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	<updated>2026-05-03T17:04:08Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hero_(EU2012)&amp;diff=62470</id>
		<title>Hero (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hero_(EU2012)&amp;diff=62470"/>
		<updated>2014-12-19T05:10:23Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to activate XCOM &#039;hero&#039; soldiers in [[Info_(EU2012)|XCOM: Enemy Unknown]] as an Easter Egg. &lt;br /&gt;
&lt;br /&gt;
Hero characters can be &#039;Summoned&#039; by [http://www.youtube.com/watch?v=FKnR62Q52ys renaming your soldier appropriately].  This is considered a cheat and disables [[Achievements_(EU2012)|achievements]].&lt;br /&gt;
&lt;br /&gt;
List of Hero character names:&lt;br /&gt;
* [[Sid_Meier_(EU2012)|Sid Meier]] ([[Support_(EU2012)|Support]]) ([[Psionic_(EU2012)|Psionic]])&lt;br /&gt;
* [[Otto Zander]] ([[Assault_(EU2012)|Assault]])&lt;br /&gt;
* [[Joe_Kelly_(EU2012)|Joe Kelly]] ([[Heavy_(EU2012)|Heavy]])&lt;br /&gt;
* [[Ken_Levine_(EU2012)|Ken Levine]] ([[Sniper_(EU2012)|Sniper]])&lt;br /&gt;
* [[Chris_Kluwe_(EU2012)|Chris Kluwe]] ([[Sniper_(EU2012)|Sniper]]) (&#039;&#039;&#039;PC only,all with enemy within&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;Steve Martin (Listed in file, but inactive)&#039;&#039;&lt;br /&gt;
* [[William_Carter_(EU2012)|William Carter]] ([[Assault_(EU2012)|Assault]]) - [[William_Carter_(Bureau)|Main protagonist]] of [[The_Bureau:_XCOM_Declassified|The Bureau]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Heroes (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sid_Meier_(EU2012)&amp;diff=54672</id>
		<title>Sid Meier (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sid_Meier_(EU2012)&amp;diff=54672"/>
		<updated>2013-12-23T05:49:07Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sid_Meier.png|right|320px]]Sid &amp;quot;Godfather&amp;quot; Meier is a unique USA [[Support_(EU2012)|support]] [[Classes_(EU2012)|class]] [[Soldiers_(EU2012)|soldier]] and [[Psionic_(EU2012)|Psionic]]. He is a Director of Creative Development for computer game developer Firaxis Games.&lt;br /&gt;
&lt;br /&gt;
{{Hero Stat Box (EU2012)&lt;br /&gt;
|name=Sid Meier&lt;br /&gt;
|nickname=&amp;quot;Godfather&amp;quot;&lt;br /&gt;
|picture=[[File:Sid Meier 2.png|125px]]&lt;br /&gt;
|hp=20 + &#039;&#039;6&#039;&#039;&lt;br /&gt;
|aim=100&lt;br /&gt;
|defense=0 + &#039;&#039;10&#039;&#039;&lt;br /&gt;
|will=200 + &#039;&#039;20&#039;&#039;&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Meier loadout:&lt;br /&gt;
* [[Psi_Armor_(EU2012)|Psi Armor]]&lt;br /&gt;
* [[Plasma_Rifle_(EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Plasma_Pistol_(EU2012)|Plasma Pistol]]&lt;br /&gt;
&lt;br /&gt;
As a Colonel, he will have the following abilities:&lt;br /&gt;
*&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
** Smoke Grenade&lt;br /&gt;
* &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
** Sprinter &lt;br /&gt;
* &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
** Smoke and Mirrors&lt;br /&gt;
* &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
** Revive &lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
** Dense Smoke &lt;br /&gt;
* &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
** Deep Pockets &lt;br /&gt;
* &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
** Savior &lt;br /&gt;
&lt;br /&gt;
Sid is an outstanding psionic and has all the psi-abilities including Rift.&lt;br /&gt;
&lt;br /&gt;
however in enemy within his psi panic and mind control is removed but still retains rift.&lt;br /&gt;
&lt;br /&gt;
(Sid Meier photo author: [http://www.flickr.com/people/11376246@N03 Antonio Fucito])&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Heroes (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=44373</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=44373"/>
		<updated>2013-01-28T01:59:19Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: /* List of Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sub Sections==&lt;br /&gt;
[[Attack (EU2012)|Attack]]&lt;br /&gt;
* &lt;br /&gt;
[[Cover (EU2012)|Cover]]&lt;br /&gt;
*In combat, soldiers and aliens can take cover behind objects in the environment to lower their chance of being hit by enemy fire. Cover is taken automatically as the soldier moves through the environment. While in cover the soldier gains a defensive bonus against enemy attacks unless the enemy has flanked the soldier.&lt;br /&gt;
[[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
