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This page is intended for players who finish the game frequently on the highest difficulty and would like to keep the challenge alive.  
This page is intended for players who finish the game frequently on the highest difficulty and would like to keep the challenge alive.  


Naturally it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, fighting only on night missions, etc. However, the idea here is not to go those extremes but to identify a number of exploits/cheats/tactics that make the game easier.  
Making the game harder is done in two ways: one can accept handicaps (not use some of the options the game puts at your disposal, or use them only under certain circumstances), or modify the game files via utilities or direct editing to make things harder.


Feel free to try any of these ideas (or all of them!). Some may make the game very hard but not impossible to win.  
This page contains a list of simple handicaps to get you started. It may be worth also examining these sub-pages:
* [[Making the Game Harder/Scenarios]] - More complex scenarios, by assorted UFOpaedians.
* [[Making the Game Harder/Modding]] - Scenarios that require third-party tools or direct hacking of game files to set up.


==Don't use game exploits==
Mix and match these handicaps as you like, or invent your own variations. Note that certain combinations may make the game very difficult. Within each section, challenges are generally listed from least to most difficult.


All strategy guides for UFO have plenty of mentions to [[Exploits]]. Their influence on [[Battlescape]]/[[Geoscape]] varies, here's a list of those that you should avoid and their consequences.
==Refrain from using [[Exploits|exploits]]==


===Alien Inventory Screen===
The most obvious way to make the game harder is to avoid "cheating" by using the various exploits discovered over the years. A full list, and instructions on how to use the various exploits, are in the link above, but the most egregious and game-breaking are listed here for convenience.


Although you are not supposed to be able to access an alien's inventory screen when you mind control it, there is a [[ExploitsB#Access_the_Alien_Inventory_Screen|way]] to do so. This allows for nasty things like priming grenades and dropping them at the feet of the alien.
*[[ExploitsA#Free_Wages|Free Wages]] and [[ExploitsA#Robotic_Factories|Engineer/Scientist overflow]] - The majority of X-Com's expenditure consists of salaries and hiring engineers and scientists; removing these expenses trivialises financing.
Another thing to consider is to stop using [[Psionics]] all together (see below).  


===Faulty Collision Detection===
*[[ExploitsA#Free_Manufacturing|Free Manufacturing]] - Building items for free makes Elerium management trivial (as you only ever need it to fuel advanced craft) as well as making manufacturing about 7 times as profitable.


A full description can be found on [[Exploiting_Collison_Detection|here]]. This exploit allows you to bypass map chokepoints (such as UFO doors) which can be used by the aliens to ambush your soldiers.  
*[[ExploitsA#UFO_Redux|UFO Redux]] - Multiplies the score and most of the loot (including Elerium) from a given UFO by a factor of 2 (or potentially even more).


===Free Wages/Manufacturing/Fuel===
*[[Exploiting_Collision_Detection|Collision Detection exploits]] - Turns breaching UFOs from a nightmare into cake and allows risk-free extermination of aliens on higher levels than your troops.


These exploits are commonly used to prevent your finances from going negative at the end of the month or to keep your planes flying for free. The [[ExploitsA#Free_Wages|Free Wages]] avoids having to pay your scientists/engineers/soldiers' salaries. Most of your monthly expenses are made of those, so having to pay for your 250 scientists makes financial matters more hard to deal with.
*[[Other_Geoscape_Exploits#All_Terror_Missions_During_Daylight|Avoiding night missions]] - Removes one of the advantages aliens have on the Battlescape, and the use for incendiaries and flares.


==Excessive Firepower==
==Geoscape==


===Heavy Plasmas===
===Interception===


Don't equip the majority of your squad with [[Heavy Plasma|Heavy Plasmas]]. If it sounds too easy, then don't use alien weapons at all.
*'''Unarmed Avengers''' - Do not mount weapons on [[Avenger]]s (which are otherwise clearly the most effective interceptors).


===Blaster Launchers===
*'''No Advanced Interception''' - In addition to the above, do not build any [[Firestorm]]s or [[Lightning]]s. (This makes it almost impossible to shoot down [[Battleship]]s.)


To put it simply: the weapons are too powerful and thus the temptation to overuse them too great. Completely destroying a map is fun at start but butchering the aliens gets boring after a while. Either do not use the weapons or only bring 1 on each mission.  
*'''No Plasma Beams''' - Do not build any [[Plasma Beam]]s. As these are, by far, the most effective craft weapons, you will have great difficulty shooting down Large and Very Large UFOs.


