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	<updated>2026-05-01T08:08:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41882</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41882"/>
		<updated>2012-11-23T00:01:07Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: /* Starting Funds */&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;
Unique to an X-COM game, 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>Nephilm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(EU2012)&amp;diff=41192</id>
		<title>Hangar (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(EU2012)&amp;diff=41192"/>
		<updated>2012-11-13T07:30:44Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: /* Uplink Targeting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Crafts==&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptor===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with two of these aircraft.&lt;br /&gt;
** Procurement Cost:  §40&lt;br /&gt;
** Maintenance Cost per Month:  §20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; &lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Variable Procurement Cost:  §200, 20x Elerium, 40 Alien Alloys (Halved if have NA bonus)&lt;br /&gt;
** Fixed Procurement Cost: 1 UFO Power Source, 2x UFO Flight Computer, 20 Engineers&lt;br /&gt;
** Maintenance per Month: §10&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Systems==&lt;br /&gt;
===Avalance Missiles===&lt;br /&gt;
&lt;br /&gt;
This air to air weapon has unprecidented precision. All interceptors start equipped with these missiles.&lt;br /&gt;
&lt;br /&gt;
===Phoenix Cannon===&lt;br /&gt;
&lt;br /&gt;
The Phoenix Cannon has very limited range but is capable of dealing out massive burst damage to any alien craft.&lt;br /&gt;
&lt;br /&gt;
===Laser Cannon===&lt;br /&gt;
&lt;br /&gt;
The super cooled laser cannons have high armor penetration but interceptors must be within short range to use them putting them at high risk.&lt;br /&gt;
&lt;br /&gt;
===Plasma Cannon===&lt;br /&gt;
&lt;br /&gt;
Plasma Cannons are the most effective solution to removing UFO threats from the sky. It has long range, decent fire rate, and high armor penetration.&lt;br /&gt;
&lt;br /&gt;
===EMP Cannon===&lt;br /&gt;
The EMP cannon is a perfect weapon for retrieving the maximum amount of supplies from downed Alien craft. When using this weapon on ships, expect to encounter all its crew since the ship is mostly intact.&lt;br /&gt;
&lt;br /&gt;
===Fusion Lance===&lt;br /&gt;
&lt;br /&gt;
The Fusion Lance is the most powerful weapon that can be equipped on the Firestorm. This weapon is capable of dealing out massive damage from a long range. While its fire rate is slow, each hit blasts through armor easily.&lt;br /&gt;
&lt;br /&gt;
===Defence Matrix===&lt;br /&gt;
&lt;br /&gt;
One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  In practice, using this will cause the next two attacks against the Interception craft to miss, making it great for closing with a short range weapon.&lt;br /&gt;
&lt;br /&gt;
===UFO Tracking===&lt;br /&gt;
&lt;br /&gt;
One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagment time with any UFO encountered granting you a higher probablity of taking down the large UFOs.  In practice, this stops the countdown timer for five seconds, giving you a bit more time to shoot down the UFO.&lt;br /&gt;
&lt;br /&gt;
===Uplink Targeting===&lt;br /&gt;
&lt;br /&gt;
One time use when interceptors are in combat with UFOs. Once this module is activated, XCOM interceptors will gain a boost to its accuracy.  In practice, this means the next two shots fired by the interception craft will hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Upgrades&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Low ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | None ||align=&amp;quot;center&amp;quot; | 0 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Cannon || align=&amp;quot;center&amp;quot; | 95%|| align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Rapid || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Low ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | None ||align=&amp;quot;center&amp;quot; | 5 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon || align=&amp;quot;center&amp;quot; | 85%|| align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Rapid || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Medium ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | None ||align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 85%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | High ||align=&amp;quot;center&amp;quot; | 135 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 25 ||align=&amp;quot;center&amp;quot; | None ||align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 100%|| align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | High ||align=&amp;quot;center&amp;quot; | 150 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | None ||align=&amp;quot;center&amp;quot; | 30 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 90%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | High ||align=&amp;quot;center&amp;quot; | 100 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | None ||align=&amp;quot;center&amp;quot; | 30 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  ||align=&amp;quot;center&amp;quot; | 3 Sectoid Corpses ||align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Nephilm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41103</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41103"/>
		<updated>2012-11-10T21:58:24Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 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; | &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; | §165&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
 [[File: Humanity&#039;s_Savior.jpg]] Humanity&#039;s Savior - complete the game on any difficulty&lt;br /&gt;
 [[File: Earth_First.jpg]] Earth First - complete the game on classic difficulty&lt;br /&gt;
 [[File: No_Looking_Back.jpg]] No Looking Back - complete the game on classic or impossible difficulty in ironman mode&lt;br /&gt;
 [[File: Our_Finest_Hour.jpg]] Our Finest Hour - complete the game on impossible difficulty&lt;br /&gt;
