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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Floater_(EU2012)&amp;diff=83226</id>
		<title>Heavy Floater (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Floater_(EU2012)&amp;diff=83226"/>
		<updated>2017-02-12T17:46:08Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: removed incorrect use of &amp;quot;literally&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Heavy Floater 2 (EU2012).png|right|300px|Heavy Floater]]&lt;br /&gt;
&lt;br /&gt;
Tough. Accurate. Mobile. Deadly.&lt;br /&gt;
Heavy Floaters are hulking monsters, with a ton of health and a powerful degree of firepower to match. Flank attacks from these hovering horrors usually end in a tough fight and a lot of corpses. If these corpses turn out to belong to the Aliens or XCOM soldiers is up to the XCOM Commander and a little bit of luck.&lt;br /&gt;
&lt;br /&gt;
While ordinary [[Floater (EU2012)|Floaters]] may seem dumb or reckless and are easily dealt with, these larger counterparts are smarter, tougher to kill and will coordinate their attacks better against your soldiers. At higher [[Difficulty (EU2012)|difficulty]] levels these aliens are addicted to using [[Alien Grenade (EU2012)|alien grenades]] to blow up your soldiers&#039; cover. And if your units are behind indestructible cover they&#039;ll just keep lobbying grenades, so be aware. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Heavy Floater 1 (EU2012).png|150px]]&lt;br /&gt;
|appears=August&amp;lt;br&amp;gt;December (Marathon)&lt;br /&gt;
|hp=12/12/14/16&lt;br /&gt;
|aim=70/70/80/80&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=25&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Floater armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance &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 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Heavy Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;Heavy Floaters have 35 fuel. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&amp;lt;br&amp;gt;Will end the Heavy Floater&#039;s turn. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039;|| &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 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;
* &#039;&#039;&#039;Flight&#039;&#039;&#039;: Has 35 fuel.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* Heavy Floaters are always considered to have at least half 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 receive the best cover.&lt;br /&gt;
** Researching Heavy Floater corpses will unlock the [[Foundry (EU2012)#Advanced Repair|Advanced Repair]] Foundry project.&lt;br /&gt;
*If killed during a successful mission a [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]] will be recovered.&lt;br /&gt;
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Heavy Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Flight technologies.&lt;br /&gt;
** Capturing a Heavy Floater will also recover intact its Light Plasma Rifle or Plasma Rifle, which can be used later by your troops after it&#039;s researched, as well as its Alien Grenade, which can be used immediately without any research required.&lt;br /&gt;
*Heavy Floaters first appearance will commonly be on the first [[Supply_Barge_(EU2012)|Supply Barge]] that you raid.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters were created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] (present in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion) to fuse organic and inorganic materials together. Recovering an Heavy Floater corpse on EW will also provide a small quantity of Meld. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
{{EU2012 Style}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Faceless_(XCOM2)&amp;diff=71436</id>
		<title>Faceless (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Faceless_(XCOM2)&amp;diff=71436"/>
		<updated>2016-02-28T05:06:09Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A hulking sack of flesh and internal chitin, this enemy accomplishes what the Thin man failed to do: perfect mimicry of human appearances. Faceless appear in Reprisal missions, mimicing civilians to be rescued. when approached for evac, they will change into their true form. With high levels of health, they are a force to be reckoned with, with a surprising amount of movement, and a AoE claw attack. As you&#039;ll often discover them right in front of the soldier who just tried to rescue it, they are highly dangerous traps set out for you.&lt;br /&gt;
&lt;br /&gt;
To detect them ahead of time:&lt;br /&gt;
*Use a Battle Scanner or the GREMLIN scan ability.&lt;br /&gt;
*If there&#039;s an alien or ADVENT trooper nearby who is curiously uninterested in shooting at them, they&#039;re probably a Faceless. You can reveal it with an AOE attack.&lt;br /&gt;
*Faceless don&#039;t count towards the counter of unrescued civilians in a mission, so if the green counter says there&#039;s one civilian left, and there are two in front of you...&lt;br /&gt;
*Reload your last save after getting surprised by one.&lt;br /&gt;
&lt;br /&gt;
Faceless will transform on your turn if you try to rescue them. If an XCOM soldier is close but hasn&#039;t come close enough to rescue, they&#039;ll transform during Alien Activity, and can immediately act on the turn they reveal. There is a Dark Event that may place Faceless in missions other than the Retaliation Strikes, so keep an eye out for that one. If all other aliens are killed, any hiding Faceless will automatically transform. Also keep in mind that they can jump, so elevation and ladders are not obstacles for them.&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=58217</id>
		<title>Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=58217"/>
		<updated>2014-07-25T21:26:50Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: /* Classes */ minor grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Squad ==&lt;br /&gt;
Long War&#039;s starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission. To off-set the increased squad size, soldier classes have been made much more specific in their roles.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:&lt;br /&gt;
* Scout-Sniper -&amp;gt; [[Scout (Long War)|Scout]] or [[Sniper (Long War)|Sniper]]&lt;br /&gt;
* Tactical -&amp;gt; [[Infantry (Long War)|Infantry]] or [[Assault (Long War)|Assault]]&lt;br /&gt;
* Weapons -&amp;gt; [[Gunner (Long War)|Gunner]] or [[Rocketeer (Long War)|Rocketeer]]&lt;br /&gt;
* Support -&amp;gt; [[Medic (Long War)|Medic]] or [[Engineer (Long War)|Engineer]]&lt;br /&gt;
If you don&#039;t want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.&lt;br /&gt;
&lt;br /&gt;
The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works will with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault&#039;s destination doesn&#039;t have extra enemies hiding nearby.&lt;br /&gt;
&lt;br /&gt;
== Fatigue==&lt;br /&gt;
In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can push a soldier out while fatigued if you must, but then they&#039;ll need a longer rest session afterwards that you can&#039;t skip. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have about four full teams of soldiers (24-32), ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if Operation Sling-shot and Portent are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your highest soldier&#039;s rank.&lt;br /&gt;
&lt;br /&gt;
By mid-game you might seriously start to consider if some missions are worth it. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. &amp;quot;Do I really want to assault it?&amp;quot; Check your roster and see how many soldiers are fatigued and for how long. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.&lt;br /&gt;
&lt;br /&gt;
Fatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren&#039;t damaged during a mission). However they do not gain any experience, which could be potentially given to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening  will give your soldiers fixed starting stats.&lt;br /&gt;
&lt;br /&gt;
In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers&#039; starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.&lt;br /&gt;
