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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ludicer</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T03:19:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scoring&amp;diff=111732</id>
		<title>Scoring</title>
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		<updated>2022-09-17T18:42:18Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Battlescape Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==X-COM Scoring==&lt;br /&gt;
X-COM&#039;s performance is measured by way of a score that accrues monthly and is used in part to make the decisions of the funding countries in both their council deliberations on the organisations success, and also when making their individual judgements to change funding levels.&lt;br /&gt;
&lt;br /&gt;
===Bonus Points ===&lt;br /&gt;
Starting from the second month, X-COM receives +400 bonus points at each month.&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
X-COM receive points each time a UFO is destroyed or grounded. Note that if a UFO &#039;crashes&#039; (per Intercept popup) over the ocean, it only counts as &#039;grounded&#039; as the funding countries cannot be sure the aliens do not have the ability to repair craft and return from an underwater crash site, and there is no way to do a [[UFO Crash Recovery]] in the oceans to be sure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;UFO Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;UFO Destroyed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;UFO Grounded&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Large Scout&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Harvester&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abductor&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Supply Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terror Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1000&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&amp;gt;Battleship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, it is actually impossible to destroy a Supply Ship, Terror Ship or Battleship, unless you use a game editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X-COM lose points if one of their own craft are destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Craft Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Craft Destroyed&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Skyranger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Interceptor&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&amp;gt;Firestorm&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&amp;gt;Lightning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battlescape Missions===&lt;br /&gt;
During an X-COM battlescape mission, points can be gained or lost by the following actions.&lt;br /&gt;
&lt;br /&gt;
Note that if you abort the mission without completing it, you still get points for performing the actions below. Specifically, you have to kill aliens and/or drag stunned aliens, equipment, and/or [[Elerium-115|Elerium]] back to your ship (or base green area - NOT the red elevator area). Aliens that were killed in a UFO crash (already dead when you got there) do not count. (Briefly visiting a crash site, then dusting off, doesn&#039;t get you any points - you have to &amp;lt;i&amp;gt;do&amp;lt;/i&amp;gt; things to get points.)&lt;br /&gt;
&lt;br /&gt;
Also note that generally speaking, you get more points from Destroying small UFOs than for Crashing them and then completing a ground mission. The reverse is true for large UFOs. (Compare Destroying vs. Grounding points vs. Points you can walk away from a Crash with.)&lt;br /&gt;
&lt;br /&gt;
However, the [[UFO Recovery Values|salvage value]] of UFOs may be of greatest importance -- and no equipment can be recovered from destroyed UFOs.  The greatest possible recovery value can be gotten from UFOs which are attacked after they land under their own power -- although that earns you no [[#Interception|Interception]] points.&lt;br /&gt;
&lt;br /&gt;
==== Mission Objectives ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Action&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian killed by X-COM&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian killed by Aliens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;X-COM soldier MIA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;X-COM soldier killed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWP destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian Saved&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Base destroyed&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;/table&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This increases as the soldier gains rank and experience.&lt;br /&gt;
&lt;br /&gt;
==== Alien Casualties ====&lt;br /&gt;
X-COM receives points for capturing or killing an Alien during a battlescape mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Race/Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;Killed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;Captured*&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chryssalid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silacoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Celatid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectopod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyberdisc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zombie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that despite the values for live specimens existing in-game, it is not actually possible to capture a live Sectopod or Cyberdisk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; You will only receive 10 points for capturing any alien species + rank combo already in containment.  &#039;&#039;[[User:Ethereal Cereal|Ethereal Cereal]]: What about ones that have been researched &amp;amp; are no longer in containment? Needs more testing.&#039;&#039;  &#039;&#039;[[User:Tequilachef|tequilachef]]: I repeatedly got zero points for capturing Reapers while already having a bunch of them in containment, but not researched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Item Recovery ====&lt;br /&gt;
Collection of [[Alien Artefacts]], corpses and craft parts also gains X-COM points. An &amp;quot;artefact&amp;quot; is   something you have yet to [[research]] that was carried by the aliens (weapons, ammo and [[Mind Probe]]). Once you research an artefact you no longer receive points for finding that item in future missions. This is a reason not to research alien weapons you likely won&#039;t use such as the [[Plasma Pistol]]. Items that spawn in the [[Battlescape]] (as opposed to alien inventories) continue to generate X-COM points after they have been researched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys&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&amp;gt;Alien Grenade&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&amp;gt;Blaster Bomb&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&amp;gt;Heavy Plasma Clip&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&amp;gt;Mind Probe&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&amp;gt;Plasma Pistol Clip&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&amp;gt;Plasma Rifle Clip&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&amp;gt;Stun Bomb&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&amp;gt;Alien Entertainment&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&amp;gt;Alien Food&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&amp;gt;Alien Surgery&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&amp;gt;Examination Room&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&amp;gt;Celatid Corpse&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&amp;gt;Chryssalid Corpse&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&amp;gt;Cyberdisc Corpse&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&amp;gt;Plasma Pistol&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&amp;gt;Reaper Corpse&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&amp;gt;Sectopod Corpse&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&amp;gt;Silacoid Corpse&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&amp;gt;Plasma Rifle&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&amp;gt;Small Launcher&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&amp;gt;Blaster Launcher&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&amp;gt;Elerium-115 (Per 50 units)&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&amp;gt;Ethereal Corpse&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&amp;gt;Floater Corpse&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&amp;gt;Heavy Plasma&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&amp;gt;Muton Corpse&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&amp;gt;Sectoid Corpse&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&amp;gt;Snakeman Corpse&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&amp;gt;UFO Navigation&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&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evaluations ====&lt;br /&gt;
An evaluation on your total score is given at the end of each mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Ranking&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Score&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Excellent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;501 or better&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Good&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;201 to 500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;OK&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 to 200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Poor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-199 to 0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terrible&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-200 or worse&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
X-COM also receive points for the completion of research projects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Research Project&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol Clip&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&amp;gt;Plasma Rifle Clip&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&amp;gt;Heavy Plasma Clip&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&amp;gt;Blaster Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Laser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tank/Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Flying Suit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medi-Kit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Motion Scanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Personal Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Suit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Psi-Amp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Fusion Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Plasma Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fusion Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grav Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hovertank/Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hovertank/Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hyper-Wave Decoder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Probe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Psi-Lab&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Abduction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Reproduction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;New Fighter Craft (Firestorm)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;New Fighter-Transporter (Lightning)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Propulsion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ultimate Craft (Avenger)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blaster Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Autopsies (Each)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Interrogations&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50**&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Origins&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cydonia or Bust&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Martian Solution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Alien Reproduction is normally not accessible (or researchable) during the game, but you can add one to your General Stores via hacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; You receive 50 points for each new [[UFOpaedia]] entry generated by an alien interrogation.  A given alien can generate several UFOpaedia entries, or none at all.  (See [[Research#Researching aliens|Researching aliens]] for more information.)&lt;br /&gt;
