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		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=41417</id>
		<title>Classes (EU2012)</title>
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		<updated>2012-11-15T15:49:27Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. &lt;br /&gt;
* The Assault has two general paths, one for defense with &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Resilience&#039;&#039;&#039;, or the offensive path of &#039;&#039;&#039;Aggression&#039;&#039;&#039;, &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
* &amp;quot;Close Quarters Specialist&amp;quot; will trigger any time ANY hostile unit closes within four tiles, at any time, during anyone&#039;s turn.  As a practical matter, this means that an Assault can shoot reactions during YOUR turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot...even if the Assault triggered them to start with!&lt;br /&gt;
* Be careful using Run &amp;amp; Gun to dash a long way to flank. You may activate extra aliens, making things worse. The new aliens may then be behind your Assault, who can&#039;t move to take cover from them. Having supports on hand with smoke grenades may save an unfortunate Assault in this situation.&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving the aim of everyone else who fires at the same alien. Attacking with Bullet Swarm counts as using your first move action, so cannot be followed by a Rocket attack. Bullet Swarm only works with your primary weapon, so using an item or psionic ability as your first action will still end the turn.&lt;br /&gt;
* Heavy Ordinance path: Focuses on area effect damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. This perk line is designed to accentuate area damage, good for taking out groups of weak aliens or to soften up and destroy the cover of hard targets.&lt;br /&gt;
* Heavy Suppression path: Focuses on suppression perks like &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Suppression allows the player to pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the heavy laser will do 2 damage, and the heavy plasma will dish out 3 damage.&lt;br /&gt;
*VERY USEFUL: The suppression ability of Heavies allows a pair of them to effectively immobilize a mind-controlled ally. This will save you from killing your own soldiers, or having an alloy-cannon-armed assault soldier turning on you on while you&#039;re in the tight spaces of a downed UFO.&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The most important decision for a sniper is whether they are &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;. A Snap Shot sniper is more mobile, while a Squad Sight sniper will stay back and deliver support fire.&lt;br /&gt;
* The sniper then has the choice of taking &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; to either combat their weakness in close combat or capitalise on their strength.&lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not trigger alien &amp;quot;duck for cover&amp;quot; actions.&lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. This is useful for captures, or to shut down Cyberdiscs or Sectopods that you won&#039;t be able to kill this turn. Disabling Shot is also very useful to prevent mind controlled squad members from firing at your soldiers.&lt;br /&gt;
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
** Archangel armor will also allow this. The sniper will benefit from Damn Good Ground while hovering.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipurpose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. Note that Combat Drugs has an extra benefit of +20 Aim that isn&#039;t in the skill description.&lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==Psionic==&lt;br /&gt;
A Psionic is a late game &#039;extra&#039; class that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will, and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Psionics can only be used on an alien that can only be seen by the unit.&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.&lt;br /&gt;
* An alien under the effects of &#039;&#039;&#039;Mind Control&#039;&#039;&#039; is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC&#039;d, his weapon does &#039;&#039;&#039;not&#039;&#039;&#039; explode, allowing you to capture it at the end of the mission.&lt;br /&gt;
* A Mind Controlled unit cannot act on the turn it is controlled. &lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; removes the Fallen Comrade will debuff. This is especially useful when using Mind Control.&lt;br /&gt;
* Contrary to the description, &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; will cause the victim to panic immediately, often causing it to fire on you in your turn, making using Psi Panic on something you plan to kill this turn actually detrimental.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40618</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=40618"/>
		<updated>2012-10-30T21:17:55Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Miscellaneous Tips==&lt;br /&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. Some of these groups may patrol around the map, but all are tactically dormant (i.e. they will not open fire or take cover) 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. Note that once awoken, aliens can act fully even when outside your visual range.&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;
The biggest obstacle to research is not the duration, but the required alien artefacts that are gathered slowly. This means more laboratories only lead you running out of things like weapon fragments and little more.&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;
&lt;br /&gt;
For veteran players of the original X-Com, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used in research projects beyond the autopsies, council member requests, foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. &lt;br /&gt;
&lt;br /&gt;
On the other hand, items that have no research value such as damaged UFO components and alien entertainment are clearly marked as such. These items can be sold freely.&lt;br /&gt;
&lt;br /&gt;
==Strategies and Build Orders==&lt;br /&gt;
&lt;br /&gt;
=== Satellite Rush Strategy ===&lt;br /&gt;
Build order and strategy for a satellite rush, tested on Classic. Aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game CAN screw you up. Also, sometimes abduction mission will pop too late to build your first workshop in time. However, reloading in month 1 is not a big loss, and most of the times, you will be fine, and question will be, how many Alloys or Fragments you have to sell.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containtment up by 09 May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four.You will also not be getting any Medkits/Scopes/Vests or extra recruits (usually taken for bigger HP) in the first month and be limited on those in the second month. Also, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carpace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Caprace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and thats why going with North America seems the best choice - you get most starting funds ($ 300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). Thats your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (1,4) notation, where 1 is row and 4 is column (1,4 here refers to the first Access Lift, while 1,3 would refer your first Satellite Uplink). To better understand the timings keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to reload a few times on your first mission, this build order is much easier than alternatives, but requires either 1,5 or 1,6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you complete your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
* 02.03 Dig 1,5/6 (one that is not excavated)&lt;br /&gt;
* 07.03 Workshop 1,6 &lt;br /&gt;
* 11.03 *** Satellite x4 (order them 1 by 1, not in bulk)&lt;br /&gt;
* 17.03 Satellite Uplink 1,2&lt;br /&gt;
* 27.03 Power Generator 1,5&lt;br /&gt;
* 31.03 *** Launch Satelites (in the evening)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 Access Lift 2,4&lt;br /&gt;
* 01.04 Dig 1,7&lt;br /&gt;
* 06.04 Dig 2,5&lt;br /&gt;
* 06.04 Workshop 1,7&lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 Power Generator 2,5&lt;br /&gt;
* 11.04 Dig 2,3&lt;br /&gt;
* 16.04 Satellite Uplink 2,3&lt;br /&gt;
* 16.04 Officer Training School 1,1&lt;br /&gt;
* 22.04 Dig 2,6&lt;br /&gt;
* 22.04 Dig 2,2&lt;br /&gt;
* 27.04 Power Generator 2,6&lt;br /&gt;
* 27.04 Dig 2,1&lt;br /&gt;
* 31.04 *** Launch Satelites &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 Access Lift 3,4&lt;br /&gt;
* 02.05 Dig 2,7&lt;br /&gt;
* 02.05 Alien Containtment 2,1&lt;br /&gt;
* 07.05 Dig 3,5&lt;br /&gt;
* 07.05 Workshop 2,7&lt;br /&gt;
* 11.05 *** Satellite x4&lt;br /&gt;
* 12.05 Power Generator 3,5&lt;br /&gt;
* 17.05 Satellite Uplink 2,2&lt;br /&gt;
 &lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
- 130 for Workshop&lt;br /&gt;
- 308 for Satellites&lt;br /&gt;