&lt;br /&gt;
The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper&#039;s +40, for a 30 aim difference. In comparison, the Long War Engineer gains 14 aim to the Sniper&#039;s 32, a much smaller, though still significant, 18 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EXALT_(EU2012)&amp;diff=56594</id>
		<title>EXALT (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EXALT_(EU2012)&amp;diff=56594"/>
		<updated>2014-05-21T02:43:06Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: another minor grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EXALT Insignia (EU2012).png|right|200px|EXALT insignia]]&lt;br /&gt;
EXALT is a new global human threat introduced in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.&lt;br /&gt;
&lt;br /&gt;
EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and instead and disrupt XCOM efforts&#039;s to fight the invasion. Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission. EXALT will even try to outsmart the aliens during Operation [[Progeny (EU2012)|Progeny]] in order to gain access to a high value [[Annette Durand (EU2012)|weapon]]. &lt;br /&gt;
&lt;br /&gt;
The nature of EXALT&#039;s threat is similar to the one posed [[Cult_of_Sirius|Cult of Sirius]] on [[Apocalypse|X-COM Apocalypse]]. However, one major difference between the two groups is that the religious structure of the Cult speaks of humans subjecting themselves to their new alien overlords, while the extravagance of the EXALT Headquarters suggests powerful people in black market and clandestine circles, groups whose interests tend to lie in acquiring power for &#039;&#039;themselves&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level. To completely eliminate the EXALT threat, XCOM will have to discover and raid their [[EXALT Base Raid (EU2012)|base]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==EXALT Deployment==&lt;br /&gt;
[[Image:EXALT Appearance (EU2012).png|right|300px|EXALT appears]]&lt;br /&gt;
EXALT always starts its operations at a random date in May, with the possible variation between dates dependent on the game&#039;s difficulty level. On Easy/Normal difficulties the day can vary between the 12th and the 24th, while on Classic/Impossible it can start anywhere between the 6th and the 24th. &lt;br /&gt;
&lt;br /&gt;
On the day EXALT starts its operations it will place 2 cells, one of which will immediately perform an anti-XCOM operation and become exposed. The 2nd cell will remain hidden and can be exposed through an [[Covert Operations (EU2012)#Dealing with EXALT|Intel Scan]]. Afterwards EXALT will periodically keep placing new cells until it reaches the limit of active cells (10 for all difficulties) or its HQ is eliminated.  &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==EXALT Cells==&lt;br /&gt;
===Cell Placement===&lt;br /&gt;
[[Image:EXALT Agents 1.jpg|right|300px|EXALT Agents]]&lt;br /&gt;
EXALT can place a new cell after a placement cool down period, which can vary between 12 to 24 days (Easy/Normal [[Difficulty (EU2012)|difficulty]] levels) and 6 to 24 days (Classic/Impossible). Each cell consists of a number of EXALT [[EXALT Units (EU2012)|agents]] and their precise numbers will [[EXALT Units (EU2012)#EXALT_Deployment|depend]] on the map where the [[Covert Operations (EU2012)|covert mission]] takes place. &lt;br /&gt;
&lt;br /&gt;
After the cool down period reaches 0, EXALT will make a list of [[The Council (EU2012)|Council]] countries that don&#039;t have EXALT Cells already assigned and give them a score based on several factors:&lt;br /&gt;
* Panic Levels - countries with [[Panic (EU2012)|panic]] levels from 2 to 4 have a bigger positive modifier added to the score.&lt;br /&gt;
* XCOM HQ&#039;s [[XCOM Base Location (EU2012)|location]] - countries on that continent will have a negative modifier.&lt;br /&gt;
* [[Satellite (EU2012)|Satellites]] - countries with satellites deployed will have a negative modifier.&lt;br /&gt;
* Continent has no EXALT cells - countries will have a positive modifier.&lt;br /&gt;
* All countries in continent are still in XCOM - country gets a positive modifier.&lt;br /&gt;
* Single country in continent without satellites - country gets a positive modifier. &lt;br /&gt;
* Only 1 country in continent still in XCOM - country gets a negative modifier. &lt;br /&gt;
* Continent has left XCOM (continent bonus no longer active) - country gets a negative modifier.&lt;br /&gt;
* Country has left XCOM - no modifier. &lt;br /&gt;
&lt;br /&gt;
The values for the modifiers can change between difficulty levels, see [[EXALT (EU2012)#Game Data Sources|Game Data Sources]] for the precise numbers. &lt;br /&gt;
&lt;br /&gt;
Afterwards, EXALT will randomly choose 1 country from the list, with countries with bigger scores having better chances of being chosen. It will then make a final roll to determine if the cell has been successfully placed, using the following modifiers:&lt;br /&gt;
* Base Chance (can vary on different difficulty levels between 0,9 and 1.1)&lt;br /&gt;
* Satellite present (can vary on different difficulty levels between -0.2 and 0)&lt;br /&gt;
* [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] - developing this Foundry project gives a -0.35 modifier, on all difficulty levels.&lt;br /&gt;
&lt;br /&gt;
If the new cell is placed successfully there will be a cool down period for placing the next new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level. &lt;br /&gt;
===Cell Status===&lt;br /&gt;
[[Image:EXALT Cell (EU2012).png|right|300px|EXALT cell detected]]&lt;br /&gt;
EXALT cells can have two statuses: Exposed and Hidden. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Cells&#039;&#039;&#039;&lt;br /&gt;
* When initially deployed or move to another country EXALT cells will be hidden. &lt;br /&gt;
* Only Hidden EXALT cells can conduct XCOM operations. &lt;br /&gt;
* Each Hidden EXALT Cell will only take actions after a number of certain days/conditions have passed.&lt;br /&gt;
** After its initial deployment or relocation to another country, the date for its next anti-XCOM operation is randomly determined, with the range of values dependent on the difficulty level (7 to 21 days on Easy/Normal and 7 to 15 on Classic/Impossible).&lt;br /&gt;
** If the date of the next operation is reached and enough days have passed between different cell operations (the limit depends on difficulty level), it will perform an anti-XCOM operation and become exposed.&lt;br /&gt;
** Otherwise, the cell will remain hidden and move to another country, using the placement score described above.&lt;br /&gt;
* After an existing cell relocates itself, there will be a cool down period for placing a new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed Cells&#039;&#039;&#039;&lt;br /&gt;
* Cells will be exposed after completing an anti-XCOM operation or if an Intel Scan is conducted from the [[Situation Room (EU2012)|Situation Room]]. &lt;br /&gt;
* After a number of days have passed (4 to 7 days on Easy difficulty, 2 to 5 on all other difficulty levels, an exposed EXALT cell will relocate itself to another country and become hidden. &lt;br /&gt;
** However, the cell will stay exposed if XCOM deploys a [[Covert Operative (EU2012)|Covert Operative]] and until the covert deployment ends. &lt;br /&gt;
** The cell will immediately relocate and hide if the mission is a failure or the Covert Operative isn&#039;t extracted. &lt;br /&gt;
&lt;br /&gt;
===Cell Operations===&lt;br /&gt;
[[Image:EXALT Research Hack.png|right|300px|EXALT Research Hack]]&lt;br /&gt;
Hidden EXALT cells can conduct 3 types of anti-XCOM operations and will randomly choose 1 of them:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propaganda&#039;&#039;&#039;&lt;br /&gt;
* Increases [[Panic (EU2012)|Panic]] on the targeted country. &lt;br /&gt;
* The amount of panic applied to the country varies between difficulty levels (1 on Easy, 2 on Normal/Classic, 3 on Impossible). &lt;br /&gt;
* On Impossible difficulty, there&#039;s also a panic penalty of 1 applied to all other countries in the continent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
* XCOM&#039;s credits (§) will be reduced by a certain value.  &lt;br /&gt;
