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===[[Hybrids (Apocalypse)|Hybrids]]===
===[[Hybrids (Apocalypse)|Hybrids]]===
[[Image:Hybrid_apocalypse.png|right]]
[[Image:Hybrid_apocalypse.png|right]]
Hybrids are the result from inter-breeding Humans with the [[Sectoid]] alien race. Physical traits include baldness, short stature, weak muscles, and the obvious almond-shaped eyes.<br>
Hybrids are the result from inter-breeding Humans with the [[Sectoid]] alien race. Physical traits include baldness, short stature, weak muscles, and the obvious almond-shaped eyes. Mental (psionic) traits are elevated.<br>
Hybrids are politically associated with [[Mutant Alliance]]. An activist group that promotes the welfare of Mega Primus's ''half human - half sectoid'' citizens.<br>
Hybrids are politically associated with [[Mutant Alliance]]. An activist group that promotes the welfare of Mega Primus's ''half human - half sectoid'' citizens.<br>
Hybrids can be hired only if Mutant Alliance is neutral, or better, in relations with X-Com.
Hybrids can be hired only if Mutant Alliance is neutral, or better, in relations with X-Com.
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<table {{StdDescTable}}>
<table {{StdDescTable}}>
<th {{StdDescTable_Heading}}>Rank</th><th {{StdDescTable_Heading}}>Notes</th>
<th {{StdDescTable_Heading}}>Rank</th><th {{StdDescTable_Heading}}>Notes</th>
<tr><td>Commander</td><td>  [[Image:XCom3 rank6 Commander.GIF|32px]] The Big Man</td></tr>
<tr><td>Commander</td><td>  [[Image:XCom3 rank6 Commander.GIF|32px]] The best rank</td></tr>
<tr><td>Colonel</td><td>  [[Image:XCom3 rank5 Colonel.GIF|32px]] 1 Colonel per 2 Captains</td></tr>
<tr><td>Colonel</td><td>  [[Image:XCom3 rank5 Colonel.GIF|32px]] 1 Colonel per 2 Captains</td></tr>
<tr><td>Captain</td><td>  [[Image:XCom3 rank4 Captain.GIF|32px]] 1 Captain per 3 Sergeants</td></tr>
<tr><td>Captain</td><td>  [[Image:XCom3 rank4 Captain.GIF|32px]] 1 Captain per 3 Sergeants</td></tr>
<tr><td>Sergeant</td><td>  [[Image:XCom3 rank3 Sergeant.GIF|32px]] 1 Sergeant per 4 Squad Leaders</td></tr>
<tr><td>Sergeant</td><td>  [[Image:XCom3 rank3 Sergeant.GIF|32px]] 1 Sergeant per 4 Squad Leaders</td></tr>
<tr><td>Squad Leader</td><td>  [[Image:XCom3 rank7 Squadleader.GIF|32px]] 1 Squad Leader for every 5 Agents</td></tr>
<tr><td>Squad Leader</td><td>  [[Image:XCom3 rank7 Squadleader.GIF|32px]] 1 Squad Leader for every 5 Agents</td></tr>
<tr><td>Squaddie</td><td>  [[Image:XCom3 rank2 Squaddie.GIF|32px]] A rookie will be promoted to squaddie when he/she earns enough experience points</td></tr>
<tr><td>Squaddie</td><td>  [[Image:XCom3 rank2 Squaddie.GIF|32px]] A Rookie will be promoted to Squad Leader when experienced in battle</td></tr>
<tr><td>Rookie</td><td>  [[Image:XCom3 rank1 Rookie.GIF|32px]] Starting rank for all new recruits</td></tr>
<tr><td>Rookie</td><td>  [[Image:XCom3 rank1 Rookie.GIF|32px]] Starting rank for all new recruits</td></tr>
</table>
</table>


Apparently, and for purposes of rank progression, all your hired personnel count toward the soldier limit, including scientists (which are presumably assigned the rank of Rookie, since it seems that scientist promotion does not take place in Apocalypse). Therefore, it is possible to have only ranked (i.e. higher than Squaddie) Agents if the total staff limit was reached through hiring scientists to fill the ranks. Check the discussion on the [[Agent Ranks (Apocalypse)|Agent Ranks]] page for more information.
Rank progression when calculated on agent totals uses [[Population_(Apocalypse)#X-Com_Technical_Personnel|technical personel]] in the count for unit totals!<br>
Each professional is given the rank of Rookie which influences the Squad Leader count. It is possible to have only promoted agents on your total staff.


