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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nite</id>
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	<updated>2026-05-01T08:08:30Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=40784</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=40784"/>
		<updated>2012-11-02T14:43:23Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Sectoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
=Races=&lt;br /&gt;
==[[Sectoid_(EU2012)|Sectoid]]==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Killing a sectoid will destroy it&#039;s Plasma Pistol into 2x Weapon Fragments.&lt;br /&gt;
&lt;br /&gt;
==[[Thin Man (EU2012) | Thin Man]]==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Market description:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;The Thin Man cadaver begins to severely decomposed severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- THIN MAN is LONG ---&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)| Floater]]==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)#Heavy Floater| Heavy Floater]]==&lt;br /&gt;
[[File:Heavy Floater (EU2012).png|right|thumb]]&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)| Muton]]==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that gratns reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Elite| Muton Elite]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Berserker| Berserker]]==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Outsider (EU2012)|Outsider]]==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. &lt;br /&gt;
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders or ethreals. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chryssalid (EU2012)|Chryssalid]]==&lt;br /&gt;
[[File:Chryssalid.png|right|thumb]]&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Note: Chrssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Cyberdisc (EU2012)| Cyberdisc]]==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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==[[Drone (EU2012)|Drone]]==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)|Ethereal]]==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
Physically weak, slow units with high health and powerful psionic attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|right|thumb]]&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
* Carries Plasma Pistol &amp;amp; Alien Grenade.&lt;br /&gt;
* Will use psi attacks against targets with a low Hit chance.  If trying to capture one, sometimes its best to leave a soldier out of cover and eat a plasma pistol shot instead of taking a psi attack.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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==[[Sectopod (EU2012)| Sectopod]]==&lt;br /&gt;
[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by Drones. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seems to have a longer sight range than most units.&lt;br /&gt;
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous, but practically guaranteeing a double attack. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;HEAT Ammo&#039;&#039; promotion applies to &#039;&#039;all&#039;&#039; weapons, and can allow them to inflict &#039;&#039;vast&#039;&#039; amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets.  A non-crit with a Heavy&#039;s rocket can do 16 points of damage.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;Shredder Rocket&#039;&#039; promotion can also be used to make the Sectopod take additional damage from all other attacks.&lt;br /&gt;
* Snipers can use their &#039;&#039;Headshot&#039;&#039; or &#039;&#039;Disabling Shot&#039;&#039; powers to cripple or inflict serious damage to a Sectopod, especially if they have the &#039;&#039;Double Tap&#039;&#039; promotion.&lt;br /&gt;
* If you see Cluster Bomb being prepared, RUN.&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==&lt;br /&gt;
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | HP&lt;br /&gt;
(Easy/Normal/Classic/Impossible)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Gains one extra health if the target of a mind merge, the aim and critical hit chance also rises&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +10 Aim and +5 Movement from bonuses on impossible. Tied for highest accuracy in the game.&lt;br /&gt;
|- &lt;br /&gt;
|Thin man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less damage on normal/easy&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/4/4/6&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Hardened, Deals +2 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|10/10/10/10&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|Deals +2/+4 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Requires &#039;Drone Hack&#039; arc thrower upgrade to &#039;hack&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
| +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Muton Berserker&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|Hardened, Deals +1/3 damage on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
| Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 defense on classic/impossible, +10 additional aim on impossible&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Uber Ethereal&lt;br /&gt;
|?/?/25/?&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|Hardened&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Melee attacks always hit.&lt;br /&gt;
Hardened reduces critical chance by 60% against the target.&lt;br /&gt;
On Classic and Impossible, Aliens receive +10 aim and +10 crit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(EU2012)&amp;diff=40783</id>
		<title>Talk:Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(EU2012)&amp;diff=40783"/>
		<updated>2012-11-02T14:39:31Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sources:&lt;br /&gt;
* http://gaming.stackexchange.com/questions/87242/what-are-the-differences-between-normal-and-classic-difficulties&lt;br /&gt;
* http://forums.2kgames.com/showthread.php?150076-Differences-in-Difficulties&lt;br /&gt;
I think also the starting money differs what is not included here. I will add it later today. [[User:Jarcionek|Jarcionek]] 10:17, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
If starting funds depends on country you choose to start, then it must be equal to X+monthly income of the country you have satellite covered. So, 300 on Classic NA means X=300-180(NA)=120 startings funds. Am I wrong?&lt;br /&gt;
If that&#039;s true, then on Easy starting funds will be 465(on NA)-270(NA on Easy)=195.&lt;br /&gt;
--Nite&lt;br /&gt;
&lt;br /&gt;
Starting funds on Classic for NA are still 300.--[[User:Tacobandit744|Tacobandit744]] 02:05, 22 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
You don&#039;t understand me. Starting funds on Classic including NA&#039;s funds are 300. Yes. But Starting funds excluding NA&#039;s funds are 300-180=120. So, begining in Germany means 120+150=270. &amp;quot;Is it right?&amp;quot; - that&#039;s the question.&lt;br /&gt;
--Nite&lt;br /&gt;
&lt;br /&gt;
ALso, there is &amp;quot;Base Funding by Difficulty Level&amp;quot; table http://www.ufopaedia.org/index.php?title=Situation_Room_(EU2012) . It says:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §100 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I checked income on Impossible at start (asap) - it&#039;s +175 (+230 -55). And 180 of 230 is USA&#039;s funds. 230-180=50 base income on impossible. But we start at 275 in NA, it&#039;s +45 from month income. Looks like it was +100 starting bonus, but starting tasks for 55 and 45 we have.&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Survival_Guide_(EU2012)&amp;diff=40779</id>