* The reduction is determined using either 1 of 2 predetermined constants, MinSabotageCashAmount (in §) or SabotageCashPercentage (in %). &lt;br /&gt;
* If the total number of credits to be stolen using SabotageCashPercentage is bigger that the MinSabotageCashAmount, the game removes the SabotageCashPercentage value. &lt;br /&gt;
* Otherwise the game removes the MinSabotageCashAmount, unless there are no sufficient existing credits, in which case the game will remove all credits available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Hack&#039;&#039;&#039; &lt;br /&gt;
* Slows down XCOM&#039;s current [[Research (EU2012)|research]].&lt;br /&gt;
* Research Hacks will only be performed if the research progress percentage of the current project has advanced past a determined limit, defined by the game&#039;s difficulty level. The values are 30% (Easy) and 50% (all other difficulties). &lt;br /&gt;
* The amount of research lost is calculated using either the MinResearchHackDays or the ResearchHackPercentage values. &lt;br /&gt;
* MinResearchHackDays reduces research by 5 full days while ResearchHackPercentage reduces research by 30% or 50%, depending on difficulty level. The game will calculate both reduction values and apply the biggest reduction. &lt;br /&gt;
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks. Each Lab provides a %20 reduction on the time lost. &lt;br /&gt;
&lt;br /&gt;
Finally, it appears each hidden EXALT cell has a 50% chance of increasing panic by 1 point in the country where it is active. It isn&#039;t clear though when the game checks for this condition to happen (could be at the end of a Abductions/Council mission or at the end of the month).&lt;br /&gt;
&lt;br /&gt;
==Eliminating EXALT==&lt;br /&gt;
[[Image:Exalt Base Raid (EU2012).png|300px|right|Exalt Base Raid]]&lt;br /&gt;
Anti-EXALT operations are accessed through the [[Situation Room (EU2012)|Situation Room]], through the Covert Operations tab. It will display the map and the presence of any discovered EXALT cells and allow to conduct Intel Scans and perform [[Covert Operations (EU2012)|Covert Operations]] to eliminate exposed EXALT cells. &lt;br /&gt;
&lt;br /&gt;
EXALT operations will only cease when the EXALT base is successfully [[EXALT Base Raid (EU2012)|assaulted]], which will result also in the elimination of all existing EXALT cells. Similar to Alien Base Assault or other [[Storyline (EU2012)|Storyline]] missions, the EXALT Base Raid will stay available until XCOM decides to deal with EXALT, once and for all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[Image:EXALT Annette (EU2012).png|right|300px|Annette&#039;s picture at the EXALT Base]]&lt;br /&gt;
If the [[Progeny (EU2012)|Progeny]] campaign is selected and [[Annette Durand (EU2012)|Annette]] is rescued, Dr. [[Vahlen (EU2012)|Vahlen]] will reveal that Annette was originally captured by EXALT and given to the aliens. Later EXALT will revert on their decision and try to get Annette for themselves. It is possible to see a picture of Annette during the [[EXALT Base Raid (EU2012)|EXALT Base]] mission. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Data Sources==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ EXALT Tuning&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Difficulty Levels&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Easy&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Classic&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Impossible&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ExaltStartDelayDays||18||18||15||15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ExaltStartDelayDaysVariation||6||6||9||9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ExaltSweepBaseCost||50||50||50||50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ExaltSweepCostIncrease||0.5||1||1||1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| CovertOperationDuration||6||6||6||6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;CellTuning&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinDaysBetweenDifferentCellOperations||5||5||4||3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinDaysBetweenOperations||7||7||7||7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MaxDaysBetweenOperations||21||21||15||15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinDaysToHide||4||2||2||2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MaxDaysToHide||7||5||5||5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinDaysBetweenCells||7||7||6||6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MaxDaysBetweenCells||10||11||10||9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MaxSimultaneousCells||10||10||10||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinSabotageCashAmount||50||50||75||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SabotageCashPercentage||0.2||0.3||0.5||0.5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinResearchHackDays||5||5||5||5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ResearchHackPercentage||0.3||0.5||0.5||0.5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;PlacementRollTuning&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| BaseChance||0.9||1||1||1.1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SatelliteMod||-0.2||-0.2||0||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| StealthSatelliteMod||-0.35||-0.35||-0.35||-0.35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;PlacementScoreTuning&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| CountryHasLeftXComMod||0||0||0||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[0]||0||0||0||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[1]||0.1||0.1||0||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[2]||0.2||0.2||0.1||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[3]||0.2||0.2||0.2||0.2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[4]||0.1||0.1||0.2||0.3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[5]||0.1||0.1||0.1||-0.1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SatelliteMod||-0.3||-0.1||-0.1||-0.1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| HomeContinentMod||-0.1||-0.1||-0.1||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ContinentHasNoCellsMod||0.1||0.1||0.2||0,1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ContinentNoCountriesHaveLeftXComMod||0.1||0.1||0.1||0.2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| OnContinentWithOnlyOneCountryLeftInXComMod||-0.1||-0.1||-0.1||-0.1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ContinentHasLeftXComMod||-0.3||-0.3||-0.3||-0.3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| OnlyCountryOnContinentWithoutSatelliteMod||0.2||0.2||0.2||0.2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Table Values: DefaultGameData.INI&amp;lt;br&amp;gt;Game Mechanics: XGExaltSimulation class at XComStrategyGame.UPK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{EXALT (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: EXALT (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EXALT_(EU2012)&amp;diff=56593</id>
		<title>EXALT (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EXALT_(EU2012)&amp;diff=56593"/>
		<updated>2014-05-21T02:31:03Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: Minor grammar edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EXALT Insignia (EU2012).png|right|200px|EXALT insignia]]&lt;br /&gt;
EXALT is a new global human threat introduced in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.&lt;br /&gt;
&lt;br /&gt;
EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and instead and disrupt XCOM efforts&#039;s to fight the invasion. Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission. EXALT will even try to outsmart the aliens during Operation [[Progeny (EU2012)|Progeny]] in order to gain access to a high value [[Annette Durand (EU2012)|weapon]]. &lt;br /&gt;
&lt;br /&gt;
