the various Press preview videos.  I figure I&#039;ve seen them enough that nothing in them will truly be a spoiler at this point.  ~ [[User:Drakalu|Drakalu]] 16:13, 25 September 2012 (EDT)&lt;br /&gt;
:: A template is a model for pages. For instance check the original [[Rifle]] and [[Heavy_Plasma]] pages you can see that they follow roughly the same format, starting with Stats, Recommendations, Tips, etc. It&#039;s easier if you already have a format, then you can just copy paste it and people can just fill the pages - I&#039;ve just made one for Equipment. About spoilers, just be careful when going through the Research because it contains spoilers about the end of the game, if you don&#039;t want to know about it. [[User:Hobbes|Hobbes]] 17:40, 25 September 2012 (EDT)&lt;br /&gt;
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WHo keeps undoing the edits I did today?  Continuing to use &amp;quot;Geoscape&amp;quot; as its own header does not fit with the actual gameplay.  HQ needs to be the main headline.  The base as a whole has all the facilities in it. Research is a concept encompassing both Science Labs and Laboratories. Manufacturing encompasses Engineering, Workshops, and Foundries. Gray Market will be important as people will want to go somewhere for quick price comparisons.&lt;br /&gt;
:I did and I explained the reasons on the table&#039;s [[Talk:EU2012_Table]] page. I just reverted back all yours edits again to the previous version. [[User:Hobbes|Hobbes]] 06:59, 2 October 2012 (EDT)&lt;br /&gt;
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Hobbes, you reverted my edits twice in an 11 hour period and then protected the table to prevent further editing. You also did not attempt to discuss with me before the final revert and protect. This is edit warring and it is not consistent with the bold, revert, discuss principle. &lt;br /&gt;
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While you obviously have a lot of experience with XCOM and the UFOPaedia, please understand that EU 2012 is NOT the same game. Therefore, the main page is going to look different. For example, the Geoscape is no longer what it was in 1994. In &#039;94, it was the main place to start all your actions including patrols, interdictions, and to access the base and its functions. In EU2012, the &amp;quot;Geoscape&amp;quot; is merely a blue globe in the Mission Control facility where you advance time and choose missions. &lt;br /&gt;
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Bottom line, it makes sense for the UFOPaedia pages to resemble the flow and structure of the game. Continuing the old format will only confuse visitors, ultimately encouraging them to go elsewhere for their information. &lt;br /&gt;
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: All XCOM strategy games (EU, TFTD, Apoc, EU 2012) follow the same design/logic: you win by playing Geoscape/Cityscape and sending Interceptors and Skyrangers from there, not by managing your base(s). Doesn&#039;t matter if you have one base or more - the fact that you only have one in Enemy Unknown 2012 adds for a lot more detail the base management level of the game but your base is just one aspect of the whole game. Hobbes 11:12, 2 October 2012 (EDT) &lt;br /&gt;
:: There are two basic components to the game as you noted, but they are not Geoscape and Cityscape anymore. That was 1994. &lt;br /&gt;
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:: Now the strategy layer is handled in XCOM HQ / the Base / the Ant Farm. The Geoscape, the blue rotating orb of the Earth, isn&#039;t even its own facility, it&#039;s a focal point of Mission Control. Strategy is now handled at the Base. Half of winning the game is the Base: constructing facilities, adjacency bonuses, research, manufacturing, managing panic, funding, soliders, etc. The Geoscape is really just the filling in one slice of the whole pie. &lt;br /&gt;
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:: It does not make sense to format the main page in a way that is inconsistent with the game&#039;s presentation. The game presents you the entire base and you choose each facility from there to manage the strategy. The Wiki should be presented consistent with the game so that people click on links that logically flow the same way as the game. Therefore, the main page should go to the over-arching XCOM HQ page and list out major functions under that like the whole of Base Facilities, the major concepts of Research and Manufacturing... I also think a quick link to the Gray Market will help since it will be an oft used page. Details of each facility, like the fact that Mission Control contains the Geoscape, should be embedded further in when you go to the HQ page or subsequent Base Facilities and Mission Control pages.  --[[User:Robbx213|Robbx213]] 11:40, 2 October 2012 (EDT)&lt;br /&gt;
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::: I don&#039;t want to abuse my position as an administrator but: a) You changed the table from the format followed for all XCOM game tables on this wiki. b) I reverted and placed a notice on the page&#039;s Talk page. c) You reverted and didn&#039;t check the talk page. Since I don&#039;t want to get into a war of edits I protected the table. The other administrators can and should intervene if it&#039;s necessary but what I did was to keep wiki consistency and prevent the main table from being constantly edited. Hobbes 11:35, 2 October 2012 (EDT) &lt;br /&gt;
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:::: I&#039;m new and obviously struggled at first to understand the Table that was somehow separate from the page it was embedded in, as well as the Discussion tab up to the left but all the help pages refer to &amp;quot;Talk&amp;quot;.  There&#039;s an obvious disagreement about content here, so that&#039;s what we need to [http://en.wikipedia.org/wiki/Wikipedia:DR#Focus_on_content focus on].  &amp;quot;Consistency&amp;quot; is not a valid reason to maintain the old format.  The game is different, its format and presentation is different, therefore the Wiki should be different such that it&#039;s more in-line with the new game&#039;s structure.  EU (2012) is not Terror From the Deep; a simple re-skin.  If you want this wiki to be the go-to place, you&#039;re going to have to simplify it by making it flow the same way the game does.  There are many other wikis already forming; people will go where it&#039;s simple and easy to understand.  If this wiki&#039;s format differs from how the game is presented, people will get confused, they will get grumpy about having to click around and mine information, and ultimately the community&#039;s enjoyment of both will suffer. --[[User:Robbx213|Robbx213]] 11:52, 2 October 2012 (EDT)&lt;br /&gt;