		<title>Talk:Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Survival_Guide_(EU2012)&amp;diff=40779"/>
		<updated>2012-11-02T08:38:19Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Events&#039; timings ==&lt;br /&gt;
I suggest to collect information about days of events and edit the next list:&lt;br /&gt;
(this will help a lot on planing strategy)&lt;br /&gt;
&lt;br /&gt;
March (1 month) - 32 days long&lt;br /&gt;
* 4-8d - Abduction&lt;br /&gt;
* 7-10d - UFO (small scout)&lt;br /&gt;
* 17-19d - Abduction&lt;br /&gt;
* 24-x - Council Mission&lt;br /&gt;
&lt;br /&gt;
April (2 month) - 28d&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
* X-Xd - Terror&lt;br /&gt;
*&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=40696</id>
		<title>Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=40696"/>
		<updated>2012-11-01T06:15:21Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Uncategorised */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]&lt;br /&gt;
&#039;&#039;Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Vahlen===&lt;br /&gt;
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team&#039;s efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Laboratories == &lt;br /&gt;
For information on the structure, see [[Laboratory (EU2012)|Laboratory.]]&lt;br /&gt;
&lt;br /&gt;
=== Scientists ===&lt;br /&gt;
Scientists are the main driving force of research and progression, and are necessary to reduce rather significant research times of vital projects. While not extremely important to most, it would be a mistake to scoff at obtaining them. It is important to note that projects are not restricted to a set minimum of scientists. The five initial scientists will be able to research every project throughout the game, albeit at a very slow pace. Going from five to ten scientists will half the time required for any research project, and going from 10 to 20 will half that again. Going from a 24 day project with five, to a 12 day with 10, and a 6 day with 20, and so forth. It is important to remember that while stacking scientists is very attractive with the significant research time reductions, one will run dry on weapon fragments, and not have enough engineers to even produce the products.&lt;br /&gt;
&lt;br /&gt;
=== Research Point Cost ===&lt;br /&gt;
Research time is based upon a system of points in which one scientist generates one point per day of work until the required total is reached. Research credits reduce the total point requirement by amounts specified below. Researching Beam Weapons (120 Points) with the stock 5 scientists will take a total of 24 days. This is reduced to 12 days (60 Points) after the Beam Weapons Credit is obtained. Moving from 5 to 10 scientists will reduce the initial 24 day research time to 12 days, and adding the credit brings it to 6 days. It will take 6 days for 10 scientists to generate the 60 points required to complete research. Research points are not carried over between projects, but the points accumulated will remain if a project is changed before completion. Leaving Weapon Fragments with 35 of 40 points will keep it at that even if a separate research project is started and completed.&lt;br /&gt;
&lt;br /&gt;
==Projects ==&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Nav Computer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module.  Further study may lead to improvements in our ability to detect incoming UFOs. || align=&amp;quot;center&amp;quot; | Salvage: UFO Flight Computer || align=&amp;quot;center&amp;quot; | 2 UFO Flight Computers || align=&amp;quot;center&amp;quot; | 100 Points || align=&amp;quot;center&amp;quot; | Facility: Satellite Nexus &amp;lt;br/&amp;gt; Research: New Fighter Craft &amp;lt;br/&amp;gt; Foundry: Stealth Satellites&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;UFO Power Source&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With the element known as &amp;quot;Elerium&amp;quot; housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align=&amp;quot;center&amp;quot; | Salvage: UFO Power Source || align=&amp;quot;center&amp;quot; | 1 UFO Power Source || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | Facility: Elerium Power Generator &amp;lt;br/&amp;gt; Research: New Fighter Craft, Elerium&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Fighter Craft&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own.  || align=&amp;quot;center&amp;quot; | Research: Alien Nav Computer, UFO Power Source  || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 75 Weapon Fragments || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV &amp;lt;br/&amp;gt; Research: Archangel Armor, EMP Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align=&amp;quot;center&amp;quot; | Research: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 30 Weapon Fragments || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | Engineer: Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align=&amp;quot;center&amp;quot; | Research: New Fighter Craft || align=&amp;quot;center&amp;quot; | 20 Elerium || align=&amp;quot;center&amp;quot; | 400 Points || align=&amp;quot;center&amp;quot; | Engineer: EMP Cannon &amp;lt;br /&amp;gt; Foundry: SHIV Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align=&amp;quot;center&amp;quot; | Salvage: Fusion Core || align=&amp;quot;center&amp;quot; | 20 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 50 Weapon Fragments || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | Engineer: Fusion Lance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The aliens appear to be using materials that are lighter and stronger than anything we&#039;ve ever seen. A cursory examination has already given us ideas for ways to improve the soldiers&#039; current body armor, but more research is required. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 Weapon Fragments || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Engineer: Nano-Fiber Vest &amp;lt;br/&amp;gt; Research: Experimental Warfare, Carapace Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Carapace Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor.  Our early tests are very encouraging. || align=&amp;quot;center&amp;quot; | Research: Alien Materials &amp;lt;br/&amp;gt; Salvage: Alien Alloys || align=&amp;quot;center&amp;quot; | 10 Alloy || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | Engineer: Carapace Armor, Alloy SHIV&amp;lt;br/&amp;gt;Research: Skeleton Suit, Titan Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Skeleton Suit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we&#039;ve been prototyping. || align=&amp;quot;center&amp;quot; | Research: Carapace Armor || align=&amp;quot;center&amp;quot; | 15 Alloys || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | Engineer: Skeleton Suit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Titan Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align=&amp;quot;center&amp;quot; | Research: Carapace Armor, Elerium || align=&amp;quot;center&amp;quot; | 15 Alloys &amp;lt;br/&amp;gt; 5 Elerium || align=&amp;quot;center&amp;quot; | 400 Points|| align=&amp;quot;center&amp;quot; | Engineer: Titan Armor &amp;lt;br/&amp;gt; Research: Ghost Armor, Archangel Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Research: Titan Armor, Hyperwave Communication || align=&amp;quot;center&amp;quot; | 15 Alloys &amp;lt;br/&amp;gt; 15 Elerium || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | Engineer: Ghost Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Archangel Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Research: Titan Armor, New Fighter Craft || align=&amp;quot;center&amp;quot; | 15 Alloys &amp;lt;br/&amp;gt; 15 Elerium || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | Engineer: Archangel Armor &amp;lt;br/&amp;gt; Foundry: Advanced Flight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autopsies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We&#039;re detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align=&amp;quot;center&amp;quot; | Obtain Sectoid Corpse || align=&amp;quot;center&amp;quot; | 1 Sectoid Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Engineer: Uplink Targeting (AIM)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm.  