*After sustaining more damage than the Soldiers hitpoints, the Solider will either become critically wounded or die. &lt;br /&gt;
[[Defense (EU2012)|Defense]]&lt;br /&gt;
*Defense reduces the chance of being hit. Each point of Defense reduces the chance to be hit by 1%. In addition, using Suppression to reduce an enemy&#039;s chance to hit indirectly increases defense. Some aliens have innate Defense bonuses. &lt;br /&gt;
[[Flanking (EU2012)|Flanking]]&lt;br /&gt;
*A flanked target is indicated with a yellow shield. This target receives no benefits from cover and chances to score a critical hit against it are increased by 50%. &lt;br /&gt;
[[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
*A soldier or alien with a remaining action can enter Overwatch (default hotkey Y). This ends the soldier&#039;s turn, but allows them to shoot at the first enemy that enters their overwatch range during the enemy turn, albeit at a small penalty(aim penalty/cannot crit). &lt;br /&gt;
[[Scouting (EU2012)|Scouting]]&lt;br /&gt;
*&lt;br /&gt;
[[Suppression (EU2012)|Suppression]]&lt;br /&gt;
*Its purpose is to degrade the enemy&#039;s ability to fire and maneuver.&lt;br /&gt;
[[Damage (EU2012)|Damage]]&lt;br /&gt;
*Current theories on how the weapon damage works.&lt;br /&gt;
&lt;br /&gt;
==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been simplified when compared to previous titles, possibly with the intention to attract a wider console audience.  Thus, [[Time Units]] have been removed and replaced with a two-part action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Moving and Firing===&lt;br /&gt;
In a single turn, a soldier has two Action points. The soldier&#039;s class and abilities determine the options available for their 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action and consume both Action points.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can Fire + Fire (Can also use Headshot or Disabling shot for either but not both due to cool down).&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle at reduced accuracy.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be performed by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Archangel armor. Doesn&#039;t cost as an action point.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A 20% Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or revive an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one another&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield, moving and firing uncontrollably on friend and foe alike. Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent movement across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increase the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  You can get down from a roof anywhere, (unless there&#039;s something in the way) so long as the drop is less than three elevation.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn. Take notice that overwatch has reduced chance to hit, cannot crit and only happens if unit &#039;&#039;&#039;moves&#039;&#039;&#039; within your sight range, so if you stop as soon as you get into overwatching unit&#039;s view, overwatch will not trigger. &lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (but do not take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of alien squad script: Aliens can never attack you unless you &amp;quot;awaken&amp;quot; them first (a cinematic has played where camera shows a bunch of aliens) and when alien squad is provoked, they never take any offensive action or overwatch, only move. This means that you are never in danger of receiving any damage unless you have an unfinished alien alive from a provoked pack on the map. Therefore, there is not much incentive to stay in cover when there are no &amp;quot;provoked&amp;quot; aliens alive - rather, having suitable cover in range of 1 movement is enough. Taking advantage of this fact, you can beat enemy in tactical quite easily and without casualties. If you keep your people together (you can even stand in the open and on adjacent tiles), and advance slowly, every time going on overwatch with all your soldiers, you can make it so that aliens pop up on their turn (all except immobile squads, which are rare). This will make them trigger your overwatch, and then run to cover, and give you a full turn to either take them down or retreat into cover and setup an overwatch ambush. When having 2 squad sight snipers on a team, this usually lets you take down any alien squad before they even get a chance to fire a shot at you, and if they live, you retreat into cover which is beyond their line of sight, so that your snipers can squad-sight-overwatch enemy advance, which will finish them off. Take opportunist on snipers to have better hit chance on overwatch and lightning reflexes on assault to discover remaining enemies (letting snipers take care of them) without getting damage.&lt;br /&gt;