===Enlarged Squads===
*'''No Interception''' - The most extreme interception restriction is, of course, to never shoot down UFOs at all. Most UFOs land in one fashion or another, so you can still win the game.


Restrict your squad regarding soldiers and tanks. Never use more than 14 plane slots to bring units into a battlefield (the capacity of a Skyranger).
===Funding===
The logic behind this is that you can easily outnumber the aliens, especially if you are facing small UFOs thus assuring victory.
Also, smaller squads allow for quicker play (you don't have to move 26 units each turn) and they make your soldiers more memorable, since you'll remember more their heroic achievements (or stupid deaths).


===Load up your Skyrangers with as many HWPs===
These challenges reduce the ways X-Com can obtain money.


Instead of bringing 14 units into a battle you'll get just 5 (3 HWPs + 2 Soldiers) or 8 (2 HWPs + 6 soldiers).
*'''No commercial manufacturing''' - Don't manufacture items for profit. Only sell items that you bought, or recovered from missions (and don't manufacture more of the latter yourself).


===Rank-based equipment===
*'''Council income only''' - Don't sell any advanced technology (recovered and manufactured items) at all. Your revenue is to come solely from the Council of Funding Nations.


Only give the best stuff to officers. Squaddies has to use personal armors and laser rifles; rookies don't get armor at all. Advancing in ranks earns the privilege to use newest equipment. So Sergeants can use Power Suit, but not Flying Suit. Even better, only give Flying suit to your Commander.
===Bases===


===Commando missions===
These challenges involve restrictions of one kind or another on how X-Com builds its bases. These are all independent and can be combined, though in some cases this may make the game extremely difficult.


Use as few men to complete ground missions as possible-without HWPs, of course. Even two or three-man teams can be effective if used properly. The logic behind this is that either way, aliens are probably too busy carrying out their mission or repairing the UFO to notice the dropship approaching (as evidenced by the fact that if you go against psionic aliens, you are safe from psionic attacks as long as none of them sees you, adding an extra difficulty: you have to kill every alien from behind and with one shot so they won't turn around and see you). Plus, micromanaging a three-man team is easier than managing a fully loaded Avenger. You have the advantage of surprise, use it!
*'''One base''' - Simply don't build any more bases after the one you start with. Note that you will lose if all your bases are destroyed, so keep a garrison in case aliens come calling while the Skyranger is out. For a much harder challenge, build that single base in Hawaii.
====Iron man====
If you are confident in yourself, use only one soldier. Knowing when to retreat and switch weapons at the dropship is essential, but try not to get wounded. Without friends with medkits around, fatal wounds are truly fatal. Get your popcorn out people and enjoy the show!


===Avenger===
*'''Limited base size''' - Limit the size of your bases to 4x4 or (for the truly skilled) 3x3. Your starting base is larger than this, so you'll have to scrap significant parts of it.


This awesome craft is very overpowered. So build only ONE, and only when you are going to Cydonia. Battleships suddenly become very tough if faced with Firestorms...
*'''No-base start''' - Start without a base at all, by selling everything and then scrapping your initial base. Then construct a new base from scratch and play as normal. The difficulty here comes from the extra cost and time taken to rebuild your base.


===Tech levels===
*'''No advanced base modules''' - Do not build [[Hyper-Wave Decoder]]s, [[Psionic Laboratory|Psionic Laboratories]], or the researchable defence systems ([[Laser Defences]], [[Plasma Defences]], [[Fusion Ball Defences]], [[Grav Shield]] and [[Mind Shield]]). None of these are actually necessary in order to win the game, although the lack of Hyper-Wave Decoders and Psi-Labs makes the task much more difficult.
Limit yourself to certain "tech levels". Here's an example:
*Level 1: Coverall, genuine Earth equipment
*Level 2: Personal Armor, Laser weapons
*Level 3: Power Suit, light alien weaponry
*Level 4: Flying Suit, heavy alien weaponry
How does it work? Simply limit yourself to stopping at a certain level. Or limit yourself in the speed of advancement, i.e. one level per a half year, etc. The latter example would mean you won't get to use the best equipment for two years!!!