However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align=&amp;quot;center&amp;quot; | Obtain Thin Man Corpse || align=&amp;quot;center&amp;quot; | 1 Thin Man Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Foundry: Improved Medikit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align=&amp;quot;center&amp;quot; | Obtain Floater Corpse || align=&amp;quot;center&amp;quot; | 1 Floater  Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Engineer: Defense Matrix (Dodge)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Muton_Autopsy_(EU2012)| Muton Autopsy]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align=&amp;quot;center&amp;quot; | Obtain Muton Corpse || align=&amp;quot;center&amp;quot; | 1 Muton Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Foundry: Ammo Conservation&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align=&amp;quot;center&amp;quot; | Obtain Chrysalid Corpse || align=&amp;quot;center&amp;quot; | 1 Chryssalid Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Engineer: Chitin Plating&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Drone Wreck || align=&amp;quot;center&amp;quot; | 1 Drone Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Foundry: Drone Capture&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cyberdisk Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Cyberdisk Wreck || align=&amp;quot;center&amp;quot; | 1 Cyberdisk Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Engineer: UFO Tracking (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The enlarged central nervous system and supplementary neural implants found in this Sectoid variant suggests capabilities unlike anything we&#039;ve previously encountered. || align=&amp;quot;center&amp;quot; | Obtain Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | 1 Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | Facility: Psionic Lab&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Berserker Corpse || align=&amp;quot;center&amp;quot; | 1 Berserker Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Engineer: Combat Stims&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | 1 Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Foundry: Advanced Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | As if its heightened muscle density, hardened skin, and redundant organs weren&#039;t enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align=&amp;quot;center&amp;quot; | Obtain Muton Elite Corpse || align=&amp;quot;center&amp;quot; | 1 Muton Elite Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Research credit: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align=&amp;quot;center&amp;quot; | Obtain Sectopod Wreck || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Foundry: Advanced Construction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Ethereal Corpse || align=&amp;quot;center&amp;quot; | 1 Ethereal Corpse || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | Engineer: Mind Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interrogations ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Sectoid&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Sectoid || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Research credit: Beam Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This captive is clearly a rare and dangerous specimen. We&#039;ve already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Sectoid Commander || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | Facility: Psionic Lab &amp;lt;br/&amp;gt; Research credit: Psionics&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Thin Man || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Research credit: UFO Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Floater&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Floater || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Research credit: Basic Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Heavy Floater&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Heavy Floater || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; |  Research credit: Flight Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Berserker&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Berserker || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Research credit: All Armor &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Interrogate Muton (EU2012)|Interrogate Muton]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Muton || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Research credit: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Muton Elite&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Muton Elite || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Research credit: Weapons Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Ethereal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Ethereal || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | Engineer: Mind Shield &amp;lt;br/&amp;gt; Research credit: All Technology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it.  If our troops could capture an alien alive, perhaps we could interrogate it. || align=&amp;quot;center&amp;quot; | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | 10 Weapon Fragments || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | Engineer: Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Weapon Fragments&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far.  Further study could lead to advances in our own weapons development programs. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 Weapon Fragments || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Engineer: S.C.O.P.E. &amp;lt;br/&amp;gt; Research: Experimental Warfare, Beam Weapons, Plasma Weaponry &amp;lt;br/&amp;gt; Foundry: S.C.O.P.E. Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Beam Weapons&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our research into alien weapon fragments led to the idea of portable laser weaponry.  Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments || align=&amp;quot;center&amp;quot; | 5 Alloy &amp;lt;br/&amp;gt;10 Weapon Fragments || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | Engineer: Laser Pistol, Laser Rifle &amp;lt;br/&amp;gt;Research: Precision Lasers, Heavy Lasers &amp;lt;br/&amp;gt; Foundry: Improved Pistol II&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Precision Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can&#039;t recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align=&amp;quot;center&amp;quot; | Research: Beam Weapons || align=&amp;quot;center&amp;quot; | 5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments || align=&amp;quot;center&amp;quot; | 160 Points || align=&amp;quot;center&amp;quot; | Engineer: Laser Sniper Rifle, Scatter Laser&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align=&amp;quot;center&amp;quot; | Research: Beam Weapons || align=&amp;quot;center&amp;quot; | 5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments || align=&amp;quot;center&amp;quot; | 160 Points || align=&amp;quot;center&amp;quot; | Engineer: Heavy Laser, Laser Cannon &amp;lt;br/&amp;gt; Foundry: SHIV Laser&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it&#039;s quite possible we could create a version suited for our... || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments &amp;lt;br/&amp;gt; Salvage: Plasma Pistol || align=&amp;quot;center&amp;quot; | 5 Elerium&amp;lt;br/&amp;gt;1 Plasma Pistol&amp;lt;br/&amp;gt;40 Weapon Fragments || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | Engineer: Plasma Pistol &amp;lt;br/&amp;gt; Foundry: Improved Pistol III&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Light Plasma Rifle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments &amp;lt;br/&amp;gt; Salvage: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 5 Elerium&amp;lt;br/&amp;gt;1 Light Plasma Rifle&amp;lt;br/&amp;gt;40 Weapon Fragments || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | Engineer: Light Plasma Rifle &amp;lt;br/&amp;gt; Research: Plasma Rifle, Plasma Cannon&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align=&amp;quot;center&amp;quot; | Research: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | Engineer: Plasma Rifle &amp;lt;br/&amp;gt; Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our continued research into the alien&#039;s plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 50 Weapon Fragments || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | Engineer: Plasma Sniper&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Plasma&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Despite a number of impressive advances, we are still in awe of the alien&#039;s mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | Engineer: Heavy Plasma &amp;lt;br /&amp;gt; Foundry: SHIV Plasma&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The density of the alien alloys we&#039;ve been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we&#039;ve devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge.  || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 5 Elerium &amp;lt;br /&amp;gt; 25 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | Engineer: Alloy Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Guided Fusion Launcher&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Using what we&#039;ve learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align=&amp;quot;center&amp;quot; | Salvage: Fusion Core || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 20 Alloys &amp;lt;br /&amp;gt; 75 Weapon Fragments || align=&amp;quot;center&amp;quot; | 400 Points || align=&amp;quot;center&amp;quot; | Engineer: Guided Fusion Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncategorised ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Xeno-Biology_(2012)|Xeno-Biology]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | If we must face the invaders in combat, then we must understand &#039;alien life&#039; as well as we do our own. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 4 Sectoid Corpses || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | Facility: Alien Containment &amp;lt;br/&amp;gt; Research: Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outsider Shard || align=&amp;quot;center&amp;quot; | ... || align=&amp;quot;center&amp;quot; | Outsider Shard || align=&amp;quot;center&amp;quot; | none || align=&amp;quot;center&amp;quot; | X Points || align=&amp;quot;center&amp;quot; | Objective: Assault Enemy Base &amp;lt;br/&amp;gt; Engineer: Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Hyperwave Communication || align=&amp;quot;center&amp;quot; | ... || align=&amp;quot;center&amp;quot; | Hyperwave Communication Device (?) || align=&amp;quot;center&amp;quot; | X cost || align=&amp;quot;center&amp;quot; | X points || align=&amp;quot;center&amp;quot; | Facility: Hyperwave Relay &amp;lt;br/&amp;gt; Engineer: Ghost Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ethereal Device || align=&amp;quot;center&amp;quot; | ... || align=&amp;quot;center&amp;quot; | Ethereal Device || align=&amp;quot;center&amp;quot; | X cost || align=&amp;quot;center&amp;quot; | X points || align=&amp;quot;center&amp;quot; | Facility: Gollop Chamber &amp;lt;br/&amp;gt; Engineer: Psi Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although our understanding of the alien technology is still limited, what we&#039;ve seen so far is enough to revolutionize combat as we know it.  If we are to level the playing field, we must adapt the alien technology for our own use. || align=&amp;quot;center&amp;quot; | Research: Alien Materials or Weapon Fragments || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | Facility: The Foundry &amp;lt;br/&amp;gt; Engineer: Phoenix Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elerium&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align=&amp;quot;center&amp;quot; | Research: UFO Power Source || align=&amp;quot;center&amp;quot; | 10 Elerium || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | Research: Titan Armor &amp;lt;br/&amp;gt; Foundry: Improved Arc Thrower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Research credits are obtained by interrogating live aliens.  Each one reduces the time to complete associated projects by 50%.  List of research credits (incomplete).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Research Credits&lt;br /&gt;
|- &lt;br /&gt;
! Credit Name !! Applies to !! Interrogated Alien&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, &amp;lt;br/&amp;gt;Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)&lt;br /&gt;
|-&lt;br /&gt;
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater&lt;br /&gt;
|-&lt;br /&gt;
| Armor Technology || Titan Armor, Ghost Armor || Berserker&lt;br /&gt;
|-&lt;br /&gt;
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man&lt;br /&gt;
|-&lt;br /&gt;
| Psionics || Hyperwave Communication, ? || Sectoid Commander&lt;br /&gt;
|-&lt;br /&gt;
| Weapons Technology² || Research: All Weapons (confirm?) &amp;lt;br/&amp;gt; [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite&lt;br /&gt;
|-&lt;br /&gt;
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater&lt;br /&gt;
|-&lt;br /&gt;
| All Technology || All? || Ethereal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
² These Research Credits apply a 25% reduction to research time on top of any other research credits.&lt;br /&gt;
&lt;br /&gt;
[[Image:TechTree.jpg|thumb|300px|XCom Enemy Unknown Tech Tree]]&lt;br /&gt;
[[Image:Xcom-enemy-unknown-2012-tech-tree.png|thumb|300px|XCOM Enemy Unknown Tech Tree]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40664</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40664"/>
		<updated>2012-10-31T12:02:04Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* Fusion Core&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
* Fusion Guided Launcher (Blaster Launcher)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*Sectoid Interragation&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]]&lt;br /&gt;
*Sectoid Commander&lt;br /&gt;
*Sectoid Commander Autopsy&lt;br /&gt;
*Sectoid Commander Interragation&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*Thin Man Interragation&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*Floater Interragation&lt;br /&gt;
*Heavy Floater&lt;br /&gt;
*Heavy Floater Autopsy&lt;br /&gt;
*Heavy Floater Interragation&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*Muton Interragation&lt;br /&gt;
*[[Berserker (EU2012)|Muton Berserker]]&lt;br /&gt;
*Muton Berserker Autopsy&lt;br /&gt;
*Muton Berserker Interragation&lt;br /&gt;
*Muton Elite&lt;br /&gt;
*Muton Elite Autopsy&lt;br /&gt;
*Muton Elite Interragation&lt;br /&gt;
*Drone&lt;br /&gt;
*Drone Autopsy&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*Cyberdisk Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*Sectopod Autopsy&lt;br /&gt;
*Ethereal&lt;br /&gt;
*Ethereal Autopsy&lt;br /&gt;
*Ethereal Interragation&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40663</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40663"/>