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::::: I&#039;m sorry to disagree but if you really feel that you cannot compromise and follow what has been considered &#039;consistency&#039; (and pretty much official policy) by the 2K developer team and this wiki&#039;s regular users then do what you feel you must. If you check Wikipedia&#039;s article on [http://en.wikipedia.org/wiki/XCOM:_Enemy_Unknown|XCOM: Enemy Unknown] you&#039;ll see the strategic element being called &#039;Geoscape&#039; and Jake Solomon and 2K have also used the term frequently and on their site. [[User:Hobbes|Hobbes]] 12:14, 2 October 2012 (EDT)&lt;br /&gt;
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:::::: You meant [http://en.wikipedia.org/wiki/XCOM:_Enemy_Unknown this] Wikipedia article.  They do say Geoscape; and they too describe it inaccurately. (P.S. those few contributors do not constitute &#039;official policy&#039;)  &#039;&#039;The game&#039;s strategy element is confined to the global view called the &amp;quot;Geoscape&amp;quot;...&#039;&#039; Strategy is not confined to the Geoscape, strategy is the whole Base.  Keep reading and they actually say this in the same sentence, contradicting themselves in the process:  &#039;&#039;... where the player keeps track of the situation ... conducts resource and personnel management ... directing research ... and production, interacting with the governments ... ordering their aircraft ... and dispatching their soldiers...&#039;&#039;  The Geoscape, inside the Mission Control facility, can order aircraft and dispatch soldiers.  That&#039;s it.  &#039;Situation&#039; is in the Situation Room, personnel are in places like Barracks &amp;amp; Infirmary, research is Sci Labs and Labs, production is Engineering Workshop &amp;amp; Foundry, Funding Council is inside the Situation Room...  Geoscape is not the strategy layer, the entire base is the strategy layer.  The Geoscape is like the Funding Council: it&#039;s an important part of the game, but it&#039;s not even the name of the facility in which it resides.&lt;br /&gt;
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:::::: When Jake and other 2K people refer to the Geoscape, they mean the blue globe.  They do not mean the whole base nor the whole strategy layer.  If the whole strategy layer could be controlled from the Geoscape (again, inside Mission Control) then the Ant Farm would not even exist.  Watch [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=FaR-oDSxb3I#t=708s this] and [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=FaR-oDSxb3I#t=5338s this (with Jake himself manning the helm)] for a clear visual of how the Geoscape is not the base and therefore not the entire strategy layer, rather only a feature of the Mission Control facility.  Watch [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=qBvuNhq0ZCg#t=1499s this] to see how Jake describes the evolution of the strategy layer and how his &amp;amp; Sid&#039;s prototypes are really the fore-runner of the Situation Room, not the Geoscape (inside Mission Control).  So, Jake himself does not consider the Geoscape to be the &amp;quot;strategy layer&amp;quot;.  They don&#039;t even really call it the Geoscape, they call it [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=qBvuNhq0ZCg#t=1925s the Globe].  There are tons more videos throughout YouTube.&lt;br /&gt;
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:::::: If you want consistency, make it consistent with the new game rather than consistent with 1994&#039;s game format.  I think the game&#039;s format, which has actually been witnessed in video and described during interview, should be taken as the &#039;official policy&#039; rather than taking the old game&#039;s structure.  If the old game&#039;s structure were &#039;official policy&#039;, Jake et al. would not differentiate this game from the old by avoiding calling it a pure remake or reboot.  It&#039;s different, they say so, therefore the wiki needs to evolve away from 1994 and match the new game.  Also, you can&#039;t just randomly call something &#039;official policy&#039; to make it sound more important.  If you want official policy, read the articles and watch the videos from [http://forums.2kgames.com/showthread.php?117515-X-COM-Information-Summarized-READ-ME-FIRST! this 2K Forum Post].  When 2K Greg stickies it, that probably means it&#039;s &#039;official policy&#039;.&lt;br /&gt;
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:::::: {{subst:drn-notice}} [[User:Robbx213|Robbx213]] 14:01, 2 October 2012 (EDT)&lt;br /&gt;
::::::: I know that topic quite well I wouldn&#039;t call a sticked thread made by a user &#039;official policy&#039;. But by going through the list of features on the first has a strategic category that englobes Funding Council, Missions, Satellite cover and base management. Zero reference to HQ being the strategic layer. And his division is how the majority of players from the original games will look at it. &lt;br /&gt;
::::::: Geoscape is a classic term from the series to refer to both the world globe and the Strategic level and that remained throughout the series and that both Jake Solomon and the 2K team keep using even if the term is not present in the game. The HQ base (which I love) is how you access both the strategic layer (through the Situation Room) and the world globe (through Situation Room and Mission Control) but by itself it&#039;s not the strategic layer because it&#039;s not where the center of the action is. If you put HQ as the strategic category up there it seems that the strategy involves mainly running your base and projects, which is not strategy. Strategy is determining objectives and goals based on your needs and current resources - that is separate from actually putting the strategy into place, which is what you do with base and soldier management, to allow you to achieve those goals. &lt;br /&gt;
::::::: Now, what I&#039;ve been thinking so far with all of this discussion: should the strategic layer have another name? Possibly, I&#039;m not a zealot of keeping everything from the old game. One thing for sure would be to move up the links for Mission Control and Situation Room to replace the current Geoscape link (and if the game has a new name for it, rename the page). It may even be that XCOM HQ is the best term but there needs to be a clear separation between base management and the rest of the strategic layer of the game. [[User:Hobbes|Hobbes]] 14:47, 2 October 2012 (EDT)&lt;br /&gt;
:::::::: I&#039;ve asked at 2K&#039;s and the wiki&#039;s forums about names from the strategic layer and the responses have been: Geoscape, Ant Farm, Basescape, Strategic Layer and The Base, the closest to your suggestion of XCOM HQ. I&#039;ve been also looking at the demo files and &#039;Geoscape&#039; appears on the demo code to refer to the world globe, which makes it a game term. [[User:Hobbes|Hobbes]] 10:45, 3 October 2012 (EDT)&lt;br /&gt;