Alternatively, allow yourself access to only a few high-power research topics, under the grounds that they're so complex that understanding them fully takes years.  (Exceptions are made for end-game requirements, of course).  Research topics that are high-power(AKA game-breaking) would include anything associated with Psionics, Plasma Rifle, Heavy Plasma, Blaster Bomb, the advanced aircraft(in particular the Avenger), the Plasma Beam/FBL, Hovertanks, and the Power and Flying Suits.
==Battlescape==


==No Psionics==
===Psionics===


[[Psi-Amp|Psi-Amps]] completely unbalance the game towards the human player. Even 1 Psi-Amp is bad enough for the aliens, but to bring a squad full of psi-trained soldiers will mean that all the aliens will be mind controlled during the first turn (including even [[Cyberdisc]]s or [[Sectopod]]s). Once you start, the uncertainty and the risk will go down, and so will the fun.
*'''No Mind Control''' - Do not mind-control aliens with [[Psi-Amp]]s. (This ability turns missions into boring cakewalks.)


The same applies to [[Mind Probe|Mind Probes]] since those devices can be used to screen aliens for their rank or to check if they will reaction fire.  
*'''No Psionic Training''' - Do not train soldiers in [[Psionic Laboratory|Psionic Laboratories]]. (This means you will not learn your soldiers' Psi-Strengths, or be able to use [[Psi-Amp]]s.)


Finally, the use of [[Psionic Laboratory|Psi Labs]] should be restricted to screening troops but not training them, since they can't use Mind Probes or Psi Amps. A harder setting would be not to use them at all and only find out during a fight who are the psi weaklings.
===Weaponry===


==Funding Nations Only==
(Note that these handicaps are designed for use with '''No Mind Control''', above; there is no point otherwise, as mind-control is by far the strongest available "weapon".)


Rely entirely on the Funding Nations to run your war.  Details [[User:Tequilachef#Rules|here]].
*'''No heavy alien weaponry''' - Do not use the [[Heavy Plasma]] Gun or [[Blaster Launcher]], the most devastating armaments available.


==1 Mission X-COM==
*'''No alien equipment''' - Do not use any alien weaponry or devices at all (Plasma weapons, [[Small Launcher]], [[Blaster Launcher]], [[Alien Grenade]], [[Mind Probe]]).


A more hardline version of Funding Nations Only, detailed [[User_talk:Arrow_Quivershaft#1_Mission_X-COM|here]].  In short, one Battleship mission, properly executed, can provide all the research needed to complete the game.  The focus is on intercepting that Battleship and completing the game with only the spoils from that mission.
*'''Conventional equipment only''' - Use only weaponry that is available for purchase at the beginning of the game (no lasers or alien weaponry, no armour, no [[Medi-Kit]]s, [[Psi-Amp]]s or [[Motion Scanner]]s).


==Base Limitations==
*'''And beyond...''' - Theoretically, one can restrict one's equipment even further and still have a chance of victory. The two actual requirements in terms of weaponry are these:
**You must have a weapon capable of inflicting stun damage ([[Stun Rod]] or [[Small Launcher]]), in order to reliably capture the required aliens.
**You must have a weapon capable of damaging the Alien Brain in [[Cydonia]] (40 tile armour). [[Heavy Cannon|HC-AP rounds]], [[Rocket Launcher|Large Rockets]], [[High Explosive]]s, [[Laser Rifle]]s, [[Heavy Laser]]s, [[Plasma Rifle]]s, [[Heavy Plasma]] Guns, [[Blaster Launcher]]s, [[Alien Grenade]]s and all [[Heavy Weapons Platform|HWP]] weapons can do this; other weapons cannot.


===Base Defense===
===Squads===


Don't play base defense missions.
*'''Skyranger capacity only''' - Bring only 14 spaces (14 soldiers, 10 soldiers + 1 [[Heavy Weapons Platform|HWP]], etc.) worth of troops into battle. This restriction only becomes relevant when you obtain [[Avenger]]s, and has the main effect of making [[Cydonia]] much harder.


===One Base===
*'''Maximum HWPs''' - Bring the maximum number of [[Heavy Weapons Platforms]] on each mission. This means only 2 soldiers on a [[Skyranger]], which makes missions harder due to lack of firepower. This becomes much less of a restriction when [[Lightning]]s and [[Avenger]]s become available, so consider combining it with '''Skyranger Capacity Only'''.


Build only a single base.  This severely limits your efficiency, as you can only build a maximum of 35 base modules.  Aircraft and radar coverage will be quite limited.
*'''Commando missions''' - Use very small squads, or even a single soldier, to complete missions.