		<updated>2012-10-31T12:01:11Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Alien Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* Fusion Core&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
* Fusion Guided Launcher&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*Sectoid Interragation&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]]&lt;br /&gt;
*Sectoid Commander&lt;br /&gt;
*Sectoid Commander Autopsy&lt;br /&gt;
*Sectoid Commander Interragation&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*Thin Man Interragation&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*Floater Interragation&lt;br /&gt;
*Heavy Floater&lt;br /&gt;
*Heavy Floater Autopsy&lt;br /&gt;
*Heavy Floater Interragation&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*Muton Interragation&lt;br /&gt;
*[[Berserker (EU2012)|Muton Berserker]]&lt;br /&gt;
*Muton Berserker Autopsy&lt;br /&gt;
*Muton Berserker Interragation&lt;br /&gt;
*Muton Elite&lt;br /&gt;
*Muton Elite Autopsy&lt;br /&gt;
*Muton Elite Interragation&lt;br /&gt;
*Drone&lt;br /&gt;
*Drone Autopsy&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*Cyberdisk Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*Sectopod Autopsy&lt;br /&gt;
*Ethereal&lt;br /&gt;
*Ethereal Autopsy&lt;br /&gt;
*Ethereal Interragation&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40662</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40662"/>
		<updated>2012-10-31T11:56:28Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Alien Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* Fusion Core&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
* Fusion Guided Launcher&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*Sectoid Commander Autopsy&lt;br /&gt;
*Sectoid Commander Interragation&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40661</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40661"/>
		<updated>2012-10-31T11:55:46Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* Fusion Core&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
* Fusion Guided Launcher&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40660</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40660"/>
		<updated>2012-10-31T11:49:32Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Aircraft/Satellites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* Fusion Core&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40659</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40659"/>
		<updated>2012-10-31T11:48:56Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40658</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40658"/>
		<updated>2012-10-31T11:48:36Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* &amp;quot;Uncategorized&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40657</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40657"/>
		<updated>2012-10-31T11:48:06Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* &amp;quot;Priority Research&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40656</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=40656"/>
		<updated>2012-10-31T11:43:22Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Research diagram */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Xcom2012techtree.png&amp;diff=40655</id>
		<title>File:Xcom2012techtree.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Xcom2012techtree.png&amp;diff=40655"/>
		<updated>2012-10-31T11:41:05Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40356</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40356"/>
		<updated>2012-10-25T19:40:03Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* 1st month on Impossible: Build Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since choice of country is dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
AFTER full satellite coverage, consider keeping junk instead of selling them.  For veteran X-Com players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, for council requests, research, or manufacturing (yes even corpses can become manufacturing components).&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (march) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate (5d, space for Workshop);&lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop (10d, +5 engineers for Satellite Uplink), excavate (5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible);&lt;br /&gt;
*11d - 3x-4x satellites (20d) not in pack (1 by 1), will cost 77$ each with 9 engineers;&lt;br /&gt;
*12d - Power Generator (5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink (14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usualy goes after 17d.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40355</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40355"/>
		<updated>2012-10-25T19:39:21Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Optimal strategic development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4.  Although they wander around, these groups tend to remain dormant until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since choice of country is dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
AFTER full satellite coverage, consider keeping junk instead of selling them.  For veteran X-Com players, take heed that all those corpses and miscellaneous junk are no longer junk.  Most have a use, for council requests, research, or manufacturing (yes even corpses can become manufacturing components).&lt;br /&gt;
&lt;br /&gt;
=== Optimal strategic development ===&lt;br /&gt;
This is my strategy for developing the base and satellite coverage on Classic. Tips and comments appreciated.&lt;br /&gt;
&#039;&#039;&#039; The goal is to have as much money as possible, since money is a huge factor in the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in NA, we get 180 extra funding from the beginning, and a bonus that is most beneficial at the beginning. Restart game until you get steam on 3rd level and not in columns 2, 3 or 6 (2 and 3 is where statellite facilities are going to be located, 6 makes it impossible to place workshops in a square). Optimal location for steam is adjacent to the access lift, to the right (5 column). I dont like steam at higher levels because its a very big investment of money to build a thermo gen right away. &lt;br /&gt;
&lt;br /&gt;
Start by getting extra engineers ASAP and excavating left and right on 1st level. You need 10 engineers to build Satellite Uplink, so you must get 4 engineers and build a workshop. On first level, in first month, you are going to build a Power gen, Workshop and OTS, leaving space for the Satellite Uplink. Your power gen goes over the tile with the steam on the third level. Reserve space for Satellite Uplink next to the existing one. Workshop goes in 5 or 6 column (to the right of the access lift), space must be left to build 4 of them in a square. OTS goes either to column 1, 5 or 7, whichever is free and doenst disrupt workshop&#039;s square formation.&lt;br /&gt;
&lt;br /&gt;
At first month, you need to build 1 satellite. Always  build satellite uplinks (14 days) and satellites (20 days) so that they are completed before council report (so you get extra money immediately). You can build more than one satellite at once. &lt;br /&gt;
&lt;br /&gt;
On later aductions, first chose the minimum panic hit, then try to get 4 extra scientists, but that&#039;s not as important. After you have &amp;gt;5 scientists, go for money rewards if it wouldnt be a huge panic hit. &lt;br /&gt;
&lt;br /&gt;