==Internal Recruitment Algorithm==


==Recruitment Algorhythm explained==
Available recruits (hires) chosen from a list 180 units. The algorithm sequence at the start of a new day:
 
1) Check if hires are at capacity for each list.<br>
All units are generated on a list which has a total of 180 slots, so you can have a maximum of 180 units of any type. There is a cap of 100 agents and 50 engineers. I do not know whether there is a hard cap of number of scientists, as I always end up with 100 agents, 50 engineers, and 30 scientists in total.
2) Randomly remove current hires or leave alone.<br>
 
3) Randomise a quantity to appear.<br>
The slot that the unit fills is set in stone when it is GENERATED, not hired. Once a unit is placed in a certain slot, it stays there until fired or it dies.
4) Randomise appearances, in order: humans, bio-chemists, engineers, quantum physicists, hybrids and finally androids.<br>
 
Additions to the hire list is no more than eight units.
At the start of every day, the game goes thru a certain process for the recruitment (for agents, scientists, engineers):
 
a) check the previous day's available recruits. If they remain hirable, leave them in current slot, otherwise remove them.
 
b) Roll to see if any HUMAN agents appear. If so, generate them into the first available slots in the list.
 
c) Roll for biochemists. Then engineers. Then Astrophysics. And fill the first available slots. In that order.
 
d) Ditto for Hybrids, then androids.
 
Any units that are fired or die will free up their respective slots, but these slots will only be available to be filled up when the process starts over again the next day.





Revision as of 21:14, 20 July 2023

Megapol Armor
Megapol Armor

The front line of defence for Mega-Primus against a new threat of strange inter-dimensional beings.

Agents

Citizens of Mega-Primus who have decided to join X-Com may be hired each new day (midnight) from the three types available in the city: Humans, Hybrids and Androids.

  • Hire cost = $600
  • Weekly wages = $600, $31,200pa

The total quantity of any type of agent across all bases at any one time is 100. If it is reduced for any reason, more will become available to be hired.

Humans

Homo Sapians have been around since well before recorded history. Humans are the most common of the three races available for hire.
Human recruits have no political dependencies. Any company, allied to hostile, willl have new recruits available.

Human Features
Requirements: None
Pros Cons
  • Recuits are common
  • Balanced attributes
  • Training available
  • Low psionic ability
  • Vulnerable to psionics
  • Can be brainsucked

Hybrids

Hybrids are the result from inter-breeding Humans with the Sectoid alien race. Physical traits include baldness, short stature, weak muscles, and the obvious almond-shaped eyes. Mental (psionic) traits are elevated.
Hybrids are politically associated with Mutant Alliance. An activist group that promotes the welfare of Mega Primus's half human - half sectoid citizens.
Hybrids can be hired only if Mutant Alliance is neutral, or better, in relations with X-Com.

Hybrid Features
Requirements: Relations with Mutant Alliance see note
Pros Cons
  • Strong psionic ability
  • Training available
  • Small target cross-section
  • Recruits are rare
  • Weak attributes
  • Can be brainsucked

Androids

Androids are robotic, human shaped entities which have become self-aware. Physical traits cannot change but are generally stronger than other races whereas psionics are non existant.
Androids are politically associated with S.E.L.F.. An activist group that promotes the welfare of Mega Primus's robots who identify as sentient humans.
Androids can be hired only if S.E.L.F. is neutral, or better, in relations with X-Com.

Android Features
Requirements: Relations with S.E.L.F. see note
Pros Cons
  • Strong attributes
  • Immune to psionics
  • Immune to brainsuckers
  • Recruits are rare
  • Attributes cannot increase
  • Training not available

Note

A "neutral" rating can be slightly postive or negative. New hires will only appear when the neutral rating is slightly positive. It may happen that you have a neutral disposition but Hybrids or Androids still won't appear in the hire screen... Increase your relations to more positive!


Ranks

RankNotes
Commander The best rank
Colonel 1 Colonel per 2 Captains
Captain 1 Captain per 3 Sergeants
Sergeant 1 Sergeant per 4 Squad Leaders
Squad Leader 1 Squad Leader for every 5 Agents
Squaddie A Rookie will be promoted to Squad Leader when experienced in battle
Rookie Starting rank for all new recruits

Rank progression when calculated on agent totals uses technical personel in the count for unit totals!
Each professional is given the rank of Rookie which influences the Squad Leader count. It is possible to have only promoted agents on your total staff.

Internal Recruitment Algorithm

Available recruits (hires) chosen from a list 180 units. The algorithm sequence at the start of a new day: 1) Check if hires are at capacity for each list.
2) Randomly remove current hires or leave alone.
3) Randomise a quantity to appear.
4) Randomise appearances, in order: humans, bio-chemists, engineers, quantum physicists, hybrids and finally androids.
Additions to the hire list is no more than eight units.


See Also