&lt;br /&gt;
* Do not provoke more aliens: Each extra tile you reveal (get sight on) can have next alien pack waiting. Provoking them when you are not ready can prove fatal. This means that for example, if you&#039;ve just finished fighting cryssalids and have only one soldier with action points remaining, never move him in a position where he&#039;d uncover new area, because if you happen to find new aliens there, they&#039;ll get to attack you before you can do something about it. However, ending turn, you either get aliens on their turn (they do their free movement, you get your turn to attack them) or dont (again, you have full action points to do something).&lt;br /&gt;
&lt;br /&gt;
*The changes in the action system are most notable when fighting Chryssalids. While fundamentally the same as their counterparts in the original, they are significantly less dangerous this time around because of the two action system. Instead of moving to a position where they can reach you next turn, they will dash up to your squad and end their turn standing right next to you, allowing them to be easily picked off. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sid_Meier_(EU2012)&amp;diff=43733</id>
		<title>Sid Meier (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sid_Meier_(EU2012)&amp;diff=43733"/>
		<updated>2013-01-12T04:39:45Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: I activated him and he had rift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sid_Meier.png|right|320px]]Sid &amp;quot;Godfather&amp;quot; Meier is a unique USA [[Support_(EU2012)|support]] [[Classes_(EU2012)|class]] [[Soldiers_(EU2012)|soldier]] and [[Psionic_(EU2012)|Psionic]]. He is a Director of Creative Development for computer game developer Firaxis Games.&lt;br /&gt;
&lt;br /&gt;
After unlocking, Meier will have the following stats:&lt;br /&gt;
* HP: 20 + &#039;&#039;6&#039;&#039;&lt;br /&gt;
* Defense: 0 + &#039;&#039;10&#039;&#039;&lt;br /&gt;
* Will: 200 + &#039;&#039;20&#039;&#039;&lt;br /&gt;
* Aim: 100&lt;br /&gt;
&lt;br /&gt;
Meier loadout:&lt;br /&gt;
* [[Psi_Armor_(EU2012)|Psi Armor]]&lt;br /&gt;
* [[Plasma_Rifle_(EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Plasma_Pistol_(EU2012)|Plasma Pistol]]&lt;br /&gt;
&lt;br /&gt;
As a Colonel, he will have the following abilities:&lt;br /&gt;
*&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
** Smoke Grenade&lt;br /&gt;
* &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
** Sprinter &lt;br /&gt;
* &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
** Smoke and Mirrors&lt;br /&gt;
* &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
** Revive &lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
** Dense Smoke &lt;br /&gt;
* &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
** Deep Pockets &lt;br /&gt;
* &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
** Savior &lt;br /&gt;
&lt;br /&gt;
Sid is outstanding psionic and has all the psi-abilities including Rift.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=43594</id>
		<title>Unused Features (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=43594"/>
		<updated>2013-01-09T00:57:41Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=43593</id>
		<title>Unused Features (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=43593"/>
		<updated>2013-01-09T00:56:20Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: added in patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hero_(EU2012)&amp;diff=43592</id>
		<title>Hero (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hero_(EU2012)&amp;diff=43592"/>
		<updated>2013-01-09T00:53:46Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to activate XCOM &#039;hero&#039; soldiers on &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; as an Easter Egg. &lt;br /&gt;
&lt;br /&gt;
Hero characters can be &#039;Summoned&#039; by [http://www.youtube.com/watch?v=EzAaeo5LtKg&amp;amp;t=53m0s renaming your soldier appropriately].  This is considered a cheat and disables achievements.&lt;br /&gt;
&lt;br /&gt;
List of Hero character names&lt;br /&gt;
&lt;br /&gt;
* Steve Martin (Listed in file, but inactive)&lt;br /&gt;
* [[Otto Zander]] ([[Classes_(EU2012)#Assault|Assault]])&lt;br /&gt;
