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Organizations

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Revision as of 13:15, 15 June 2022 by EsTeR (talk | contribs) (wip2)

Organisations within Mega-Primus

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.

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 only 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.

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 unless providing only a service, not sales.

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.



Organization Security Forces

Each corporation has some capability to defend itself against minor threats to its personel, the structure, and $mooth operation of the company. 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.
The quantity of building security within each particular corporation encountered when X-Com performs a 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



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