Send your first satellite preferably to a country that gives big income (Russia or some $ 100 country), but you may want to prioritise a country that has maximum panic to prevent it from leaving the project. As soon as you send your first statellite, order at least 2 interceptors to that country.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second month, you will be building a second Power Gen, Satellite Uplink and 3 satellites. By the end of the month, try to get a full country covered, preferably Europe (purely for money) or South Africa (again, for money). Also, by the end of the month, try to have access lift built to lvl 3, and room for thermo gen excavated.&lt;br /&gt;
&lt;br /&gt;
Third month, you will be building a thermo gen, third Satellite Uplink and another 3 satellites. You may want to go for Nexus here, but it will require you to build extra workshop, and probably even more power, which you may not have money for. Make sure to upgrade to 4 interceptors right at the beginning of month 3, as big UFO&#039;s are going to show up. You may also want to have some phoenix canons built (2 interceptors with phoenix will usually take down a big UFO, in case of unluck 3rd one will finish it off with avalanchem but it takes all 4 of them to take down a big UFO with avalanches, and i believe if you get unlucky you&#039;re screwed). &lt;br /&gt;
&lt;br /&gt;
If at any point you have no money, you should sell stuff on the grey market. You can afford selling items even if you didnt research them yet, since you will get them again. I had to sell every ufo component and lots of alien bodies to get me through the second month, but it was worth it - jumped from 250 to 550 income! Also, I am building alien containtment on the end of second month to save money, and i am not researching beam weapons until month 3, and foregoing manufacturing carpace armor (manufacturing only skeleton suit), also to save money. I have not built foundry yet (maybe i&#039;m wrong on this) but i havent had any spare money or base space for it. I only got squad size upgrades at OTS.&lt;br /&gt;
&lt;br /&gt;
By the end of third month, you have 2 countries fully covered, one of which should be Africa, and you should have a very nice paycheck. This will allow you to start getting all the nice stuff :)&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (march) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
1d - excavate (5d, space for Workshop);&lt;br /&gt;
4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
7d - Workshop (10d, +5 engineers for Satellite Uplink), excavate (5d, space for Power Generator) ;&lt;br /&gt;
7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible);&lt;br /&gt;
11d - 3x-4x satellites (20d) not in pack (1 by 1), will cost 77$ each with 9 engineers;&lt;br /&gt;
12d - Power Generator (5d, power for Satellite Uplink);&lt;br /&gt;
17d - Satellite Uplink (14d);&lt;br /&gt;
...&lt;br /&gt;
32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usualy goes after 17d.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missions_(EU2012)&amp;diff=40195</id>
		<title>Talk:Missions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missions_(EU2012)&amp;diff=40195"/>
		<updated>2012-10-23T05:52:46Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fleshed out the remaining battle types with similar information to the missions that were already described. There are two listed as &amp;quot;Spoiler&amp;quot;. I&#039;m not sure if these are placeholders for actual missions or just in case more space was needed. --[[User:PixelOrange|PixelOrange]] 08:03, 14 October 2012 (EDT)&lt;br /&gt;
:It&#039;s for the special missions like assaultin the alien base. But we&#039;re still deciding on how to manage the spoilers [[User:Hobbes|Hobbes]] 08:38, 14 October 2012 (EDT)&lt;br /&gt;
::Perhaps a separate page titled &amp;quot;Special Missions&amp;quot;, with a spoiler warning next to the link? [[User:COL Tatticky|COL Tatticky]] 03:40, 15 October 2012 (EDT)&lt;br /&gt;
:::That works, it&#039;s really a matter of restricting all content about the game end on those pages. [[User:Hobbes|Hobbes]] 16:32, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are missions going the same timing any time? For example on Impossible: Abduction on 5th day, UFO on 12th day, Abduction on 17th and Council on 25th... Some sort of. Or timings and/or order of them is randomized for every game?&lt;br /&gt;
I think events have some x-z days to trigger and the order they come is constant. As the complex of missions for every month is also static: 2 abductions, 1 council mission and 1 small ufo for 1st month every time (or not?).&lt;br /&gt;
It needs prooves, that&#039;s very important for i/i games (to plan is it possible to get +satellite uplink and launch +3/4 satellites in 1st month). Nite, 22 october 2012&lt;br /&gt;
&lt;br /&gt;
Also, how about to find some information about successful and failed mission&#039;s results: panic increase/decrease in target and nearby countries (important) and average salvage?&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(EU2012)&amp;diff=40121</id>
		<title>Talk:Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(EU2012)&amp;diff=40121"/>
		<updated>2012-10-22T15:30:26Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sources:&lt;br /&gt;
* http://gaming.stackexchange.com/questions/87242/what-are-the-differences-between-normal-and-classic-difficulties&lt;br /&gt;
* http://forums.2kgames.com/showthread.php?150076-Differences-in-Difficulties&lt;br /&gt;
I think also the starting money differs what is not included here. I will add it later today. [[User:Jarcionek|Jarcionek]] 10:17, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
If starting funds depends on country you choose to start, then it must be equal to X+monthly income of the country you have satellite covered. So, 300 on Classic NA means X=300-180(NA)=120 startings funds. Am I wrong?&lt;br /&gt;
If that&#039;s true, then on Easy starting funds will be 465(on NA)-270(NA on Easy)=195.&lt;br /&gt;
--Nite&lt;br /&gt;
&lt;br /&gt;
Starting funds on Classic for NA are still 300.--[[User:Tacobandit744|Tacobandit744]] 02:05, 22 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
You don&#039;t understand me. Starting funds on Classic including NA&#039;s funds are 300. Yes. But Starting funds excluding NA&#039;s funds are 300-180=120. So, begining in Germany means 120+150=270. &amp;quot;Is it right?&amp;quot; - that&#039;s the question.&lt;br /&gt;
--Nite&lt;br /&gt;
&lt;br /&gt;
ALso, there is &amp;quot;Base Funding by Difficulty Level&amp;quot; table http://www.ufopaedia.org/index.php?title=Situation_Room_(EU2012) . It says:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §100 || §75&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(EU2012)&amp;diff=40120</id>
		<title>Talk:Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(EU2012)&amp;diff=40120"/>
		<updated>2012-10-22T15:24:32Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sources:&lt;br /&gt;
* http://gaming.stackexchange.com/questions/87242/what-are-the-differences-between-normal-and-classic-difficulties&lt;br /&gt;
* http://forums.2kgames.com/showthread.php?150076-Differences-in-Difficulties&lt;br /&gt;
I think also the starting money differs what is not included here. I will add it later today. [[User:Jarcionek|Jarcionek]] 10:17, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
If starting funds depends on country you choose to start, then it must be equal to X+monthly income of the country you have satellite covered. So, 300 on Classic NA means X=300-180(NA)=120 startings funds. Am I wrong?&lt;br /&gt;
If that&#039;s true, then on Easy starting funds will be 465(on NA)-270(NA on Easy)=195.&lt;br /&gt;
--Nite&lt;br /&gt;
&lt;br /&gt;
Starting funds on Classic for NA are still 300.--[[User:Tacobandit744|Tacobandit744]] 02:05, 22 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