&lt;br /&gt;
==Alien Scoring==&lt;br /&gt;
Aliens score points for various actions as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Alien Action&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;50&amp;quot;&amp;gt;Score&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;Each UFO that flies over the Earth (per 30 mins)&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;Each UFO that lands (per 30 mins)&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;Each day an alien base exists on Earth (Per base)&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;A terror mission in a remote area is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&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;A harvest mission is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&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;An abduction is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&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;Alien base is built&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&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;Aliens sign a [[pact]] with a funding country&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;A city terror site is ignored by X-COM&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notes on Alien Score===&lt;br /&gt;
* Success is counted each time an UFO takes off. If a single ufo lands multiple times, it will score each time it starts flying again including if disturbed by an unsuccessful X-COM mission.&lt;br /&gt;
* Successful Alien Research, Retaliation and Supply missions do not score any points for the aliens. &lt;br /&gt;
* The aliens&#039; score can be viewed by looking in the graphs menu. At the end of the month it is subtracted from X-COM&#039;s score to give the player&#039;s score for the month. It is reset at the end of each month just like the player&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Losing The Game==&lt;br /&gt;
&lt;br /&gt;
You can lose the game in the following ways:&lt;br /&gt;
&lt;br /&gt;
* If you are in debt over $1 million at the end of any month, after funding and maintenance has been calculated, the council will give you a warning. The warning they give about not going over $2 million in debt should presumably read $1 million. The 2nd time you are over $1 million in debt, the project is cancelled. However, there is a rather large bug. There is actually a check whether the &amp;quot;Has X-COM received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erroneously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
* If you have two consecutive &amp;quot;bad&amp;quot; months in terms of score--&lt;br /&gt;
** &#039;&#039;&#039;-900&#039;&#039;&#039; (Beginner)&lt;br /&gt;
** &#039;&#039;&#039;-800&#039;&#039;&#039; (Experienced)&lt;br /&gt;
** &#039;&#039;&#039;-700&#039;&#039;&#039; (Veteran)&lt;br /&gt;
** &#039;&#039;&#039;-600&#039;&#039;&#039; (Genius)&lt;br /&gt;
** &#039;&#039;&#039;-500&#039;&#039;&#039; (Superhuman)&lt;br /&gt;
** The actual equation is Terminator= -900 + difficulty*100; where beginner is 0, experienced is 1, veteran is 2, genius is 3 and superhuman is 4.&lt;br /&gt;
* If all X-COM bases are captured by Aliens. (But you can stay in the game by starting a new base before your last base is captured - see [[Access_Lift|Access Lift]].)&lt;br /&gt;
* If you fail your attempt to destroy Cydonia!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[ALIEN.DAT]] - Where the aliens&#039; score is tracked&amp;lt;br&amp;gt;&lt;br /&gt;
[[XCOM.DAT]] - Where score from missions and interceptions is tracked&amp;lt;br&amp;gt;&lt;br /&gt;
[[UIGLOB.DAT]] - Where scores generated from research completion is stored&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scoring&amp;diff=111731</id>
		<title>Scoring</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scoring&amp;diff=111731"/>
		<updated>2022-09-17T18:40:35Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Alien Casualties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==X-COM Scoring==&lt;br /&gt;
X-COM&#039;s performance is measured by way of a score that accrues monthly and is used in part to make the decisions of the funding countries in both their council deliberations on the organisations success, and also when making their individual judgements to change funding levels.&lt;br /&gt;
&lt;br /&gt;
===Bonus Points ===&lt;br /&gt;
Starting from the second month, X-COM receives +400 bonus points at each month.&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
X-COM receive points each time a UFO is destroyed or grounded. Note that if a UFO &#039;crashes&#039; (per Intercept popup) over the ocean, it only counts as &#039;grounded&#039; as the funding countries cannot be sure the aliens do not have the ability to repair craft and return from an underwater crash site, and there is no way to do a [[UFO Crash Recovery]] in the oceans to be sure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;UFO Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;UFO Destroyed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;UFO Grounded&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Large Scout&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Harvester&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abductor&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Supply Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terror Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1000&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&amp;gt;Battleship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, it is actually impossible to destroy a Supply Ship, Terror Ship or Battleship, unless you use a game editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X-COM lose points if one of their own craft are destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Craft Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Craft Destroyed&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Skyranger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Interceptor&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&amp;gt;Firestorm&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&amp;gt;Lightning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battlescape Missions===&lt;br /&gt;
During an X-COM battlescape mission, points can be gained or lost by the following actions.&lt;br /&gt;
&lt;br /&gt;
Note that if you abort the mission without completing it, you still get points for performing the actions below. Specifically, you have to kill aliens and/or drag stunned aliens, equipment, and/or [[Elerium-115|Elerium]] back to your ship (or base green area - NOT the red elevator area). Aliens that were killed in a UFO crash (already dead when you got there) do not count. (Briefly visiting a crash site, then dusting off, doesn&#039;t get you any points - you have to &amp;lt;i&amp;gt;do&amp;lt;/i&amp;gt; things to get points.)&lt;br /&gt;
&lt;br /&gt;
Also note that generally speaking, you get more points from Destroying small UFOs, than for Crashing them and then completing a ground mission. The reverse is true for large UFOs. (Compare Destroying vs. Grounding points vs. Points you can walk away from a Crash with.)&lt;br /&gt;
&lt;br /&gt;
However, the [[UFO Recovery Values|salvage value]] of UFOs may be of greatest importance -- and no equipment can be recovered from destroyed UFOs.  The greatest possible recovery value can be gotten from UFOs which are attacked after they land under their own power -- although that earns you no [[#Interception|Interception]] points.&lt;br /&gt;
&lt;br /&gt;
==== Mission Objectives ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Action&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian killed by X-COM&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian killed by Aliens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;X-COM soldier MIA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;X-COM soldier killed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWP destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian Saved&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Base destroyed&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;/table&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This increases as the soldier gains rank and experience.&lt;br /&gt;
&lt;br /&gt;
==== Alien Casualties ====&lt;br /&gt;
X-COM receives points for capturing or killing an Alien during a battlescape mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Race/Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;Killed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;Captured*&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chryssalid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silacoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Celatid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectopod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyberdisc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zombie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that despite the values for live specimens existing in-game, it is not actually possible to capture a live Sectopod or Cyberdisk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; You will only receive 10 points for capturing any alien species + rank combo already in containment.  &#039;&#039;[[User:Ethereal Cereal|Ethereal Cereal]]: What about ones that have been researched &amp;amp; are no longer in containment? Needs more testing.&#039;&#039;  &#039;&#039;[[User:Tequilachef|tequilachef]]: I repeatedly got zero points for capturing Reapers while already having a bunch of them in containment, but not researched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Item Recovery ====&lt;br /&gt;
