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'''Organisations within [[Mega-Primus]]'''
'''Organisations within [[Mega-Primus]]'''
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NOTE: Relationships go in "Relations", not here since it becomes duplicate of that page.


Every Cityscape map consists buildings owned by Corporations, Political Groups, Criminal Gangs and the Government. Each of these business entities have specific friends and enemies. Some are more powerful politically, or monetarily, or just by brute force. Each entity may have various advantages when having good relations with X-Com whereas cordial relationships with most helps just to keep the peace.
 
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Every Cityscape map consists buildings owned by Corporations, Political Groups, Criminal Gangs and the Government. Each business entity may have various advantages when having good relations with X-Com whereas cordial relationships with most, helps to keep the peace.


=The Important Organisations=
=The Important Organisations=
* '''Government''' contains the Senate which is the ruling party of Mega-Primus containing unaffilliated political members representing the interests of all for ''the common good''. '''Ex'''traterrestial '''Com'''bat Unit (which is '''X-Com''') is the solution to the new problem of "invaders from another world" and is funded only the Government in agreement that X-Com will remove the problem.
* '''Government''' contains the Senate which is the ruling party of Mega-Primus containing unaffilliated political members representing the interests of all for ''the common good''. '''Ex'''traterrestial '''Com'''bat Unit (which is '''X-Com''') is the solution to the new problem of "invaders from another world" and is funded by the Government in agreement that X-Com will remove the problem.
* '''Megapol''' is the law within Mega-Primus. Any nefarious activity is dealt with immediately including any threats to the Government by these invaders. Self funded with armament and vehicle sales.
* '''Megapol''' is the law within Mega-Primus. Any nefarious activity is dealt with immediately including any threats to the Government by these invaders. Self funded with armament and vehicle sales.
* ''''Marsec''' a self proclaimed off-world law enforcment corporation overseeing security on the planet, Mars. Self funded by an extensive range of weaponry, vehicles, and ammunition available to all well-paying customers.
* '''Marsec''' a self proclaimed off-world law enforcment corporation overseeing security on the planet, Mars. Self funded by an extensive range of weaponry, vehicles, and ammunition available to all well-paying customers.
* '''Transtellar''' solar-system wide transport company providing services to anyone no matter how big, or small, a job.  
* '''Transtellar''' solar-system wide transport company providing services to anyone no matter how big, or small, a job.<br>
Note: If X-Com can maintain [[Difficulty_Levels_(Apocalypse)#Losing_The_Game|positive fund totals]], the Government issued funding may become irrelevant to the point where they are not needed, hence, may not be classed as "Important" as the game progresses.


==Mercantile Services==
==Mercantile Services==
An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against the Alien Invaders, if not hostile. Those which have "None" are not directly useful to X-Com.<br>
An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against the Alien Invaders.<br>
<u>Note:</u> If any organisation is hostile to X-Com, they will completely cease any option available in "Goods And Services" until relations have improved to, at least, Unfriendly. If the company is 100% infiltrated by Aliens, those Goods And Services are permanently embargoed ...forever!<br>
<u>Note:</u> If any organisation is hostile to X-Com, they will completely cease any option available in "Goods And Services" until relations have improved to, at least, Unfriendly. If the company is 100% infiltrated by Aliens, those Goods And Services are permanently embargoed!<br>
<u>Note:</u> A hostile Government will still allow purchase of cityscape buildings to build an underground X-Com base.
<u>Note:</u> A hostile Government will still allow purchase of cityscape buildings to build an underground X-Com base.
<table {{StdCenterTable}}>
<table {{StdCenterTable}}>
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<tr><td align="left">[[Image:Apoc_technocr_icon.png]] [[Technocrats]]</td><td>none</td><td>better relations with small organisations</td></tr>
<tr><td align="left">[[Image:Apoc_technocr_icon.png]] [[Technocrats]]</td><td>none</td><td>better relations with small organisations</td></tr>
</table>
</table>
'''*''' According to "PC Zone X-Com Apocalypse Tips Book".
'''*''' According to "PC Zone X-Com Apocalypse Tips Book".<br>
<!--
<u>Special Note:</u> Some of these tips are found to be inaccurate.  
 
 
NOTE: Relationships go in "Relations", not here since it becomes duplicate of that page.
 