You don&#039;t understand me. Starting funds on Classic including NA&#039;s funds are 300. Yes. But Starting funds excluding NA&#039;s funds are 300-180=120. So, begining in Germany means 120+150=270. &amp;quot;Is it right?&amp;quot; - that&#039;s the question.&lt;br /&gt;
--Nite&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Situation_Room_(EU2012)&amp;diff=40110</id>
		<title>Talk:Situation Room (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Situation_Room_(EU2012)&amp;diff=40110"/>
		<updated>2012-10-22T07:03:38Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn&#039;t we put here council nations funding and part of the world full coverage bonuses? I have data for normal difficulty as well as some notes on multiplayer point costs.&lt;br /&gt;
:Yup. Sounds good to me :) [[User:Hobbes|Hobbes]] 21:05, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think this page should be changed from &amp;quot;Geoscape UE2012&amp;quot; to &amp;quot;Situation Room&amp;quot;.  The Geoscape makes me think of the big, blue floating orb in the base and scanning for activity.  All the info here is really Situation Room info.  Following that, the Situation Room link under Base Facilities needs to point here. 22Sep&#039;12&lt;br /&gt;
:Yup. I would like the Geoscape to provide later details like a world map with all the countries and to focus on physical aspects. I&#039;ve just moved things a bit around. [[User:Hobbes|Hobbes]] 18:31, 22 September 2012 (EDT)&lt;br /&gt;
:Oh, and to put your signature and timestamp you can simply put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; at the end of the line. [[User:Hobbes|Hobbes]] 18:32, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the Country and Continent Bonuses per Month section, are the sci/engi bonuses per month additive. ie if you have all of asia is that 10 engineers per month or 4? This chart isn&#039;t completely clear on this. [[User:Mavoc|Mavoc]] 22:19, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should also add a note as to what happens if your starting country pulls out, even if nothing happens. This is assuming that your starting country can pull out, which would be worth noting if it isn&#039;t possible. If I start in Europe and all the European counties pull their funding, do I still get the Expert Knowledge bonus? [[User:Mavoc|Mavoc]] 22:24, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
How many days in month? Is it like real or constant number?&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missions_(EU2012)&amp;diff=40109</id>
		<title>Talk:Missions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missions_(EU2012)&amp;diff=40109"/>
		<updated>2012-10-22T06:58:46Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fleshed out the remaining battle types with similar information to the missions that were already described. There are two listed as &amp;quot;Spoiler&amp;quot;. I&#039;m not sure if these are placeholders for actual missions or just in case more space was needed. --[[User:PixelOrange|PixelOrange]] 08:03, 14 October 2012 (EDT)&lt;br /&gt;
:It&#039;s for the special missions like assaultin the alien base. But we&#039;re still deciding on how to manage the spoilers [[User:Hobbes|Hobbes]] 08:38, 14 October 2012 (EDT)&lt;br /&gt;
::Perhaps a separate page titled &amp;quot;Special Missions&amp;quot;, with a spoiler warning next to the link? [[User:COL Tatticky|COL Tatticky]] 03:40, 15 October 2012 (EDT)&lt;br /&gt;
:::That works, it&#039;s really a matter of restricting all content about the game end on those pages. [[User:Hobbes|Hobbes]] 16:32, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are missions going the same timing any time? For example on Impossible: Abduction on 5th day, UFO on 12th day, Abduction on 17th and Council on 25th... Some sort of. Or timings and/or order of them is randomized for every game?&lt;br /&gt;
I think events have some x-z days to trigger and the order they come is constant. As the complex of missions for every month is also static: 2 abductions, 1 council mission and 1 small ufo for 1st month every time (or not?).&lt;br /&gt;
It needs prooves, that&#039;s very important for i/i games (to plan is it possible to get +satellite uplink and launch +3/4 satellites in 1st month). Nite, 22 october 2012&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(EU2012)&amp;diff=40086</id>
		<title>Talk:Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(EU2012)&amp;diff=40086"/>
		<updated>2012-10-22T05:02:50Z</updated>

		<summary type="html">&lt;p&gt;Nite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sources:&lt;br /&gt;
* http://gaming.stackexchange.com/questions/87242/what-are-the-differences-between-normal-and-classic-difficulties&lt;br /&gt;
* http://forums.2kgames.com/showthread.php?150076-Differences-in-Difficulties&lt;br /&gt;
I think also the starting money differs what is not included here. I will add it later today. [[User:Jarcionek|Jarcionek]] 10:17, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
If starting funds depends on country you choose to start, then it must be equal to X+monthly income of the country you have satellite covered. So, 300 on Classic NA means X=300-180(NA)=120 startings funds. Am I wrong?&lt;br /&gt;
If that&#039;s true, then on Easy starting funds will be 465(on NA)-270(NA on Easy)=195.&lt;br /&gt;
Nite&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40085</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40085"/>
		<updated>2012-10-22T04:51:38Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&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 are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* You receive officer training school&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;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy (10%), critical chance and/or damage (must be prooved).&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy (10%), critical chance and/or damage (must be prooved).&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40001</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40001"/>
		<updated>2012-10-21T20:23:30Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Impossible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&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 are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 125% 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;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy (10%), critical chance and/or damage (must be prooved).&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy (10%), critical chance and/or damage (must be prooved).&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40000</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40000"/>
		<updated>2012-10-21T20:23:19Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&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 are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 125% 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;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy (10%), critical chance and/or damage (must be prooved).&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy, critical chanсe and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39998</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39998"/>
		<updated>2012-10-21T19:49:27Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Easy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&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 are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 125% 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;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy, critical chance and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy, critical chanсe and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39997</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39997"/>