Collection of [[Alien Artefacts]], corpses and craft parts also gains X-COM points. An &amp;quot;artefact&amp;quot; is   something you have yet to [[research]] that was carried by the aliens (weapons, ammo and [[Mind Probe]]). Once you research an artefact you no longer receive points for finding that item in future missions. This is a reason not to research alien weapons you likely won&#039;t use such as the [[Plasma Pistol]]. Items that spawn in the [[Battlescape]] (as opposed to alien inventories) continue to generate X-COM points after they have been researched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys&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&amp;gt;Alien Grenade&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&amp;gt;Blaster Bomb&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&amp;gt;Heavy Plasma Clip&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&amp;gt;Mind Probe&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&amp;gt;Plasma Pistol Clip&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&amp;gt;Plasma Rifle Clip&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&amp;gt;Stun Bomb&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&amp;gt;Alien Entertainment&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&amp;gt;Alien Food&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&amp;gt;Alien Surgery&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&amp;gt;Examination Room&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&amp;gt;Celatid Corpse&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&amp;gt;Chryssalid Corpse&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&amp;gt;Cyberdisc Corpse&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&amp;gt;Plasma Pistol&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&amp;gt;Reaper Corpse&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&amp;gt;Sectopod Corpse&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&amp;gt;Silacoid Corpse&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&amp;gt;Plasma Rifle&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&amp;gt;Small Launcher&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&amp;gt;Blaster Launcher&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&amp;gt;Elerium-115 (Per 50 units)&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&amp;gt;Ethereal Corpse&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&amp;gt;Floater Corpse&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&amp;gt;Heavy Plasma&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&amp;gt;Muton Corpse&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&amp;gt;Sectoid Corpse&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&amp;gt;Snakeman Corpse&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&amp;gt;UFO Navigation&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&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evaluations ====&lt;br /&gt;
An evaluation on your total score is given at the end of each mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Ranking&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Score&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Excellent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;501 or better&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Good&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;201 to 500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;OK&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 to 200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Poor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-199 to 0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terrible&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-200 or worse&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
X-COM also receive points for the completion of research projects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Research Project&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol Clip&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&amp;gt;Plasma Rifle Clip&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&amp;gt;Heavy Plasma Clip&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&amp;gt;Blaster Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Laser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tank/Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Flying Suit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medi-Kit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Motion Scanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Personal Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Suit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Psi-Amp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Fusion Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Plasma Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fusion Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grav Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hovertank/Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hovertank/Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hyper-Wave Decoder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Probe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Psi-Lab&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Abduction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Reproduction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;New Fighter Craft (Firestorm)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;New Fighter-Transporter (Lightning)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Propulsion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ultimate Craft (Avenger)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blaster Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Autopsies (Each)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Interrogations&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50**&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Origins&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cydonia or Bust&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Martian Solution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Alien Reproduction is normally not accessible (or researchable) during the game, but you can add one to your General Stores via hacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; You receive 50 points for each new [[UFOpaedia]] entry generated by an alien interrogation.  A given alien can generate several UFOpaedia entries, or none at all.  (See [[Research#Researching aliens|Researching aliens]] for more information.)&lt;br /&gt;
&lt;br /&gt;
==Alien Scoring==&lt;br /&gt;
Aliens score points for various actions as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Alien Action&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;50&amp;quot;&amp;gt;Score&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;Each UFO that flies over the Earth (per 30 mins)&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;Each UFO that lands (per 30 mins)&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;Each day an alien base exists on Earth (Per base)&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;A terror mission in a remote area is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&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;A harvest mission is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&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;An abduction is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&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;Alien base is built&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&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;Aliens sign a [[pact]] with a funding country&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;A city terror site is ignored by X-COM&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notes on Alien Score===&lt;br /&gt;
* Success is counted each time an UFO takes off. If a single ufo lands multiple times, it will score each time it starts flying again including if disturbed by an unsuccessful X-COM mission.&lt;br /&gt;
* Successful Alien Research, Retaliation and Supply missions do not score any points for the aliens. &lt;br /&gt;
* The aliens&#039; score can be viewed by looking in the graphs menu. At the end of the month it is subtracted from X-COM&#039;s score to give the player&#039;s score for the month. It is reset at the end of each month just like the player&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Losing The Game==&lt;br /&gt;
&lt;br /&gt;
You can lose the game in the following ways:&lt;br /&gt;
&lt;br /&gt;
* If you are in debt over $1 million at the end of any month, after funding and maintenance has been calculated, the council will give you a warning. The warning they give about not going over $2 million in debt should presumably read $1 million. The 2nd time you are over $1 million in debt, the project is cancelled. However, there is a rather large bug. There is actually a check whether the &amp;quot;Has X-COM received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erroneously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
* If you have two consecutive &amp;quot;bad&amp;quot; months in terms of score--&lt;br /&gt;
** &#039;&#039;&#039;-900&#039;&#039;&#039; (Beginner)&lt;br /&gt;
** &#039;&#039;&#039;-800&#039;&#039;&#039; (Experienced)&lt;br /&gt;
** &#039;&#039;&#039;-700&#039;&#039;&#039; (Veteran)&lt;br /&gt;
** &#039;&#039;&#039;-600&#039;&#039;&#039; (Genius)&lt;br /&gt;
** &#039;&#039;&#039;-500&#039;&#039;&#039; (Superhuman)&lt;br /&gt;
** The actual equation is Terminator= -900 + difficulty*100; where beginner is 0, experienced is 1, veteran is 2, genius is 3 and superhuman is 4.&lt;br /&gt;
* If all X-COM bases are captured by Aliens. (But you can stay in the game by starting a new base before your last base is captured - see [[Access_Lift|Access Lift]].)&lt;br /&gt;
* If you fail your attempt to destroy Cydonia!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[ALIEN.DAT]] - Where the aliens&#039; score is tracked&amp;lt;br&amp;gt;&lt;br /&gt;
[[XCOM.DAT]] - Where score from missions and interceptions is tracked&amp;lt;br&amp;gt;&lt;br /&gt;
[[UIGLOB.DAT]] - Where scores generated from research completion is stored&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scoring&amp;diff=111730</id>
		<title>Scoring</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scoring&amp;diff=111730"/>
		<updated>2022-09-17T18:39:36Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Alien Casualties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==X-COM Scoring==&lt;br /&gt;
X-COM&#039;s performance is measured by way of a score that accrues monthly and is used in part to make the decisions of the funding countries in both their council deliberations on the organisations success, and also when making their individual judgements to change funding levels.&lt;br /&gt;
&lt;br /&gt;
===Bonus Points ===&lt;br /&gt;
Starting from the second month, X-COM receives +400 bonus points at each month.&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
X-COM receive points each time a UFO is destroyed or grounded. Note that if a UFO &#039;crashes&#039; (per Intercept popup) over the ocean, it only counts as &#039;grounded&#039; as the funding countries cannot be sure the aliens do not have the ability to repair craft and return from an underwater crash site, and there is no way to do a [[UFO Crash Recovery]] in the oceans to be sure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;UFO Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;UFO Destroyed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;UFO Grounded&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Large Scout&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Harvester&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abductor&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Supply Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terror Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1000&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&amp;gt;Battleship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, it is actually impossible to destroy a Supply Ship, Terror Ship or Battleship, unless you use a game editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X-COM lose points if one of their own craft are destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Craft Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Craft Destroyed&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Skyranger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Interceptor&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&amp;gt;Firestorm&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&amp;gt;Lightning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battlescape Missions===&lt;br /&gt;
During an X-COM battlescape mission, points can be gained or lost by the following actions.&lt;br /&gt;
&lt;br /&gt;