 
-->


==Corporate Security Forces==
==Corporate Security Forces==
Each organisation has some capability to defend itself against minor threats to its personel, the structure, and $mooth operation of the company.<br>
Each organisation has some capability to defend itself against minor threats to its personel, the structure, and the $mooth operation of the company.<br>
'''Building Security''' is typically relevant to the style of company: '''Police''' within Megapol owned buildings, '''Gangsters''' within gang controlled buildings, '''Cultists''' within their temples and finally common '''Guards''' available to all others.<br>
'''Building Security''' is typically relevant to the style of the organisation:
The quantity of [[Population_(Apocalypse)|building security]] within each particular corporation is typically twenty but may be randomly higher or lower but only to a limit of a quarter of the total encountered.<br>
* '''Police''' within Megapol owned buildings.
Building security is encountered when X-Com [[Tactical_Combat_Missions_(Apocalypse)#Raid|raids]] another organisation or when X-Com [[Tactical_Combat_Missions_(Apocalypse)#Search_And_Investigation|searches]] their buildings for Alien infestation but only if they are hostile to X-Com.<br>
* '''Gangsters''' within gang controlled buildings.
Tech Levels are the internal weapon loadout and style [[Tech_Levels_(Apocalypse)|granted to each]] organisation when starting a new game irrelevant of which [[Difficulty_Levels_(Apocalypse)|difficulty]] was chosen.
* '''Cultists''' within their temples.
<u>Note:</u> Building Security are humans. Android or Hybrids are not used (even if their inventroy picture displays them as such).
* '''Guards''' available to all others.<br>
The maximum quantity of [[Population_(Apocalypse)|building security]] within each particular corporation is typically sixteen units. It may be randomly higher or lower but only to a limit of +/- 25% of the total. The hard limit is twenty of any type of building security.<br>
Building security is encountered when X-Com [[Tactical_Combat_Missions_(Apocalypse)#Raid|raids]] another organisation. If X-com is hostile to the organisation when [[Tactical_Combat_Missions_(Apocalypse)#Search_And_Investigation|searching]] their buildings for Alien infestation, building security will appear also with any alien lifeforms that have been found.<br>
Tech Levels [[Tech_Levels_(Apocalypse)|granted to each]] are always the same for a new game irrelevant of which [[Difficulty_Levels_(Apocalypse)|difficulty]] was chosen.<br>
<u>Note:</u> Building Security are always human. Android or Hybrids are not used (even if their inventory picture displays them as such when mind controlled).
<table {{StdCenterTable}}>
<table {{StdCenterTable}}>
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Building Security Total<th {{StdDescTable_Heading}}>Tech Level</th>
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Building Security Total<th {{StdDescTable_Heading}}>Tech Level</th>
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<tr><td align="left">[[Image:Apoc_extropians_icon.png]] [[Extropians]]</td><td>7 Guards</td><td>1</td></tr>
<tr><td align="left">[[Image:Apoc_extropians_icon.png]] [[Extropians]]</td><td>7 Guards</td><td>1</td></tr>
<tr><td align="left">[[Image:Apoc_technocr_icon.png]] [[Technocrats]]</td><td>7 Guards</td><td>1</td></tr>
<tr><td align="left">[[Image:Apoc_technocr_icon.png]] [[Technocrats]]</td><td>7 Guards</td><td>1</td></tr>
</table>
</table><br>
<br>


{{Organizations Navbar}}
{{Organizations Navbar}}

Revision as of 12:21, 17 June 2022

Organisations within Mega-Primus Every Cityscape map consists buildings owned by Corporations, Political Groups, Criminal Gangs and the Government. Each business entity may have various advantages when having good relations with X-Com whereas cordial relationships with most, helps to keep the peace.

The Important Organisations

  • Government contains the Senate which is the ruling party of Mega-Primus containing unaffilliated political members representing the interests of all for the common good. Extraterrestial Combat Unit (which is X-Com) is the solution to the new problem of "invaders from another world" and is funded by the Government in agreement that X-Com will remove the problem.
  • Megapol is the law within Mega-Primus. Any nefarious activity is dealt with immediately including any threats to the Government by these invaders. Self funded with armament and vehicle sales.
  • Marsec a self proclaimed off-world law enforcment corporation overseeing security on the planet, Mars. Self funded by an extensive range of weaponry, vehicles, and ammunition available to all well-paying customers.
  • Transtellar solar-system wide transport company providing services to anyone no matter how big, or small, a job.