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::::::::: &amp;quot;... there needs to be a clear separation between base management and the rest of the strategic layer of the game ...&amp;quot;  I fundamentally disagree.  I believe base management is part of strategy, not separate.  I agree that &amp;quot;Strategy is determining objectives and goals based on your needs and current resources...&amp;quot;  But I do not see that as &amp;quot;separate from actually putting the strategy into place...&amp;quot;  To me, executing the strategy is part of the strategy.  I think we&#039;re agreeing that &#039;base management&#039; is choosing facilities, choosing research, choosing production, choosing/promoting soldiers.  But to me, that is all part of the strategy.  Good base management, aka good strategy, sets you up for success in tactical combat.  For example, let&#039;s say I choose a strategy of research &amp;amp; manufacturing at the expense of satellite coverage.  I accomplish that across the base by building more labs, foundries, and workshops and at the same time building fewer uplinks / substituting Nexus (Nexi?) / focusing the satellites I do launch over high-paying / high-panic countries / enough countries not to trigger &#039;doomsday&#039;.  So let&#039;s assume the game still calls the Globe the Geoscape; to me, the Globe is just one piece of strategy; actually, I think the Situation Room is a better strategy tool than the Globe.  To me, the Globe has very little strategy use.  Basically, you pick which mission you&#039;re going to accept.  Panic, satellites, aircraft, funds, gray market... I can access all that together in the Situation Room.  To me, all of that is &#039;managing global sentiment (&amp;amp; funding)&#039;, which is only a portion of the overall strategy to manage sentiment long enough to get the soldiers, euqipment, and progress to go win the game.  Anywho, I&#039;ve found another avenue so rather than reiterate the same points to each other over and over, let&#039;s just move on and leave it as you wish.  You win.&lt;br /&gt;
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All right chaps, break it up. I am normally very lenient and let things slide, but I feel the need to intervene as this entire discussion is starting to be counter productive. Both sides have valid points, but it seems over-enthusiasm and an unwillingness to be patient is getting the better of everyone even before we all have the retail copy of the game. If the fallout results in a mess on the wiki with redundant pages, it will be very upsetting indeed. &lt;br /&gt;
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We can all agree that this game is very different from the original and perhaps some break in tradition is required to emphasise the basescape (I joked about it, but you know I think I&#039;ll adopt it for a while). UFO, TFTD, Apocalypse and Interceptor all followed the same noun-scape and tactical segment formats, but this form certainly wouldn&#039;t work for e-Mail X-Com or Enforcer (Enforcer had its upgrade purchase intermission screen, but that doesn&#039;t count). &lt;br /&gt;
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If you really must do things your way for now, and experiment with different ways to structure the pages, my recommendation is use a sandbox page for each page (like this &amp;lt;nowiki&amp;gt;[[EU (2012)/Heliocentric]] or [[EU (2012)/Geocentric]]&amp;lt;/nowiki&amp;gt;) and create the new page to your hearts delight. We can all look at them later on an decide on how best to format the main page from there.  -[[User:NKF|NKF]] 02:16, 4 October 2012 (EDT)&lt;br /&gt;
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:May I also suggest that in the interest of a well structured wiki-site; You keep your sandbox projects under your own profiles. That would be [[User:Hobbes/Sandbox page]] and  [[User:Robbx213/Sandbox page]], making it absolutely clear it&#039;s a sandbox/draft page and related to that user (hence you will probably not get unwanted edits).--[[User:Kokkan|Kokkan]] 05:47, 4 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=40723</id>
		<title>Talk:Enemy Unknown (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=40723"/>
		<updated>2012-11-01T12:11:33Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
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== Wiki structure  discussion==&lt;br /&gt;
Personally, this kind of structure makes sense to me.  Though I&#039;m not 100% on Air Combat.  Probably under Mission Control with a link inside Aircraft pointing to it.  In mine, Aircraft would include a subsection on weapons but not a separate page.  I&#039;d still provide a link to it in the front for people&#039;s awareness.  Same for soldiers, all those things would be subsections of the same page.  Similarly, armor and squad weapons would be subsections of the same &amp;quot;Equipment&amp;quot; page.  I don&#039;t know enough about SHIVs yet to think if they&#039;d have their own page or not.  I wouldn&#039;t list out all the individual alien life forms and I can&#039;t think of any subsections I would specifically link on the main page under any of the Alien stuff really...  As topics under Base Mgmt and Sit Mgmt grow, I would link the ones that I think people want to get to now (in 1 click).  Same for all the stuff under Combat.  So overall, everything that&#039;s indented is likely a subsection of a page rather than it&#039;s own page.  The exceptions are the Situation Room and Mission Control because so much is going on in those two rooms where all the other aspects of the game are being coordinated.  Ultiamtely, Gray Market would just be a paragraph or two about it, but all the prices would be listed right next to the item along with all the other info.&lt;br /&gt;
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The hardest thing for me right now to sort in my mind is Single vs. Multi.  For Tactics, I would probably put them in dedicated subsections of the same page.  Have a general tactics that applies to both aspects of the game, and then a subsection for single and multi (total 3 sections) for anything that only applies to those.  For squads and soldier builds, I would ask people to just identify whether the squad/soldier build is for single, multi, or both and explain the pros and cons of why.  But it bugs me that would be structured different than the tactics...  I feel like I need to play the game some before I figure out how the combat is structured.  Oh, and I&#039;d use the in-game neon-blue icon for XCOM and the red alien head for Aliens, then put the &amp;quot;vigilo confido&amp;quot; shield the &amp;quot;blue-glow faceless-squad&amp;quot; main XCOM image in thumbs off to the right. [[User:Robbx213|Robbx213]] 13:29, 5 October 2012 (EDT)&lt;br /&gt;