Note that if you abort the mission without completing it, you still get points for performing the actions below. Specifically, you have to kill aliens and/or drag stunned aliens, equipment, and/or [[Elerium-115|Elerium]] back to your ship (or base green area - NOT the red elevator area). Aliens that were killed in a UFO crash (already dead when you got there) do not count. (Briefly visiting a crash site, then dusting off, doesn&#039;t get you any points - you have to &amp;lt;i&amp;gt;do&amp;lt;/i&amp;gt; things to get points.)&lt;br /&gt;
&lt;br /&gt;
Also note that generally speaking, you get more points from Destroying small UFOs, than for Crashing them and then completing a ground mission. The reverse is true for large UFOs. (Compare Destroying vs. Grounding points vs. Points you can walk away from a Crash with.)&lt;br /&gt;
&lt;br /&gt;
However, the [[UFO Recovery Values|salvage value]] of UFOs may be of greatest importance -- and no equipment can be recovered from destroyed UFOs.  The greatest possible recovery value can be gotten from UFOs which are attacked after they land under their own power -- although that earns you no [[#Interception|Interception]] points.&lt;br /&gt;
&lt;br /&gt;
==== Mission Objectives ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Action&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian killed by X-COM&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian killed by Aliens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;X-COM soldier MIA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;X-COM soldier killed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWP destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian Saved&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Base destroyed&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;/table&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This increases as the soldier gains rank and experience.&lt;br /&gt;
&lt;br /&gt;
==== Alien Casualties ====&lt;br /&gt;
X-COM receives points for capturing or killing an Alien during a battlescape mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Race/Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;Killed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;Captured*&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chryssalid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silacoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Celatid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectopod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyberdisc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zombie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, it is actually impossible to capture a live Sectopod or Cyberdisk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; You will only receive 10 points for capturing any alien species + rank combo already in containment.  &#039;&#039;[[User:Ethereal Cereal|Ethereal Cereal]]: What about ones that have been researched &amp;amp; are no longer in containment? Needs more testing.&#039;&#039;  &#039;&#039;[[User:Tequilachef|tequilachef]]: I repeatedly got zero points for capturing Reapers while already having a bunch of them in containment, but not researched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Item Recovery ====&lt;br /&gt;
Collection of [[Alien Artefacts]], corpses and craft parts also gains X-COM points. An &amp;quot;artefact&amp;quot; is   something you have yet to [[research]] that was carried by the aliens (weapons, ammo and [[Mind Probe]]). Once you research an artefact you no longer receive points for finding that item in future missions. This is a reason not to research alien weapons you likely won&#039;t use such as the [[Plasma Pistol]]. Items that spawn in the [[Battlescape]] (as opposed to alien inventories) continue to generate X-COM points after they have been researched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys&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&amp;gt;Alien Grenade&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&amp;gt;Blaster Bomb&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&amp;gt;Heavy Plasma Clip&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&amp;gt;Mind Probe&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&amp;gt;Plasma Pistol Clip&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&amp;gt;Plasma Rifle Clip&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&amp;gt;Stun Bomb&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&amp;gt;Alien Entertainment&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&amp;gt;Alien Food&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&amp;gt;Alien Surgery&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&amp;gt;Examination Room&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&amp;gt;Celatid Corpse&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&amp;gt;Chryssalid Corpse&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&amp;gt;Cyberdisc Corpse&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&amp;gt;Plasma Pistol&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&amp;gt;Reaper Corpse&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&amp;gt;Sectopod Corpse&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&amp;gt;Silacoid Corpse&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&amp;gt;Plasma Rifle&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&amp;gt;Small Launcher&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&amp;gt;Blaster Launcher&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&amp;gt;Elerium-115 (Per 50 units)&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&amp;gt;Ethereal Corpse&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&amp;gt;Floater Corpse&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&amp;gt;Heavy Plasma&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&amp;gt;Muton Corpse&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&amp;gt;Sectoid Corpse&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&amp;gt;Snakeman Corpse&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&amp;gt;UFO Navigation&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&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evaluations ====&lt;br /&gt;
An evaluation on your total score is given at the end of each mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Ranking&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Score&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Excellent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;501 or better&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Good&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;201 to 500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;OK&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 to 200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Poor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-199 to 0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terrible&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-200 or worse&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
X-COM also receive points for the completion of research projects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Research Project&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol Clip&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&amp;gt;Plasma Rifle Clip&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&amp;gt;Heavy Plasma Clip&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&amp;gt;Blaster Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Laser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tank/Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Flying Suit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medi-Kit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Motion Scanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Personal Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Suit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Psi-Amp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Fusion Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Plasma Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fusion Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grav Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hovertank/Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hovertank/Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hyper-Wave Decoder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Probe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Psi-Lab&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Abduction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Reproduction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;New Fighter Craft (Firestorm)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;New Fighter-Transporter (Lightning)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Propulsion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ultimate Craft (Avenger)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blaster Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Autopsies (Each)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Interrogations&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50**&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Origins&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cydonia or Bust&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Martian Solution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Alien Reproduction is normally not accessible (or researchable) during the game, but you can add one to your General Stores via hacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; You receive 50 points for each new [[UFOpaedia]] entry generated by an alien interrogation.  A given alien can generate several UFOpaedia entries, or none at all.  (See [[Research#Researching aliens|Researching aliens]] for more information.)&lt;br /&gt;
&lt;br /&gt;
==Alien Scoring==&lt;br /&gt;
Aliens score points for various actions as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Alien Action&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;50&amp;quot;&amp;gt;Score&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;Each UFO that flies over the Earth (per 30 mins)&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;Each UFO that lands (per 30 mins)&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;Each day an alien base exists on Earth (Per base)&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;A terror mission in a remote area is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&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;A harvest mission is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&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;An abduction is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&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;Alien base is built&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&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;Aliens sign a [[pact]] with a funding country&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;A city terror site is ignored by X-COM&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notes on Alien Score===&lt;br /&gt;
* Success is counted each time an UFO takes off. If a single ufo lands multiple times, it will score each time it starts flying again including if disturbed by an unsuccessful X-COM mission.&lt;br /&gt;
* Successful Alien Research, Retaliation and Supply missions do not score any points for the aliens. &lt;br /&gt;
* The aliens&#039; score can be viewed by looking in the graphs menu. At the end of the month it is subtracted from X-COM&#039;s score to give the player&#039;s score for the month. It is reset at the end of each month just like the player&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Losing The Game==&lt;br /&gt;
&lt;br /&gt;
You can lose the game in the following ways:&lt;br /&gt;
&lt;br /&gt;