====For a real challenge...====
==General==


Build that single base in Hawaii.
===Saves===


===Genuine Earth tech===
*'''No Battlescape saves''' - Do not save while on the [[Battlescape]]. This makes it impossible to save-scum through missions and essentially gain prescience.
Don't build modules requiring alien tech, ie. PsiLab, HW Decoder, Plasma/Fusion Defence.


==XComUtil's Features==
*'''Iron Man''' - Save only when you quit, and overwrite your save every time you quit. This means no reloading from mistakes at all.


[[XcomUtil]] is a game enhancer that was actually designed to make the game harder, although many of its features can be used the other way around.
===Other===
There are 2 ways to use XComUtil, both of which can be used to increase the difficulty, the [[XcomUtil#The_XcuSetup_configuration_program|XcuSetup]] installation program and the [[XcomUtil#The_XcomUtil_command|XComUtil]] command.
===XcuSetup configuration===


When you run XcuSetup to install XComUtil a number of queries will be asked regarding which features you'll want to implement.  
*'''One-mission X-Com''' - Beat the game with only one mission before Cydonia. This mission must be a [[UFO Ground Assault]] on a [[Battleship]], in order to obtain all the necessary items (including captured aliens) to reach Cydonia.


*''Do you want to use the improved starting base?'' (No)
*'''Speed run''' - Beat the game in as little time as possible (either in-universe clock time, or real-life time; note that the two approaches differ dramatically). The current record for the latter is [http://www.youtube.com/watch?v=0wo71zOr5aU 1:02:21].


With the improved starting base you start with an [[Alien Containment]] already built, your radar is upgraded and you'll start with additional scientists and engineers. It will also be designed to maximize defense.
[[Category:Enemy Unknown/UFO Defense]]
 
*''Do you want to use the alternate starting base?'' (No)
 
This retains the optimal defensive layout but doesn't add the extra facilities/personnel.
 
*''Do you want to use the improved Tanks/Weapons?'' (No to both)
 
*''Do you want to use the new laser weapons?'' (Yes)
 
With this option chosen your lasers will require Elerium to be built (supposedly to act as power cells). This also prevents you from building plasma weapons (but not clips), thus preventing you from selling [[Plasma Pistol|Plasma Pistols]] and [[Plasma Rifle|Plasma Rifles]] since the aliens will stop using those.
It also makes [[Laser Cannon|Laser Cannons]] and [[Fusion Ball Launcher|Fusion Launchers]] a lot less attractive to sell because of the time required to build them and the [[Elerium-115|Elerium]]/[[Alien Alloys]] necessary for their construction. Be prepared for the blow on your finances...
 
*''Do you want research help from captured aliens?'' (Yes! Yes! Yes!)
 
To make the game REALLY hard try this feature.
First, it will increase the research times of most items tenfold or more, especially regarding the alien technologies. Instead of having to wait days or a week for a certain technology the time will increase to months. With a little bad luck you will be stuck to lasers and no armor when the [[Muton|Mutons]] and [[Ethereal|Ethereals]] start showing up.
Second, the only way to speed research (other than having 250 scientists on all bases) is to capture live aliens, forcing you to bring a few [[Stun Rod|Stun Rods]] for all missions. It is not required to have an Alien Containment present to receive the research help but remember it only reduces the time of the research being done at your starting base.
 
==Financing solely by funding nations==
 
Do not sell any alien equipment, corpses or UFO components. Do not sell manufactured Equipment. Only genuine earth technology (like rifles or avalance launchers) or researched aircraft (since they don't bring in money) may be sold. This not only adds some realism to the game (seriously, who would pay 334,000$ for some metal ball that lets you know the stats of your wife? And which government on earth would allow the possession of plasma weapons to other nations, or even civilians?), it also makes it significantly harder. In february for example you have around 6,000,000$ to cover base maintenance, wages, crafts, manufacturing and losses on the battlefield. This leaves not very much! Building new bases, hiring more engineers or just building a second laboratory is almost impossible. But it is definitely more fun than having worldwide radar coverage and 16 interceptors by the end of march.
 
==Recommendations of Scott Jones==
Scott T Jones, the original maker of XcomUtil, placed some interesting scenarios on the XcomUtil site. Here they are.
 
===Xenophobe===
 
You have a morbid fear of all aliens and all alien technology. You never try to capture or interrogate any aliens and you sell all alien artifacts immediately. You can not win this scenario in the normal sense, since you can never go to Mars. You simply play it until you don't want to play it any more. I stopped playing at the end of the year 2000, after I had eliminated all 17 alien bases in 25 attempts. I had already made nearly $1 billion by having 255 engineers build and sell laser cannons at all 8 of my bases.
 