- 150 for Uplink&lt;br /&gt;
- 60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise $ 138 by day 11, and another $ 150 by day 17, and then another $ 60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you 1 or 2 $ off the sum. Then, you will have to restart, or cancel one of the satellites. However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesnt, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, 4v3 is not THAT big deal, but still, you may want to fast-forward the time right after you finish your first tactical mission and see wether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06 day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, thats when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should from the start consider which continent you will be covering first, and leave that continent unattended in the first two abductions. You only got three reasonable choices, thats Africa, Asia or Europe. Europe is the best money-wise (considering their bonus, which will save you additional $ 78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and somtimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you dont get&#039;em here, you&#039;re viable to screw-up by RNG who wont give you them as council mission reward and will place first abduction in the next month on day 7. Else - get money. You&#039;ll need all money you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like scopes and medkits. You want to get a second continent covered here, and that is Africa if you didnt get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for large ship that comes early this month - you absolutely have to have one laser canon and one phoenix canon interceptor on each continent for that one (if you dont want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommneded research path to take is Fragments - Materials - Carpace Armors - Beam Weapons - Precision Lasers - Experimental Warfare - Heavy Lasers - stuff to capture a live alien&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didnt get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on 1,6-7 and 2,7 you&#039;ll have to place them on 1,5 and 2,5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find additional $ 50 in the first month. Usually that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your alloys and fragments, severely cripplig your research and ability to field Carpace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on 1,1 - this will take away your adjacency bonuses, but they arent that great anyway (7% rebait that you only start to get in the end of the second month, and thats like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on 1,5 and generators on 1,6-7 and second workshop on 1,1 and your Officer Training School goes on 2,5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on 2,6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on 2,6-7 thus making you build your third workshop one level deeper, on 3,5 (which, agian, will require you to build access lift one month earlier) or on 1,2 (will delay alien containtment). &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  ($10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 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 ($77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator ($60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink ($150, 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;
== Storyline Walkthrough ==&lt;br /&gt;
* Capture an alien&lt;br /&gt;
After your first tactical mission at the start of the game you&#039;ll have several research topics. The one most relevant to the storyline is Alien Biology, which will unlock the Alien Containment base facility and Arc Thrower research project. Your first objective is to capture any live alien.&lt;br /&gt;
* Capture an Outsider&lt;br /&gt;
After you&#039;ve captured a live alien you&#039;ll be prompted to capture an Outsider, which are the commanders of alien UFOs. Any UFO crash or landing mission will have at least one of these.&lt;br /&gt;
* Assault the Alien Base&lt;br /&gt;
After capturing and researching an Outsider, you&#039;ll trace its signal to an alien base, which you must then assault. The base&#039;s last room contains two important things - a Sectoid Commander and a Hyperwave Relay. The sectoid commander corpse unlocks the Psi-Lab (unlike the 1994 original you do not need to capture a psionic alive, a corpse will do), while the Hyperwave Relay allows you to build the Hyperwave Decoder base facility.&lt;br /&gt;
* Shoot down the Overseer UFO&lt;br /&gt;
Building the Hyperwave Decoder will allow you to detect the cloaked Overseer UFO. This UFO is very difficult to shoot down, requiring a Firestorm with Plasma Cannon or better.&lt;br /&gt;
* Assault the Overseer UFO&lt;br /&gt;
The Overseer UFO is a medium-sized UFO slightly larger than a large scout, but with a unique layout. Most importantly this UFO is commanded by an Ethereal with Muton Elite guards and contains a Psi-Link.&lt;br /&gt;
* Use the Psi-Link&lt;br /&gt;
After researching the Psi-Link you will be able to build the Gollop Chamber base facility. To use the Gollop Chamber you will need a psionic soldier of Psi Operative level equipped with Psi Armor.&lt;br /&gt;
* Assault the Temple Ship&lt;br /&gt;
Assemble your squad and use the Gollop Chamber again to gain access to the alien mothership. You must bring the soldier that used the Psi-Link and that soldier must survive the mission. This is a long mission with every type of alien, culminating in a room with an Uber Ethereal with Ethereal and Muton Elite guards. Killing the Uber Ethereal wins the game.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ghost_Armor_(EU2012)&amp;diff=40518</id>
		<title>Ghost Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ghost_Armor_(EU2012)&amp;diff=40518"/>
		<updated>2012-10-29T05:59:39Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
*&#039;&#039;&#039;Research Notes:&#039;&#039;&#039;&lt;br /&gt;
An advanced prototype based on our earlier Skeleton armor design, this variant makes use of our latest developments in the field of optical camouflage. By studying the unusual phasing behavior exhibited by the Hyperwave beacon, we&#039;ve come to understand how this device is capable of existing outside of our visible plane. With this &amp;quot;phasing&amp;quot; behavior in mind, we&#039;ve implemented several experimental metamaterials into the weave and structe of this suit&#039;s outermost layers. As a result, the &amp;quot;Ghost&amp;quot; armor provides near-invisibility to the wearer, allowing for enhanced evasion and infiltration capabilities in the field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering Notes:&#039;&#039;&#039;&lt;br /&gt;
By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Item Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | Titan Armor&amp;lt;br&amp;gt; New Fighter Craft&amp;lt;br&amp;gt; Hyperwave Communication&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | §250 &amp;lt;br&amp;gt;Alloy:40&amp;lt;br&amp;gt;Elerium:50&amp;lt;br&amp;gt;Min. Engineers:40&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities: || align=&amp;quot;center&amp;quot; | Grapple&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Defense: +20&amp;lt;br&amp;gt;Movement: +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health: || align=&amp;quot;center&amp;quot; | +6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Equipped: || align=&amp;quot;center&amp;quot; | Body&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Unit can become invisible up to four times per mission.&lt;br /&gt;
*Activating the stealth does not cost any actions nor end the turn.  It&#039;s possible to use stealth multiple times in one turn, if you have the ability to act after attacking.&lt;br /&gt;
*Invisibility lasts for 1 turn or until the unit fires.  This could be the same turn or after firing from [[Overwatch]].&lt;br /&gt;
*When your turn starts your invisibility automatically ends, alerting enemies to your presence.  This won&#039;t trigger Overwatch attacks, but you cannot continuously stay invisible for multiple turns even if you immediately activate Ghost again on the next turn.&lt;br /&gt;
*Enemies behave as if you don&#039;t exist while you are invisible.  You won&#039;t trigger alien &#039;wake-up&#039; actions when moving into their line of sight, and they won&#039;t try to attack you.  (You may still end up hurt from explosions, etc.)&lt;br /&gt;
*Attacking from stealth adds +100% critical chance. Against some enemies, this still may not guarantee a critical hit.&lt;br /&gt;
*You cannot activate Ghost Mode if you are not behind some type of cover. &#039;&#039;(Need verification: I regularly trigger Ghost mode without cover.)&#039;&#039;&lt;br /&gt;
*Despite not taking an action, activating Ghost Mode counts as manipulating an item, and thus cannot be used if you have already triggered an ability prohibiting item use, such as Run and Gun.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&#039;&#039;Place here internal links to wiki pages that might be relevant to the topic of the page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40257</id>