* Sid Meier ([[Classes_(EU2012)#Psionic|Psionic]]) ([[Classes_(EU2012)#Support|Support]])&lt;br /&gt;
* Joe Kelly ([[Classes_(EU2012)#Heavy|Heavy]])&lt;br /&gt;
* Ken Levine ([[Classes_(EU2012)#Sniper|Sniper]])&lt;br /&gt;
* Chris Kluwe (PC only) ([[Classes_(EU2012)#Sniper|Sniper]])&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=43558</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=43558"/>
		<updated>2013-01-06T22:16:21Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: xcom is not the only game that can change difficulty ingame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The choice of difficulty levels is the very first step take when you play an X-COM game, and it will heavily define how the game will operate by adjusting what resources you start with and most importantly what sort of handicap or advantage is given to the enemy forces. &lt;br /&gt;
&lt;br /&gt;
XCOM:Enemy Unknown allows you to change difficulty level as you play if you are finding the game too easy, or too hard. &lt;br /&gt;
&lt;br /&gt;
= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europe&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §190&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §242&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §145&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §165&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* A free satellite from start&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ starts 42 units of power.&lt;br /&gt;
* XCOM HQ starts with an Officer Training School.&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal&lt;br /&gt;
* Aliens hesitate to use special abilities and throw grenades&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* Alien AI is limited (aliens can skip their turn, run away or take suboptimal moves for no reason)&lt;br /&gt;
* Soldiers have standard 5 hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ has 35 units of starting power.&lt;br /&gt;
* XCOM HQ starts with an Officer Training School.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (8 nations start with 2 panic, other 8 has 1.)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intentionally)&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power&lt;br /&gt;
* XCOM HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite&lt;br /&gt;
*Satellite coverage over continents such as scientists and engineers are smaller&lt;br /&gt;
. Eg. Full coverage over Europe grants 4 scientist on classic but on normal it grants 8 for full satellite coverage&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (all nations start with 2 panic)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
* Aliens are also not limited in terms of how many &amp;quot;heavy&amp;quot; units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite &lt;br /&gt;
&lt;br /&gt;
= Sub Options =&lt;br /&gt;
&lt;br /&gt;
In addition to the standard difficulty levels, the game offers two sub options that you can select before starting the game. Once set they cannot be switched off. &lt;br /&gt;
&lt;br /&gt;
== Tutorial Mode ==&lt;br /&gt;
&lt;br /&gt;
Tutorial Mode puts you through a short series of guided missions and tasks done to teach you the basics of how to play the game. It also acts as a Prologue to the story, making it worth trying at least once even if you are already familiar with this game. &lt;br /&gt;
&lt;br /&gt;
* This mode grants you one more satellite than you normally will start with if it is disabled&lt;br /&gt;
* Only 2 of the 5 starting continents are available in the Tutorial. They are otherwise available if you start without tutorial mode selected. &lt;br /&gt;
* This mode is disabled when starting the game on Impossible&lt;br /&gt;
&lt;br /&gt;
== Ironman ==&lt;br /&gt;
The Ironman game mode is a sub difficulty level that can be applied to any of the difficulty levels. This mode disallows you from saving the game manually and can not be disabled once the game has commenced. &lt;br /&gt;
&lt;br /&gt;
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
* The game saves when:&lt;br /&gt;
** You exit the game&lt;br /&gt;
** Starting with turn 2 of combat, at the beginning of each player turn&lt;br /&gt;
** When you enter mission control&lt;br /&gt;
** When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)&lt;br /&gt;
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.&lt;br /&gt;
* Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easily &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. These methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ironman&#039;&#039; mode originates from an unofficial method of play that harkens back to the earlier X-COM titles where players wanting a challenge would self-impose a rule on their save/reload habits. This is traditionally done by manually disallowing the use of the save/reload facility to recover from mistakes, losses, and cheating. Regular saving is still encouraged to lock down progress or to avoid game bugs. This can still be done manually in XCOM Enemy Unknown, however the Ironman mode is provided to automate this process and is a requirement for certain [[#Achievements|Achievements]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
While not a difficulty per-se, the game offers a series of set &#039;&#039;achievements&#039;&#039; that you can earn by performing certain actions. These are either obtained automatically as you progress, or require you to perform task under difficult conditions such as winning the game on Classic/Imposible with Ironman enabled, or winning several full games from each of the starting base locations. &lt;br /&gt;
&lt;br /&gt;
These goals do not offer any direct in-game benefits but can be collected at your leisure. For a full breakdown of the challenges, see: [[Achievements (EU2012)|Achievements]]. &lt;br /&gt;
&lt;br /&gt;
= Miscellaneous information =&lt;br /&gt;
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.&lt;br /&gt;
** (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.&lt;br /&gt;
*The games cheats for you on easy and normal difficulty.&lt;br /&gt;
** On normal with 4 or fewer soldiers, or easy with precisely 4:&lt;br /&gt;
*** Chance to hit is 120% of displayed value&lt;br /&gt;
*** For hits that have at least a 50% chance of hitting, chance to hit is increased by 15% (absolute) per consecutive miss, with no upper limit&lt;br /&gt;
*** Alien chance to hit is reduced by 10% (absolute) for each consecutive hit.&lt;br /&gt;
** On easy AND you are down to 3 or fewer soldiers:&lt;br /&gt;
*** Chance to hit is 120% of displayed value&lt;br /&gt;
*** Chance to hit is further increased by 15% (absolute) per missing squad member, under 4 (if you only brought 1 soldier, he has +45% chance to hit)&lt;br /&gt;
*** For hits that have at least a 50% chance of hitting, you receive another 15% (absolute) chance to hit per consecutive miss (up to 30%)&lt;br /&gt;
*** Alien chance to hit is reduced by 10% (absolute) for each consecutive hit.&lt;br /&gt;
*** Alien chance to hit is further reduced by 25% (absolute) for each squad member missing under 4&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Panic_(EU2012)&amp;diff=42432</id>
		<title>Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Panic_(EU2012)&amp;diff=42432"/>
		<updated>2012-12-07T20:57:42Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- START OF RE-WRITE, MOST INFO ON THIS PAGE IS OFF TOPIC --&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Panic is the mechanic that will make you lose the game, once you have enough (8) countries reach high enough panic to leave the XCOM project; then the game is over. As the Commander, it&#039;s your task to keep this from happening. Each country has a panic value of 0-5, and a country has a high chance of leaving the project if its panic level is 5 at the end of a month. Failing a terror mission will cause the targeted country to leave the project immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panic Increase&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Panic will increase in countries as they are targeted by alien attacks, and will also spread to other countries on that continent. Abduction and Terror activity will cause panic to neighbouring countries; UFO activity and Council missions will only cause panic (if unsuccessful) in the targeted country, and not in neighbouring countries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panic Decrease&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Satellites are the primary way to lower panic; deploying a satellite over a country will immediately calm the population. Succeeding at a Terror mission will reduce the panic level in that country and continent, as will many council missions. Completing the Alien Base mission will cause global panic to decrease.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- RE-WRITE END (SO FAR) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Base Location==&lt;br /&gt;
There are many different methods to choosing your initial base location.  Here are a few factors to consider:&lt;br /&gt;