* If you are in debt over $1 million at the end of any month, after funding and maintenance has been calculated, the council will give you a warning. The warning they give about not going over $2 million in debt should presumably read $1 million. The 2nd time you are over $1 million in debt, the project is cancelled. However, there is a rather large bug. There is actually a check whether the &amp;quot;Has X-COM received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erroneously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
* If you have two consecutive &amp;quot;bad&amp;quot; months in terms of score--&lt;br /&gt;
** &#039;&#039;&#039;-900&#039;&#039;&#039; (Beginner)&lt;br /&gt;
** &#039;&#039;&#039;-800&#039;&#039;&#039; (Experienced)&lt;br /&gt;
** &#039;&#039;&#039;-700&#039;&#039;&#039; (Veteran)&lt;br /&gt;
** &#039;&#039;&#039;-600&#039;&#039;&#039; (Genius)&lt;br /&gt;
** &#039;&#039;&#039;-500&#039;&#039;&#039; (Superhuman)&lt;br /&gt;
** The actual equation is Terminator= -900 + difficulty*100; where beginner is 0, experienced is 1, veteran is 2, genius is 3 and superhuman is 4.&lt;br /&gt;
* If all X-COM bases are captured by Aliens. (But you can stay in the game by starting a new base before your last base is captured - see [[Access_Lift|Access Lift]].)&lt;br /&gt;
* If you fail your attempt to destroy Cydonia!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[ALIEN.DAT]] - Where the aliens&#039; score is tracked&amp;lt;br&amp;gt;&lt;br /&gt;
[[XCOM.DAT]] - Where score from missions and interceptions is tracked&amp;lt;br&amp;gt;&lt;br /&gt;
[[UIGLOB.DAT]] - Where scores generated from research completion is stored&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage&amp;diff=111719</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage&amp;diff=111719"/>
		<updated>2022-09-17T18:22:54Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Terrain and Object Armour */ redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
{{REWRITE NEEDED}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Damage in the world of X-COM follows a series of rules that define how damage is dealt and taken. This article will explain the basics of how damage works.&lt;br /&gt;
&lt;br /&gt;
=== Definitions === &lt;br /&gt;
&lt;br /&gt;
For the purpose of this article, &#039;&#039;&#039;damage&#039;&#039;&#039; will be differentiated into two main categories: &lt;br /&gt;
&lt;br /&gt;
; Impacting damage - damage striking the target&#039;s armour&lt;br /&gt;
; Penetrating damage - damage penetrating the target&#039;s armour and causing reduction in [[Health]], and possibly [[Fatal Wounds]].&lt;br /&gt;
&lt;br /&gt;
Impacting damage can also be categorised according to the algorithm used to calculate the amount of impacting damage, as follows:&lt;br /&gt;
&lt;br /&gt;
; EU Direct: This damage type covers most EU damage types as per the table below. The damage types generally only affect a single target at a time, with the exception of area-effect stun. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} cellpadding=&amp;quot;3&amp;quot;  border = &amp;quot;1&amp;quot; align = &amp;quot;center&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
! Enemy Unknown/UFO Defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- valign = &amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Armour Piercing (AP)&lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Acid Spit (Celatid) &lt;br /&gt;
* Stun (Melee and Area Effect)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;EU Explosive, and TFTD: This damage type covers all TFTD weapons, and all EU weapons that use the &#039;&#039;High Explosive&#039;&#039; damage type, from grenades to rockets and blaster bombs.  &lt;br /&gt;
&lt;br /&gt;
;[[Incendiary]]: This covers Incendiary/Phosphor damage. Because this type of damage follows its own quite different damage model, it will not be covered here. Refer to its article for the particulars. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each damage category above will affect three different target categories, &#039;&#039;&#039;unit&#039;&#039;&#039;, &#039;&#039;&#039;terrain&#039;&#039;&#039;, and &#039;&#039;&#039;object&#039;&#039;&#039;, in slightly different ways. &lt;br /&gt;
&lt;br /&gt;
;Unit: Cover all actors in the field from X-COM units to aliens to tanks. &lt;br /&gt;
&lt;br /&gt;
;Terrain: Cover all floors, ceilings, walls and any other fixtures that are contained in a tile such as light poles, post boxes, tables, &#039;middle&#039; walls, oil drums, etc.  &lt;br /&gt;
&lt;br /&gt;
;Object: Covers all items that can be picked up off the ground and manipulated by &#039;&#039;&#039;units&#039;&#039;&#039;, including weapons and bodies.&lt;br /&gt;
&lt;br /&gt;
== Effects of Damage ==&lt;br /&gt;
&lt;br /&gt;
If a target is attacked and the damage dealt is a negative number or zero, no damage is done. Player units will still earn [[Firing Accuracy]] [[experience]] if the target is an alien controlled unit. &lt;br /&gt;
&lt;br /&gt;
If the bullet does damage, henceforth called Penetrating Damage, the target&#039;s health will be deducted while terrain or objects will be destroyed. &lt;br /&gt;
&lt;br /&gt;
Against units there are additional effects such as adding critical wounds, stun damage, morale loss and a chance that the armour plate that it struck will deteriorate by a few points, as shown [[Damage#Armor_vs._Health_Damage|below]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
&lt;br /&gt;
In its purest form, the amount of damage a target will take from a weapon is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Penetrating Damage = Impacting Damage - Armour&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Impacting Damage&#039;&#039;&#039; component, being the main subject of this article, is broken down into the following formula:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Impacting Damage = Base Weapon Damage &amp;amp;times; Random Weapon Range &amp;amp;times; Damage Modifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the final Damage value is calculated, any fractions are dropped and only the integer value is used. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s expand on the variables a bit:&lt;br /&gt;
&lt;br /&gt;
; Base Weapon Damage: This is the number that you see for the weapon in the UFOpaedia. In effect it is the average damage that will be suffered by an unarmoured target which has normal damage modifiers. &lt;br /&gt;
&lt;br /&gt;
; Random Weapon Range: This is the random number roll that alters how much damage is to be dealt. For EU firearms, a value between 0% and 200% is rolled, while TFTD weapons and EU explosives will perform a 50% to 150% roll. &#039;&#039;However in TFTD, damage from all sources has been equalized to 50-150%.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Damage Modifier : This is a percentage value that controls how weakly or how strongly the attack will affect certain classes of targets. &lt;br /&gt;
&lt;br /&gt;
; Armour : The armour section the attack hit. Armour is pure damage reduction.&lt;br /&gt;
&lt;br /&gt;
== Random Damage Ranges ==&lt;br /&gt;
&lt;br /&gt;
When calculating damage, the game first performs a random dice roll to determine what percentage of the base weapon damage is to be dealt to the target. &lt;br /&gt;
&lt;br /&gt;
This variability allows for a simple simulation of critical hits that defeat the target instantly, deal normal damage or dud shots that hit but are absorbed/deflected by the target&#039;s armour.   &lt;br /&gt;
&lt;br /&gt;
The following table shows the damage ranges for the two main weapon categories, against the three different target types. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|{{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|-{{stdTable Sub_Heading}}&lt;br /&gt;
! align = &amp;quot;left&amp;quot; | Target \ Damage  &lt;br /&gt;
! EU Firearms &lt;br /&gt;
! EU Explosive / TFTD ?&lt;br /&gt;
|-&lt;br /&gt;
! {{stdTable Sub_Heading}} align = &amp;quot;left&amp;quot; |Units &lt;br /&gt;
| 0 - 200% &lt;br /&gt;
| 50% - 150%&lt;br /&gt;
|- &lt;br /&gt;
! {{stdTable Sub_Heading}} align = &amp;quot;left&amp;quot; |Terrain &lt;br /&gt;
| 25% - 75% &lt;br /&gt;
| 50% &lt;br /&gt;
|- &lt;br /&gt;
! {{stdTable Sub_Heading}} align = &amp;quot;left&amp;quot; |Objects &lt;br /&gt;
| n/a&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 100%&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Objects are only damaged by high explosives. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; Objects technically use the Unit damage ranges to determine how much damage to compare against. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage Modifiers ==&lt;br /&gt;
&lt;br /&gt;
The term &#039;&#039;&#039;Damage Modifier&#039;&#039;&#039; was coined through discussions on various X-COM web forums and is used on this wiki to describe the target&#039;s resistance and vulnerabilities to certain damage types. These numbers are not visible to the player in the game. The standard damage modified is 100%, meaning no increase and no decrease - no special vulnerability, no special resistance.&lt;br /&gt;
&lt;br /&gt;
Units are typically divided into various armour classes. While many units have their unique armour classes, there are some groups that share the same class. For example civilians, unarmoured X-COM units, Sectoids, Celatids and Floaters are classed as having humanoid armour. Muton or Lobsterman on the other hand have their own unique armour classes. &lt;br /&gt;
&lt;br /&gt;
Each class has a table of percentages that tell how susceptible they are to all the possible damage types. &lt;br /&gt;
&lt;br /&gt;
When calculating damage, the result of the random damage roll (as mentioned above) is multiplied by the damage modifier to provide the amount of raw damage done by the attack. &lt;br /&gt;
&lt;br /&gt;
See the main [[Damage Modifiers]] or [[Damage Modifiers (TFTD)]] for the data tables of all the damage modifiers used in either game. For another way to view the same info, see [[Kill_Modelling#Modifiers|this]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects of Armour == &lt;br /&gt;
&lt;br /&gt;
Armour is the protective plating found on any of the possible sides that the attack may hit. Its role in the damage calculation is simply to reduce the final calculated damage after the random roll and damage modifiers have been applied. &lt;br /&gt;
&lt;br /&gt;
For firearm damage, units can be hit from the Front, Rear, Left and Right armour. &lt;br /&gt;
&lt;br /&gt;
Explosive and area-effect stun damage will target Under armour if the target is at or adjacent to the [[Explosions#Distance_from_Ground_Zero|centre]] of the explosion (i.e. a Direct Hit). For all other ranges in the blast radius are treated as directional damage originating from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Terrain and Object Armour === &lt;br /&gt;
&lt;br /&gt;
Terrain and Objects do not have hit-points and rely solely on their fixed armour levels. If damage exceeds their armour, they are destroyed, otherwise they survive.  &lt;br /&gt;
&lt;br /&gt;
When terrain is destroyed, it is replaced by the next &amp;quot;damaged&amp;quot; tile in its sequence. When all available tiles are destroyed, only a regular earth tile will remain on the ground. In the case of tiles suspended in the air, nothing will remain or in some cases the last damaged tile that is not solid.  &lt;br /&gt;
&lt;br /&gt;
See [[Explosions#Object Destruction|Object Destruction]] for the specifics.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Note that negative damage values in the following examples are treated as no damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The first example shows two attacks that are altered by a normal and a reduced damage modifier. &lt;br /&gt;
&lt;br /&gt;