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Just changed it based on your ideas. About Single/Multi, the idea I got from the demo is that the human classes are predefined and some perks may be absent from Multiplayer. From my previous experience with the multiplayer version of the original game, the tactics between an AI and a human opponent are very different. But it will depend on how it works out. &lt;br /&gt;
My main concern about the columns is to have room to expand in the future on an organized manner, if this game&#039;s page gets as popular as the original one and then you need to have sections explaining the technical parts, for modders to use, plus all other sorts of miscellaneous pages like the original game has. [[User:Hobbes|Hobbes]] 14:44, 5 October 2012 (EDT)&lt;br /&gt;
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:# Whatever you do, keep multiplayer separated from the singleplayer section. These will be completely different.&lt;br /&gt;
:# Regarding Sources, I strongly disagree to make them a separate page. Valid sources should be listed under a References section on the relative page as per wiki standard (http://en.wikipedia.org/wiki/Wikipedia:Citing_sources)&lt;br /&gt;
:# Flanking, Cover, Overwatch &amp;amp; Supression are not actually tactics but game mechanics. How you combine and use these, that is tactics.&lt;br /&gt;
:# What the heck is &amp;quot;Situation Management&amp;quot;? That is a way to general topic or description to mean anything.&lt;br /&gt;
::--[[User:Kokkan|Kokkan]] 16:06, 5 October 2012 (EDT)&lt;br /&gt;
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:: Yeah, I haven&#039;t seen a lot of MP squad building, so I don&#039;t know how many perks you get to choose.  I assume that you can choose as many perks as you want, but each one costs points, so my guess is in MP you&#039;ll only really be able to pick 1 or 2 per soldier.  As for expanding in the future you make a good point.  I only looked at what was in EU (2012) so far and condensed from there; I didn&#039;t go back to (1994)...  You know, maybe it would be better to list more specific sub-sections in the table so that people can get to them quicker without having to guess where it&#039;s been put, especially if it&#039;s a topic they think can fit elsewhere than it was put.  Then it would be on us to populate links all over the place and that could unmanageable.&lt;br /&gt;
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:: I don&#039;t know how different MP will be from SP at this point.  There will definitely need to be some dedicated space to MP squad building and MP tactics; I was just wondering aloud if it should be a whole separate page, or if SP and MP should be subsections under a &amp;quot;tactics&amp;quot; page and a &amp;quot;squad building&amp;quot; page.  I think the one that makes sense will require some game time to determine.  You&#039;re right about references; but, really once the game is out the game itself is basically going to be the main reference; are we supposed to put that at the bottom of each page or will we only put references in special occassions when it comes from somehwere else?  I guess &amp;quot;sources&amp;quot; is less accurate, I was really think &amp;quot;see also&amp;quot; or maybe just a place to put links to articles, videos, forums, and other stuff people might want to stumble upon.  I agree about mechanics vs. tactics.  That&#039;s why I&#039;d suggest having a &amp;quot;mechanics&amp;quot; page that gives the facts and a separate tactics area; I guess a separate tactics page would be better since mechanics is actually pretty extensive and especially if one puts SP tactics near MP tactics as subsections to the same page.&lt;br /&gt;
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:: Ah, &amp;quot;situation management&amp;quot;.  That was my attempt at a bookmark in my head for somehow capturing the idea of how you manage panic, funding, satellite coverage, aircraft...  basically not base stuff (adjacencies, Uplink vs. Nexus debates, different base builds depending on play strategy for example some people might want a lot of satellites while others might try to focus on having just enough to survive the game and use the base space for labs and workshops).  I would expect a lot of sub-links under base and situation management, and I wouldn&#039;t call it situation management as soon as I find a better name. [[User:Robbx213|Robbx213]] 23:34, 5 October 2012 (EDT)&lt;br /&gt;
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::: I made and example of the grouping of content I find most logical. I also don&#039;t think we should list all the possible mission types in the table, by the same reason you don&#039;t list all the aliens, weapons or abilites. It could feel like spoilers for some people. --[[User:Kokkan|Kokkan]] 12:16, 6 October 2012 (EDT)&lt;br /&gt;
:::: Better. The only thing missing to me is to have a subcolumn for Miscellaneous because there&#039;s a few XCOM wiki pages that are cross series, such as [[Making the Game Harder]] (one of the most viewed wiki pages), [[Murphy&#039;s Laws (X-COM)|Murphy&#039;s Laws of X-COM]], [[Known Bugs]], [[Game Editors]], [[Realistic Equivalents]] and [[Glossary|Glossary of Terms]]. Probably not all of those for now but a few could be already added, like the glossary. [[User:Hobbes|Hobbes]] 12:30, 6 October 2012 (EDT)&lt;br /&gt;
:::: Replaced my table with Kokkan&#039;s proposal and made a few changes. Meanwhile I had another idea for the visual aspect for the pages on the XCOM and Aliens sections. I&#039;ve been making a few charts for the XCOM, HQ and Base Facilities pages like this one: (no spoilers, only confirmed game information):&lt;br /&gt;
[[File:XCOM_Organization_(EU2012).png|400px|right]]&lt;br /&gt;
What I thought would be to have, e.g. on the top of the page &#039;Research&#039; the corresponding colored icon, and for all pages of that category the same, (green for Research pages, red for Alien pages, Gray for Engineering pages, etc.). Or at least on the top pages (that contain all the links) for all the topics on the first column. What do you guys think? [[User:Hobbes|Hobbes]] 15:47, 6 October 2012 (EDT)&lt;br /&gt;
:: Soldiers have to have the red colour, to match their shirts. =D It&#039;s a bit Star Trek to me, and since we don&#039;t have a theme/template for all the pages it could be a bit heavy on the upkeep for editors and mods. A wiki should look like a wiki and only change layout/style when the data requires it (yeah, call me boring). I rather say keep the focus on the content and structure of that content (or keep it to html&amp;amp;css colours to keep it low upkeep and simple).  --[[User:Kokkan|Kokkan]] 16:14, 6 October 2012 (EDT)&lt;br /&gt;
::The insignias remember me more of S.H.I.E.L.D actually... XCOM has the Ant Farm, they have the Flying Carrier... oh well, it&#039;s just a very military thing to have all organized into sections and each with its own insignia, but I&#039;ll just keep it to the charts. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== EU2012 Table ===&lt;br /&gt;