The nature of EXALT&#039;s threat is similar to the one posed [[Cult_of_Sirius|Cult of Sirius]] on [[Apocalypse|X-COM Apocalypse]]. However, one major difference between the two groups is that the religious structure of the Cult speaks of humans subjecting themselves to their new alien overlords, while the extravagance of the EXALT Headquarters suggests powerful people in black market and clandestine circles, groups whose interest tend to lie in acquiring power for &#039;&#039;themselves&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level. To completely eliminate the EXALT threat, XCOM will have to discover and raid their [[EXALT Base Raid (EU2012)|base]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==EXALT Deployment==&lt;br /&gt;
[[Image:EXALT Appearance (EU2012).png|right|300px|EXALT appears]]&lt;br /&gt;
EXALT always starts its operations at a random date in May, with the possible variation between dates dependent on the game&#039;s difficulty level. On Easy/Normal difficulties the day can vary between the 12th and the 24th, while on Classic/Impossible it can start anywhere between the 6th and the 24th. &lt;br /&gt;
&lt;br /&gt;
On the day EXALT starts its operations it will place 2 cells, one of which will immediately perform an anti-XCOM operation and become exposed. The 2nd cell will remain hidden and can be exposed through an [[Covert Operations (EU2012)#Dealing with EXALT|Intel Scan]]. Afterwards EXALT will periodically keep placing new cells until it reaches the limit of active cells (10 for all difficulties) or its HQ is eliminated.  &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==EXALT Cells==&lt;br /&gt;
===Cell Placement===&lt;br /&gt;
[[Image:EXALT Agents 1.jpg|right|300px|EXALT Agents]]&lt;br /&gt;
EXALT can place a new cell after a placement cool down period, which can vary between 12 to 24 days (Easy/Normal [[Difficulty (EU2012)|difficulty]] levels) and 6 to 24 days (Classic/Impossible). Each cell consists of a number of EXALT [[EXALT Units (EU2012)|agents]] and their precise numbers will [[EXALT Units (EU2012)#EXALT_Deployment|depend]] on the map where the [[Covert Operations (EU2012)|covert mission]] takes place. &lt;br /&gt;
&lt;br /&gt;
After the cool down period reaches 0, EXALT will make a list of [[The Council (EU2012)|Council]] countries that don&#039;t have EXALT Cells already assigned and give them a score based on several factors:&lt;br /&gt;
* Panic Levels - countries with [[Panic (EU2012)|panic]] levels from 2 to 4 have a bigger positive modifier added to the score.&lt;br /&gt;
* XCOM HQ&#039;s [[XCOM Base Location (EU2012)|location]] - countries on that continent will have a negative modifier.&lt;br /&gt;
* [[Satellite (EU2012)|Satellites]] - countries with satellites deployed will have a negative modifier.&lt;br /&gt;
* Continent has no EXALT cells - countries will have a positive modifier.&lt;br /&gt;
* All countries in continent are still in XCOM - country gets a positive modifier.&lt;br /&gt;
* Single country in continent without satellites - country gets a positive modifier. &lt;br /&gt;
* Only 1 country in continent still in XCOM - country gets a negative modifier. &lt;br /&gt;
* Continent has left XCOM (continent bonus no longer active) - country gets a negative modifier.&lt;br /&gt;
* Country has left XCOM - no modifier. &lt;br /&gt;
&lt;br /&gt;
The values for the modifiers can change between difficulty levels, see [[EXALT (EU2012)#Game Data Sources|Game Data Sources]] for the precise numbers. &lt;br /&gt;
&lt;br /&gt;
Afterwards, EXALT will randomly choose 1 country from the list, with countries with bigger scores having better chances of being chosen. It will then make a final roll to determine if the cell has been successfully placed, using the following modifiers:&lt;br /&gt;
* Base Chance (can vary on different difficulty levels between 0,9 and 1.1)&lt;br /&gt;
* Satellite present (can vary on different difficulty levels between -0.2 and 0)&lt;br /&gt;
* [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] - developing this Foundry project gives a -0.35 modifier, on all difficulty levels.&lt;br /&gt;
&lt;br /&gt;
If the new cell is placed successfully there will be a cool down period for placing the next new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level. &lt;br /&gt;
===Cell Status===&lt;br /&gt;
[[Image:EXALT Cell (EU2012).png|right|300px|EXALT cell detected]]&lt;br /&gt;
EXALT cells can have two statuses: Exposed and Hidden. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Cells&#039;&#039;&#039;&lt;br /&gt;
* When initially deployed or move to another country EXALT cells will be hidden. &lt;br /&gt;
* Only Hidden EXALT cells can conduct XCOM operations. &lt;br /&gt;
* Each Hidden EXALT Cell will only take actions after a number of certain days/conditions have passed.&lt;br /&gt;
** After its initial deployment or relocation to another country, the date for its next anti-XCOM operation is randomly determined, with the range of values dependent on the difficulty level (7 to 21 days on Easy/Normal and 7 to 15 on Classic/Impossible).&lt;br /&gt;
** If the date of the next operation is reached and enough days have passed between different cell operations (the limit depends on difficulty level), it will perform an anti-XCOM operation and become exposed.&lt;br /&gt;
** Otherwise, the cell will remain hidden and move to another country, using the placement score described above.&lt;br /&gt;
* After an existing cell relocates itself, there will be a cool down period for placing a new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed Cells&#039;&#039;&#039;&lt;br /&gt;
* Cells will be exposed after completing an anti-XCOM operation or if an Intel Scan is conducted from the [[Situation Room (EU2012)|Situation Room]]. &lt;br /&gt;
* After a number of days have passed (4 to 7 days on Easy difficulty, 2 to 5 on all other difficulty levels, an exposed EXALT cell will relocate itself to another country and become hidden. &lt;br /&gt;
** However, the cell will stay exposed if XCOM deploys a [[Covert Operative (EU2012)|Covert Operative]] and until the covert deployment ends. &lt;br /&gt;
** The cell will immediately relocate and hide if the mission is a failure or the Covert Operative isn&#039;t extracted. &lt;br /&gt;
&lt;br /&gt;
===Cell Operations===&lt;br /&gt;
[[Image:EXALT Research Hack.png|right|300px|EXALT Research Hack]]&lt;br /&gt;
Hidden EXALT cells can conduct 3 types of anti-XCOM operations and will randomly choose 1 of them:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propaganda&#039;&#039;&#039;&lt;br /&gt;
* Increases [[Panic (EU2012)|Panic]] on the targeted country. &lt;br /&gt;
* The amount of panic applied to the country varies between difficulty levels (1 on Easy, 2 on Normal/Classic, 3 on Impossible). &lt;br /&gt;
* On Impossible difficulty, there&#039;s also a panic penalty of 1 applied to all other countries in the continent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
* XCOM&#039;s credits (§) will be reduced by a certain value.  &lt;br /&gt;
* The reduction is determined using either 1 of 2 predetermined constants, MinSabotageCashAmount (in §) or SabotageCashPercentage (in %). &lt;br /&gt;
* If the total number of credits to be stolen using SabotageCashPercentage is bigger that the MinSabotageCashAmount, the game removes the SabotageCashPercentage value. &lt;br /&gt;
* Otherwise the game removes the MinSabotageCashAmount, unless there are no sufficient existing credits, in which case the game will remove all credits available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Hack&#039;&#039;&#039; &lt;br /&gt;
* Slows down XCOM&#039;s current [[Research (EU2012)|research]].&lt;br /&gt;
* Research Hacks will only be performed if the research progress percentage of the current project has advanced past a determined limit, defined by the game&#039;s difficulty level. The values are 30% (Easy) and 50% (all other difficulties). &lt;br /&gt;
* The amount of research lost is calculated using either the MinResearchHackDays or the ResearchHackPercentage values. &lt;br /&gt;
* MinResearchHackDays reduces research by 5 full days while ResearchHackPercentage reduces research by 30% or 50%, depending on difficulty level. The game will calculate both reduction values and apply the biggest reduction. &lt;br /&gt;
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks. Each Lab provides a %20 reduction on the time lost. &lt;br /&gt;
&lt;br /&gt;
