Jump to content

Organizations

From UFOpaedia

The Organizations which operate in Mega-Primus consist of corporations, political groups, criminal gangs and the government. All of them are at risk from Alien infiltration but some are more vulnerable than others.

Organizations have their finances listed under each individual page in Apocalypse's in-game Ufopaedia.

Relations Overview

The table below lists the organizations and their attitude towards other organizations at the start of the game. A short description of them is available below the table. For more information into their activities and products check their individual pages and for a description of how they interact check Relations.

OrganizationFriendly/Allied toUnfriendly/Hostile to
X-COM Government Megapol Alien Cult of Sirius
Alien Cult of Sirius X-COM
Government X-COM Megapol Alien Psyke Diablo
Megapol X-COM Government Alien Marsec Transtellar Psyke Diablo Osiron
Cult of Sirius Alien X-COM
Marsec Solmine Extropians Megapol
Superdynamics General Metro
General Metro Superdynamics
Cyberweb S.E.L.F. Nanotech
Transtellar Alien Extropians Megapol
Solmine Marsec Energen
Sensovision Lifetree Grav Ball League Psyke Diablo Osiron
Lifetree Sensovision
Nutrivend Evonet
Evonet Nutrivend
Sanctuary Clinic Nanotech
Nanotech Sanctuary Clinic
Energen Solmine
Synthemesh
Grav Ball League Sensovision Psyke Diablo Osiron
Psyke Megapol Sensovision Grav Ball League Diablo Osiron
Diablo Megapol Sensovision Grav Ball League Psyke Osiron
Osiron Megapol Sensovision Psyke Diablo
S.E.L.F. Mutant Alliance1 Government Megapol
Mutant Alliance S.E.L.F.1 Government Megapol
Extropians Marsec Solmine Technocrats
Technocrats Extropians


1 Both the Mutant Alliance and S.E.L.F. are set to start slightly friendly to X-COM. However, due to the randomization that happens to every organization's value to another at start they might begin the game with a 0 or negative value towards X-COM.

Guards Deployed by Organizations

This table shows the average number and type of guards or henchmen (see Population) encountered when X-COM Agents raid or are raided by another organization, or when they investigate the building of a hostile organization. Also shown is their Tech Level at the beginning of a game. The actual number of guards deployed can vary by up to +/- 25 percent each mission, but can never be above 20 guards total. Note that all guards are Humans; no organization employs Androids or Hybrids as guards.

OrganizationGuards deployedTech Level
Government14 Building Security/Corporate Hoods3
Megapol16 Police3
Cult of Sirius10 Cultists2
Marsec14 Building Security/Corporate Hoods4
Superdynamics9 Building Security/Corporate Hoods2
General Metro8 Building Security/Corporate Hoods2
Cyberweb11 Building Security/Corporate Hoods3
Transtellar8 Building Security/Corporate Hoods2
Solmine12 Building Security/Corporate Hoods4
Sensovision7 Building Security/Corporate Hoods2
Lifetree9 Building Security/Corporate Hoods1
Nutrivend7 Building Security/Corporate Hoods1
Evonet7 Building Security/Corporate Hoods1
Sanctuary Clinic7 Building Security/Corporate Hoods1
Nanotech10 Building Security/Corporate Hoods2
Energen7 Building Security/Corporate Hoods1
Synthemesh7 Building Security/Corporate Hoods1
Grav Ball League7 Building Security/Corporate Hoods1
Psyke10 Gangsters4
Diablo13 Gangsters4
Osiron16 Gangsters4
S.E.L.F.10 Building Security/Corporate Hoods3
Mutant Alliance10 Building Security/Corporate Hoods3
Extropians7 Building Security/Corporate Hoods1
Technocrats7 Building Security/Corporate Hoods1


Services provided to X-COM

The following is an overview of the goods and services each Organization provides to X-COM, if it is not hostile. Those not listed here do not provide anything of use to X-COM, and are therefore of lower importance.


OrganizationItems sold to X-COM Other services provided when unfriendly/neutral/friendly/allied1
Governmentnoneweekly funding
Megapolagent weapons & armor; vehicle weaponsField more vehicles
Cult of Siriusnonenone / unknown
Marsecground & air vehicles; agent weapons, armor & equipment; vehicle weaponsBetter equipment and vehicles available
Superdynamicsair vehicle engines, vehicle fuel, vehicle cargo modulesFaster aircraft repair and better engines
General Metroground bike, ground vehicle engines, vehicle passenger modulesMore ground vehicle equipment and better engines
Cyberwebvehicle targeting equipment & countermeasures2More engineers and weapons control systems
TranstellarnoneCan transfer between bases
SolmineElerium fuel for vehicle plasma weaponsMore elerium available
SensovisionnoneScientists work faster
LifetreenoneAgents train faster
NutrivendnoneMore biochemists and engineers available
EvonetnoneMore biochemists
Sanctuary ClinicnoneAgents will heal faster
NanotechMedi-KitsAgents will heal faster
EnergennoneMore power units available/faster refuelling
SynthemeshnoneCity and base damage repaired faster
Grav Ball LeaguenoneStronger agents available
PsykenoneMore agents available
Diabloincendiary grenadesMore agents available
OsironnoneMore agents available
S.E.L.F.noneMore android agents available
Mutant AlliancenoneMore mutants available
ExtropiansnoneLarge organizations stay friendlier
TechnocratsnoneSmall organizations stay friendlier
1 According to "PC Zone X-Com Apocalypse Tips Book".
2 It appears that none of Cyberweb's products work properly.


See Also

Back To

Apocalypse

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