		<title>Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40257"/>
		<updated>2012-10-23T21:41:50Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your base is a 7x4 grid of spaces for construction.  The center row is reserved only for the ACCESS LIFT, which leaves 24 spaces you can build on(though three start prebuilt).  You cannot build at a level that does not have an access lift.  While some squares may start empty, most will be filled in with rock, which must be excavated (taking 5 days) before any construction can begin.&lt;br /&gt;
&lt;br /&gt;
Digging deeper costs more, but Steam Vents are usually situated further down; also, more dimensions allow you to take more advantage of Adjacency Bonuses earlier in the game.  A good example is to build down to a steam vent early, build a Thermal Power Generator, and then build normal Power Generators adjacent to it to maximize the efficiency.&lt;br /&gt;
&lt;br /&gt;
Adjacency bonuses are awarded once for each pair of facilities that are adjacent to each, which means that square formation is the optimal formation for facilities that have adjacency bonuses, since this is the only formation that will provide you with four adjacency bonuses per four facilities built. Since you have to build an access lift in the middle, you are left with space for two squares of facilities and 4 individual facilities on each side of the lift. No matter how tempting it may seem to build an optimal base like this, arranging satellite support, workshops, labs and power units in squares, the cost of such undertaking will be a huge deterring factor. Since you absolutely need workshop, power source and satellite facilities from the very game start, you would have to excavate to level 3 right at the beginning, which would cost you extra 4 power and $ 140 (effectively, $ 180), plus extra maintenance for the extra access lifts. Therefore, it makes sense to have one of the three to be built in another formation.&lt;br /&gt;
&lt;br /&gt;
To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.&lt;br /&gt;
&lt;br /&gt;
Ultimately due to limits in construction, you will never need more power than one Thermal Generator and two Elerium Generators. They do NOT need to be adjacent to one another as you only need 105 units of electricity for the whole game. Early in the game normal generators are necessary, but always keep in mind your ideal future setup.&lt;br /&gt;
On Normal or Easily difficulty, you can reach your energy requirements by having two Thermal Generators and one Elerium Generator. They do not have to be adjacent to each other.&lt;br /&gt;
&#039;&#039;This means Generator location only matters at the start of the game, when every extra unit of electricity counts.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40256</id>
		<title>Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40256"/>
		<updated>2012-10-23T21:39:23Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your base is a 7x4 grid of spaces for construction.  The center row is reserved only for the ACCESS LIFT, which leaves 24 spaces you can build on(though three start prebuilt).  You cannot build at a level that does not have an access lift.  While some squares may start empty, most will be filled in with rock, which must be excavated (taking 5 days) before any construction can begin.&lt;br /&gt;
&lt;br /&gt;
Digging deeper costs more, but Steam Vents are usually situated further down; also, more dimensions allow you to take more advantage of Adjacency Bonuses earlier in the game.  A good example is to build down to a steam vent early, build a Thermal Power Generator, and then build normal Power Generators adjacent to it to maximize the efficiency.&lt;br /&gt;
&lt;br /&gt;
Adjacency bonuses are awarded once for each pair of facilities that are adjacent to each, which means that square formation is the optimal formation for facilities that have adjacency bonuses, since this is the only formation that will provide you with four adjacency bonuses per four facilities built. Since you have to build an access lift in the middle, you are left with space for two squares of facilities and 4 individual facilities on each side of the lift. No matter how tempting it may seem to build an optimal base like this, arranging satellite support, workshops, labs and power units in squares, the cost of such undertaking will be a huge deterring factor. Since you absolutely need workshop, power source and satellite facilities from the very game start, you would have to excavate to level 3 right at the beginning, which would cost you extra 4 power and $ 140 (effectively, $ 180), plus extra maintenance for the extra access lifts. Therefore, it makes sense to have one of the three to be built in another formation.&lt;br /&gt;
&lt;br /&gt;
To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.&lt;br /&gt;
&lt;br /&gt;
Ultimately due to limits in construction, you will never need more power than one Thermal generator and two Elerium Generators. They do NOT need to be adjacent to one another as you only need 105 units of electricity for the whole game. Early in the game normal generators are necessary, but always keep in mind your ideal future setup.&lt;br /&gt;
On Normal or Easily difficulty, you can reach your energy requirements by having two Thermal Generators and one Elerium Generator. They do not have to be adjacent to each other.&lt;br /&gt;
This means Generator location only matters at the start of the game, when every extra unit of electricity counts. &lt;br /&gt;
&lt;br /&gt;
Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40255</id>
		<title>Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40255"/>
		<updated>2012-10-23T21:18:56Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your base is a 7x4 grid of spaces for construction.  The center row is reserved only for the ACCESS LIFT, which leaves 24 spaces you can build on(though three start prebuilt).  You cannot build at a level that does not have an access lift.  While some squares may start empty, most will be filled in with rock, which must be excavated (taking 5 days) before any construction can begin.&lt;br /&gt;
&lt;br /&gt;
Digging deeper costs more, but Steam Vents are usually situated further down; also, more dimensions allow you to take more advantage of Adjacency Bonuses earlier in the game.  A good example is to build down to a steam vent early, build a Thermal Power Generator, and then build normal Power Generators adjacent to it to maximize the efficiency.&lt;br /&gt;
&lt;br /&gt;
Adjacency bonuses are awarded once for each pair of facilities that are adjacent to each, which means that square formation is the optimal formation for facilities that have adjacency bonuses, since this is the only formation that will provide you with four adjacency bonuses per four facilities built. Since you have to build an access lift in the middle, you are left with space for two squares of facilities and 4 individual facilities on each side of the lift. No matter how tempting it may seem to build an optimal base like this, arranging satellite support, workshops, labs and power units in squares, the cost of such undertaking will be a huge deterring factor. Since you absolutely need workshop, power source and satellite facilities from the very game start, you would have to excavate to level 3 right at the beginning, which would cost you extra 4 power and $ 140 (effectively, $ 180), plus extra maintenance for the extra access lifts. Therefore, it makes sense to have one of the three to be built in another formation.&lt;br /&gt;
&lt;br /&gt;
To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.&lt;br /&gt;
&lt;br /&gt;
Ultimately due to limits in construction, you will never need more power than one Thermal generator and two Elerium Generators. They do NOT need to be adjacent to one another as you only need 105 units of electricity for the whole game. Early in the game normal generators are necessary, but always keep in mind your ideal future setup.&lt;br /&gt;
&lt;br /&gt;
Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40214</id>
		<title>Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40214"/>
		<updated>2012-10-23T12:01:02Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your base is a 7x4 grid of spaces for construction.  The center row is reserved only for the ACCESS LIFT, which leaves 24 spaces you can build on(though three start prebuilt).  You cannot build at a level that does not have an access lift.  While some squares may start empty, most will be filled in with rock, which must be excavated (taking 5 days) before any construction can begin.&lt;br /&gt;
&lt;br /&gt;
Digging deeper costs more, but Steam Vents are usually situated further down; also, more dimensions allow you to take more advantage of Adjacency Bonuses earlier in the game.  A good example is to build down to a steam vent early, build a Thermal Power Generator, and then build normal Power Generators adjacent to it to maximize the efficiency.&lt;br /&gt;