You are attacking a Floater soldier and a Cyberdisc. Both are attacked with a standard rifle from the front. What sort of damage are you going to expect to get from these attacks?  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifle&#039;&#039;&#039;&lt;br /&gt;
: Damage = 30 AP &lt;br /&gt;
: EU AP damage range = 0 - 200% &lt;br /&gt;
&lt;br /&gt;
With the rifle we know that it can normally can do between 0 to 60 impacting damage per bullet. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Floater Soldier&#039;&#039;&#039; &lt;br /&gt;
: Susceptibility vs. AP = 100% &lt;br /&gt;
: Front Armour = 8&lt;br /&gt;
&lt;br /&gt;
Since the damage modifier is 100%, there&#039;s no change to the rifle&#039;s 0 to 60 damage range. &lt;br /&gt;
&lt;br /&gt;
After armour deduction, the rifle will do between -8 to 52 penetrating damage. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberdisc Terrorist&#039;&#039;&#039;&lt;br /&gt;
: Susceptibility vs. AP = 80% &lt;br /&gt;
: Front Armour = 34 &lt;br /&gt;
&lt;br /&gt;
With the 80% damage modifier, the Rifle&#039;s damage is reduced and will do 0 to 48 impacting damage. &lt;br /&gt;
&lt;br /&gt;
After armour deduction, the rifle bullet will do between -34 to 14 penetrating damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are attacking three Lobsterman Soldiers head on. One is attacked with a Sonic Cannon, one with a Disrupter Pulse Launcher and the last one with a Thermal Shok Launcher. Assume all shots hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lobsterman Soldier&#039;&#039;&#039;&lt;br /&gt;
:Susceptibility vs. Sonic = 50% &lt;br /&gt;
:Susceptibility vs. HE = 30% &lt;br /&gt;
:Susceptibility vs. Freeze = 110% &lt;br /&gt;
:Front armour: 20&lt;br /&gt;
:Under Armour: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Cannon&#039;&#039;&#039;&lt;br /&gt;
:Damage: 130 Sonic&lt;br /&gt;
:TFTD Damage Range: 50 - 150% &lt;br /&gt;
&lt;br /&gt;
The Sonic Cannon&#039;s expected to deal between 65 to 195 impacting damage. Altered by the Lobsterman&#039;s hefty 50% resistance, it is reduced to a range of 32 to 97 impacting damage. &lt;br /&gt;
&lt;br /&gt;
After armour deductions, 12 to 77 penetrating damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupter Pulse Launcher&#039;&#039;&#039;&lt;br /&gt;
:Damage: 210HE&lt;br /&gt;
:HE/TFTD Damage Range: 50% - 150% &lt;br /&gt;
&lt;br /&gt;
The Disupter Pulse Launcher can do between 105 to 315 points of impacting damage. After the Lobsterman&#039;s HE damage modifier is applied, this is reduced to 31 to 94 points of impacting damage(note that the fractions are dropped). &lt;br /&gt;
&lt;br /&gt;
After deducting 10 under armour, penetrating damage is reduced to 21 to 84. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal Shok Launcher&#039;&#039;&#039;&lt;br /&gt;
:Damage: 120 Freeze&lt;br /&gt;
:Freeze Damage Range: 0 - 200% &lt;br /&gt;
&lt;br /&gt;
Thermal Shok bombs can do between 0 to 240 non-lethal damage. Factoring in the Lobsterman&#039;s 110% vulnerability to freeze, Shok Bombs can deal between 0 - 264 non-lethal impacting damage to them. &lt;br /&gt;
&lt;br /&gt;
After the 10 under armour is deducted, the Lobsterman Soldier will take between -10 and 254 penetrating stun damage. &lt;br /&gt;
&lt;br /&gt;
=== Advanced Example === &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adapted from [http://www.xcomufo.com/forums/index.php?act=ST&amp;amp;f=280&amp;amp;t=8701&amp;amp;st=37# Zombie&#039;s] kindly example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scenario:&#039;&#039;&#039; Beginner level Muton mission. Your soldier is carrying a normal Pistol and you want to know what is the chance that a Muton Soldier&#039;s front armor will absorb a direct hit without lowering health.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Vitals:&#039;&#039;&#039; &lt;br /&gt;
 Muton Soldier front armor = 10&lt;br /&gt;
 Muton Soldier health = 125&lt;br /&gt;
 Muton susceptibility to Armor Piercing ammo = 60%&lt;br /&gt;
 Pistol listed power = 26 (average)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Calculation:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 Max damage for a Pistol against a Muton is lowered due to susceptibility:&lt;br /&gt;
 &lt;br /&gt;
  &#039;&#039;&#039;Modified max damage&#039;&#039;&#039; = INT(26 * 2 * 60 / 100)&lt;br /&gt;
                      = INT(52 * 60 / 100) &lt;br /&gt;
                      = INT(3120 / 100)&lt;br /&gt;
                      = INT(31.2)&lt;br /&gt;
                      = 31&lt;br /&gt;
 &lt;br /&gt;
 where 2 is the max modifier (200% of UFOpaedia listed power) and 60/100 is the damage modifier (60%)&lt;br /&gt;
&lt;br /&gt;
The range of values the Pistol can deal is 0 to 31 points of damage (or a range of 32 different values). The equation&#039;s steps are shown because XCOM&#039;s math sometimes leads to slightly unexpected values in [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;view=findpost&amp;amp;p=41445 subsequent] steps. &lt;br /&gt;
&lt;br /&gt;
The Muton Soldier has a front armor rating of 10. It will absorb up to this much damage without changing health. In other words, it will negate the first 10 points of damage a Pistol can dish out (0-10; 11 possible values). Since the Pistol has a range of 32 possible values, the probability that a direct hit will be blocked by Muton armor is simply 11 / 32 = &#039;&#039;&#039;34.4%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Okay, say you want to know the probability of doing damage to a Muton&#039;s health. The pistol still has 32 values, but instead of absorption we want penetration. 10 points of damage is absorbed, so we need at least 11 to penetrate. 32 - 11 = 21 values which will breach. 21 / 32 = &#039;&#039;&#039;65.6%&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
21 is also the maximum number of damage points which might be deducted from the Muton&#039;s health. Assuming the Muton was initially uninjured, in the worst case (for him!) he will have an ending health of 125 - 21 = &#039;&#039;&#039;104&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On average, there will be 15.5 damage dealt (0-31). Then armor (10) reduces this to an actual (penetrating) average damage of &#039;&#039;&#039;7.22&#039;&#039;&#039;. (It&#039;s not simply 15.5-10=5.5 because initial damage that&#039;s less than ten becomes zero penetrating damage, not negative penetrating damage. The removal of these negative values causes the expected average to rise, as it were.)&lt;br /&gt;
&lt;br /&gt;
If you need precision while testing, note that the game applies truncation &#039;&#039;after&#039;&#039; making its damage roll. It does not first determine the maximum (including damage modifiers), and then roll randomly/evenly from 0 up to the maximum, per se. To wit: if you hack a pistol to an average damage strength of 1, there would not be an overall roll of 0 to a maximum of 1 (with average damage of &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;) as might be implied from the Muton-versus-AP example above. Instead, there is a roll of 0, 1, or 2, to which the .6 modifier is applied. Only a roll of 2 results in non-zero damage (INT(2x60/100)= INT(1.2)= 1), and the Muton only takes an average of &#039;&#039;&#039;&#039;&#039;0.33&#039;&#039;&#039;&#039;&#039; damage, not 0.5. Usually this effect is insignificant relative to the large damage values found in the game, but it could matter in testing situations involving very low damage strengths. It also means you need to take into account all possible values versus individual truncation effects, if you want an ultra-precise listing of e.g. how often armor is breached.&lt;br /&gt;
&lt;br /&gt;
Note that the calculations of average expected penetrating damage is much simpler when there is no possibility of &amp;quot;negative&amp;quot; penetrating damage. This is the case when ever the minimum impacting damage (modified by damage modifiers) is greater than or equal to the target armour value. In this case (quite common with explosives or in TFTD), the average expected penetrating damage is the simple average of the minimum penetrating damage and the maximum penetrating damage.  &lt;br /&gt;
&lt;br /&gt;
== Penetrating Damage vs Armor Damage, Health Damage and Fatal Wounds ==&lt;br /&gt;
&lt;br /&gt;
Penetrating Damage is simply the final, modified damage (modified by all susceptibility and vulnerability factors), minus the current armor level on the relevant facing of the target. &lt;br /&gt;
&lt;br /&gt;
When there is &#039;&#039;&#039;Penetrating Damage&#039;&#039;&#039; (i.e., damage is &amp;gt;0 and not all blocked by armor), Health and Armor Damage occurs, i.e. Health and Armor levels are reduced. &lt;br /&gt;
&lt;br /&gt;
Health Damage - the reduction in the target&#039;s current Health - is simply equal to Penetrating Damage. Health is allowed to go to negative values (negative values are only really relevant to Stun damage - otherwise, dead is dead).&lt;br /&gt;
&lt;br /&gt;
Health Damage, in turn, dictates the probability of suffering [[Fatal Wounds]] (normally just for XCom soldiers):&lt;br /&gt;
&lt;br /&gt;
*Between 1 to 10 points of Health Damage, the chance of Fatal Wounds increases more or less linearly from 9% to 90%&lt;br /&gt;
*There is 100% chance of Fatal Wounds if taking 11 or more points of Health Damage&lt;br /&gt;
*Whenever a target affected by Fatal Wounds, there is always an equal chance of 1, 2 or 3 Fatal Wounds, regardless of Health damage sustained.&lt;br /&gt;
&lt;br /&gt;
For more information on Health Damage versus Fatal Wounds, see [[Fatal_Wounds#Probability_of_Fatal_Wounds]].&lt;br /&gt;
&lt;br /&gt;
Armor Damage - the amount that the target&#039;s current Armor level is reduced by, on the impacted facing - is equal to one tenth of Penetrating Damage, rounded up (to a maximum of the current Armor Level, since it can&#039;t go below zero). This means that an opponent who is almost invulnerable to your weapons, will slowly become more vulnerable, with every successful penetrating hit.&lt;br /&gt;
&lt;br /&gt;
Note that Stun/Freeze damage, and Fire damage, do not reduce Armour level, and do not cause Fatal Wounds. &lt;br /&gt;
&lt;br /&gt;
=== Relationship Between Health and Armor Damage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This section is really confusing and I suggest it should be removed, especially as the results seem to be only tentative&#039;&#039;&#039; [[User:Spike|Spike]] 09:35, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
For situations where Penetrating Damage is less than the current Armor level, Health and Armor Damage have a very simple relationship to each other:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Health Damage&#039;&#039;&#039; = 10 * Armor Damage, minus 1 to 10&lt;br /&gt;
 &lt;br /&gt;
 Or the other way around:&lt;br /&gt;
 &lt;br /&gt;
  &#039;&#039;&#039;Armor Damage&#039;&#039;&#039; = INT( Health Damage / 10 ) + 1&lt;br /&gt;
 &lt;br /&gt;
 In table form:&lt;br /&gt;
 &lt;br /&gt;
 Armor  &amp;lt;u&amp;gt;Health Damage&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;Damage&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;&lt;br /&gt;
    0      0    0&lt;br /&gt;
    1      1    9&lt;br /&gt;
    2     10   19&lt;br /&gt;
    3     20   29&lt;br /&gt;
    4     30   39&lt;br /&gt;
    5     40   49&lt;br /&gt;
    6     50   59&lt;br /&gt;
    7     60   69&lt;br /&gt;
    8     70   79&lt;br /&gt;
    9     80   89&lt;br /&gt;
        etc.&lt;br /&gt;
&lt;br /&gt;
Of course, this assumes armor is not zeroed out by the hit. Also note that you will always have armor damage if you have health damage and vice-versa, if there was damage penetration. Stated another way, you will never have armor damage if you don&#039;t have health damage (i.e., when there is insufficient damage to breach the armor).&lt;br /&gt;
&lt;br /&gt;