I made some further tweaking of the table, tell me what you think.&lt;br /&gt;
Was thinking of sub-dividing [[Combat Tactics]], but until we get the game we really don&#039;t have a clue on how to build a section like that (same goes for [[Multiplayer Tactics]]). --[[User:Kokkan|Kokkan]] 16:41, 6 October 2012 (EDT)&lt;br /&gt;
:Yup, probably it&#039;s better to wait to see what comes up, all of our proposals are merely guesses. I&#039;d remove the Grey Market and The Foundry since both are a part of Situation Room and Engineering. The more I think about it SHIV should go under Soldiers. And I don&#039;t like the term Economy very much but I can&#039;t think of a better one now. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)&lt;br /&gt;
:: Yes, the Grey Market is a part of the Situation Room, just like Finances.&lt;br /&gt;
:: The Foundry is actually an stand-alone facility, we can only speculate on how dependant it is on Engineering. It seem to feature both improvements and unlocks (SHIV, Crafts). &lt;br /&gt;
:: The SHIV is tricky, since it is both a manufactured thing; and a type of soldier. But since its purpose is combat. I would group it with soldiers, or as an own section.&lt;br /&gt;
:: Some more minor tweaks on the table. --[[User:Kokkan|Kokkan]] 18:24, 6 October 2012 (EDT)&lt;br /&gt;
::: All of the items/craft produced on the Foundry can be already accessed from their respective categories and the Foundry is about manufacturing which is covered by the Engineering topic. If we include the Foundry then we should also include the OTS since it provides with additional capabilities for Soldiers the same way the Foundry does for engineering. But I think it&#039;s redundant, both facilities can be easily accessed through the Soldiers/Engineering pages and on Soldiers page there&#039;s already a description of the OTS and its effects. [[User:Hobbes|Hobbes]] 11:22, 7 October 2012 (EDT)&lt;br /&gt;
:::: Yes, you are right. The Foundry can easily and logically be found under [[Engineering_(2012)]]. I had not thought about the OTS, and now that I try it; I can&#039;t easily find in from any of the pages. Perhaps skip the Foundry and add the OTS to the list? --[[User:Kokkan|Kokkan]] 11:47, 7 October 2012 (EDT)&lt;br /&gt;
::::: The OTS info in on the Abilities page - maybe that&#039;s not too clear? [[User:Hobbes|Hobbes]] 13:47, 7 October 2012 (EDT)&lt;br /&gt;
:::::: If I were to look for a Base Facility that gives global upgrades, it would not be obvious to me to look under Soldier -&amp;gt; Abilities (and an in-line link also). Since they are not the same facility and not really directly related to Soldiers (like the Squad Size or New Guy). With the current structure I also think we should differentiate between Soldier, Alien, Equipment and &amp;quot;Other&amp;quot; abilities.  --[[User:Kokkan|Kokkan]] 14:26, 7 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
Was wondering if we could add a &amp;quot;DLC&amp;quot; section under the Miscellaneous table to cover current and upcoming DLC.  The Elite Soldier Pack is available for purchase and we can cover the known information about the &amp;quot;Slingshot&amp;quot; DLC as well. ~ [[User:Drakalu|Drakalu]] 23:56, 25 October 2012 (EDT)&lt;br /&gt;
:: So far we don&#039;t have any pages on DLC, and Slingshot is not even released yet. Let&#039;s not add a lot paged that we don&#039;t have yet. --[[User:Kokkan|Kokkan]] 02:51, 26 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add Technical Information&lt;br /&gt;
&lt;br /&gt;
As the original, this game has a lot of quirks and interesting technical stuff that can help the player (even to the point as making the game too easy or exploiting). Original game had such a column, why new one doesnt? Shouldnt we make it? [[User:Istrebitel|Istrebitel]] 08:11, 1 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Archive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been trying to add as much information as possible as best I can, mostly by basing it off existing wiki code from other pages.  So much of the data cross references and/or interacts with items in other sections (artifacts being used in research, manufacturing, grey market, etc).  For now, I&#039;m trying to do as little cross referencing as possible, unless there is already an existing page for it.  At least until I become more comfortable with the process.  The Wiki Tips link you added at the top of the main page was helpful.  Thank you.  ~ [[User:Drakalu|Drakalu]] 14:16, 25 September 2012 (EDT)&lt;br /&gt;
: I&#039;m dumping most of the info from the demo files, that should take a while to sort out and organize (watchout for the info on the Research since it reveals the ending) - thanks for the help :) [[User:Hobbes|Hobbes]] 14:36, 25 September 2012 (EDT)&lt;br /&gt;
: Btw, do you think you can make a template for the topics that you&#039;re working at right now? [[User:Hobbes|Hobbes]] 14:42, 25 September 2012 (EDT)&lt;br /&gt;
:: Not sure what you mean by template.  I started with a multi-level list in Word so I&#039;ve been working off that just to get the data entered.  So far its mostly just information on items, research, facilities, workshop projects, etc.  Your table for abilities was much cleaner than what I had.  I&#039;ll try to whip something up.  Also, most of the data I&#039;ve been entering is based off the various Press preview videos.  I figure I&#039;ve seen them enough that nothing in them will truly be a spoiler at this point.  ~ [[User:Drakalu|Drakalu]] 16:13, 25 September 2012 (EDT)&lt;br /&gt;
:: A template is a model for pages. For instance check the original [[Rifle]] and [[Heavy_Plasma]] pages you can see that they follow roughly the same format, starting with Stats, Recommendations, Tips, etc. It&#039;s easier if you already have a format, then you can just copy paste it and people can just fill the pages - I&#039;ve just made one for Equipment. About spoilers, just be careful when going through the Research because it contains spoilers about the end of the game, if you don&#039;t want to know about it. [[User:Hobbes|Hobbes]] 17:40, 25 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
WHo keeps undoing the edits I did today?  Continuing to use &amp;quot;Geoscape&amp;quot; as its own header does not fit with the actual gameplay.  HQ needs to be the main headline.  The base as a whole has all the facilities in it. Research is a concept encompassing both Science Labs and Laboratories. Manufacturing encompasses Engineering, Workshops, and Foundries. Gray Market will be important as people will want to go somewhere for quick price comparisons.&lt;br /&gt;
:I did and I explained the reasons on the table&#039;s [[Talk:EU2012_Table]] page. I just reverted back all yours edits again to the previous version. [[User:Hobbes|Hobbes]] 06:59, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