		<updated>2012-10-21T19:48:54Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 125% 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;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy, critical chance and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy, critical chanсe and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39996</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39996"/>
		<updated>2012-10-21T19:48:34Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Impossible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 125% 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;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy, critical chance and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy, critical chanсe and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39995</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39995"/>
		<updated>2012-10-21T19:47:42Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Impossible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 125% 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;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy, critical chance and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy, critical chanсe and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39994</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39994"/>
		<updated>2012-10-21T19:47:22Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 125% 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;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy, critical chance and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy, critical chanсe and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39993</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39993"/>
		<updated>2012-10-21T19:46:47Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* 125% of monthly funds income (must be prooved)&lt;br /&gt;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: accuracy, critical chance and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 hitpoint&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy, critical chanсe and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39991</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39991"/>
		<updated>2012-10-21T19:45:59Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Impossible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* 125% of monthly funds income (must be prooved)&lt;br /&gt;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 37 units of free electricity&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Your soldiers have -1 hitpoint&lt;br /&gt;
* All aliens receive bonuses accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of mothly 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;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: hitpoints, accuracy, critical chanсe and/or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of free electricity&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39972</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39972"/>
		<updated>2012-10-21T15:10:21Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* 125% of monthly funds income (must be prooved)&lt;br /&gt;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Your soldiers have -1 hitpoint&lt;br /&gt;
* All aliens receive bonuses accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
= Impossible =&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;
* 100% of mothly funds income&lt;br /&gt;
* Your soldiers have -2 hitpoints&lt;br /&gt;
* All aliens receive bonuses hitpoints (+1), accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39971</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39971"/>
		<updated>2012-10-21T15:10:05Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Impossible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* 125% of monthly funds income (must be prooved)&lt;br /&gt;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Your soldiers have -1 hitpoint&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
= Impossible =&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;
* 100% of mothly funds income&lt;br /&gt;
* Your soldiers have -2 hitpoints&lt;br /&gt;
* All aliens receive bonuses hitpoints (+1), accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39970</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39970"/>
		<updated>2012-10-21T15:09:00Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Impossible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* 125% of monthly funds income (must be prooved)&lt;br /&gt;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Your soldiers have -1 hitpoint&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
= Impossible =&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;
* 100% of mothly funds income&lt;br /&gt;
* Your soldiers have -2 hitpoints&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39969</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39969"/>
		<updated>2012-10-21T15:08:52Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* 125% of monthly funds income (must be prooved)&lt;br /&gt;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* 100% of mothly funds income&lt;br /&gt;
* Your soldiers have -1 hitpoint&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
= Impossible =&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;
* Your soldiers have -2 hitpoints&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39968</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39968"/>
		<updated>2012-10-21T15:08:32Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* 125% of monthly funds income (must be prooved)&lt;br /&gt;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Your soldiers have -1 hitpoint&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
= Impossible =&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;
* Your soldiers have -2 hitpoints&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39967</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39967"/>
		<updated>2012-10-21T15:08:17Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* 125% of monthly funds income&lt;br /&gt;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Your soldiers have -1 hitpoint&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
= Impossible =&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;
* Your soldiers have -2 hitpoints&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39966</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39966"/>
		<updated>2012-10-21T15:07:50Z</updated>

		<summary type="html">&lt;p&gt;Nite: /* Easy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &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;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 in left unchecked&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Your soldiers have 1 bonus hitpoint&lt;br /&gt;
* Aliens are dumber, and there aren&#039;t as many of them&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Normal =&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;
* Your soldiers have no bonus hitpoints&lt;br /&gt;
* Aliens have their AI mostly unshackled&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Your soldiers have -1 hitpoint&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
= Impossible =&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;
* Your soldiers have -2 hitpoints&lt;br /&gt;
* All aliens receive bonuses hit hitpoints, accuracy, critical change and / or damage.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* You receive no officer training school&lt;br /&gt;
* There are even more aliens per map&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Nite</name></author>
	</entry>
</feed>