&lt;br /&gt;
Adjacency bonuses are awarded once for each pair of facilities that are adjacent to each, which means that square formation is the optimal formation for facilities that have adjacency bonuses, since this is the only formation that will provide you with four adjacency bonuses per four facilities built. Since you have to build an access lift in the middle, you are left with space for two squares of facilities and 4 individual facilities on each side of the lift. No matter how tempting it may seem to build an optimal base like this, arranging satellite support, workshops, labs and power units in squares, the cost of such undertaking will be a huge deterring factor. Since you absolutely need workshop, power source and satellite facilities from the very game start, you would have to excavate to level 3 right at the beginning, which would cost you extra 4 power and $ 140 (effectively, $ 180), plus extra maintenance for the extra access lifts. Therefore, it makes sense to have one of the three to be built in another formation.&lt;br /&gt;
&lt;br /&gt;
To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.&lt;br /&gt;
&lt;br /&gt;
Ultimately due to limits in construction, you will never need more power than one Thermal generator and two Elerium Generators adjacent to one another. Early in the game normal generators are necessary, but always keep in mind your ideal future setup.&lt;br /&gt;
&lt;br /&gt;
Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40213</id>
		<title>Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=40213"/>
		<updated>2012-10-23T11:59:32Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your base is a 7x4 grid of spaces for construction.  The center row is reserved only for the ACCESS LIFT, which leaves 24 spaces you can build on(though three start prebuilt).  You cannot build at a level that does not have an access lift.  While some squares may start empty, most will be filled in with rock, which must be excavated (taking 5 days) before any construction can begin.&lt;br /&gt;
&lt;br /&gt;
Digging deeper costs more, but Steam Vents are usually situated further down; also, more dimensions allow you to take more advantage of Adjacency Bonuses earlier in the game.  A good example is to build down to a steam vent early, build a Thermal Power Generator, and then build normal Power Generators adjacent to it to maximize the efficiency.&lt;br /&gt;
&lt;br /&gt;
Adjacency bonuses are awarded once for each pair of facilities that are adjacent to each, which means that square formation is the optimal formation for facilities that have adjacency bonuses, since this is the only formation that will provide you with four adjacency bonuses per four facilities built. Since you have to build an access lift in the middle, you are left with space for two squares of facilities and 4 individual facilities on each side of the lift. No matter how tempting it may seem to build an optimal base like this, arranging satellite support, workshops, labs and power units in squares, the cost of such undertaking will be a huge deterring factor. Since you absolutely need workshop, power source and satellite facilities from the very game start, you would have to excavate to level 3 right at the beginning, which would cost you extra 4 power and $ 140 (effectively, $ 180), plus extra maintenance for the extra access lifts. Therefore, it makes sense to have one of the three to be built in another formation.&lt;br /&gt;
&lt;br /&gt;
To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.&lt;br /&gt;
&lt;br /&gt;
Ultimately due to limits in construction, you will never need more power than one Thermal generator and two Elerium Generators adjacent to one another. Early in the game normal generators are necessary, but always keep in mind your ideal future setup.&lt;br /&gt;
Since the game offers 30 units of free electricity for Classic and Impossible difficulty, and you can&#039;t actually use more than 105 units of electricity before filling the base, the hypothetically cheapest setup would be two Thermal Generators and one Elerium Generator connected together. This is however not always possible, depending on steam availability.&lt;br /&gt;
&lt;br /&gt;
Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=40034</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=40034"/>
		<updated>2012-10-22T01:00:23Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
: The &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot; are present in the game files but it seems that it isn&#039;t used, most likely a leftover from when the first game builds used TUs/Stamina before it was replaced with the Action system. [[User:Hobbes|Hobbes]] 10:26, 16 October 2012 (EDT)&lt;br /&gt;
Makes sense, but recently I had a soldier who was still deployable for missions that had &amp;quot;(1 day)&amp;quot; behind her name.  She&#039;d been deployed two or three times in less than five days.  Perhaps this is &amp;quot;Tired&amp;quot; or &amp;quot;Exhausted&amp;quot;?  Battle fatigue from repeated, close deployments?  (Noone else was affected as the first mission was mostly B-team because most of my mains were in the hospital, but the latter two were with regular soldiers.)  Unfortunately, I wasn&#039;t given an opportunity to deploy her in this status, and I haven&#039;t been able to replicate it, to it may only have been a bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:51, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Further research seems to imply that &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded&amp;quot; are differentiated by gross damage taken during a mission, with &amp;quot;Wounded&amp;quot; meaning &amp;quot;Took more damage than armor HP, but less than enough to kill them&amp;quot; and &amp;quot;Gravely Wounded&amp;quot; means &amp;quot;Took enough gross damage to be killed outright.&amp;quot;  Needless to say, the latter survived somehow, likely to do either Medikit intervention or getting a critical wound instead of just dying.  (Don&#039;t Die On Me is AMAZING). [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:08, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will right off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just to add, after hiring and firing hundreds of squaddies, I am confident to report that the Iron Will Training School upgrade randomly increases the Will of a soldier being promoted by 2-10 on top of the default +2 increase. This is a big factor in randomising the Will of soldiers. This means a Colonel who never got revived after going critical and had full access to Iron Will, would still have maximum Will that varies between 68 and 124.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 00:47, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: this matches with my numbers of (1-5) + 2 without the Iron Will. Which seems to suggest that the level up will increase is 1d5+2 without iron will and 1d10+2 with it. i am assuming that it isn&#039;t 2d5+2 which would cause the numbers to be a bit more clustered in the middle. So far I have not seen any will increase outside of rank up. Now we need to verify that and try to identify what effects cause loss to will and how much for each. [[User:Mavoc|Mavoc]] 18:30, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just hit an oddity, playing on normal with all colonels I should have snipers with 8 base health and the others with 9. Except I have one support with 10 base health. I infact have 2 supports with the same gear, rank, and abilities and one has 9 health and the other has 10. Float rounding error in my favor??? [[User:Mavoc|Mavoc]] 06:47, 20 October 2012 (EDT)&lt;br /&gt;
:::::There is supposedly a bug that made every new soldier you recruit to have Easy difficulty Base Health. I haven&#039;t confirmed it yet.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 21:00, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Squad Leader ==&lt;br /&gt;
&lt;br /&gt;
I noticed, that one of the soldiers in the squad have a yellow star on his icon. Looks like it indicates, that he is the leader. I also noticed, that he does more dmg, than other soldiers. My leader was a sniper, and could do around 2-3 more dmg to an enemy than my other sniper. Same weapon, normal shot. I&#039;m gonna test this further.&lt;br /&gt;
&lt;br /&gt;