 &lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ starts 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 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move 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 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
* Aliens are also not limited in terms of how many &amp;quot;heavy&amp;quot; units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite &lt;br /&gt;
&lt;br /&gt;
= Ironman =&lt;br /&gt;
The Ironman game mode disallows you from saving the game manually.&lt;br /&gt;
&lt;br /&gt;
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
* The game saves when:&lt;br /&gt;
** You exit the game&lt;br /&gt;
** Starting with turn 2 of combat, at the beginning of each player turn&lt;br /&gt;
** When you enter mission control&lt;br /&gt;
** When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)&lt;br /&gt;
* This is independent of the difficulty setting, and may be enabled for any of them.&lt;br /&gt;
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.&lt;br /&gt;
* Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easilly &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. Theese methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous information =&lt;br /&gt;
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.&lt;br /&gt;
*The games cheats for you on easy and normal difficulty.&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 reduced by 25% (absolute) for each squad member missing under 4&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;
** (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nephilm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41102</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41102"/>
		<updated>2012-11-10T21:57:14Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 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; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
 [[File: Humanity&#039;s_Savior.jpg]] Humanity&#039;s Savior - complete the game on any difficulty&lt;br /&gt;
 [[File: Earth_First.jpg]] Earth First - complete the game on classic difficulty&lt;br /&gt;
 [[File: No_Looking_Back.jpg]] No Looking Back - complete the game on classic or impossible difficulty in ironman mode&lt;br /&gt;
 [[File: Our_Finest_Hour.jpg]] Our Finest Hour - complete the game on impossible difficulty&lt;br /&gt;
 &lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ starts 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 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move 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 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
* Aliens are also not limited in terms of how many &amp;quot;heavy&amp;quot; units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite &lt;br /&gt;
&lt;br /&gt;
= Ironman =&lt;br /&gt;
The Ironman game mode disallows you from saving the game manually.&lt;br /&gt;
&lt;br /&gt;
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
* The game saves when:&lt;br /&gt;
** You exit the game&lt;br /&gt;
** Starting with turn 2 of combat, at the beginning of each player turn&lt;br /&gt;
** When you enter mission control&lt;br /&gt;
** When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)&lt;br /&gt;
* This is independent of the difficulty setting, and may be enabled for any of them.&lt;br /&gt;
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.&lt;br /&gt;
* Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easilly &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. Theese methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous information =&lt;br /&gt;
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.&lt;br /&gt;
*The games cheats for you on easy and normal difficulty.&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 reduced by 25% (absolute) for each squad member missing under 4&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;
** (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nephilm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41069</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41069"/>
		<updated>2012-11-08T23:49:46Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: /* Starting Funds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 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; | &amp;lt;!--E--&amp;gt;&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; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
 [[File: Humanity&#039;s_Savior.jpg]] Humanity&#039;s Savior - complete the game on any difficulty&lt;br /&gt;
 [[File: Earth_First.jpg]] Earth First - complete the game on classic difficulty&lt;br /&gt;
 [[File: No_Looking_Back.jpg]] No Looking Back - complete the game on classic or impossible difficulty in ironman mode&lt;br /&gt;
 [[File: Our_Finest_Hour.jpg]] Our Finest Hour - complete the game on impossible difficulty&lt;br /&gt;
 &lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ starts 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 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power&lt;br /&gt;
* XCOM HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite&lt;br /&gt;
*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 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
* Aliens are also not limited in terms of how many &amp;quot;heavy&amp;quot; units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite &lt;br /&gt;
&lt;br /&gt;
= Ironman =&lt;br /&gt;
The Ironman game mode disallows you from saving the game manually.&lt;br /&gt;
&lt;br /&gt;
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
* The game saves when:&lt;br /&gt;
** You exit the game&lt;br /&gt;
** Starting with turn 2 of combat, at the beginning of each player turn&lt;br /&gt;
** When you enter mission control&lt;br /&gt;
** When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)&lt;br /&gt;
* This is independent of the difficulty setting, and may be enabled for any of them.&lt;br /&gt;
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.&lt;br /&gt;
* Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easilly &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. Theese methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous information =&lt;br /&gt;
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.&lt;br /&gt;