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Hobbes, you reverted my edits twice in an 11 hour period and then protected the table to prevent further editing. You also did not attempt to discuss with me before the final revert and protect. This is edit warring and it is not consistent with the bold, revert, discuss principle. &lt;br /&gt;
&lt;br /&gt;
While you obviously have a lot of experience with XCOM and the UFOPaedia, please understand that EU 2012 is NOT the same game. Therefore, the main page is going to look different. For example, the Geoscape is no longer what it was in 1994. In &#039;94, it was the main place to start all your actions including patrols, interdictions, and to access the base and its functions. In EU2012, the &amp;quot;Geoscape&amp;quot; is merely a blue globe in the Mission Control facility where you advance time and choose missions. &lt;br /&gt;
&lt;br /&gt;
Bottom line, it makes sense for the UFOPaedia pages to resemble the flow and structure of the game. Continuing the old format will only confuse visitors, ultimately encouraging them to go elsewhere for their information. &lt;br /&gt;
&lt;br /&gt;
: All XCOM strategy games (EU, TFTD, Apoc, EU 2012) follow the same design/logic: you win by playing Geoscape/Cityscape and sending Interceptors and Skyrangers from there, not by managing your base(s). Doesn&#039;t matter if you have one base or more - the fact that you only have one in Enemy Unknown 2012 adds for a lot more detail the base management level of the game but your base is just one aspect of the whole game. Hobbes 11:12, 2 October 2012 (EDT) &lt;br /&gt;
:: There are two basic components to the game as you noted, but they are not Geoscape and Cityscape anymore. That was 1994. &lt;br /&gt;
&lt;br /&gt;
:: Now the strategy layer is handled in XCOM HQ / the Base / the Ant Farm. The Geoscape, the blue rotating orb of the Earth, isn&#039;t even its own facility, it&#039;s a focal point of Mission Control. Strategy is now handled at the Base. Half of winning the game is the Base: constructing facilities, adjacency bonuses, research, manufacturing, managing panic, funding, soliders, etc. The Geoscape is really just the filling in one slice of the whole pie. &lt;br /&gt;
&lt;br /&gt;
:: It does not make sense to format the main page in a way that is inconsistent with the game&#039;s presentation. The game presents you the entire base and you choose each facility from there to manage the strategy. The Wiki should be presented consistent with the game so that people click on links that logically flow the same way as the game. Therefore, the main page should go to the over-arching XCOM HQ page and list out major functions under that like the whole of Base Facilities, the major concepts of Research and Manufacturing... I also think a quick link to the Gray Market will help since it will be an oft used page. Details of each facility, like the fact that Mission Control contains the Geoscape, should be embedded further in when you go to the HQ page or subsequent Base Facilities and Mission Control pages.  --[[User:Robbx213|Robbx213]] 11:40, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t want to abuse my position as an administrator but: a) You changed the table from the format followed for all XCOM game tables on this wiki. b) I reverted and placed a notice on the page&#039;s Talk page. c) You reverted and didn&#039;t check the talk page. Since I don&#039;t want to get into a war of edits I protected the table. The other administrators can and should intervene if it&#039;s necessary but what I did was to keep wiki consistency and prevent the main table from being constantly edited. Hobbes 11:35, 2 October 2012 (EDT) &lt;br /&gt;
&lt;br /&gt;
:::: I&#039;m new and obviously struggled at first to understand the Table that was somehow separate from the page it was embedded in, as well as the Discussion tab up to the left but all the help pages refer to &amp;quot;Talk&amp;quot;.  There&#039;s an obvious disagreement about content here, so that&#039;s what we need to [http://en.wikipedia.org/wiki/Wikipedia:DR#Focus_on_content focus on].  &amp;quot;Consistency&amp;quot; is not a valid reason to maintain the old format.  The game is different, its format and presentation is different, therefore the Wiki should be different such that it&#039;s more in-line with the new game&#039;s structure.  EU (2012) is not Terror From the Deep; a simple re-skin.  If you want this wiki to be the go-to place, you&#039;re going to have to simplify it by making it flow the same way the game does.  There are many other wikis already forming; people will go where it&#039;s simple and easy to understand.  If this wiki&#039;s format differs from how the game is presented, people will get confused, they will get grumpy about having to click around and mine information, and ultimately the community&#039;s enjoyment of both will suffer. --[[User:Robbx213|Robbx213]] 11:52, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I&#039;m sorry to disagree but if you really feel that you cannot compromise and follow what has been considered &#039;consistency&#039; (and pretty much official policy) by the 2K developer team and this wiki&#039;s regular users then do what you feel you must. If you check Wikipedia&#039;s article on [http://en.wikipedia.org/wiki/XCOM:_Enemy_Unknown|XCOM: Enemy Unknown] you&#039;ll see the strategic element being called &#039;Geoscape&#039; and Jake Solomon and 2K have also used the term frequently and on their site. [[User:Hobbes|Hobbes]] 12:14, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: You meant [http://en.wikipedia.org/wiki/XCOM:_Enemy_Unknown this] Wikipedia article.  They do say Geoscape; and they too describe it inaccurately. (P.S. those few contributors do not constitute &#039;official policy&#039;)  &#039;&#039;The game&#039;s strategy element is confined to the global view called the &amp;quot;Geoscape&amp;quot;...&#039;&#039; Strategy is not confined to the Geoscape, strategy is the whole Base.  Keep reading and they actually say this in the same sentence, contradicting themselves in the process:  &#039;&#039;... where the player keeps track of the situation ... conducts resource and personnel management ... directing research ... and production, interacting with the governments ... ordering their aircraft ... and dispatching their soldiers...&#039;&#039;  The Geoscape, inside the Mission Control facility, can order aircraft and dispatch soldiers.  That&#039;s it.  &#039;Situation&#039; is in the Situation Room, personnel are in places like Barracks &amp;amp; Infirmary, research is Sci Labs and Labs, production is Engineering Workshop &amp;amp; Foundry, Funding Council is inside the Situation Room...  Geoscape is not the strategy layer, the entire base is the strategy layer.  The Geoscape is like the Funding Council: it&#039;s an important part of the game, but it&#039;s not even the name of the facility in which it resides.&lt;br /&gt;