* &#039;&#039;&#039;Money&#039;&#039;&#039;: Look at the [[Situation Room (EU2012)#Funding|Funding table]].&lt;br /&gt;
:If you choose to start in the USA, you get §180 each month to start the game, in addition to the Base Funding depending on your chosen difficulty level.&lt;br /&gt;
:If you start in Africa, you actually get an extra 30% to Nigeria&#039;s funding and an extra 30% of the Base Funding thanks to the &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot; bonus; plus, you&#039;ll be getting an extra 30% from every other funding source as you expand satellite coverage.&lt;br /&gt;
:Both are worthy options.&lt;br /&gt;
* &#039;&#039;&#039;Bonuses&#039;&#039;&#039;: This depends on your play style and gameplan.&lt;br /&gt;
:If you really want &amp;quot;&#039;&#039;Future Combat&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;We Have Ways&#039;&#039;&amp;quot; early in the game, put your base in Asia because it will only take 2 satellites to get S. America vs. 4 satellites if you start in S. America and expand to Asia.&lt;br /&gt;
:Autopsies and interrogations don&#039;t take very long, so &amp;quot;&#039;&#039;We Have Ways&#039;&#039;&amp;quot; is probably the one clear-cut choice to not start your base, especially considering you only need 2 satellites to get it through the course of the game.&lt;br /&gt;
* &#039;&#039;&#039;Panic&#039;&#039;&#039;: Face it, you can&#039;t respond to all 3 Abduction missions.&lt;br /&gt;
:At some point, you&#039;re going to get stuck with covering a country with a satellite just to calm them down, whether it&#039;s early in the game to keep everyone happy or late in the game to prevent completing the &amp;quot;&#039;&#039;Doom Tracker&#039;&#039;&amp;quot;.&lt;br /&gt;
:You can try to keep an extra satellite and uplink slot available for such cases, though not utilizing such a vital resource also weighs on the mind.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Start in Asia (China) for the &amp;quot;&#039;&#039;Future Combat&#039;&#039;&amp;quot; Bonus, then spread to either N. America (Total §330 + &amp;quot;&#039;&#039;Air &amp;amp; Space&#039;&#039;&amp;quot;) or Africa (Total §325 + &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot;); either way it&#039;s only 3 satellites.&lt;br /&gt;
** This is a good option if you rely on a short-list of highly perked soldiers for combat.&lt;br /&gt;
** The downside is you have to be careful not to waste precious resources on excessive Foundry projects that you may not use in combat very often.&lt;br /&gt;
* Start in Africa for the &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot; Bonus (because it gives you extra credits no matter what play style or strategy you choose) and then spread to N. America for more credits or Asia for even cheaper deals on Foundry and OTS projects.&lt;br /&gt;
** This is a good option if you don&#039;t have a particular strategy in mind, or if your strategy is to play it by ear and react to what the game gives you as you progress.&lt;br /&gt;
** The downside is that you&#039;ll need a couple more satellites to get the other continent bonuses, which takes time, credits, and Uplinks to accomplish, all in the face of ever-increasing panic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Choosing a Mission==&lt;br /&gt;
* Often you will be presented with multiple missions at the same time and asked to choose 1 (e.g., Abduction sites).&lt;br /&gt;
:While Panic plays a big role in your choice, so does the reward.&lt;br /&gt;
:The rewards generally consist of either Scientists, Engineers, Soldiers, or credits.&lt;br /&gt;
* Engineers are generally better than Scientists – Building things requires a minimum number of Engineers, and that number keeps going up each time you build a type of facility.&lt;br /&gt;
:So the third Generator needs more engineers than the second, and so on.&lt;br /&gt;
:Plus, you tend to get enough scientists via monthly bonuses from the Funding Council.&lt;br /&gt;
* If you are offered more than one country from the same continent to chose from, choosing one of the countries on the continent will mean that this country gets panic decrease and other countries from same continent get no change in panic levels. Leaving more than one country on same continent unattended will not multiply continent-wide panic (eg., on classic ignoring China and Japan will raise panic in those countries by 2 and in other asian countries by 1)&lt;br /&gt;