*The games cheats for you on easy and normal difficulty.&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 reduced by 25% (absolute) for each squad member missing under 4&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;
** (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nephilm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41068</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41068"/>
		<updated>2012-11-08T23:49:32Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: /* Starting Funds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 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; | &amp;lt;!--E--&amp;gt;&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; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
 [[File: Humanity&#039;s_Savior.jpg]] Humanity&#039;s Savior - complete the game on any difficulty&lt;br /&gt;
 [[File: Earth_First.jpg]] Earth First - complete the game on classic difficulty&lt;br /&gt;
 [[File: No_Looking_Back.jpg]] No Looking Back - complete the game on classic or impossible difficulty in ironman mode&lt;br /&gt;
 [[File: Our_Finest_Hour.jpg]] Our Finest Hour - complete the game on impossible difficulty&lt;br /&gt;
 &lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ starts 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 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power&lt;br /&gt;
* XCOM HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite&lt;br /&gt;
*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 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
* Aliens are also not limited in terms of how many &amp;quot;heavy&amp;quot; units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite &lt;br /&gt;
&lt;br /&gt;
= Ironman =&lt;br /&gt;
The Ironman game mode disallows you from saving the game manually.&lt;br /&gt;
&lt;br /&gt;
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
* The game saves when:&lt;br /&gt;
** You exit the game&lt;br /&gt;
** Starting with turn 2 of combat, at the beginning of each player turn&lt;br /&gt;
** When you enter mission control&lt;br /&gt;
** When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)&lt;br /&gt;
* This is independent of the difficulty setting, and may be enabled for any of them.&lt;br /&gt;
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.&lt;br /&gt;
* Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easilly &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. Theese methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous information =&lt;br /&gt;
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.&lt;br /&gt;
*The games cheats for you on easy and normal difficulty.&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 reduced by 25% (absolute) for each squad member missing under 4&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;
** (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nephilm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Grenade_(EU2012)&amp;diff=40368</id>
		<title>Alien Grenade (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Grenade_(EU2012)&amp;diff=40368"/>
		<updated>2012-10-26T01:06:47Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
* &#039;&#039;Flavor text from Enginering-Build/Buy Items menu&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Item Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | Enemy Drop (Stunned)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | N/A &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Grey Market Value:  || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | 5 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Shot Type || align=&amp;quot;center&amp;quot; | &#039;&#039;text here&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terrain Damage || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Angle || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radius (Explosives) || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Critical Chance|| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Offensive Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Suppression || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Size || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health Points Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Will Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Drops from Mutons when stunned with Arc Thrower.&lt;br /&gt;
*There&#039;s a Foundry project that can be used to upgrade all [[Frag_Grenade_(EU2012)|Frag Grenades]] to these grenades. Not worth it at all, since you will get all the alien grenades you could possibly need from capturing a pair of Mutons.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&#039;&#039;Place here internal links to wiki pages that might be relevant to the topic of the page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nephilm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Grenade_(EU2012)&amp;diff=40367</id>
		<title>Alien Grenade (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Grenade_(EU2012)&amp;diff=40367"/>
		<updated>2012-10-26T01:06:32Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
* &#039;&#039;Flavor text from Enginering-Build/Buy Items menu&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Item Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | Enemy Drop (Stunned)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | N/A &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Grey Market Value:  || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | 5 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Shot Type || align=&amp;quot;center&amp;quot; | &#039;&#039;text here&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terrain Damage || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Angle || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radius (Explosives) || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Critical Chance|| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Offensive Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Suppression || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Size || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health Points Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Will Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Drops from Mutons when stunned with Arc Thrower. I&lt;br /&gt;