===Bean Counter===
 
This scenario takes its name from the beaurocratic "bean counters" who drive us crazy with their constant cost cutting measures. You are not allowed to destroy anything, since that wastes profits. You are not allowed to shoot down any UFOs, since that destroys valuable artifacts that can be sold. You can not use any explosives or any weapon that uses a clip or ammunition, since those would have to be replaced. You are only allowed to use reusable items, like lasers, flares, stun rods, and psi-amps.
 
===Explosive===
 
You must limit yourself to only explosive weapons. This scenario forces you to learn tactics that protect you from your own weapons. It was rather frustrating at times, because you were constantly destroying things that you wanted to keep. It is virtually the opposite of the Bean Counter scenario. I stopped playing this game shortly after I researched Stun Launchers, since I already knew I could beat the Neo-Pacifist scenario.
 
===Photophobe===
 
You can not tolerate sunlight and must not fight any battle in full daylight. If you land at a battle and an aura of light is visible around your soldiers, you must leave immediately. This scenario is very interesting and teaches you how to fight at night. It is much harder to win, but it can still be won because it is dark on Mars.
 
===Technophobe===
 
You have a morbid fear of all technology. You must sack all of your scientists and engineers at the start of the game. You must sell all alien artifacts immediately. If you can not buy the item, you can not use it.
 
This scenario forces you to learn how to use conventional weapons against the aliens. You can not win this scenario in the normal sense, since you can never go to Mars. You simply play it until you don't want to play it any more. I stopped after about one game year, having destroyed all of the alien bases on the planet.
 
===Neo-Pacifist===
 
You are a Pacifist and can not directly take the life of any living thing, even an alien. You can not shoot down any UFO, because aliens might be killed. You can not use any weapon that can kill an alien, even via reaction fire. Aliens who die during interrogation or because of lack of space in the alien containment facility are someone else's problem, so your conscience is clear.
 
The only lethal weapons that you can use are grenades, but you must still give the aliens a chance to escape. In this way, the alien causes its own death. For example, an alien next to an armed explosive with a long fuse can save it self by moving away, while an alien next to an armed Proximity Grenade can save itself by not moving away.
 
Even with these restrictions, the game can still be won by mind controlling an alien on Mars and having him stand next to an armed Proximity Grenade which was placed next to the master brain. Once this is ready, you release your control and wait for the alien to move, ending the game.
 
This scenario was very hard in the early stages, with very heavy casualties until the Stun Launcher was researched. This was my favorite scenario, because the logic was so perverse and because of the new tactics I learned.
 
===Single-Base Hawaiian===
 
Games where you only have one base are not that different from normal games, unless that base is located in Hawaii. This scenario is very difficult and requires a different strategy. The challenge is that you have almost no radar coverage over any significant land mass. You must keep Skyrangers constantly on patrol over areas that are likely to have alien activity. Since combat is rare, you can not afford to skip any battles. This scenario teaches you how to use the graphs to gather information about areas in which you have no radar.
 
===No Skyrangers===
 
This scenario takes away your large, long range troop carrier, the Skyranger. Ideally, you should also eliminate the Lightning and the Avenger (except for the assault on Mars). This is quite difficult because you do not have enough men to allow for mistakes and the short range of your ships forces you to miss some terror sites. This requires at least version 6.0 of XcomUtil.
 
===Shootdown===
 
This scenario is an even harder variation of the No Skyrangers scenario. It not only takes away your large, long range troop carrier, but it also demands that you shoot down every ship you assault. This is extremely difficult, because you almost never capture any Elerium from ships that have been shot down. The lack of Elerium forces you to attack UFOs with Interceptors armed with Laser Cannons to minimize the damage, but this maximizes your chances of losing the Interceptors. This requires at least version 6.0 of XcomUtil.''

Latest revision as of 23:15, 4 May 2022

This page is intended for players who finish the game frequently on the highest difficulty and would like to keep the challenge alive.

Making the game harder is done in two ways: one can accept handicaps (not use some of the options the game puts at your disposal, or use them only under certain circumstances), or modify the game files via utilities or direct editing to make things harder.

This page contains a list of simple handicaps to get you started. It may be worth also examining these sub-pages:

Mix and match these handicaps as you like, or invent your own variations. Note that certain combinations may make the game very difficult. Within each section, challenges are generally listed from least to most difficult.

