Difference between revisions of "ADVENT's Agenda (LW2)"
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The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from regions with low XCOM activity to regions with high XCOM activity; their propensity to do so is represented by the Vigilance variable associated with each region. | The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from regions with low XCOM activity to regions with high XCOM activity; their propensity to do so is represented by the Vigilance variable associated with each region. | ||
− | Vigilance is a hidden value and is not visible to the player directly. ADVENT will attempt to reinforce a region so long as current Strength is below Vigilance, continually moving new troop columns in from adjacent regions and even pulling in troops from across the world. Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one. | + | Vigilance is a hidden value and is not visible to the player directly. ADVENT will attempt to reinforce a region so long as current Strength is below Vigilance, continually moving new troop columns in from adjacent regions and even pulling in troops from across the world. Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one. Monument demolition deliberately increases ADVENT vigilance by substantially more. |
Vigilance also affects ADVENTs propensity to run [[Missions (LW2)#Retaliation Missions|retaliation missions]] against XCOM, such as attacking and disrupting the activity and operations of XCOM's local resistance agents or even the Haven itself. | Vigilance also affects ADVENTs propensity to run [[Missions (LW2)#Retaliation Missions|retaliation missions]] against XCOM, such as attacking and disrupting the activity and operations of XCOM's local resistance agents or even the Haven itself. |
Revision as of 21:21, 10 February 2017
ADVENT's primary goal hasn't changed since vanilla X2: complete the AVATAR project. Of course, in the beginning, XCOM won't know what this project is or how to disrupt it - but that doesn't mean that the aliens can't complete it without your knowledge and end the campaign. In addition to their primary goal, they also respect the threat that XCOM poses: there is an Advent strategic AI that attempts to respond to the Commander's decisions and playstyle on the strategic layer.
AVATAR Project
The Avatar project's progress is unknown to the player initially but has been increased to 20 'pips' before it's game over. To uncover the 'Doom Meter', a player must complete a series of missions to liberate a region for the first time.
Advent Strategic AI
ADVENT Strategic AI takes the form of three variables in each region: Strength, Vigilance, and Alertness. Strength refers to the overall quantity and quality of forces ADVENT has available in a given region. Vigilance refers to the attention XCOM has garnered due to its activity.
Strength
Each region has a 'strength' value that represents how many troops ADVENT have stationed there. This value determines the baseline mission difficulty in each region: each level of strength increases base mission activity level by one category, in addition to mission-specific modifiers. Strength also impacts the likelihood and frequency of spawning missions which pit XCOM against a large contingent of enemy soldiers and which award loot, corpses, and supplies upon completion. Successful completion of these missions not only awards XCOM with resources, they also reduce ADVENT strength by 1 in the region.
Vigilance
The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from regions with low XCOM activity to regions with high XCOM activity; their propensity to do so is represented by the Vigilance variable associated with each region.
Vigilance is a hidden value and is not visible to the player directly. ADVENT will attempt to reinforce a region so long as current Strength is below Vigilance, continually moving new troop columns in from adjacent regions and even pulling in troops from across the world. Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one. Monument demolition deliberately increases ADVENT vigilance by substantially more.
Vigilance also affects ADVENTs propensity to run retaliation missions against XCOM, such as attacking and disrupting the activity and operations of XCOM's local resistance agents or even the Haven itself.
Alertness
To do.
ADVENT Activities Table
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance.
