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==Goods And Services==
==Goods And Services==
An overview of the goods and services of each Mega-Primus organisation, which X-Com may utilise against any threat to X-Com as a corporation.<br>
An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against any threat to X-Com as a corporation.<br>
* If any organisation is hostile to X-Com, they will completely cease any option available in "Goods And Services" until relations have improved Neutral, or better.
* If any organisation is hostile to X-Com, they will completely cease any option available in "Goods And Services" until relations have improved to Unfriendly, or better.
* If any organistion is 100% infiltrated by Aliens, those Goods And Services are permanently embargoed!<br>
* If any organistion is 100% infiltrated by Aliens, those Goods And Services will be permanently embargoed!<br>
* Mutant Alliance and S.E.L.F. may not allow their members to be hired by X-Com until their relationship is at least neutral.<br>
* Mutant Alliance and S.E.L.F. may not allow their members to be hired by X-Com until their relationship is at least neutral.<br>
<table {{StdCenterTable}}>
<table {{StdCenterTable}}>
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* '''Gangsters''' within gang controlled buildings.
* '''Gangsters''' within gang controlled buildings.
* '''Cultists''' within their temples.  
* '''Cultists''' within their temples.  
* '''Guards''' available to all others.<br>
* '''Building Security''' available to all others.<br>
The maximum quantity of [[Population_(Apocalypse)|security guards]] within each particular corporation is typically sixteen units. It may be randomly higher or lower but only to a limit of &plusmn;25% of the total. The limit is twenty of any type of security guard type.<br>
''"Building Security" may be also known as "Guards"''<br>
The maximum quantity of [[Population_(Apocalypse)|security guards]] within each particular corporation is typically sixteen units. It may be randomly higher or lower but only to a limit of &plusmn;25% of the total. The limit is twenty of any type.<br>
Security guards are 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, security will appear also along with any alien lifeforms that have been found.
Security guards are 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, security will appear also along with any alien lifeforms that have been found.
* 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>
* 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>
* Security guards are always human. Android or Hybrids are not used (even if their inventory picture displays them as such when probed or mind controlled).
* Security forces are always human. Android or Hybrids are not used (even if their inventory picture displays them as such when probed or mind controlled).
<table {{StdCenterTable}}>
<table {{StdCenterTable}}>
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Security Guard Totals<th {{StdDescTable_Heading}}>Tech Level</th>
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Security Guard Totals<th {{StdDescTable_Heading}}>Tech Level</th>

Revision as of 14:31, 6 July 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.

Goods And Services

An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against any threat to X-Com as a corporation.

  • If any organisation is hostile to X-Com, they will completely cease any option available in "Goods And Services" until relations have improved to Unfriendly, or better.
  • If any organistion is 100% infiltrated by Aliens, those Goods And Services will be permanently embargoed!
  • Mutant Alliance and S.E.L.F. may not allow their members to be hired by X-Com until their relationship is at least neutral.
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".

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.
Security Guards are found as:

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

"Building Security" may be also known as "Guards"
The maximum quantity of security guards 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 limit is twenty of any type.
Security guards are encountered when X-Com raids another organisation. If X-Com is hostile to the organisation when searching their buildings for Alien infestation, security will appear also along 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.
  • Security forces are always human. Android or Hybrids are not used (even if their inventory picture displays them as such when probed or mind controlled).
OrganizationSecurity Guard TotalsTech 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


Corporate Funds

As Mega-Primus grows in wealth within the confines of the citywalls with its un-expanding landscape, each organisation's balance sheet of initial funds and weekly profit-or-loss totals is freely available to anyone to view. Big or small, useful or not, rich or not, or even legitimate or not, money is what everyone understands!
Each organisation has initial funding and then weekly funding for the (typical) week previous, from profitable ventures, lobbying, shady back-room deals, cooking the books and even so far as trading in illegal psiclone, or worse!

  • Liquidity of any company will be decreased immediately by raiding, by causing massive battlescape destruction.
  • Weekly Profits are decreased by damage and destruction of the cityscape building.

Note: Funding or Weekly Profits does not matter since it does not influence anything.

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