Finally, it appears each hidden EXALT cell has a 50% chance of increasing panic by 1 point in the country where it is active. It isn&#039;t clear though when the game checks for this condition to happen (could be at the end of a Abductions/Council mission or at the end of the month).&lt;br /&gt;
&lt;br /&gt;
==Eliminating EXALT==&lt;br /&gt;
[[Image:Exalt Base Raid (EU2012).png|300px|right|Exalt Base Raid]]&lt;br /&gt;
Anti-EXALT operations are accessed through the [[Situation Room (EU2012)|Situation Room]], through the Covert Operations tab. It will display the map and the presence of any discovered EXALT cells and allow to conduct Intel Scans and perform [[Covert Operations (EU2012)|Covert Operations]] to eliminate exposed EXALT cells. &lt;br /&gt;
&lt;br /&gt;
EXALT operations will only cease when the EXALT base is successfully [[EXALT Base Raid (EU2012)|assaulted]], which will result also in the elimination of all existing EXALT cells. Similar to Alien Base Assault or other [[Storyline (EU2012)|Storyline]] missions, the EXALT Base Raid will stay available until XCOM decides to deal with EXALT, once and for all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[Image:EXALT Annette (EU2012).png|right|300px|Annette&#039;s picture at the EXALT Base]]&lt;br /&gt;
If the [[Progeny (EU2012)|Progeny]] campaign is selected and [[Annette Durand (EU2012)|Annette]] is rescued, Dr. [[Vahlen (EU2012)|Vahlen]] will reveal that Annette was originally captured by EXALT and given to the aliens. Later EXALT will revert on their decision and try to get Annette for themselves. It is possible to see a picture of Annette during the [[EXALT Base Raid (EU2012)|EXALT Base]] mission. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Data Sources==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ EXALT Tuning&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Difficulty Levels&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Easy&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Classic&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Impossible&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ExaltStartDelayDays||18||18||15||15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ExaltStartDelayDaysVariation||6||6||9||9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ExaltSweepBaseCost||50||50||50||50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ExaltSweepCostIncrease||0.5||1||1||1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| CovertOperationDuration||6||6||6||6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;CellTuning&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinDaysBetweenDifferentCellOperations||5||5||4||3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinDaysBetweenOperations||7||7||7||7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MaxDaysBetweenOperations||21||21||15||15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinDaysToHide||4||2||2||2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MaxDaysToHide||7||5||5||5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinDaysBetweenCells||7||7||6||6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MaxDaysBetweenCells||10||11||10||9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MaxSimultaneousCells||10||10||10||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinSabotageCashAmount||50||50||75||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SabotageCashPercentage||0.2||0.3||0.5||0.5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MinResearchHackDays||5||5||5||5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ResearchHackPercentage||0.3||0.5||0.5||0.5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;PlacementRollTuning&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| BaseChance||0.9||1||1||1.1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SatelliteMod||-0.2||-0.2||0||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| StealthSatelliteMod||-0.35||-0.35||-0.35||-0.35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &#039;&#039;PlacementScoreTuning&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| CountryHasLeftXComMod||0||0||0||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[0]||0||0||0||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[1]||0.1||0.1||0||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[2]||0.2||0.2||0.1||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[3]||0.2||0.2||0.2||0.2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[4]||0.1||0.1||0.2||0.3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| PanicMod[5]||0.1||0.1||0.1||-0.1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SatelliteMod||-0.3||-0.1||-0.1||-0.1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| HomeContinentMod||-0.1||-0.1||-0.1||0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ContinentHasNoCellsMod||0.1||0.1||0.2||0,1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ContinentNoCountriesHaveLeftXComMod||0.1||0.1||0.1||0.2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| OnContinentWithOnlyOneCountryLeftInXComMod||-0.1||-0.1||-0.1||-0.1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| ContinentHasLeftXComMod||-0.3||-0.3||-0.3||-0.3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| OnlyCountryOnContinentWithoutSatelliteMod||0.2||0.2||0.2||0.2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Table Values: DefaultGameData.INI&amp;lt;br&amp;gt;Game Mechanics: XGExaltSimulation class at XComStrategyGame.UPK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{EXALT (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: EXALT (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medals_(EU2012)&amp;diff=55032</id>
		<title>Medals (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medals_(EU2012)&amp;diff=55032"/>
		<updated>2014-01-05T03:03:54Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: Mentioned that dismissing a soldier results in his or her medals gone for good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Medals (EU2012).png|right|Medals]]&lt;br /&gt;
* Medals can now be assigned to [[Soldiers (EU2012)|soldiers]] on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. They appear as a new option in the [[Barracks (EU2012)|Barracks]] menu. &lt;br /&gt;
* Medals will be received upon completing certain objectives on [[missions (EU2012)|missions]]. There is a cap on the number of medals that can be present on the entire pool of live soldiers. &lt;br /&gt;
* The name of the medals can be changed and there is a choice between 2 options that will increase the soldier&#039;s stats upon receiving it.&lt;br /&gt;
* There is a limit of the number of medals that can be issued. However, if soldiers with medals are killed the medal will be available again for awards 2 missions afterwards.&lt;br /&gt;
** Soldiers who are dismissed (rather than killed) take their medals with them, effectively removing those medals from your pool forever.&lt;br /&gt;
* Will bonus from medals does not affect psi combat.&lt;br /&gt;
** Thus, if your soldiers are immune to panic due to Defender&#039;s Medals or Neural Damping, you can consider ignoring medal effects that improve will.&lt;br /&gt;
* If using savescumming and [[Second_Wave_(EU2012)#Second_Wave_Options|Hidden Potential]] to get the most out of leveling, keep in mind that some of the medal powers will change the stats of your soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Names and Types of Medals&#039;&#039;&#039;&lt;br /&gt;
[[File:Urban Combat Badge (EU2012).png|right|64px|Urban Combat Badge]]&lt;br /&gt;
* &#039;&#039;&#039;Urban Combat Badge&#039;&#039;&#039;&lt;br /&gt;
**[[File:Urban Combat Badge 1 (EU2012).png|32px]] &#039;&#039;+5 Defense when in cover&#039;&#039;.&lt;br /&gt;
**[[File:Urban Combat Badge 2 (EU2012).png|32px]] &#039;&#039;+5 Aim against enemies in full cover&#039;&#039;.&lt;br /&gt;
** Maximum of 5 medals issued. Requires completing an urban map mission?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Defender&#039;s Medal (EU2012).png|right|64px|Defender&#039;s Medal]]&lt;br /&gt;
* &#039;&#039;&#039;Defender&#039;s Medal&#039;&#039;&#039; &lt;br /&gt;
