Alien Level (LWR)
Alien Levels and Alien Research
Aliens increase in Level as the game progresses and by gaining Research.
Aliens gain Research via a variety of other methods, so under-performing at the strategic or tactical level can accelerate their progression. Alien Level is modified by Difficulty Level.
Research is clamped between 10% and 50% of Days Passed and increases and decreases based on factors shown here: Alien Research
The formula for the alien Level of 1 to 15 is:
Level = 1 + 0.02 * (Research + Days Passed) * Difficulty Modifier(1.00/1.05/1.10/1.15/1.20)
On Brutal difficulty the Level accelerates later into the game by the formula:
Level *= 1 + ((Level/18)^2)
On Impossible and Pain difficulty the Level accelerates later into the game by the formula:
Level *= 1 + ((Level/12)^2)
Aliens start at Level 1 and can progress to Level 15
Effects of Alien Level
Troop Strength
Alien Level's most notable and significant effect is to increase the strength of alien ground forces. Specifically:
- Higher levels allow stronger alien types to be fielded
- Higher levels increase the stats of alien ground forces
- Higher levels make alien leaders stronger
See Alien Life Forms for more information on the effect of Alien Level on alien ground forces.
Mission Frequency
Terror Missions will occur more frequently (x1.05 ^ AL) each Alien Level.
Decreased Alien Resource Consumption
- If Alien Level is 1-7, alien missions cost 100% of their base required resources.
- If Alien Level is 8-14, alien missions cost 72% of required resources.
- If Alien Level is 15, alien missions cost 40% of required resources.
Meld Rewards
Alien Level helps determine the rewards obtained from Meld Canisters.
UFO Upgrades
All UFOs gain a additional HP every Alien Level. Some UFOs will also gain upgraded weapons over time:
| UFO Type | Initial Weapon | Alien Level | Upgraded Weapon |
|---|---|---|---|
| Fighter | 1x Single Plasma | 6 | 2x Single Plasma |
| Destroyer | 1x Single Plasma | 7 | 1x Double Plasma |
| Abductor | 1x Double Plasma | 8 | 1x Double Plasma 1x Single Plasma |
| Terror Ship | 1x Double Plasma | 8 | 1x Double Plasma 1x Single Plasma |
| Raider | 1x Single Plasma | 11 | 2x Single Plasma |
| Assault Carrier | 1x Double Plasma 1x Single Plasma |
11 | 2x Double Plasma |
Increasing and Decreasing Alien Research
Research starts at 0. It is always clamped between [0.1 * Days Passed] and [0.5 * Days Passed]. Thus, it will always grow by at least 10% of the days passed and can never exceed 50% of the days passed.
Increasing Alien Research
- +2 x (defected_countries ^ 0.5) each month
- +4 for a successful abduction mission (modified by Campaign Length)
- +5 for a successful research mission by a landed Scout (chance modified by Campaign Length) (increases by 5% per month)
- +6 for a successful research mission by a landed Raider (chance modified by Campaign Length) (increases by 5% per month)
- +7 for a successful research mission by a landed Abductor (chance modified by Campaign Length) (increases by 5% per month)
- +8 for a successful research mission by a landed Terror Ship (chance modified by Campaign Length) (increases by 5% per month)
- +50 per incorrect accusation of a country of harboring the EXALT base
Decreasing Alien Research
- -10 per successful assault on an Alien Base
See also
| Long War Rebalance: | ||||||||||||||
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