You will see this health/armor relationship if you watch damage from individual hits. However, the relationship is muddied if you only look at a unit after a number of hits (or, of course, if armor is broken through). The most extreme example would be if a unit were hit with e.g. five hits of 1 penetrating damage point each. The unit would have 5 health damage and 5 armor damage, which would appear contrary to the above table.&lt;br /&gt;
&lt;br /&gt;
This relationship has been been tested for a wide variety of explosions and some light weapons vs. Mutons, and some hits on soldiers. It has not otherwise been widely tested, but is presumed true unless/until found otherwise.&lt;br /&gt;
&lt;br /&gt;
As stated, the above is for damage that &#039;&#039;&#039;penetrates&#039;&#039;&#039;. It is possible for hits (guns or explosions) to do zero damage. This happens on the rare occasion that a weapon damage roll is actually zero, or, much more commonly, when armor has blocked all the damage. You still get an experience point toward [[Firing Accuracy]] if damage fails to penetrate. You only have to hit the target(s) to get Firing experience; there doesn&#039;t have to be damage.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Firing Accuracy]]&lt;br /&gt;
*[[Health]]&lt;br /&gt;
*[[Medi-Kit]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medi-Kit_(EU)&amp;diff=111718</id>
		<title>Medi-Kit (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medi-Kit_(EU)&amp;diff=111718"/>
		<updated>2022-09-17T18:08:31Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Benefits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Medi-Kit.gif|right]]The Medi-Kit is highly advanced healing facility with pain killers and stimulants that can be administered to injured units almost instantly under any field condition. Any unit (except large units, because you can&#039;t really access their inventories) can pick up and use a Medi-Kit. In order to use the Medi-Kit on a conscious unit the medic must be facing the unit requiring treatment, and on an adjacent tile. The medic cannot use the kit on him or herself (except in very special circumstances). If the patient is unconscious, the medic must stand over the body, on the same tile, and must not be directly facing another treatable unit.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS24.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Ammo: 10 charges each of healing, stimulants, and pain killers.&lt;br /&gt;
* Size: 2 high x 1 wide&lt;br /&gt;
* Weight: 5&lt;br /&gt;
* TUs: &lt;br /&gt;
** 10 per use of a charge.&lt;br /&gt;
** 0 for diagnostic check only.&lt;br /&gt;
* [[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $28,000 for parts, 420 Engineer Hours&lt;br /&gt;
* Sell Price: $45,600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The Medi-Kit has four functions:&lt;br /&gt;
* Diagnosis: Red body parts show [[Fatal Wounds|fatal wounds]]. Click on a wounded body part to display the number of wounds. If there is no living creature under the medic, or in the adjacent square in the direction the medic is facing, the diagnostic display does not activate. &lt;br /&gt;
* Healing: Click on a body part that is wounded and then click on the &#039;Heal&#039; button. One fatal wound will be cured and three health points restored.  It has no effect when used on uninjured body parts.&lt;br /&gt;
* Stimulant: This will restore [[energy]] (10 points) and reduce [[stun]] (4 points stun/use), thus it can be used to revive [[unconscious]] units. In order to revive an unconscious unit, you must stand directly over the body. &lt;br /&gt;
* Pain killer: This will restore the [[morale]] of damaged units up to an amount equivalent to the soldier&#039;s lost health. There is no effect on uninjured units. The morale benefit for each unit of lost health can only be had once. (Further health loss will allow further morale benefit from pain killers).&lt;br /&gt;
&lt;br /&gt;
Each dose from the Medi-Kit uses a fixed cost of 10 TUs. Bringing up the diagnostic panel costs 0 TUs.&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
* Works on aliens too. This will perhaps consist mainly of reviving stunned aliens. Aliens as a general rule do not suffer fatal wounds unless they have been injured while under X-COM mind control, and then released. Large aliens can only be treated when unconscious, by standing over them (in any square). Also the only way to check, after the fact, if a fallen large alien is dead, or merely stunned (if you didn&#039;t listen for the death cry). Stunned large aliens cannot be revived.&lt;br /&gt;
* Can operate through walls, thus usable as a free 1-square alien detector. The most practical use would be to check behind doors to see if there is an enemy standing immediately behind it. Note that this will &#039;&#039;&#039;not&#039;&#039;&#039; detect large aliens!&lt;br /&gt;
* To tell if a fallen soldier has regained consciousness after a stim shot, you have to exit the medi-kit interface and try entering it again, or check inventory to see whether your medic is still standing over a body. If it can&#039;t find a target then the soldier has stood up. The soldier will normally wake up directly to the north of your medic (if the square is free), but due to a graphical glitch, will not appear unless you select a different unit first.  &lt;br /&gt;
* For troop transport supplies: Three to five kits for every 10 soldiers is enough, as the medics can throw or pass kits around the battlefield. Too many kits will cut heavily into your alloted carrying capacity of 80 items.&lt;br /&gt;
* Medi-kits are fully recharged after the end of each mission. They can not be recharged during a mission, so be sure to carry enough for any eventuality.&lt;br /&gt;
* Every successful hit from an alien has a chance of causing from 1 to 3 fatal wounds.  The chance of getting fatal wounds is about 9% per point of damage dealt, and is evenly split between the three options.  Therefore, any unit taking 11 or more points of damage from one attack is guaranteed to get fatal wounds.&lt;br /&gt;
* It is possible for the number of fatal wounds dealt from low-damage attacks to be high enough to allow full healing.  In CE, you cannot exceed maximum health.  In early DOS versions, it was sometimes possible to overflow the health stat so the soldier would be healthier after healing than he started before he was shot.  This would in turn grant a bonus to firing accuracy.&lt;br /&gt;
* The med-kit can be used on the western or northern borders of the map to apply aid to your first unit. Said first unit can use the kit on itself in this manner. Note that if you brought any HWPs on the mission, then this glitch is of no use (as they&#039;re always first in the unit table).&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
The case can be made that research and production of Medi-Kits is a distraction, and that there will always be new rookies to fill the shoes of the fallen. Especially early on, before effective armor is available, it will be rare that a soldier, even a veteran, actually survives the up-front damage of a single shot. However, in terms of XCOM game objectives, consider that the Medi-Kit provides the following strategic and tactical advantages:&lt;br /&gt;
&lt;br /&gt;
Strategic advantages&lt;br /&gt;
*The deaths of experienced veterans from wounds can usually be prevented. This preserves the valuable experience (skill) and rank that those veterans have built up over many missions. &lt;br /&gt;
*Can avoid the dilemma of having to abort a mission - with loss of score and perhaps loss of strategic objectives - to preserve the life of an experienced soldier.&lt;br /&gt;
&lt;br /&gt;
Economic advantages&lt;br /&gt;
*Each death avoided saves the the $20K hiring cost of a new soldier (unless the injured soldier is so badly injured that they are dismissed from XCOM anyway, necessitating a permanent replacement).  &lt;br /&gt;
*Armour can&#039;t be recovered from a dead soldier; it is lost. The full replacement cost is around $50K for basic armour, $100K for a power suit or $200K for a flying suit. By saving the life of the soldier, even if the soldier retires from XCOM, this financial loss (and manufacturing opportunity cost) is avoided.&lt;br /&gt;
*In an Abort situation, it can be difficult to recover stunned soldiers, in effect converting them to MIAs and requiring the expense of a new hire and bringing a rookie back up to the experience level of the lost soldier. Medi-Kits allow stunned personnel to walk off the battlefield instead of being carried by comrades (who become slow and vulnerable and risk becoming further casualties).&lt;br /&gt;
*Also, in an Abort situation, it will be difficult to recover all equipment from dead or stunned soldiers. Resuscitated soldiers can walk their own equipment back to the transport, as well as help to bring home more loot, and more equipment from dead soldiers. &lt;br /&gt;
On this basis, Medi-Kits represent a good financial investment.&lt;br /&gt;
&lt;br /&gt;
Tactical advantages&lt;br /&gt;
*Recovery from stun can be very important once Small Launchers / Stun Bombs are in use – including &amp;quot;friendly fire&amp;quot; as well as enemy fire. A Medi-Kit allows XCOM to regain an operational soldier (though perhaps not a fully effective one) which is very often tactically helpful.&lt;br /&gt;
*Similarly, preventing death from wounds also provides more operational soldiers for a greater time during the mission.&lt;br /&gt;
*In turn, the ability to mitigate the effects of being stunned or wounded allows for the use of relatively riskier, more aggressive tactics (such as close range use of Small Launchers).&lt;br /&gt;
*Energy restoration. If you push your soldiers&#039; stamina to the limit and have them race across the map without rest, they may end up not being able to move even with a full TU bar. This can be dangerous if they cannot reach cover before the end of the turn. A few shots of stimulants helps mitigate this situation by giving a much needed energy boost. &lt;br /&gt;
*If the fight is not going well, and there are no opportunities to kill an alien for a morale boost, soldiers that are just on the brink of panicking or going berserk can be assisted with painkillers to bring their morale above the 50% mark.  &lt;br /&gt;
*Reviving aliens. While seeming to be contradictory to your purpose in battle it can be useful under a few scenarios. For example:&lt;br /&gt;
**Chryssalids. Unconscious chryssalids are time bombs that can wake up at any moment, making them extremely dangerous if left unchecked. Explosives are the usual solution, but you may not want the collateral damage. The alternative is to use stimulants to wake them up so that you can shoot them until they are clearly dead. &lt;br /&gt;
**Similarly, the same can be used to prune unwanted alien/rank combinations that are stunned during the battle. &lt;br /&gt;
**Preventing MIA soldiers when fighting [[Sectoid]]s. Soldiers go MIA if they are under mind control when the mission ends. To prevent this, stun and revive a non-psi Sectoid and hold it captive until you have dispatched the leading sectoid(s) and the psi attacks have ceased.  &lt;br /&gt;
&lt;br /&gt;
The energy-restoring and morale-restoring capabilities have a more limited tactical effect, but still, on the basis of the above, the Medi-Kit can be seen to be an important force multiplier in the tactical environment, even without longer term strategic considerations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Field Manual: Medi-Kit]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=103797</id>
		<title>Ethereal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=103797"/>
		<updated>2021-10-17T11:54:12Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: The option to switch to another language is already available on every page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
[[Image:ethereal.png|right|Ethereal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereal&#039;&#039;&#039; race is arguably the most dangerous species that X-COM forces faced during the First Alien War.&lt;br /&gt;