Each Activity can have several settings or requirements for it to be activated:
- Priority - weight for mission to be chosen
- Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected
- Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved
- Force & Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels
- Min/Max Vigilance - the range of Vigilance values were the activity is available for ADVENT to perform in a region
- Min/Max Alert - the range of Alert values, as the previous setting
- Mission Tree - the number and sequence of missions generated by the Activity
- Mission Families - the type of missions generated
- Duration - the amount of hours that the mission can be detected, once it is active
- EVAC Modifier - the number of turns added to Skyranger evacuation
- Infiltration Modifier - the number of hours added/removed from infiltration requirements
AI Activity | Priority | Rebel Income | Discovery | Force Mod | Alert Mod | Min/Max Vigilance | Min/Max Alert | Mission Tree | Mission Families | Duration | EVAC Modifier | Infiltration Modifier | Notes |
Protect Region Early | 3 | 110 | 40 | 0 | Recover, Hack | 216 + 24 | 1 | ||||||
Protect Region Mid | 4 | 135 | 35 | 3 | 0 | Extract, Rescue | 192 + 48 | 0 | |||||
ProtectRegion | 5 | 160 | 30 | 3 | 0 | Neutralize, Destroy Object | 192 + 48 | 0 | |||||
1 | Assault Network Tower | Infinite | 0 | ||||||||||
2 | Assault Alien Base | Infinite | 0 | ||||||||||
Counterinsurgency* | 30 | 60 | 31 | 4/NA | 4/NA | 0 | Destroy Object | 144+48 | COIN* | ||||
1 | Terror, Defend | 24+5 | Force Activity Detection | ||||||||||
Reinforce***** | 40 | 75 | 4 | 3 | 0 | Supply Line Raid | 144+144 | ||||||
COIN Research | 45 | 95 | 7 | 3/NA | NA/8 | 0 | Recover, Hack, Destroy Object, Neutralize, Rescue | Infinite | |||||
COIN Ops | 50 | 65 | 11 | 3/NA | 3/NA | 0 | Recover, Hack, Destroy Object | Infinite | 1 | ||||
Build Research Facility | 10 | 850 | 13 | NA/5 | 0 | Supply Line Raid | 1080+72 | ||||||
Regional Avatar Research | 15 | Sabotage | Infinite | 96 | Makes Doom | ||||||||
Reinforcements*** | 25 | 100 | 5 | 1 | 1 | 0 | Recover, Hack | 120+96 | 1 | ||||
1 | Secure UFO | 144+24 | |||||||||||
Emergency Reinforcements | 38 | 100 | 30 | 1 | 0 | Recover, Hack | 120+96 | 1 | |||||
1 | Secure UFO | 144+96 | |||||||||||
Super Emergency Reinforcements | 37 | 80 | 34 | 2 | 0 | Recover, Hack | 120+96 | 1 | |||||
1 | Secure UFO | 144+96 | |||||||||||
Invasion | 15 | 70 | 0 | Supply Line Raid | 96+96 | ||||||||
1 | Invasion | 24+0 | Force Activity Detection | ||||||||||
Propaganda | 55 | 32 | NA/8 | 6/NA | 0 | Sabotage CC, Neutralize | 216+72 | -12 | |||||
Protect Research | 50 | 120 | 17 | NA/10 | NA/10 | 0 | Hack, Recover, Rescue, Extract | 216+72 | |||||
Protect Data | 55 | 5 | 35 | NA/12 | 0 | Hack, Recover, Destroy Object, Rescue, Extract | 216+96 | ||||||
Troop Maneuvers | 55 | 5 | 20* | 4/15 | NA/15 | 0 | Troop Maneuvers | 216+72 | -24 | ||||
High Value Prisioner | 55 | 60 | 18 | NA/12 | NA/6 | 0 | Extract, Rescue | 216+96 | |||||
Political Prisioners | 55 | 40 | 28 | NA/12 | NA/7 | 0 | Jailbreak | 216+96 | |||||
Logistics | 55 | 90 | 60 | NA/12 | 0 | Smash N Grab | 216+96 | ||||||
Intel Raid | 41 | 2/NA | 3/NA | 0 | Intel Raid | 24+5 | Force Activity Detection | ||||||
Supply Convoy | 42 | 1/NA | 4/NA | 0 | Supply Convoy | 24+5 | Force Activity Detection | ||||||
Recruit Raid | 43 | 1/NA | 4/NA | 0 | Recruit Raid | 24+5 | Force Activity Detection | ||||||
Snare | 26 | 0 | 85 | 1 | 1 | 5/NA | 7/NA | 0 | Hack | 216+72 | |||
Foothold | 3 | 0 | 70 | 18** | 12** | 0 | Secure UFO | 96+24 | -60 | ||||
1 | Invasion | 24+5 | Force Activity Detection | ||||||||||
Rendezvous | 2 | -2 | -2 | 0 | Placeholder | 504+168 | Special (see below) | ||||||
1 | Rendezvous | 24+5 | 2 | Force Activity Detection |
Notes.
- Rendezvous. Normal rebels don't contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. This mission's entry doesn't specify the required Intel Income before you can start detecting it so maybe it's immediate, however the very low discovery chance (the lowest of any mission) makes it quite hard to detect. It's coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.