**[[File:Defenders Medal 1 (EU2012).png|32px]] &#039;&#039;Never panic as result of allies getting wounded or killed&#039;&#039;.&lt;br /&gt;
**[[File:Defenders Medal 2 (EU2012).png|32px]] &#039;&#039;Medikits and Restorative Mists heal 2 HP more when used on this soldier&#039;&#039;. &lt;br /&gt;
** Maximum of 3 medals issued. Requires a soldier dying.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:International Service Cross (EU2012).png|right|64px|International Service Cross]]&lt;br /&gt;
* &#039;&#039;&#039;International Service Cross&#039;&#039;&#039;&lt;br /&gt;
** [[File:International Service Cross 1 (EU2012).png|32px]] &#039;&#039;+2 Will per different nationality in the squad&#039;&#039;.&lt;br /&gt;
** [[File:International Service Cross 2 (EU2012).png|32px]] &#039;&#039;+2 Aim per continent bonus XCOM has earned&#039;&#039;.&lt;br /&gt;
**Maximum of 2 medals issued. Requires performing missions on 3 different continents.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Council Medal of Honor (EU2012).png|right|64px|Council Medal of Honor]]&lt;br /&gt;
* &#039;&#039;&#039;Council Medal of Honor&#039;&#039;&#039;&lt;br /&gt;
**[[File:Council Medal of Honor 1 (EU2012).png|32px]] &#039;&#039;+1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.&#039;&#039;&lt;br /&gt;
***Bonus is dependent upon when soldier is awarded and each mission awarded soldier participates in. If awarded soldier only participates in two missions out of X missions, the soldier will only receive +1 Aim &amp;amp; Will on the second mission. The awarded soldier must participate in eleven missions without any soldier deaths to receive maximum benefit (+10 Aim &amp;amp; Will).&lt;br /&gt;
***Bonus can take effect on the second mission after being awarded, and does not take into account missions completed prior to award.&lt;br /&gt;
**[[File:Council Medal of Honor 2 (EU2012).png|32px]] &#039;&#039;Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit.&#039;&#039;&lt;br /&gt;
***Bonus offers instant utilization without much drawback or relying on soldier mission attendance. Best awarded to MEC Troopers, Shotgun Assaults or Squad Sight Snipers as these soldiers tend to be apart from other soldiers.&lt;br /&gt;
**Maximum of 2 medals. Complete 3 Special missions?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Star of Terra (EU2012).png|right|64px|Star of Terra]]&lt;br /&gt;
* &#039;&#039;&#039;Star of Terra&#039;&#039;&#039;&lt;br /&gt;
**[[File:Star of Terra 1 (EU2012).png|32px]] &#039;&#039;Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.&#039;&#039;&lt;br /&gt;
**[[File:Star of Terra 2 (EU2012).png|32px]] &#039;&#039;All soldiers in the squad at Lieutenant rank or lower gain +25% XP for completing missions.&#039;&#039;&lt;br /&gt;
**Maximum of 1 medal. Complete XCOM Base Defense mission.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Chance_to_Hit_(EU2012)&amp;diff=54903</id>
		<title>Talk:Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Chance_to_Hit_(EU2012)&amp;diff=54903"/>
		<updated>2014-01-02T16:56:06Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: /* &amp;quot;When The Game Cheats...&amp;quot; section out of date, or inapplicable to EW? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Archiving===&lt;br /&gt;
I&#039;m clearing this talk page off as it otherwise consisted of my (very messy, wall-o-text) &amp;quot;notes to self&amp;quot; about the range formulas. The old version can be found [http://www.ufopaedia.org/index.php?title=Talk:Attack_%28EU2012%29&amp;amp;oldid=43889 here]. Just for quick reference, [[User:Hobbes|Hobbes]] had linked me to this [http://forums.2kgames.com/showthread.php?194691-Guide-Basic-Math-thread this thread], which contains a lot of excellent information that should be incorporated into the wiki sooner or later. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 04:03, 17 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===Merge===&lt;br /&gt;
So as I planned out [[Talk:Gameplay_Mechanics_(EU2012)#Restructuring|over here]], I&#039;ve incorporated everything to do with attack, defence, and accuracy in general and plonked it into one page. So now I&#039;ve gone and wiped the [http://www.ufopaedia.org/index.php?title=Defense_%28EU2012%29&amp;amp;oldid=42323 old defence article]. I don&#039;t believe there&#039;s anything on that that isn&#039;t covered in this new one, but on the off-chance that anyone spots something of importance there, please go ahead and bring it over. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 01:37, 30 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;When The Game Cheats...&amp;quot; section out of date, or inapplicable to EW?===&lt;br /&gt;
Are we certain this applies to XCOM: Enemy Within? I&#039;m fairly certain I&#039;ve missed 90% shots, on normal, with four squaddies. [[User:PocketNerd|PocketNerd]] 23:17, 28 December 2013 (EST)&lt;br /&gt;
:Well I&#039;ve missed 100% shots on Classic or Impossible. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:42, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Probability is a fickle mistress. [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 12:34, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I do understand probability. (It&#039;s annoying to miss two 95% shots in a row, but considering it&#039;s a 1 in 400 chance and you take &#039;&#039;thousands&#039;&#039; of shots in XCOM, it does happen!) Still, the section says &amp;quot;if you have four soldiers or less in play... if you see 84% or above, the shot should always hit.&amp;quot; That&#039;s demonstrably not true any more, at least not for EW. I&#039;m thinking the section may need to be rewritten, although I&#039;m not sure how to do so without just deleting a lot of information (and possibly looking like vandalism). Maybe, for now, just add a statement that the PA forum post is a year old, far antedating EW, and does not seem to apply to EW? (And can anybody verify whether it still applies to the current build of EU?) [[User:PocketNerd|PocketNerd]] ([[User talk:PocketNerd|talk]]) 11:56, 2 January 2014 (EST)&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Chance_to_Hit_(EU2012)&amp;diff=54752</id>
		<title>Talk:Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Chance_to_Hit_(EU2012)&amp;diff=54752"/>
		<updated>2013-12-29T04:17:22Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: New section: Is &amp;quot;When The Game Cheats...&amp;quot; up to date?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Archiving===&lt;br /&gt;
I&#039;m clearing this talk page off as it otherwise consisted of my (very messy, wall-o-text) &amp;quot;notes to self&amp;quot; about the range formulas. The old version can be found [http://www.ufopaedia.org/index.php?title=Talk:Attack_%28EU2012%29&amp;amp;oldid=43889 here]. Just for quick reference, [[User:Hobbes|Hobbes]] had linked me to this [http://forums.2kgames.com/showthread.php?194691-Guide-Basic-Math-thread this thread], which contains a lot of excellent information that should be incorporated into the wiki sooner or later. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 04:03, 17 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===Merge===&lt;br /&gt;
So as I planned out [[Talk:Gameplay_Mechanics_(EU2012)#Restructuring|over here]], I&#039;ve incorporated everything to do with attack, defence, and accuracy in general and plonked it into one page. So now I&#039;ve gone and wiped the [http://www.ufopaedia.org/index.php?title=Defense_%28EU2012%29&amp;amp;oldid=42323 old defence article]. I don&#039;t believe there&#039;s anything on that that isn&#039;t covered in this new one, but on the off-chance that anyone spots something of importance there, please go ahead and bring it over. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 01:37, 30 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;When The Game Cheats...&amp;quot; section out of date, or inapplicable to EW?===&lt;br /&gt;
Are we certain this applies to XCOM: Enemy Within? I&#039;m fairly certain I&#039;ve missed 90% shots, on normal, with four squaddies. [[User:PocketNerd|PocketNerd]] 23:17, 28 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cult_of_Sirius&amp;diff=54728</id>
		<title>Cult of Sirius</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cult_of_Sirius&amp;diff=54728"/>