: The soldier in front of all others in the pre-mission screen will be the leader. From what I&#039;ve read it will really affect morale if it gets killed, but so far I haven&#039;t noticed any difference in stats. Let us know what you find :) [[User:Hobbes|Hobbes]] 10:26, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hobbes this is incorrect. The far right guy for me, which stands in the back, is my sniper and he is the one that gets the star. From my experience, the system keeps giving soldiers XP even at Colonel and the soldier with he most XP gets the star. [[User:Mavoc|Mavoc]] 18:34, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Also, you can find a small &amp;quot;+&amp;quot; next to a soldier&#039;s icon; testing has shown that this means the soldier has earned a (main class) promotion during the mission.  So far, it appears soldiers are capped to one promotion per deployment, so consider moving this soldier to backfield covering duties, as any experience they gain will be &#039;wasted&#039;. [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:54, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier stats ==&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve seen four basic stats for soldiers, and I think we should probably cover this somewhere.  Here&#039;s a basic overview to start; what do you think?&lt;br /&gt;
&lt;br /&gt;
Health: The amount of damage a soldier can take before dying.  This number can be raised by wearing armor, certain items, or gaining levels.  If a soldier takes more (gross) damage in a mission than provided by Armor bonuses, the soldier will have to spend some time in the hospital to recover.  (For example, a soldier wearing Carapace Armor and nanofiber vest can take 6 damage a mission without being actually &#039;hurt&#039;.  Note that using medikits to recover damage do NOT affect whether a soldier goes to the hospital.  IOW, medikit healing just keeps you on your feet in the short term.)&lt;br /&gt;
Aim: The chance a soldier has to hit a target.  Base stat can be raised by certain items, weapons or by gaining levels.&lt;br /&gt;
Will: The willpower of a soldier.  Affects chance of having/using psi-abilities, and of panicking in combat.  Base stat can be raised by certain items, armor, or gaining levels.  A soldier who is critically wounded (Gravely Wounded, in post mission status) suffers a PERMANENT reduction to Will score.&lt;br /&gt;
Defense: The chance a soldier has to evade an attack.  Base stat is 0, can be raised by certain armors, or terrain advantages.  Defense applies as a penalty to an enemy&#039;s aim against you.&lt;br /&gt;
&lt;br /&gt;
Feedback encouraged.&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39977</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39977"/>
		<updated>2012-10-21T16:17:41Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &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;
* 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;
* 30 units of free electricity&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39976</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=39976"/>
		<updated>2012-10-21T16:14:08Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &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;
* 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>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=39237</id>
		<title>Arc Thrower (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=39237"/>
		<updated>2012-10-16T05:39:41Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arc_Thrower_(EU2012).png|right]] The Arc Thrower is used to retrieve live aliens for interrogation. It is also the only way to retrieve intact weapons from X-COM missions, as alien weapons explode into fragments when aliens die. The Arc Thrower can only be used at close range, and can only be fired twice per mission. The Arc Thrower has a better chance of working if the target is low-health.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Ammo: 2 charges&lt;br /&gt;
* Cost: §35, 5 Engineers&lt;br /&gt;
* Required Research: Arc Thrower (Accessed via Xeno-Biology)&lt;br /&gt;
* &#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets.  The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
* The Arc Thrower has a better chance of working if the target has 3 or fewer health remaining.&lt;br /&gt;
* Given the close range, a Support class soldier with [[Classes_(EU2012)#Support|Sprinter]] is a fairly good candidate for packing the Arc Thrower. &lt;br /&gt;
* Alternatively, an Assault class soldier with [[Classes_(EU2012)#Assault|Lightning Reflexes]] is another good candidate for the Arc Thrower as they can avoid the first overwatch shot of the target.&lt;br /&gt;
* The Arc Thrower may be upgraded via the Foundry to be more powerful, giving an increased stun chance at 6 health instead of 3.&lt;br /&gt;
* The Arc Thrower may be upgraded via the Foundry to repair SHIVs.&lt;br /&gt;
* The Arc Thrower may be upgraded via the Foundry to take control of an enemy [[Alien Life Forms (EU2012)#Drone|Drone]], similar to mind control.&lt;br /&gt;
*To ensure you don&#039;t lose soldiers because of a failed stun attempt, try stunning the alien using at least two people at once.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39232</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39232"/>
		<updated>2012-10-16T04:47:07Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will right off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just to add, after hiring and firing hundreds of squaddies, I am confident to report that the Iron Will Training School upgrade randomly increases the Will of a soldier being promoted by 2-10 on top of the default +2 increase. This is a big factor in randomising the Will of soldiers. This means a Colonel who never got revived after going critical and had full access to Iron Will, would still have maximum Will that varies between 68 and 124.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 00:47, 16 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39231</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39231"/>
		<updated>2012-10-16T04:46:43Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will right off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just to add, after hiring and firing hundreds of squaddies, I am confident to report that the Iron Will Training School upgrade randomly increases the Will of a soldier being promoted by 2-10 on top of the default +2 increase. This is a big factor in randomising the Will of soldiers. This means a Colonel who never got revived after going critical and had full access to Iron Will, would still have maximum Will that varies between 68 and 124.&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39230</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39230"/>
		<updated>2012-10-16T04:42:39Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will right off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just to add, after hiring and firing hundreds of squaddies, I am confident to report that the Iron Will Training School upgrade randomly increases the Will of a soldier being promoted by 2-10 on top of the default +2 increase. This is a big factor in randomising the Will of soldiers.&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=39229</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=39229"/>
		<updated>2012-10-16T04:37:30Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.&amp;lt;br&amp;gt;&lt;br /&gt;
Some tactics require you to have a soldier reach a particular rank in order to unlock it.&lt;br /&gt;
&lt;br /&gt;
Your base starts without an OTS on Classic and Impossible difficulty levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
&lt;br /&gt;
The improvements require the continued existence of the Training School. So all purchased improvements would be disabled if the school was demolished. &lt;br /&gt;
&lt;br /&gt;
* Cost: 3 Power, §125, 8 days [Classic &amp;amp; 5 Engineers], §25 / mo. maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities[http://pc.gamespy.com/pc/xcom-enemy-unknown/1226273p1.html]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &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;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | §75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted. &lt;br /&gt;
(Adds between 2-10 extra Will increases per promotion on top of the default +2)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| §250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | §275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unconfirmed Information ===&lt;br /&gt;
&lt;br /&gt;
- Cost of Tactics and prerequisites may adjust depending on the difficulty level.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=39228</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=39228"/>
		<updated>2012-10-16T04:36:51Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.&amp;lt;br&amp;gt;&lt;br /&gt;
Some tactics require you to have a soldier reach a particular rank in order to unlock it.&lt;br /&gt;
&lt;br /&gt;
Your base starts without an OTS on Classic and Impossible difficulty levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
&lt;br /&gt;
The improvements require the continued existence of the Training School. So all purchased improvements would be disabled if the school was demolished. &lt;br /&gt;
&lt;br /&gt;