&lt;br /&gt;
:::::: When Jake and other 2K people refer to the Geoscape, they mean the blue globe.  They do not mean the whole base nor the whole strategy layer.  If the whole strategy layer could be controlled from the Geoscape (again, inside Mission Control) then the Ant Farm would not even exist.  Watch [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=FaR-oDSxb3I#t=708s this] and [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=FaR-oDSxb3I#t=5338s this (with Jake himself manning the helm)] for a clear visual of how the Geoscape is not the base and therefore not the entire strategy layer, rather only a feature of the Mission Control facility.  Watch [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=qBvuNhq0ZCg#t=1499s this] to see how Jake describes the evolution of the strategy layer and how his &amp;amp; Sid&#039;s prototypes are really the fore-runner of the Situation Room, not the Geoscape (inside Mission Control).  So, Jake himself does not consider the Geoscape to be the &amp;quot;strategy layer&amp;quot;.  They don&#039;t even really call it the Geoscape, they call it [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=qBvuNhq0ZCg#t=1925s the Globe].  There are tons more videos throughout YouTube.&lt;br /&gt;
&lt;br /&gt;
:::::: If you want consistency, make it consistent with the new game rather than consistent with 1994&#039;s game format.  I think the game&#039;s format, which has actually been witnessed in video and described during interview, should be taken as the &#039;official policy&#039; rather than taking the old game&#039;s structure.  If the old game&#039;s structure were &#039;official policy&#039;, Jake et al. would not differentiate this game from the old by avoiding calling it a pure remake or reboot.  It&#039;s different, they say so, therefore the wiki needs to evolve away from 1994 and match the new game.  Also, you can&#039;t just randomly call something &#039;official policy&#039; to make it sound more important.  If you want official policy, read the articles and watch the videos from [http://forums.2kgames.com/showthread.php?117515-X-COM-Information-Summarized-READ-ME-FIRST! this 2K Forum Post].  When 2K Greg stickies it, that probably means it&#039;s &#039;official policy&#039;.&lt;br /&gt;
&lt;br /&gt;
:::::: {{subst:drn-notice}} [[User:Robbx213|Robbx213]] 14:01, 2 October 2012 (EDT)&lt;br /&gt;
::::::: I know that topic quite well I wouldn&#039;t call a sticked thread made by a user &#039;official policy&#039;. But by going through the list of features on the first has a strategic category that englobes Funding Council, Missions, Satellite cover and base management. Zero reference to HQ being the strategic layer. And his division is how the majority of players from the original games will look at it. &lt;br /&gt;
::::::: Geoscape is a classic term from the series to refer to both the world globe and the Strategic level and that remained throughout the series and that both Jake Solomon and the 2K team keep using even if the term is not present in the game. The HQ base (which I love) is how you access both the strategic layer (through the Situation Room) and the world globe (through Situation Room and Mission Control) but by itself it&#039;s not the strategic layer because it&#039;s not where the center of the action is. If you put HQ as the strategic category up there it seems that the strategy involves mainly running your base and projects, which is not strategy. Strategy is determining objectives and goals based on your needs and current resources - that is separate from actually putting the strategy into place, which is what you do with base and soldier management, to allow you to achieve those goals. &lt;br /&gt;
::::::: Now, what I&#039;ve been thinking so far with all of this discussion: should the strategic layer have another name? Possibly, I&#039;m not a zealot of keeping everything from the old game. One thing for sure would be to move up the links for Mission Control and Situation Room to replace the current Geoscape link (and if the game has a new name for it, rename the page). It may even be that XCOM HQ is the best term but there needs to be a clear separation between base management and the rest of the strategic layer of the game. [[User:Hobbes|Hobbes]] 14:47, 2 October 2012 (EDT)&lt;br /&gt;
:::::::: I&#039;ve asked at 2K&#039;s and the wiki&#039;s forums about names from the strategic layer and the responses have been: Geoscape, Ant Farm, Basescape, Strategic Layer and The Base, the closest to your suggestion of XCOM HQ. I&#039;ve been also looking at the demo files and &#039;Geoscape&#039; appears on the demo code to refer to the world globe, which makes it a game term. [[User:Hobbes|Hobbes]] 10:45, 3 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::: &amp;quot;... there needs to be a clear separation between base management and the rest of the strategic layer of the game ...&amp;quot;  I fundamentally disagree.  I believe base management is part of strategy, not separate.  I agree that &amp;quot;Strategy is determining objectives and goals based on your needs and current resources...&amp;quot;  But I do not see that as &amp;quot;separate from actually putting the strategy into place...&amp;quot;  To me, executing the strategy is part of the strategy.  I think we&#039;re agreeing that &#039;base management&#039; is choosing facilities, choosing research, choosing production, choosing/promoting soldiers.  But to me, that is all part of the strategy.  Good base management, aka good strategy, sets you up for success in tactical combat.  For example, let&#039;s say I choose a strategy of research &amp;amp; manufacturing at the expense of satellite coverage.  I accomplish that across the base by building more labs, foundries, and workshops and at the same time building fewer uplinks / substituting Nexus (Nexi?) / focusing the satellites I do launch over high-paying / high-panic countries / enough countries not to trigger &#039;doomsday&#039;.  So let&#039;s assume the game still calls the Globe the Geoscape; to me, the Globe is just one piece of strategy; actually, I think the Situation Room is a better strategy tool than the Globe.  To me, the Globe has very little strategy use.  Basically, you pick which mission you&#039;re going to accept.  Panic, satellites, aircraft, funds, gray market... I can access all that together in the Situation Room.  To me, all of that is &#039;managing global sentiment (&amp;amp; funding)&#039;, which is only a portion of the overall strategy to manage sentiment long enough to get the soldiers, euqipment, and progress to go win the game.  Anywho, I&#039;ve found another avenue so rather than reiterate the same points to each other over and over, let&#039;s just move on and leave it as you wish.  You win.&lt;br /&gt;
&lt;br /&gt;