		<updated>2013-12-26T00:37:40Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: /* General Information */ minor grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_sirius_pedia.png|Cult of Sirius UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_sirius_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot; This bizarre cult has whipped up a religious frenzy following the appearance of the [[Dimensional Gates|Dimensional Gates]].  The cult has long believed in redemption of the human race by a superior Alien race.  They believe the UFOs and Aliens to be harmless and are rapidly gaining credibility and recruits from the general populations.  This represents a considerable threat to [[X-COM (Apocalypse)|X-COM]] because the cultists will do anything to assist the Aliens in their purpose, whatever that might be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While at first they may seem similar, and [[EXALT_(EU2012)|EXALT]] could still be written as the precursors to the Cult of Sirius, one operational difference between the two groups is that the religious structure of the Cult speaks of humans subjecting themselves to their new alien overlords, while the extravagance of the EXALT Headquarters suggests powerful people in Black Market and clandestine circles, groups whose interest tend to lie in accuiring power for &#039;&#039;themselves&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
* Quickly and repeatedly raiding the Cult Temples at the beginning of the game can yield massive cash income, Agent experience, and tactical points for X-COM&#039;s weekly evaluation. And X-COM needs only to fear retribution from the Cult itself,) for such actions.However, the Cult CANNOT retaliate until its balance is positive, and repeated raids will make the cult financially in so much debt they can&#039;t do anything for months. Thus, large scale, senseless destruction in later weeks, once per week, can keep the cult entirely emasculated.&lt;br /&gt;
* However, raiding the cultists can leave all your agents either very dead or very injured. Just remember that you are using basic weaponry at the start of the game, and cultists are using [[Marsec]] [[Marsec Heavy Launcher|Heavy Launcher]]s, [[Megapol]] [[Megapol Plasma Gun|Plasma Gun]]s, [[Marsec Minilauncher|MiniLaunchers]], and [[Marsec Proximity Mine|Proximity Mine]]s (as general explosives). The upside to that is that it is possible to obtain those weapons early by raiding the cult.&lt;br /&gt;
&lt;br /&gt;
=== Buildings Owned ===&lt;br /&gt;
*[[Temple of Sirius (Apocalypse)|Temple of Sirius]]&lt;br /&gt;
&lt;br /&gt;
=== Initial Attitude ===&lt;br /&gt;
&lt;br /&gt;
==== Friendly/Allied To====&lt;br /&gt;
*[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]]&lt;br /&gt;
&lt;br /&gt;
==== Unfriendly/Hostile To====&lt;br /&gt;
* [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Organizations]]&lt;br /&gt;
* [[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Seeker_(EU2012)&amp;diff=53783</id>
		<title>Seeker (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Seeker_(EU2012)&amp;diff=53783"/>
		<updated>2013-12-05T02:12:49Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: minor grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Seeker 2 (EU2012).png|right|300px|The Seeker]]&lt;br /&gt;
The [[Seeker (EU2012)|Seeker]] is a biomechanic floating squid, somewhat visually similar to TFTD&#039;s [[Tentaculat]] (reinforcing this, the Autopsy&#039;s project name is &amp;quot;Lovecraft&amp;quot;, whose writings were a primary inspiration for TFTD), that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes that is introduced in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
&lt;br /&gt;
Seekers have an AI designed as hit and run units that will use their stealth (a.k.a. Cloak) to approach lone [[Soldiers (EU2012)|soldiers]] (such as [[Sniper (EU2012)|Snipers]] with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take [[Damage (EU2012)|damage]] each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a weapon similar to a [[Plasma Pistol (EU2012)|Plasma Pistol]].&lt;br /&gt;
&lt;br /&gt;
Seekers are immune to the [[Flamethrower (EU2012)|Flamethrower]] and arrive during April. They can be detected through the Battle Scanner and the &#039;&#039;&#039;Bioelectric&#039;&#039;&#039; Skin [[Gene Mods (EU2012)|Gene Mod]]. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]].&lt;br /&gt;
&lt;br /&gt;
This last characteristic can also favor mobile [[Squads (EU2012)|squad]] tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it.&lt;br /&gt;
&lt;br /&gt;
The Seeker&#039;s Strangle [[Abilities (EU2012)|ability]] cannot be used when the Seeker is visible, and it is the only enemy that can occupy the same space as another unit.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Seeker (EU2012).png|150px]]&lt;br /&gt;
|hp=4/5/5/6&lt;br /&gt;
|aim=65/65/75/75&lt;br /&gt;
|defense=10/10/20/20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12/14/14/14&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+  Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Plasma Pistol (EU2012)|Seeker Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Suppression&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Tentacles || align=&amp;quot;center&amp;quot; | 2 per turn || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Strangle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Seekers have +10 Critical Chance on Impossible difficulty.&lt;br /&gt;
*They have a brand new AI that makes them have hit and run tactics, only attack one at a time and normally disappear before you can kill them.&lt;br /&gt;
**Protect any isolated unit such as a [[Sniper (EU2012)|Sniper]], they will loop back around and attack them when you least expect it. Another favorite victim of them is an isolated [[Assault (EU2012)|Assault]] who just completed a Run &amp;amp; Gun dash.&lt;br /&gt;
*Soldiers with 2 HP or less will be immediately killed upon strangulation.&lt;br /&gt;
*When Seekers decloak to strangle a soldier, any soldiers on overwatch will take a shot at them, &#039;&#039;except&#039;&#039; the soldier they&#039;re about to strangle.&lt;br /&gt;
*For your early encounters, your best means of protection is to have your soldiers within line of sight of one another (possibly retreating, if you think you know what direction they&#039;re approaching from), and have everyone on [[Overwatch (EU2012)|Overwatch]]. With luck, when they try to attack, enough hits will land that you can destroy them before they cause damage.&lt;br /&gt;
*You only need to damage a Seeker to dislodge it from a soldier its strangling, it&#039;s not necessary to kill it. You &#039;&#039;do&#039;&#039; need to kill it to prevent it from beginning the strangle immediately after decloaking, damage is not enough.&lt;br /&gt;
*If they&#039;re in a soldier&#039;s movement range, they&#039;ll still block movement to that square like any other enemy, even while in Stealth mode.&lt;br /&gt;
**So, if there&#039;s an active one hunting you, check to see if there&#039;s any squares nearby that should be accessible, but you cannot have the soldier occupy. Using any Area Of Effect attack (except [[MEC Trooper (EU2012)|MEC Trooper]] flamethrowers) will damage it, and force it to drop it&#039;s stealth, leaving it open to attack!&lt;br /&gt;
***It will often be right next to you, not unlike a [[Chryssalid (EU2012)|Chryssalid]] that&#039;s used both Actions on approach.&lt;br /&gt;
***Also, keep an eye out for any &#039;disturbances&#039;  to help you find them (an alien computer console&#039;s &amp;quot;holoscreen&amp;quot; flickering, animals being disturbed, doors &amp;amp; windows being opened).&lt;br /&gt;
***However, they &#039;&#039;can&#039;&#039; fly, so they might sometimes do so to avoid this trick.&lt;br /&gt;
***Lasty: when using grenades, you may have noticed an &amp;quot;auto-lock&amp;quot; when you want to drop it right at an enemy&#039;s feet (or, if you&#039;re skilled, even flying enemies): this works on them too, even in Stealth Mode.&lt;br /&gt;
*Although Seekers do not show &#039;&#039;&#039;Robotic&#039;&#039;&#039; in the Unit Analysis View, they are &#039;&#039;&#039;immune to stun&#039;&#039;&#039;!&lt;br /&gt;
