Organizations
Organisations within Mega-Primus Every Cityscape map consists buildings owned by Corporations, Political Groups, Criminal Gangs and the Government. Each business entity may have various advantages when having good relations with X-Com whereas cordial relationships with most, helps 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 by 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.
Note: If X-Com can maintain positive fund totals, the Government issued funding may become irrelevant to the point where they are not needed, hence, may not be classed as "Important" as the game progresses.
Mercantile Services
An overview of the goods and services of each Mega-Primus organisation, which X-Com may utilise against any threat to X-Com as a corporation.
Note: If any organisation is hostile to X-Com, they will completely cease any option available in "Goods And Services" until relations have improved to, at least, Unfriendly. If the company is 100% infiltrated by Aliens, those Goods And Services are permanently embargoed!
Note: Mutant Alliance and S.E.L.F. may not allow their members to be hired by X-Com until the relationship has improved to "Friendly" or better.
Note: A hostile Government will still allow purchase of cityscape buildings to build an underground X-Com base.
Organisation | Goods And Services | Other Services: Friendly or Allied * |
---|---|---|
Government | funding | none |
Megapol | vehicles, armaments | larger sell quantity |
Cult of Sirius | none | none |
Marsec | vehicles, armaments | larger sell quantity |
Superdynamics | engines (air), fuel, modules | fast repairs, larger sell quantity |
General Metro | vehicles, engines (road), modules | larger sell quantity |
Cyberweb | modules | better Engineers, larger sell quantity |
Transtellar | base transfers | none |
Solmine | Elerium | larger sell quantity |
Sensovision | none | better Scientists |
Lifetree | none | efficient training |
Nutrivend | none | more Biochemists and Engineers |
Evonet | none | more Biochemists |
Sanctuary Clinic | none | faster wound healing |
Nanotech | medi-kit | faster wound healing |
Energen | none | faster craft refuelling |
Synthemesh | none | faster cityscape repair |
Grav Ball League | none | stronger Agents for hire |
Psyke | none | more Agents |
Diablo | incendiary grenades | more Agents |
Osiron | none | more Agents |
S.E.L.F. | Androids for hire | more Androids |
Mutant Alliance | Hybrids for hire | more Hybrids |
Extropians | none | better relations with large organisations |
Technocrats | none | better relations with small organisations |
* According to "PC Zone X-Com Apocalypse Tips Book".
Special Note: Some of these tips are found to be inaccurate.
Corporate Security Forces
Each organisation has some capability to defend itself against minor threats to its personel, the structure, and the $mooth operation of the company.
Building Security is relevant to the style of the organisation:
- Police within Megapol owned buildings.
- Gangsters within gang controlled buildings.
- Cultists within their temples.
- Guards available to all others.
The maximum quantity of building security within each particular corporation is typically sixteen units. It may be randomly higher or lower but only to a limit of ±25% of the total. The hard limit is twenty of any type of building security.
Building security is encountered when X-Com raids another organisation. If X-Com is hostile to the organisation when searching their buildings for Alien infestation, building security will appear also along with any alien lifeforms that have been found.
Tech Levels granted to each are always the same for a new game irrelevant of which difficulty was chosen.
Note: Building Security are always human. Android or Hybrids are not used (even if their inventory picture displays them as such when probed or mind controlled).
Organization | Building Security Total | Tech Level |
---|---|---|
Government | 14 Guards | 3 |
Megapol | 16 Police | 3 |
Cult of Sirius | 10 Cultists | 2 |
Marsec | 14 Guards | 4 |
Superdynamics | 9 Guards | 2 |
General Metro | 8 Guards | 2 |
Cyberweb | 11 Guards | 3 |
Transtellar | 8 Guards | 2 |
Solmine | 12 Guards | 4 |
Sensovision | 7 Guards | 2 |
Lifetree | 9 Guards | 1 |
Nutrivend | 7 Guards | 1 |
Evonet | 7 Guards | 1 |
Sanctuary Clinic | 7 Guards | 1 |
Nanotech | 10 Guards | 2 |
Energen | 7 Guards | 1 |
Synthemesh | 7 Guards | 1 |
Grav Ball League | 7 Guards | 1 |
Psyke | 10 Gangsters | 4 |
Diablo | 13 Gangsters | 4 |
Osiron | 16 Gangsters | 4 |
S.E.L.F. | 10 Guards | 3 |
Mutant Alliance | 10 Guards | 3 |
Extropians | 7 Guards | 1 |
Technocrats | 7 Guards | 1 |