* It might be worth ignoring South American abduction missions. An unanswered abduction on that continent raises total panic by 3 points (2+1) while an unanswered one in Europe or Asia gives 5 panic points (2+1+1+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Satellite Management==&lt;br /&gt;
* Overall, to have no countries leave your project your aim is to have, by the end of the month, no more countries in the &amp;quot;red&amp;quot; (full panic) zone than you have satellites, and launch those satellites to save those countries from defecting. This means you will not be getting the continent you want, but the continent that got more unlucky with panic levels.&lt;br /&gt;
* Your other goal is to cover full continents as soon as possible for both the continent bonus AND no furhter panic problems with this country. Having a country not covered in a partially covered continent leaves you very vulnerable, because you cannot manage panic in already covered countries (like you can with uncovered countries by launching satellite in those countries right before council report). Worst case scenario, when you barely saved a country from defecting (launched satellite into panicked country), you can only afford to have 1 abduction there until you have full panic again, plus 1 for each council mission that awards worldwide panic reduction. Therefore, there is a huge incentitive to cover full continents.&lt;br /&gt;
* Getting all continents but one covered stops abduction missions from happening alltogether, and solves the panic problem for the rest of the game. Therefore, deploying satellites as fast as possible is the best way to control the panic. Consider deploying 1 satellite in the first month, 3 in the second month, at least 3 (if you can, 5) in the third month and cover all remaining countries except one in the next month. &lt;br /&gt;
* It is never a good idea to launch a satellite at any time except right before council report. That is, because abductions can happen even right before the council report, and if you dont have spare satellites to fix panic after them, you will lose countires. Launch satellites right before the council report, first fixing any countries in &amp;quot;Red&amp;quot;, and then according to your plan. &lt;br /&gt;
* However, one exception exists. In a case when you have a covered country with a panic level of 4 in a not yet fully covered continent, and you have enough satellites to fully cover that country, it might be a good idea to do it immediately, not waiting for the end of the month. Otherwise, you risk losing that country (since no way to reduce panic in covered country aside from random events) if an abduction pops in that country, and you will be forced to chose that continent&#039;s abduction site, or lose the country. Especially this is true if you have two such not fully covered continents - covering one will allow you to save the other if abduction pops there, but having two continents with two covered countries at panic 4, and abduction popping in both of them makes for almost guaranteed country loss.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42430</id>
		<title>Talk:Hero (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42430"/>
		<updated>2012-12-07T20:27:51Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I type Steve Martin nothing happens is it in dlc ,preorder bonus or in original xcom?[[User:Monster2821|Monster2821]] 01:42, 7 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, it&#039;s supposed to work in vanilla, if you change the first name to X and the second name to Y, it&#039;ll give you a prompt if you&#039;re SURE you want to go through with it(it&#039;s cheating).  I&#039;ll have to test it a bit later. [[User:Arrow Quivershaft|Arrow Quivershaft]] 07:14, 7 December 2012 (EST)&lt;br /&gt;
::I done that with the others and it worked.[[User:Monster2821|Monster2821]] 14:28, 7 December 2012 (EST)&lt;br /&gt;
:I&#039;ll run a test this weekend(finals!) unless Hobbes(who originally added that name) has other evidence.  Also, welcome to UFOpaedia! :&amp;gt; [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:35, 7 December 2012 (EST)&lt;br /&gt;
:ok[[User:Monster2821|Monster2821]] 14:39, 7 December 2012 (EST)&lt;br /&gt;
::Only 4 Heroes working in the game, despite being 5 names listed on the file. [[User:Hobbes|Hobbes]] 14:43, 7 December 2012 (EST)&lt;br /&gt;
