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Organizations

From UFOpaedia
Revision as of 13:34, 19 July 2020 by Darkpast (talk | contribs) (just so the "Contents" box appears at a less random place)

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.

OrganizationAgents 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


Organizations important to X-COM

Some organizations are just more important than others. It's a good idea to stay on the good side of these because they offer valuable products or services to X-Com. The most important organizations in this context are:

  • Government: Provides X-COM's funding.
  • Megapol: Important weapons manufacturer, offers limited assistance against UFO incursions.
  • Transtellar: Your personnel needs their taxi service.
  • Marsec: Important weapons and craft manufacturer.
  • Mutant Alliance: Determines whether Hybrids can be recruited.
  • S.E.L.F.: Determines whether Androids can be recruited.
  • Nanotech: Only source of Medi-Kits.

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