Difference between revisions of "Difficulty Levels (Apocalypse)"
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− | + | X-Com Apocalypse has five difficulty levels. '''Novice - Easy - Medium - Hard - Superhuman'''<br> | |
+ | The easiest being ''Novice'', increasing to ''Superhuman'' as the hardest. | ||
− | == | + | ==[[City_Maps_(Apocalypse)|Cityscapes]]== |
+ | Each difficulty level has its own Cityscape design, the harder the game the larger the map. The quantity of buildings will increase with higher the difficulty, the structures are larger, taller, and are easier to collapse. The road layout becomes more complicated, longer and higher.<br> | ||
+ | Base [[Base_Locations_(Apocalypse)|locations]] will be more numerous, but their [[Base_Layouts_(Apocalypse)|functionality]] will be more limited.<br> | ||
+ | [[Image:Apoc_1_citymap1.png|200 px|Novice]] | ||
+ | [[Image:Apoc_2_citymap2.png|200 px|Easy]] | ||
+ | [[Image:Apoc_3_citymap3.png|200 px|Medium]] | ||
+ | [[Image:Apoc_4_citymap4.png|200 px|Hard]] | ||
+ | [[Image:Apoc_5_citymap5.png|200 px|Superhuman]] | ||
− | + | ==Initial Funding== | |
− | + | At the start of a new game, X-Com's initial ''starting money'' and ''end-of-week income'': | |
− | == | ||
<table {{StdCenterTable}} width="50%"> | <table {{StdCenterTable}} width="50%"> | ||
<tr {{StdDescTable_Heading}}><th>Difficulty Level</th> | <tr {{StdDescTable_Heading}}><th>Difficulty Level</th> | ||
Line 17: | Line 24: | ||
</table> | </table> | ||
− | + | ===Dynamic Funding=== | |
− | + | Funding is calculated for the new week, Monday at midnight, based on your performance (your Score) in the previous week.<br> | |
− | + | The initial X-Com funding is added to with extra funds, Weekly Income, from the [[Government]] (The Senate). Income can be decreased to zero if performance is always substandard.<br> | |
− | + | The government may not have enough liquidity to continue paying for the good (or better) performance of X-Com's ability to deal with the Alien menace and may only give what is can spare, but no more than half of its total cash. Weekly Income may be stopped if the government has negative cash flows. | |
− | The | + | Income will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost. |
− | |||
{| class="wikitable sortable" border="1" style="text-align: right" | {| class="wikitable sortable" border="1" style="text-align: right" | ||
− | ! | + | ! End-Of-Week Score !! New Income Change (%) |
|- | |- | ||
| 12801 || 25.00 | | 12801 || 25.00 | ||
Line 49: | Line 55: | ||
''Source: Roger Wong's Game Guide'' | ''Source: Roger Wong's Game Guide'' | ||
− | == | + | ==Unit Stats== |
− | + | Each difficulty level also modifys [[Unit_Stats_(Apocalypse)#Difficulty_Adjustment|unit attributes]]. All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice. | |
− | Each difficulty level | ||
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− | + | ==Organisation Relations== | |
− | + | X-Com's interaction with other [[Organizations]] increasingly becomes more recalcitrant on higher difficulty levels. Positive attitude towards X-Com is: | |
− | + | * +5% on Novice or Easy. | |
+ | * Unchanged on Medium. | ||
+ | * -5% on Hard. | ||
+ | * -10% on Superhuman.<br> | ||
+ | Searching a building for alien infestation (and no hostiles found) will decrease relations towards X-Com by roughly x2 from Novice to Superhuman. The amount of money demanded for compensation is sharply increased roughly x8 from Novice to Superhuman. | ||
− | ==Alien Technology== | + | ==Alien Technology Progression== |
+ | The more difficult a game, the faster the Aliens will [[Tech_Levels_(Apocalypse)|invent and acquire]] more advanced weaponry both for their crafts and lifeform equipment dependant on score. | ||
− | The | + | =Losing The Game= |
+ | [[Image:Title-LostGame-(Apocalypse).png|right]] | ||
+ | There are only two ways to lose the game: | ||
+ | * All bases for X-Com are destroyed. | ||
+ | All X-COM bases have been destroyed. All research data is lost and all personnel have left. With no other hope for humanity the Aliens will inevitably conquer Earth. | ||
+ | * X-Com funds are excessively negative at the end of the week. | ||
+ | Due to bad debts the X-COM organization has been closed down. All operations have ceased, bases dismantled and personnel discharged. With no other hope for humanity the Aliens will inevitably conquer Earth. | ||
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[[Category: Apocalypse]] | [[Category: Apocalypse]] |
Latest revision as of 17:59, 22 October 2023
X-Com Apocalypse has five difficulty levels. Novice - Easy - Medium - Hard - Superhuman
The easiest being Novice, increasing to Superhuman as the hardest.
Cityscapes
Each difficulty level has its own Cityscape design, the harder the game the larger the map. The quantity of buildings will increase with higher the difficulty, the structures are larger, taller, and are easier to collapse. The road layout becomes more complicated, longer and higher.
Base locations will be more numerous, but their functionality will be more limited.
Initial Funding
At the start of a new game, X-Com's initial starting money and end-of-week income:
Difficulty Level | Starting Funding | Weekly Income |
---|---|---|
Novice | 140000 | 92000 |
Easy | 130000 | 89000 |
Medium | 120000 | 86000 |
Hard | 110000 | 83000 |
Superhuman | 100000 | 80000 |
Dynamic Funding
Funding is calculated for the new week, Monday at midnight, based on your performance (your Score) in the previous week.
The initial X-Com funding is added to with extra funds, Weekly Income, from the Government (The Senate). Income can be decreased to zero if performance is always substandard.
The government may not have enough liquidity to continue paying for the good (or better) performance of X-Com's ability to deal with the Alien menace and may only give what is can spare, but no more than half of its total cash. Weekly Income may be stopped if the government has negative cash flows.
Income will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost.
End-Of-Week Score | New Income Change (%) |
---|---|
12801 | 25.00 |
6401 | 20.00 |
3201 | 12.50 |
1601 | 8.33 |
801 | 6.25 |
401 | 5.00 |
-1 | - | 6.66
-401 | - | 10.00
-801 | - | 20.00
-1600 | - | 25.00
Source: Roger Wong's Game Guide
Unit Stats
Each difficulty level also modifys unit attributes. All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice.
Organisation Relations
X-Com's interaction with other Organizations increasingly becomes more recalcitrant on higher difficulty levels. Positive attitude towards X-Com is:
- +5% on Novice or Easy.
- Unchanged on Medium.
- -5% on Hard.
- -10% on Superhuman.
Searching a building for alien infestation (and no hostiles found) will decrease relations towards X-Com by roughly x2 from Novice to Superhuman. The amount of money demanded for compensation is sharply increased roughly x8 from Novice to Superhuman.
Alien Technology Progression
The more difficult a game, the faster the Aliens will invent and acquire more advanced weaponry both for their crafts and lifeform equipment dependant on score.
Losing The Game
There are only two ways to lose the game:
- All bases for X-Com are destroyed.
All X-COM bases have been destroyed. All research data is lost and all personnel have left. With no other hope for humanity the Aliens will inevitably conquer Earth.
- X-Com funds are excessively negative at the end of the week.
Due to bad debts the X-COM organization has been closed down. All operations have ceased, bases dismantled and personnel discharged. With no other hope for humanity the Aliens will inevitably conquer Earth.