Note: If X-Com can maintain positive fund totals, the Government issued funding may become irrelevant to the point where they are not needed, hence, may not be classed as "Important" as the game progresses.

Mercantile Services

An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against the Alien Invaders.
Note: If any organisation is hostile to X-Com, they will completely cease any option available in "Goods And Services" until relations have improved to, at least, Unfriendly. If the company is 100% infiltrated by Aliens, those Goods And Services are permanently embargoed!
Note: A hostile Government will still allow purchase of cityscape buildings to build an underground X-Com base.

OrganisationGoods And ServicesOther Services: Friendly or Allied *
Governmentfundingnone
Megapolvehicles, armamentslarger sell quantity
Cult of Siriusnonenone
Marsecvehicles, armamentslarger sell quantity
Superdynamicsengines (air), fuel, modulesfast repairs, larger sell quantity
General Metrovehicles, engines (road), moduleslarger sell quantity
Cyberwebmodulesbetter Engineers, larger sell quantity
Transtellarbase transfersnone
SolmineEleriumlarger sell quantity
Sensovisionnonebetter Scientists
Lifetreenoneefficient training
Nutrivendnonemore Biochemists and Engineers
Evonetnonemore Biochemists
Sanctuary Clinicnonefaster wound healing
Nanotechmedi-kitfaster wound healing
Energennonefaster craft refuelling
Synthemeshnonefaster cityscape repair
Grav Ball Leaguenonestronger Agents for hire
Psykenonemore Agents
Diabloincendiary grenadesmore Agents
Osironnonemore Agents
S.E.L.F.Androids for hiremore Androids
Mutant AllianceHybrids for hiremore Hybrids
Extropiansnonebetter relations with large organisations
Technocratsnonebetter relations with small organisations

* According to "PC Zone X-Com Apocalypse Tips Book".
Special Note: Some of these tips are found to be inaccurate.

Corporate Security Forces

Each organisation has some capability to defend itself against minor threats to its personel, the structure, and the $mooth operation of the company.
Building Security is typically relevant to the style of the organisation:

  • Police within Megapol owned buildings.
  • Gangsters within gang controlled buildings.
  • Cultists within their temples.
  • Guards available to all others.

The maximum quantity of building security within each particular corporation is typically sixteen units. It may be randomly higher or lower but only to a limit of +/- 25% of the total. The hard limit is twenty of any type of building security.
Building security is encountered when X-Com raids another organisation. If X-com is hostile to the organisation when searching their buildings for Alien infestation, building security will appear also with any alien lifeforms that have been found.
Tech Levels granted to each are always the same for a new game irrelevant of which difficulty was chosen.
Note: Building Security are always human. Android or Hybrids are not used (even if their inventory picture displays them as such when mind controlled).

OrganizationBuilding Security TotalTech Level
Government14 Guards3
Megapol16 Police3
Cult of Sirius10 Cultists2
Marsec14 Guards4
Superdynamics9 Guards2
General Metro8 Guards2
Cyberweb11 Guards3
Transtellar8 Guards2
Solmine12 Guards4
Sensovision7 Guards2
Lifetree9 Guards1
Nutrivend7 Guards1
Evonet7 Guards1
Sanctuary Clinic7 Guards1
Nanotech10 Guards2
Energen7 Guards1
Synthemesh7 Guards1
Grav Ball League7 Guards1
Psyke10 Gangsters4
Diablo13 Gangsters4
Osiron16 Gangsters4
S.E.L.F.10 Guards3
Mutant Alliance10 Guards3
Extropians7 Guards1
Technocrats7 Guards1


Apocalypse Insignia X-COM Apocalypse: Organizations
The Good: X-COM Government Megapol
The Bad: Alien Cult of Sirius
The Ugly: Cyberweb Diablo Energen Evonet Extropians
General Metro Gravball League Lifetree Marsec
Mutant Alliance Nanotech Nutrivend Osiron Psyke
S.E.L.F. Sanctuary Clinic Sensovision Solmine
Superdynamics Synthemesh Technocrats Transtellar