&lt;br /&gt;
As the masterminds controlling the [[Muton]] race, and apparently the leaders of the entire alien invasion, Ethereals are rarely seen on Earth. They will not ordinarily be encountered before July 1999, and will only deign to appear personally for the most important missions - [[Alien Base|building bases]], [[Alien Terror|spreading fear]], [[Alien Infiltration|diplomatic negotiations]] and [[Alien Retaliation|attacks on X-Com]].&lt;br /&gt;
&lt;br /&gt;
The Ethereals&#039; terror unit is the robotic, nigh-indestructible [[Sectopod]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               68-78&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            96-111&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         75-93&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          48-51&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   37-91&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         40-46, 45-52, 50-58&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58, 60-69, 65-75 &lt;br /&gt;
&lt;br /&gt;
==Special abilities==&lt;br /&gt;
Every member of the Ethereal race possesses very powerful [[Psionics|psionic abilities]] that can be used to make X-COM forces panic. It is even possible for Ethereals to take control of X-COM units and use them against us. Only the most [[Psionic Strength|psionically resistant]] troops should be used against Ethereals.&lt;br /&gt;
&lt;br /&gt;
The psionic prowess of Ethereals also grants them the ability to fly. This protects them from [[Grenade]]s, and provides some protection from the [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
Note also that while Ethereals have only moderate [[Health]], they are exceedingly-well armoured. Plasma weapons are strongly recommended for skirmishes with Ethereals, as weaker weapons will struggle to harm them.&lt;br /&gt;
&lt;br /&gt;
== Live specimen ==&lt;br /&gt;
This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.&lt;br /&gt;
&lt;br /&gt;
The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.&lt;br /&gt;
&lt;br /&gt;
They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on Earth since they seem to rely on other races to pursue their objectives.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:etherealautopsy.png|right|Ethereal - Autopsy]]&lt;br /&gt;
This being is physically retarded and seems incapable of sustaining any life functions.&lt;br /&gt;
&lt;br /&gt;
The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all.&lt;br /&gt;
&lt;br /&gt;
The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply. It is a mystery as to how this creature can sustain itself without external support.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Ethereal:&lt;br /&gt;
* The Ethereal takes 0.7x damage from [[Incendiary|fire]], and 0.8x [[stun]] damage. &lt;br /&gt;
* There are no Ethereal Navigators, Engineers, or Medics.  Ethereal Leaders will be used in their place.&lt;br /&gt;
* Scheduled [[Alien Retaliation|Retaliation]] missions always have a possibility of being Ethereal, regardless of the month. This can produce &amp;quot;early&amp;quot; Ethereals if [[The Martian Solution]] is researched in May or earlier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=103780</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=103780"/>
		<updated>2021-10-17T06:55:03Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate &#039;&#039;UFO: Enemy Unknown&#039;&#039; (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular tools ==&lt;br /&gt;
&lt;br /&gt;
* [[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
* [[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game; fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder or easier. It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
* [[TFTDextender|TFTD Extender]] for the Windows edition of &#039;&#039;Terror From the Deep&#039;&#039;. It provides many of the same enhancements as UFO Extender while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
* [[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is a patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the [[TERRAIN]], [[MAPS]] and [[ROUTES]] game resources, all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
* [[Info (OpenXcom)|OpenXcom]] is an open source clone/reverse engineered engine for UFO (TFTD support is in beta). Like the CE version, it completely bypasses the need for DOSBox by providing a native executable. Unlike the CE version, though, it also provides support for Mac and Linux systems in addition to fixing all the [[Known Bugs|bugs and limitations]] of the original game. OpenXcom has its own site for mods specific to it, available [http://www.openxcom.com/ here].&lt;br /&gt;
&lt;br /&gt;
* [http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a program that can edit soldiers, bases, craft, diplomacy and global factors such as money – pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit and patch the UFO executable – UFO Mod and Patch Maker.&lt;br /&gt;
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* [http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is a character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
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* [http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper/patcher that is configured for XCom. Very technical and old school but very powerful. Use with care and read the manual first. Probably only usable by old school programmers. For many patches (eg craft, tank, weapon and alien stats), it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
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* There&#039;s at least one editor that allows you to edit weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
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&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
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== Obscure (not listed at StrategyCore) tools ==&lt;br /&gt;
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* [http://mattmullen.net/files/ue.zip UE] &amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. Has a very simple DOS character mode GUI. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
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* [[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
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* [http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers into, well, supermen.&lt;br /&gt;
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* [[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
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* [[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix EU&#039;s various radar and paying for dirt bugs. Although it has been largely obviated by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
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* [http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
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* [[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of terrain tilesets (MCD+PCK).&lt;br /&gt;
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= Useful generic file editors =&lt;br /&gt;
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== User-defined parsers ==&lt;br /&gt;
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* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful – you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc. Also limited, mainly due to restrictions DOS imposes on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
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* [https://gna.org/projects/dataworkshop/ DataWorkshop] – an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
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* [http://ff-extractor.sourceforge.net/ ffe] – flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs, and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer; at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output and thus can be helpful for analysis.&lt;br /&gt;
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* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
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* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &amp;quot;structure library&amp;quot; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t, e.g., go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
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* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
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== Disassembling viewers ==&lt;br /&gt;
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* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even the &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software; it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
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* [http://hte.sourceforge.net/ HT] is a file editor/viewer/analyzer for executables.&lt;br /&gt;
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* Mikael &amp;quot;Fluff&amp;quot; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
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== Hex editors ==&lt;br /&gt;
There are many. Windows users go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
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* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled with this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
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* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
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* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
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* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
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== Drivers, Extenders and Runtimes (for DOS[Box]) ==&lt;br /&gt;
* [http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
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* [http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS. Certain mods (particularly BaseFixer above) require it to function. For help setting it up in DOSBox, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
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* [http://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. Some programs, like PythonD, require it to run.&lt;br /&gt;
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* [http://dos32a.narechk.net/index_en.html DOS32A] is a free, open source replacement for the DOS4GW extender included with most DOS games, including UFO and TFTD. It is designed to be a fully compatible drop-in replacement for DOS4GW and has often been attributed with improved performance and stability. You can install it by (optionally) backing up the original DOS4GW, copying the &amp;quot;DOS32A.exe&amp;quot; executable to the UFO or TFTD game folder, then renaming it to &amp;quot;DOS4GW&amp;quot;. More info [http://www.dosbox.com/wiki/TOOLS:DOS32A here]. &amp;lt;b&amp;gt;Note: DOS32A has not been tested extensively with either Xcom game; use at your own risk!&amp;lt;/b&amp;gt;&lt;br /&gt;
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* [http://www.delorie.com/djgpp/ DJGPP] is a complete 32-bit C/C++ development environment (and runtime?) for DOS PCs with an Intel 80386 or higher processor. Could be useful for developing DOS-based Xcom mods. It&#039;s completely free and open source.&lt;br /&gt;
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= See Also =&lt;br /&gt;
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[[Command Prompt]]&lt;br /&gt;
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[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
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