Refrain from using exploits

The most obvious way to make the game harder is to avoid "cheating" by using the various exploits discovered over the years. A full list, and instructions on how to use the various exploits, are in the link above, but the most egregious and game-breaking are listed here for convenience.

  • Free Wages and Engineer/Scientist overflow - The majority of X-Com's expenditure consists of salaries and hiring engineers and scientists; removing these expenses trivialises financing.
  • Free Manufacturing - Building items for free makes Elerium management trivial (as you only ever need it to fuel advanced craft) as well as making manufacturing about 7 times as profitable.
  • UFO Redux - Multiplies the score and most of the loot (including Elerium) from a given UFO by a factor of 2 (or potentially even more).
  • Collision Detection exploits - Turns breaching UFOs from a nightmare into cake and allows risk-free extermination of aliens on higher levels than your troops.
  • Avoiding night missions - Removes one of the advantages aliens have on the Battlescape, and the use for incendiaries and flares.

Geoscape

Interception

  • Unarmed Avengers - Do not mount weapons on Avengers (which are otherwise clearly the most effective interceptors).
  • No Advanced Interception - In addition to the above, do not build any Firestorms or Lightnings. (This makes it almost impossible to shoot down Battleships.)
  • No Plasma Beams - Do not build any Plasma Beams. As these are, by far, the most effective craft weapons, you will have great difficulty shooting down Large and Very Large UFOs.
  • No Interception - The most extreme interception restriction is, of course, to never shoot down UFOs at all. Most UFOs land in one fashion or another, so you can still win the game.

Funding

These challenges reduce the ways X-Com can obtain money.

  • No commercial manufacturing - Don't manufacture items for profit. Only sell items that you bought, or recovered from missions (and don't manufacture more of the latter yourself).
  • Council income only - Don't sell any advanced technology (recovered and manufactured items) at all. Your revenue is to come solely from the Council of Funding Nations.

Bases

These challenges involve restrictions of one kind or another on how X-Com builds its bases. These are all independent and can be combined, though in some cases this may make the game extremely difficult.

  • One base - Simply don't build any more bases after the one you start with. Note that you will lose if all your bases are destroyed, so keep a garrison in case aliens come calling while the Skyranger is out. For a much harder challenge, build that single base in Hawaii.
  • Limited base size - Limit the size of your bases to 4x4 or (for the truly skilled) 3x3. Your starting base is larger than this, so you'll have to scrap significant parts of it.
  • No-base start - Start without a base at all, by selling everything and then scrapping your initial base. Then construct a new base from scratch and play as normal. The difficulty here comes from the extra cost and time taken to rebuild your base.

Battlescape

Psionics

  • No Mind Control - Do not mind-control aliens with Psi-Amps. (This ability turns missions into boring cakewalks.)
  • No Psionic Training - Do not train soldiers in Psionic Laboratories. (This means you will not learn your soldiers' Psi-Strengths, or be able to use Psi-Amps.)

Weaponry

(Note that these handicaps are designed for use with No Mind Control, above; there is no point otherwise, as mind-control is by far the strongest available "weapon".)

  • Conventional equipment only - Use only weaponry that is available for purchase at the beginning of the game (no lasers or alien weaponry, no armour, no Medi-Kits, Psi-Amps or Motion Scanners).

Squads

  • Skyranger capacity only - Bring only 14 spaces (14 soldiers, 10 soldiers + 1 HWP, etc.) worth of troops into battle. This restriction only becomes relevant when you obtain Avengers, and has the main effect of making Cydonia much harder.
  • Maximum HWPs - Bring the maximum number of Heavy Weapons Platforms on each mission. This means only 2 soldiers on a Skyranger, which makes missions harder due to lack of firepower. This becomes much less of a restriction when Lightnings and Avengers become available, so consider combining it with Skyranger Capacity Only.
  • Commando missions - Use very small squads, or even a single soldier, to complete missions.

General

Saves

  • No Battlescape saves - Do not save while on the Battlescape. This makes it impossible to save-scum through missions and essentially gain prescience.
  • Iron Man - Save only when you quit, and overwrite your save every time you quit. This means no reloading from mistakes at all.

Other

  • One-mission X-Com - Beat the game with only one mission before Cydonia. This mission must be a UFO Ground Assault on a Battleship, in order to obtain all the necessary items (including captured aliens) to reach Cydonia.
  • Speed run - Beat the game in as little time as possible (either in-universe clock time, or real-life time; note that the two approaches differ dramatically). The current record for the latter is 1:02:21.