*There&#039;s a Foundry project that can be used to upgrade all [[Frag_Grenade_(EU2012)|Frag Grenades]] to these grenades. Not worth it at all, since you will get all the alien grenades you could possibly need from capturing a pair of Mutons.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&#039;&#039;Place here internal links to wiki pages that might be relevant to the topic of the page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nephilm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(EU2012)&amp;diff=40361</id>
		<title>Situation Room (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(EU2012)&amp;diff=40361"/>
		<updated>2012-10-25T20:31:12Z</updated>

		<summary type="html">&lt;p&gt;Nephilm: /* Funding */ Base funding on Classic is 75, not 100.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Supporting XCOM&#039;s activities is a Funding Council of 16 countries that will supply XCOM with funding and extra resources (e.g., soldiers, scientists, engineers) as well as reward any additional missions performed upon special request.&amp;lt;br&amp;gt;&lt;br /&gt;
These countries are geographically divided, so it is up to the player to decide where to place additional satellite coverage beyond the base.&amp;lt;br&amp;gt;&lt;br /&gt;
Each country provides funding as long as they remain in the council, which depends on their panic level, which ultimately depends on the player&#039;s ability to &#039;protect&#039; those countries with satellite coverage and successfully completing tactical combat missions.&amp;lt;br&amp;gt;&lt;br /&gt;
Continents provide bonuses for placing your base there and for covering the entire continent with satellites.&amp;lt;br&amp;gt;&lt;br /&gt;
For strategy discussion on choosing base location and managing satellite coverage, go to the [[Managing Panic (EU2012)|Managing Panic]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Funding==&lt;br /&gt;
X-COM receives a base funding each month from the Council, plus additional funding obtained through the deployment of satellites over countries.&amp;lt;br&amp;gt;&lt;br /&gt;
The starting funding will depend on the continent and country where the [[XCOM Headquarters (EU2012)|Headquarters]] is located.&amp;lt;br&amp;gt;&lt;br /&gt;
Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located.&amp;lt;br&amp;gt;&lt;br /&gt;
Both starting and country funding will be affected by the game difficulty and the bonus that is gained from placing the base on that continent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|+ Base Funding by Difficulty Level&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §75 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70&lt;br /&gt;
* South Africa: §80&lt;br /&gt;
* &#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;China: §100&#039;&#039;&#039;&lt;br /&gt;
* Japan: §100&lt;br /&gt;
* India: §60&lt;br /&gt;
* Australia: §60&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100&lt;br /&gt;
* Russia: §150&lt;br /&gt;
* France: §80&lt;br /&gt;
* &#039;&#039;&#039;Germany: §100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;United States: §180&#039;&#039;&#039;&lt;br /&gt;
* Canada: §100&lt;br /&gt;
* Mexico: §50&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70&lt;br /&gt;
* &#039;&#039;&#039;Brazil: §80&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot;&lt;br /&gt;
| Ʃ §250 || Ʃ §320 || Ʃ §430 || Ʃ §330 || Ʃ §150 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +1 engineer  || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist &amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers|| align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists &amp;lt;br/&amp;gt; +1 engineer ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +4 engineers || align=&amp;quot;center&amp;quot; | +4 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The continent where the XCOM base is located will also provide additional bonuses, listed under &#039;&#039;&#039;Bonus&#039;&#039;&#039; in the table above.&amp;lt;br&amp;gt;If you cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional info may be found at this post at 2K Forums about Satellite Coverage vs Bonus from Continents:&amp;lt;br&amp;gt;&lt;br /&gt;
http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish)&lt;br /&gt;
&lt;br /&gt;
== Panic Level ==&lt;br /&gt;
The Situation Room will display the Panic level throughout the world.&amp;lt;br&amp;gt;&lt;br /&gt;
Each country has a panic level from 0 to 5 (and a corresponding color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project.&amp;lt;br&amp;gt;&lt;br /&gt;
Once eight countries leave the Council the XCOM project will be automatically terminated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Satellite Network ==&lt;br /&gt;
It is possible to launch [[Satellite (EU2012)|satellites]] from the Situation Room after they are built by [[Engineering (EU2012)|Engineering]].&amp;lt;br&amp;gt;&lt;br /&gt;
By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered.&amp;lt;br&amp;gt;&lt;br /&gt;
It will also decrease the panic level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to its critical role, the Aliens will also try to target and destroy XCOM&#039;s satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Finances ==&lt;br /&gt;
The Situation Room provides links to XCOM [[Finances (EU2012)|Finances]], the [[Grey Market (EU2012)|Gray Market]], and [[Requests (EU2012)|Pending Requests]] as well as displays your total § on-hand and monthly income.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
The Objectives suggest milestones (e.g., &amp;quot;&#039;&#039;Construct the Alien Containment Facility&#039;&#039;&amp;quot;; &amp;quot;&#039;&#039;Research the Arc Thrower&#039;&#039;&amp;quot;) to help you progress through the game.&amp;lt;br&amp;gt;&lt;br /&gt;
Those actions are usually marked as &#039;&#039;&#039;Priority&#039;&#039;&#039; on the lists of available projects for your base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Reference: ([http://www.youtube.com/watch?v=1VP4YmExQAE&amp;amp;feature=player_detailpage#t=2149s this video] at 36:01)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nephilm</name></author>
	</entry>
</feed>