* Cost: 3 Power, §125, 8 days [Classic &amp;amp; 5 Engineers], §25 / mo. maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities[http://pc.gamespy.com/pc/xcom-enemy-unknown/1226273p1.html]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &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;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | §75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted. (Adds between 2-10 extra Will increases per promotion on top of the default +2)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| §250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | §275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unconfirmed Information ===&lt;br /&gt;
&lt;br /&gt;
- Cost of Tactics and prerequisites may adjust depending on the difficulty level.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39213</id>
		<title>Talk:Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39213"/>
		<updated>2012-10-16T03:29:57Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is good material but it seems to cover a lot more besides managing panic. Perhaps it could be split up later? [[User:Hobbes|Hobbes]] 10:50, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wonder, is there a place for me to mention Savescumming techniques? I manipulate Council Request missions to target panicking countries. I am just not sure if it belongs anywhere.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:52, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This page seems to dance around an unconfirmed fact that once a Continent is covered with satellites then it will no longer have abduction missions happen on one of its countries. If this is in fact true, then this would be the biggest piece of info for me on this page and it should be said outright. [[User:Mavoc|Mavoc]] 14:31, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience, Abductions still happen but only nations without satellite coverage get involved with simultaneous abductions. For example, when I had only two nations with no satellites, these two nations were the only choices when the options came up when normally there should be three. Also note that the true coverage happen not when you launch the satellite, but when the satellite became operational.&lt;br /&gt;
In a game where all nations are covered, abductions would happen one at a time.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 23:29, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39212</id>
		<title>Talk:Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39212"/>
		<updated>2012-10-16T03:29:23Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is good material but it seems to cover a lot more besides managing panic. Perhaps it could be split up later? [[User:Hobbes|Hobbes]] 10:50, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wonder, is there a place for me to mention Savescumming techniques? I manipulate Council Request missions to target panicking countries. I am just not sure if it belongs anywhere.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:52, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This page seems to dance around an unconfirmed fact that once a Continent is covered with satellites then it will no longer have abduction missions happen on one of its countries. If this is in fact true, then this would be the biggest piece of info for me on this page and it should be said outright. [[User:Mavoc|Mavoc]] 14:31, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience, Abductions still happen but only nations without satellite coverage get involved with simultaneous abductions. For example, when I had only two nations with no satellites, these two nations were the only choices when the options came up when normally there should be three. Also note that the true coverage happen not when you launch the satellite, but where the satellite became operational.&lt;br /&gt;
In a game where all nations are covered, abductions would happen one at a time.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 23:29, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39211</id>
		<title>Talk:Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39211"/>
		<updated>2012-10-16T03:29:10Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is good material but it seems to cover a lot more besides managing panic. Perhaps it could be split up later? [[User:Hobbes|Hobbes]] 10:50, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wonder, is there a place for me to mention Savescumming techniques? I manipulate Council Request missions to target panicking countries. I am just not sure if it belongs anywhere.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:52, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This page seems to dance around an unconfirmed fact that once a Continent is covered with satellites then it will no longer have abduction missions happen on one of its countries. If this is in fact true, then this would be the biggest piece of info for me on this page and it should be said outright. [[User:Mavoc|Mavoc]] 14:31, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my experience, Abductions still happen but only nations without satellite coverage get involved with simultaneous abductions. For example, when I had only two nations with no satellites, these two nations were the only choices when the options came up when normally there should be three. Also note that the true coverage happen not when you launch the satellite, but where the satellite became operational.&lt;br /&gt;
In a game where all nations are covered, abductions would happen one at a time.&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Robbx213&amp;diff=39156</id>
		<title>User:Robbx213</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Robbx213&amp;diff=39156"/>
		<updated>2012-10-15T17:28:46Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I played Normal the last day+... I advanced WAY too fast in storyline.  Was taking on Sectopods, Muton Elites, &amp;amp; Ethereals in the Overseer mission before I really had plasma or any of the advanced armors.  Classic and Impossible are going to be interesting someday to balance speed of getting through without the Doom Tracker vs. slow enough to get the gear you need.&lt;br /&gt;
: LOL :). Had the same problem on my first game. When I got to the Alien Base mission I had to face a Sectopod at the end that nearly killed 2 Colonels that had to be stabilized. The worst is really not having a clue about what they are capable. [[User:Hobbes|Hobbes]] 10:56, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On Normal, I didn&#039;t worry about attacking the Alien base until I got all alien tech I could. It shouldn&#039;t be difficult to stop the doom tracker if you realise that complete satellite coverage of a Continent would end their involvement in the 1 out of 3 choice missions. And that after you had all but 1 Continent covered, Panic ceases to be a problem. It is another matter in Classic or harder, of course.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 12:57, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Robbx213&amp;diff=39155</id>
		<title>User:Robbx213</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Robbx213&amp;diff=39155"/>
		<updated>2012-10-15T16:57:46Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I played Normal the last day+... I advanced WAY too fast in storyline.  Was taking on Sectopods, Muton Elites, &amp;amp; Ethereals in the Overseer mission before I really had plasma or any of the advanced armors.  Classic and Impossible are going to be interesting someday to balance speed of getting through without the Doom Tracker vs. slow enough to get the gear you need.&lt;br /&gt;
: LOL :). Had the same problem on my first game. When I got to the Alien Base mission I had to face a Sectopod at the end that nearly killed 2 Colonels that had to be stabilized. The worst is really not having a clue about what they are capable. [[User:Hobbes|Hobbes]] 10:56, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On Normal, I didn&#039;t worry about attacking the Alien base until I got all alien tech I could. It shouldn&#039;t be difficult to stop the doom tracker if you realise that complete satellite coverage of a Continent would end their involvement in the 1 out of 3 choice missions. And that after you had all but 1 Continent covered, Panic ceases to be a problem. It is another mater in Classic or harder, of course.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 12:57, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39149</id>
		<title>Talk:Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39149"/>
		<updated>2012-10-15T15:53:42Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is good material but it seems to cover a lot more besides managing panic. Perhaps it could be split up later? [[User:Hobbes|Hobbes]] 10:50, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wonder, is there a place for me to mention Savescumming techniques? I manipulate Council Request missions to target panicking countries. I am just not sure if it belongs anywhere.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:52, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39147</id>