oh ok,also the main page news needs  to be updated the new dlc is released.[[User:Monster2821|Monster2821]] 14:47, 7 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t think Shaoling Zhang counts as a hero.  He&#039;s a unique unit, yes, but his stats are at reasonable and realistic levels, and having him in your team doesn&#039;t disable Achievements. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:10, 7 December 2012 (EST)&lt;br /&gt;
:you misunderstood i&#039;m saying the front page News should be updated because the DLC has been released,i&#039;m not talking about the hero page.[[User:Monster2821|Monster2821]] 15:27, 7 December 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42427</id>
		<title>Talk:Hero (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42427"/>
		<updated>2012-12-07T19:47:19Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I type Steve Martin nothing happens is it in dlc ,preorder bonus or in original xcom?[[User:Monster2821|Monster2821]] 01:42, 7 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, it&#039;s supposed to work in vanilla, if you change the first name to X and the second name to Y, it&#039;ll give you a prompt if you&#039;re SURE you want to go through with it(it&#039;s cheating).  I&#039;ll have to test it a bit later. [[User:Arrow Quivershaft|Arrow Quivershaft]] 07:14, 7 December 2012 (EST)&lt;br /&gt;
::I done that with the others and it worked.[[User:Monster2821|Monster2821]] 14:28, 7 December 2012 (EST)&lt;br /&gt;
:I&#039;ll run a test this weekend(finals!) unless Hobbes(who originally added that name) has other evidence.  Also, welcome to UFOpaedia! :&amp;gt; [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:35, 7 December 2012 (EST)&lt;br /&gt;
:ok[[User:Monster2821|Monster2821]] 14:39, 7 December 2012 (EST)&lt;br /&gt;
::Only 4 Heroes working in the game, despite being 5 names listed on the file. [[User:Hobbes|Hobbes]] 14:43, 7 December 2012 (EST)&lt;br /&gt;
oh ok,also the main page news needs  to be updated the new dlc is released.[[User:Monster2821|Monster2821]] 14:47, 7 December 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42425</id>
		<title>Talk:Hero (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42425"/>
		<updated>2012-12-07T19:39:18Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I type Steve Martin nothing happens is it in dlc ,preorder bonus or in original xcom?[[User:Monster2821|Monster2821]] 01:42, 7 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, it&#039;s supposed to work in vanilla, if you change the first name to X and the second name to Y, it&#039;ll give you a prompt if you&#039;re SURE you want to go through with it(it&#039;s cheating).  I&#039;ll have to test it a bit later. [[User:Arrow Quivershaft|Arrow Quivershaft]] 07:14, 7 December 2012 (EST)&lt;br /&gt;
::I done that with the others and it worked.[[User:Monster2821|Monster2821]] 14:28, 7 December 2012 (EST)&lt;br /&gt;
:I&#039;ll run a test this weekend(finals!) unless Hobbes(who originally added that name) has other evidence.  Also, welcome to UFOpaedia! :&amp;gt; [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:35, 7 December 2012 (EST)&lt;br /&gt;
:ok[[User:Monster2821|Monster2821]] 14:39, 7 December 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42421</id>
		<title>Talk:Hero (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42421"/>
		<updated>2012-12-07T19:28:49Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I type Steve Martin nothing happens is it in dlc ,preorder bonus or in original xcom?[[User:Monster2821|Monster2821]] 01:42, 7 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, it&#039;s supposed to work in vanilla, if you change the first name to X and the second name to Y, it&#039;ll give you a prompt if you&#039;re SURE you want to go through with it(it&#039;s cheating).  I&#039;ll have to test it a bit later. [[User:Arrow Quivershaft|Arrow Quivershaft]] 07:14, 7 December 2012 (EST)&lt;br /&gt;
:I done that with the others and it worked.[[User:Monster2821|Monster2821]] 14:28, 7 December 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42396</id>
		<title>Talk:Hero (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hero_(EU2012)&amp;diff=42396"/>
		<updated>2012-12-07T06:42:15Z</updated>

		<summary type="html">&lt;p&gt;Monster2821: Created page with &amp;quot;When I type Steve Martin nothing happens is it in dlc ,preorder bonus or in original xcom?~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I type Steve Martin nothing happens is it in dlc ,preorder bonus or in original xcom?[[User:Monster2821|Monster2821]] 01:42, 7 December 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Monster2821</name></author>
	</entry>
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