** However, they do not have the &amp;quot;Hardened&amp;quot; property, and can easily receive critical hits when exposed.&lt;br /&gt;
*The new item, [[Respirator Implant (EU2012)|Respirator Implant]] provides immunity to strangulation. [[Chitin_Plating_(EU2012)|Chitin Plating]] does too.&lt;br /&gt;
*Soldiers with &#039;&#039;&#039;[[Gene Mods (EU2012)|Bioelectric Skin]]&#039;&#039;&#039; can reveal Seekers; range is similar to radius of grenades.&lt;br /&gt;
*If the Seeker can&#039;t strangulate it will fire its plasma weapon instead. This can easily be worse than strangulation, since their high movement means it&#039;s easy for them to flank and crit for up to 6 damage. When decloaking Seekers with a Battle Scanner, ensure you have soldiers with actions left to kill them, or they&#039;ll probably move and take a flanking shot.&lt;br /&gt;
*Not just [[Titan Armor (EU2012)|Titan Armor]], but also [[Ghost Armor (EU2012)|Ghost]] and [[Archangel Armor (EU2012)|Archangel]] armors are listed as having sealed systems in Enemy Within, providing immunity to poison, fire, &#039;&#039;and&#039;&#039; strangulation.&lt;br /&gt;
**Thusly, Seekers become rare late-game, and the [[Respirator Implant (EU2012)|Respirator Implant]] is then near-useless, but by then you should have aimed to upgrade to Chitin Plating anyway.&lt;br /&gt;
*Soldiers &#039;catching breath&#039; have two moves, but with -50% penalty to aim and -75% penalty to movement. They can still reload so use those occasions to bring your weapon to full ammo. &lt;br /&gt;
*Upon being activated Seekers cloak and immediately move away from their initial position, so it&#039;s a waste to fire a Rocket at their starting position to try to catch them. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Template:Aliens (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Cannon_(EU2012)&amp;diff=53716</id>
		<title>Plasma Cannon (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Cannon_(EU2012)&amp;diff=53716"/>
		<updated>2013-12-03T23:18:07Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: /* Notes */ minor grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Plasma Cannon }}[[Image:Plasma Cannon Research (EU2012).png|right|100px|Plasma Cannon]]&lt;br /&gt;
As we&#039;ve continually strived to &amp;quot;even the odds&amp;quot; for our pilots facing the alien craft in combat, one of our most important developments was the research engineering of their plasma-based weaponry. Having successfully created a variant for our troops on the ground, the most difficult part of our work was already done. Increasing the size and firepower of these weapons for an application suitable to our Interceptors was a relatively straightforward process. Once we confirmed that the ship itself could handle the stress associated with firing these weapons, it was simply a matter of scaling up the device and creating an appropriate mount. We believe the plasma cannon is now ready for general fabrication in engineering, and I&#039;m confident our pilots will appreciate the additional firepower it provides.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}  &lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Description }} &lt;br /&gt;
[[File:Plasma Cannon (EU2012).png|100px|right|Plasma Cannon]]&lt;br /&gt;
The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range.&lt;br /&gt;
*Plasma projectile&#039;s extreme heat can melt almost anything&lt;br /&gt;
*Lack of onboard guidance and unpredictable reaction to terrestrial atmosphere causes some inaccuracy&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Craft Weapon Stat Box (EU2012)&lt;br /&gt;
|hitchance=85%&lt;br /&gt;
|range=Long&lt;br /&gt;
|firerate=Medium&lt;br /&gt;
|damage=Medium&lt;br /&gt;
|armorpen=High&lt;br /&gt;
|credits=135&lt;br /&gt;
|alloys=25&lt;br /&gt;
|elerium=25&lt;br /&gt;
|engineers=20&lt;br /&gt;
}}&lt;br /&gt;
*The trusty Plasma Cannon will quickly make itself at home as your go-to weapon for your [[Interceptor (EU2012)|Interceptors]] or [[Firestorm (EU2012)|Firestorms]]. Long range, good damage, good accuracy, and good rate of fire makes it an all around acceptable weapon. Once its fielded, most [[UFOs (EU2012)|UFO]] interceptions will become easy for both types of Interceptor, and even the standard Ravens will be able to drop a [[Battleship (EU2012)|Battleship]] with the help of modules and/or chain launching your planes. In fact, if you were to equip all 20 of your Interceptors with Plasma Cannons and call it a day, you wouldn&#039;t be hurting yourself.&lt;br /&gt;
*However, Plasma Cannons are also the first weapon that will start to bore a decent hole in your wallet, so it may be advisable to begin erring on the side of caution and aborting your interceptions a little quicker than before and sending another plane to finish the job if things start to get too dicey.&lt;br /&gt;
*The Plasma Cannon research tech requires you to first research the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]. By capturing a regular [[Muton (EU2012)|Muton]] when they first appear, and interrogating him first for the Plasma Weaponry Credit, it&#039;s possible to get Plasma Cannons by the third or fourth month.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Craft Armaments (EU2012)}}&lt;br /&gt;
{{Research (EU2012)}}&lt;br /&gt;
[[Category: Research (EU2012)]]&lt;br /&gt;
[[Category: Aircraft (EU2012)]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Suit_(EU2012)&amp;diff=53715</id>
		<title>MEC Suit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Suit_(EU2012)&amp;diff=53715"/>
		<updated>2013-12-03T23:03:49Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: minor grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Base Augments (EU2012).png|right|256px|Base Augments]]&lt;br /&gt;
After a soldier is converted into a MEC he/she will wear a metal endoskeleton called &#039;&#039;&#039;Base Augments&#039;&#039;&#039; as its body Instead of [[Armor (EU2012)|armor]], [[MEC Trooper (EU2012)|MEC Troopers]] use the Mechanized Exoskeleton Cybersuit into battle. It is not possible to deploy a MEC Trooper without a suit.&lt;br /&gt;
&lt;br /&gt;
MEC Suits are built in [[Engineering (EU2012)|Engineering]]. There are 3 tiers of MEC Suits which can be customized, each unlocks a choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits. The first suit, MEC-1, can be built immediately after the first soldier is augmented on the Cybernetic Lab but the next suits require further research in order to be developed. If a MEC Trooper is killed the MEC Suit will become damaged and will have to be repaired on Engineering. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[File:Mech Trooper cut (EU2012).jpg|right|256px|The MEC Suit]]&lt;br /&gt;
MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.&lt;br /&gt;
There are 3 tiers of MEC Suits which can be customized, each unlocks a choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits:&lt;br /&gt;
* &#039;&#039;&#039;[[MEC-1 Warden (EU2012)|MEC-1 Warden]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor (EU2012)]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=40008</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=40008"/>
		<updated>2012-10-21T21:40:22Z</updated>

		<summary type="html">&lt;p&gt;PocketNerd: Added an idea for modding in will bonuses past Colonel rank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics usable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Building animations out of sync=====&lt;br /&gt;
* Current: The same building type has identical animations, making it look very unreal.&lt;br /&gt;
* Suggestions: Could make the animations out of sync.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to zoom in to some building types.&lt;br /&gt;
* Suggestions: Allow the above.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Add a Will bonus for killing aliens or surviving missions. (Current mechanics allow no way to replenish lost Will once a soldier has reached Colonel rank.)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>PocketNerd</name></author>
	</entry>
</feed>