		<title>Talk:Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Panic_(EU2012)&amp;diff=39147"/>
		<updated>2012-10-15T15:52:32Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is good material but it seems to cover a lot more besides managing panic. Perhaps it could be split up later? [[User:Hobbes|Hobbes]] 10:50, 15 October 2012 (EDT)&lt;br /&gt;
I wonder, is there a place for me to mention Savescumming techniques? I manipulate Council Request missions to target panicking countries. I am just not sure if it belongs anywhere.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:52, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39146</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39146"/>
		<updated>2012-10-15T15:49:46Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will right off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39144</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39144"/>
		<updated>2012-10-15T15:49:02Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39143</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=39143"/>
		<updated>2012-10-15T15:47:52Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will off the bat.&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=39080</id>
		<title>Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=39080"/>
		<updated>2012-10-15T04:20:16Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your base is a 7x4 grid of spaces for construction.  The center row is reserved only for the ACCESS LIFT, which leaves 24 spaces you can build on(though three start prebuilt).  You cannot build at a level that does not have an access lift.  While some squares may start empty, most will be filled in with rock, which must be excavated (taking 5 days) before any construction can begin.&lt;br /&gt;
&lt;br /&gt;
Digging deeper costs more, but Steam Vents are usually situated further down; also, more dimensions allow you to take more advantage of Adjacency Bonuses earlier in the game.  A good example is to build down to a steam vent early, build a Thermal Power Generator, and then build normal Power Generators adjacent to it to maximize the efficiency.&lt;br /&gt;
&lt;br /&gt;
Adjacency bonuses are awarded once for each pair of facilities that are adjacent to each, which means that square formation is the optimal formation for facilities that have adjacency bonuses, since this is the only formation that will provide you with four adjacency bonuses per four facilities built. Since you have to build an access lift in the middle, you are left with space for two squares of facilities and 4 individual facilities on each side of the lift. No matter how tempting it may seem to build an optimal base like this, arranging satellite support, workshops, labs and power units in squares, the cost of such undertaking will be a huge deterring factor. Since you absolutely need workshop, power source and satellite facilities from the very game start, you would have to excavate to level 3 right at the beginning, which would cost you extra 4 power and $ 140 (effectively, $ 180), plus extra maintenance for the extra access lifts. Therefore, it makes sense to have one of the three to be built in another formation.&lt;br /&gt;
&lt;br /&gt;
To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.&lt;br /&gt;
&lt;br /&gt;
Ultimately due to limits in construction, you will never need more power than one Thermal generator and two Elerium Generators adjacent to one another. Early in the game normal generators are necessary, but always keep in mind your ideal future setup.&lt;br /&gt;
&lt;br /&gt;
Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=39065</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=39065"/>
		<updated>2012-10-15T01:09:50Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons Platform (SHIV)&#039;&#039;&#039;&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier,  Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Grenades&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Frag grenades upgraded to Alien grenades.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Medkit&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*+50% healing delivered by a single medkit charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Arc Thrower&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039;&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039;&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039;&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drone Capture&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammo Conservation&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days)&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Flight&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Construction&#039;&#039;&#039;&lt;br /&gt;
*Requirements: ?&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks&lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
Allows you to construct facilities in half time for double cost(toggled when facility is ordered)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Pistol I&#039;&#039;&#039;&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Pistol II&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Pistol III&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Suppression&#039;&#039;&#039;&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: Unknown&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our SHIV units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Satellites&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: Unknown&lt;br /&gt;
*Fixed Cost: Unknown&lt;br /&gt;
*Time: Unknown&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.C.O.P.E. Upgrade&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Time: Unknown&lt;br /&gt;
*Increase Critical Chance&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=38781</id>
		<title>Building Optimization (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Building_Optimization_(EU2012)&amp;diff=38781"/>
		<updated>2012-10-13T02:19:03Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your base is a 7x4 grid of spaces for construction.  The center row is reserved only for the ACCESS LIFT, which leaves 24 spaces you can build on(though three start prebuilt).  You cannot build at a level that does not have an access lift.  While some squares may start empty, most will be filled in with rock, which must be excavated(taking 5 days) before any construction can begin.&lt;br /&gt;
&lt;br /&gt;
Digging deeper costs more, but Steam Vents are usually situated further down; also, more dimensions allow you to take more advantage of Adjacency Bonuses earlier in the game.  A good example is to build down to a steam vent early, build a Thermal Power Generator, and then build normal Power Generators adjacent to it to maximize the efficiency.&lt;br /&gt;
&lt;br /&gt;
To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square.  &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=38779</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=38779"/>
		<updated>2012-10-13T02:14:49Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.&amp;lt;br&amp;gt;&lt;br /&gt;
Some tactics require you to have a soldier reach a particular rank in order to unlock it.&lt;br /&gt;
&lt;br /&gt;
Your base starts without an OTS on Classic and Impossible difficulty levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
&lt;br /&gt;
The improvements require the continued existence of the Training School. So all purchased improvements would be disabled if the school was demolished. &lt;br /&gt;
&lt;br /&gt;
* Cost: 3 Power, $125, 8 days [Classic &amp;amp; 5 Engineers], $25 / mo. maintenance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities[http://pc.gamespy.com/pc/xcom-enemy-unknown/1226273p1.html]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &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;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | $125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | $50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | $150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | $75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | $200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| $250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | $275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unconfirmed Information ===&lt;br /&gt;
&lt;br /&gt;
- Cost of Tactics and prerequisites may adjust depending on the difficulty level.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survey_Ship&amp;diff=34709</id>
		<title>Survey Ship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survey_Ship&amp;diff=34709"/>
		<updated>2012-02-15T01:04:36Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
This tiny submarine is used for reconnaissance and survey [[Alien Missions (TFTD)|missions]]. It normally precedes larger vessels at the start of an Alien task force.&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Small Scout]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