All right chaps, break it up. I am normally very lenient and let things slide, but I feel the need to intervene as this entire discussion is starting to be counter productive. Both sides have valid points, but it seems over-enthusiasm and an unwillingness to be patient is getting the better of everyone even before we all have the retail copy of the game. If the fallout results in a mess on the wiki with redundant pages, it will be very upsetting indeed. &lt;br /&gt;
&lt;br /&gt;
We can all agree that this game is very different from the original and perhaps some break in tradition is required to emphasise the basescape (I joked about it, but you know I think I&#039;ll adopt it for a while). UFO, TFTD, Apocalypse and Interceptor all followed the same noun-scape and tactical segment formats, but this form certainly wouldn&#039;t work for e-Mail X-Com or Enforcer (Enforcer had its upgrade purchase intermission screen, but that doesn&#039;t count). &lt;br /&gt;
&lt;br /&gt;
If you really must do things your way for now, and experiment with different ways to structure the pages, my recommendation is use a sandbox page for each page (like this &amp;lt;nowiki&amp;gt;[[EU (2012)/Heliocentric]] or [[EU (2012)/Geocentric]]&amp;lt;/nowiki&amp;gt;) and create the new page to your hearts delight. We can all look at them later on an decide on how best to format the main page from there.  -[[User:NKF|NKF]] 02:16, 4 October 2012 (EDT)&lt;br /&gt;
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:May I also suggest that in the interest of a well structured wiki-site; You keep your sandbox projects under your own profiles. That would be [[User:Hobbes/Sandbox page]] and  [[User:Robbx213/Sandbox page]], making it absolutely clear it&#039;s a sandbox/draft page and related to that user (hence you will probably not get unwanted edits).--[[User:Kokkan|Kokkan]] 05:47, 4 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40722</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40722"/>
		<updated>2012-11-01T12:06:24Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: /* Ironman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
 [[File: Humanity&#039;s_Savior.jpg]] Humanity&#039;s Savior - complete the game on any difficulty&lt;br /&gt;
 [[File: Earth_First.jpg]] Earth First - complete the game on classic difficulty&lt;br /&gt;
 [[File: No_Looking_Back.jpg]] No Looking Back - complete the game on classic or impossible difficulty in ironman mode&lt;br /&gt;
 [[File: Our_Finest_Hour.jpg]] Our Finest Hour - complete the game on impossible difficulty&lt;br /&gt;
 &lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ starts 35 units of power.&lt;br /&gt;
* XCOM HQ starts with an Officer Training School.&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens hesitate to use special abilities and throw grenades&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* Alien AI is limited (aliens can skip their turn, run away or take unoptimal moves for no reason)&lt;br /&gt;
* Soldiers have standart 5 hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ has 35 units of starting power.&lt;br /&gt;
* XCOM HQ starts with an Officer Training School.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power&lt;br /&gt;
* XCOM HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
* Aliens are also not limited in terms of how many &amp;quot;heavy&amp;quot; units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite &lt;br /&gt;
&lt;br /&gt;
= Ironman =&lt;br /&gt;
The Ironman game mode disallows you from saving the game manually.&lt;br /&gt;
&lt;br /&gt;
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
* The game saves when:&lt;br /&gt;
** You exit the game&lt;br /&gt;
** Starting with turn 2 of combat, at the beginning of each player turn&lt;br /&gt;
** When you enter mission control&lt;br /&gt;
** When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)&lt;br /&gt;
* This is independent of the difficulty setting, and may be enabled for any of them.&lt;br /&gt;
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.&lt;br /&gt;
* Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easilly &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. Theese methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous information =&lt;br /&gt;
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change. &lt;br /&gt;
** (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40721</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40721"/>
		<updated>2012-11-01T12:05:31Z</updated>

		<summary type="html">&lt;p&gt;Istrebitel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
 [[File: Humanity&#039;s_Savior.jpg]] Humanity&#039;s Savior - complete the game on any difficulty&lt;br /&gt;
 [[File: Earth_First.jpg]] Earth First - complete the game on classic difficulty&lt;br /&gt;
 [[File: No_Looking_Back.jpg]] No Looking Back - complete the game on classic or impossible difficulty in ironman mode&lt;br /&gt;
 [[File: Our_Finest_Hour.jpg]] Our Finest Hour - complete the game on impossible difficulty&lt;br /&gt;
 &lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ starts 35 units of power.&lt;br /&gt;
* XCOM HQ starts with an Officer Training School.&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens hesitate to use special abilities and throw grenades&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* Alien AI is limited (aliens can skip their turn, run away or take unoptimal moves for no reason)&lt;br /&gt;
* Soldiers have standart 5 hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ has 35 units of starting power.&lt;br /&gt;
* XCOM HQ starts with an Officer Training School.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power&lt;br /&gt;
* XCOM HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
* Aliens are also not limited in terms of how many &amp;quot;heavy&amp;quot; units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite &lt;br /&gt;
&lt;br /&gt;
= Ironman =&lt;br /&gt;
The Ironman game mode disallows you from saving the game manually.&lt;br /&gt;
&lt;br /&gt;
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
* The game saves when:&lt;br /&gt;
** You exit the game&lt;br /&gt;
** Starting with turn 2 of combat, at the beginning of the turn&lt;br /&gt;
** When you enter mission control&lt;br /&gt;
** When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)&lt;br /&gt;
* This is independent of the difficulty setting, and may be enabled for any of them.&lt;br /&gt;
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.&lt;br /&gt;
* Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easilly &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins, however, this ruins the whole point of playing Ironman. Theese methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
= Miscellaneous information =&lt;br /&gt;
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change. &lt;br /&gt;
** (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Istrebitel</name></author>
	</entry>
</feed>