[[Image:Escort.gif|right]]&lt;br /&gt;
Damage capacity: 60&lt;br /&gt;
&lt;br /&gt;
Weapon Power: 0&lt;br /&gt;
&lt;br /&gt;
Weapon Range: 0 km&lt;br /&gt;
&lt;br /&gt;
Maximum Speed: 2000 knots&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
In nine out of ten cases, the Survey Ship will not touch down, but merely fly around a bit. Because it is so fragile, an attack will usually completely destroy the vessel on the fist shot. It is therefore a rare event to encounter one in a ground combat mission.&lt;br /&gt;
&lt;br /&gt;
If that happens, you will find that the Survey Ship is somewhat larger on the Battlescape than its UFO Defense cousin, to the point that a [[Submersible Weapons Systems|SWS]] can enter and fit inside. There are two small storage rooms next to the main door, but since there&#039;s only one occupant (which is usually outside the ship at start of combat), there&#039;s little or no risk of an ambush.&lt;br /&gt;
&lt;br /&gt;
In late game it is common to simply destroy the Survey Ship with heavy weaponry. However a Survey Ship recovery mission is the easiest means to train your fresh recruits in MC. Those crewed by a single Lobsterman can also train reactions and accuracy.&lt;br /&gt;
&lt;br /&gt;
Note: It is considered likely that the Survey Ship&#039;s Battlescape hull and UFOpaedia/interception picture were actually meant for the [[Escort]]. The pictures on this page reflect what you will see in a unmodified game of Terror From The Deep Collector&#039;s Edition. [[XcomUtil]] has a &amp;quot;fix&amp;quot; for this.&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Ion Beam Accelerators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Magnetic Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Sub Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cryogenics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cloning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Learning Arrays&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Implanter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Re-Animation Zone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aqua Plastics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$52,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Zrbite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$382,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;120px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Survey Ship L1.JPG|Level 0&lt;br /&gt;
Image:Survey Ship L2.JPG|Level 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Alien Sub Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Alien Submarines (TFTD)]][[Category: Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survey_Ship&amp;diff=34708</id>
		<title>Survey Ship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survey_Ship&amp;diff=34708"/>
		<updated>2012-02-15T01:03:18Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
This tiny submarine is used for reconnaissance and survey [[Alien Missions (TFTD)|missions]]. It normally precedes larger vessels at the start of an Alien task force.&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Small Scout]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
[[Image:Escort.gif|right]]&lt;br /&gt;
Damage capacity: 60&lt;br /&gt;
&lt;br /&gt;
Weapon Power: 0&lt;br /&gt;
&lt;br /&gt;
Weapon Range: 0 km&lt;br /&gt;
&lt;br /&gt;
Maximum Speed: 2000 knots&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
In nine out of ten cases, the Survey Ship will not touch down, but merely fly around a bit. Because it is so fragile, an attack will usually completely destroy the vessel on the fist shot. It is therefore a rare event to encounter one in a ground combat mission.&lt;br /&gt;
&lt;br /&gt;
If that happens, you will find that the Survey Ship is somewhat larger on the Battlescape than its UFO Defense cousin, to the point that a [[Submersible Weapons Systems|SWS]] can enter and fit inside. There are two small storage rooms next to the main door, but since there&#039;s only one occupant (which is usually outside the ship at start of combat), there&#039;s little or no risk of an ambush.&lt;br /&gt;
&lt;br /&gt;
In late game it is common to simply destroy the Escort with heavy weaponry. However an Escort recovery mission is the easiest means to train your fresh recruits in MC. Escorts crewed by a single Lobsterman can also train reactions and accuracy.&lt;br /&gt;
&lt;br /&gt;
Note: It is considered likely that the Survey Ship&#039;s Battlescape hull and UFOpaedia/interception picture were actually meant for the [[Escort]]. The pictures on this page reflect what you will see in a unmodified game of Terror From The Deep Collector&#039;s Edition. [[XcomUtil]] has a &amp;quot;fix&amp;quot; for this.&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Ion Beam Accelerators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Magnetic Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Sub Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cryogenics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cloning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Learning Arrays&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Implanter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Re-Animation Zone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aqua Plastics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$52,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Zrbite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$382,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;120px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Survey Ship L1.JPG|Level 0&lt;br /&gt;
Image:Survey Ship L2.JPG|Level 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Alien Sub Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Alien Submarines (TFTD)]][[Category: Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=505</id>
		<title>Terror Mission (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=505"/>
		<updated>2005-07-03T22:07:41Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Big differences with Enemy Unknown are the introduction of 2 part terror missions. These tend to drain your ammo. PLUS, I think you have to actually pick up stuff from the first part to keep it (X-com agents too lazy to salvage it?)&lt;br /&gt;
&lt;br /&gt;
I  believe that the 2nd part is empty of civilians.&lt;br /&gt;
&lt;br /&gt;
Both parts count towards your scoring, methinks.&lt;br /&gt;
&lt;br /&gt;
Terror Missions ARE ON LAND. This is very bad, since most of your big guns early in the game only work underwater! Good luck taking out those heavily armored terror units using dart guns and grenades... Mag Ion Armor doesn&#039;t work here either.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
2nd opinion:&lt;br /&gt;
&lt;br /&gt;
Civilians are everywhere in terror missions, even in the second part.&lt;br /&gt;
&lt;br /&gt;
Mag Ion Armour doesn&#039;t permit flight on land, but your Sonic/PWT tanks could still fly. Take advantage of that.&lt;br /&gt;
&lt;br /&gt;
Bring hand-to-hand weapons on terror missions. Have them in every backpack, and pull them out when facing Aliens in narrow space. Heavily armoured terror units don&#039;t stand a chance against these, and you can often clean out a small room of aliens with it.&lt;br /&gt;
&lt;br /&gt;
Do be careful around the oil drums...&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=482</id>
		<title>Terror Mission (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=482"/>
		<updated>2005-07-03T22:07:26Z</updated>

		<summary type="html">&lt;p&gt;Vallen Chaos Valiant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Big differences with Enemy Unknown are the introduction of 2 part terror missions. These tend to drain your ammo. PLUS, I think you have to actually pick up stuff from the first part to keep it (X-com agents too lazy to salvage it?)&lt;br /&gt;
&lt;br /&gt;
I  believe that the 2nd part is empty of civilians.&lt;br /&gt;
&lt;br /&gt;
Both parts count towards your scoring, methinks.&lt;br /&gt;
&lt;br /&gt;
Terror Missions ARE ON LAND. This is very bad, since most of your big guns early in the game only work underwater! Good luck taking out those heavily armored terror units using dart guns and grenades... Mag Ion Armor doesn&#039;t work here either.&lt;br /&gt;
&lt;br /&gt;
******************************&lt;br /&gt;
2nd opinion:&lt;br /&gt;
&lt;br /&gt;
Civilians are everywhere in terror missions, even in the second part.&lt;br /&gt;
&lt;br /&gt;
Mag Ion Armour doesn&#039;t permit flight on land, but your Sonic/PWT tanks could still fly. Take advantage of that.&lt;br /&gt;
&lt;br /&gt;
Bring hand-to-hand weapons on terror missions. Have them in every backpack, and pull them out when facing Aliens in narrow space. Heavily armoured terror units don&#039;t stand a chance against these, and you can often clean out a small room of aliens with it.&lt;br /&gt;
&lt;br /&gt;
Do be careful around the oil drums...&lt;/div&gt;</summary>
		<author><name>Vallen Chaos Valiant</name></author>
	</entry>
</feed>