Difference between revisions of "Situation Room (EU2012)"

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(edit, more info from demo)
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Supporting XCOM's activities is a Funding Council of 16 countries that will supply XCOM with funding and extra resources such as soldiers, scientists and engineers, but that will also ask for their own needs. These countries are geographically divided so it is up to the player to decide what regions to defend when alien activity threatens them. Each continent provides bonuses for your base and funding, the latter depending on how good of satellite coverage they have and the results of combat missions.  
+
Supporting XCOM's activities is a Funding Council of 16 countries that will supply XCOM with funding and extra resources such as soldiers, scientists and engineers, and will reward any additional missions performed for their own needs. These countries are geographically divided so it is up to the player to decide what regions to defend when alien activity threatens them. Each continent provides bonuses for your base and funding, the latter depending on how good of satellite coverage they have and the results of combat missions.  
 +
 
 +
==Funding==
 +
XCOM's receives a base funding each month from the Council, plus the plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the XCOM [[Headquarters (EU2012)|Headquarters]] is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. 
 +
Both starting and country funding will be affected by the game difficulty and the bonus that is gained from placing the base on that continent.
 +
 
 +
{| class="wikitable" width="30%"
 +
|+ Base Funding by Difficulty Level
 +
|-
 +
! Easy !! Normal !! Classic !! Impossible
 +
|-
 +
| §200 || §200 || §100 || §75
 +
|}
  
These values are for Normal, Classic (& Impossible?) difficulty levels.  Increase each country 50% for Easy.
 
 
{| class="wikitable" width="70%"
 
{| class="wikitable" width="70%"
|+ Starting Funding Provided Country and Continent
+
|+ Country Funding by Continent
 
|-  
 
|-  
 
! Africa !! Asia !! Europe !! North America !! South America
 
! Africa !! Asia !! Europe !! North America !! South America
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* Egypt: §70
 
* Egypt: §70
 
* South Africa: §80
 
* South Africa: §80
* Nigeria: §100
+
* '''Nigeria: §100'''
 
Total: '''§250'''
 
Total: '''§250'''
 
|  
 
|  
* China: §100
+
* '''China: §100'''
 
* Japan: §100
 
* Japan: §100
 
* India: §60
 
* India: §60
Line 19: Line 30:
 
Total: '''§320'''
 
Total: '''§320'''
 
|
 
|
*United Kingdom: §100
+
* United Kingdom: §100
*Russia: §150
+
* Russia: §150
*France: §80
+
* France: §80
*Germany: §100
+
* '''Germany: §100'''
 
Total: '''§430'''
 
Total: '''§430'''
 
|
 
|
*United States: §180
+
* '''United States: §180'''
*Canada: §100
+
* Canada: §100
*Mexico: §50
+
* Mexico: §50
 
Total: '''§330'''
 
Total: '''§330'''
 
|
 
|
*Argentina: §70
+
* Argentina: §70
*Brazil: §80
+
* '''Brazil: §80'''
 
Total: '''§150'''
 
Total: '''§150'''
 
|}
 
|}
 +
The values above are for Normal, Classic and Impossible difficulty levels. Country funding is increased by 50% on Easy level.
  
== Panic Level ==
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Finally, the continent where the XCOM base will also provide additional bonuses, listed below.  
Each country has a panic level of 0-5 depending on how well XCOM responds to alien activity in that country. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project.  
 
 
 
== Satellite Cover ==
 
  
The '''Situation Room''' is where [[Satellite (EU2012)|satellites]] are launched after they are built by Engineering. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. It will also decrease the panic level of the country where it provides cover and as the satellite cover expands, the player get specific bonuses for covering entire continents. 
 
Due to its critical role, the Aliens will also try to target and destroy XCOM's satellite network, which can be protected by XCOM's interceptors. 
 
 
 
 
{| class="wikitable" width="70%"  
 
{| class="wikitable" width="70%"  
 
|+ Country and Continent Bonuses per Month (Classic)
 
|+ Country and Continent Bonuses per Month (Classic)
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|}
 
|}
  
===Continent Bonus===
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Additional info may be found at this post at 2K Forums :[|http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish] about Satellite Coverage vs Bonus from Continents
Additional info may be found at this post at [|http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish2K Forums] about Satellite Coverage vs Bonus from Continents
 
  
"General assumptions:
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== Panic Level ==
Game lasts for one year
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The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 5 (and a corresponding color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once eight countries leave the Council the XCOM project will be automatically terminated.  
Satellite is launched every 20 days and the country providing most credits gets it
 
1 workshop and 1 lab is built every 2 months up to maximum of 4 workshops and 4 labs
 
All interogation/autopsy projects take 61 days,which is roughly 15% of total research (info Ju Li An)
 
Player has two interceptors on every continent, coverage starts when at least one satellite is present on a continent.After six months, one interceptor on each base is replaced by more advanced craft.
 
From the second month forward, one project from officer training school and foundry is conducted every month, starting from cheapest one to the most expensive one
 
Data:
 
Interceptor purchase cost: 40
 
Interceptor maintenance: 20/month
 
Skyranger maintenance: 20/month
 
Firestorm production cost: 100 (just a guess, probably will be more expensive)
 
Firestorm maintenance cost: 40/month (guess)
 
Production cost of interceptor weapon upgrade: 40 (guess), first done in the third month
 
Production cost of firestorm weapon upgrade: 60 (yup, you guessed it, it's a guess)
 
Workshop building cost: 125
 
Workshop maintenance cost: 26/month
 
Lab building cost: 125
 
Lab maintenance cost: 24/month
 
 
 
General satellite coverage order (income maximization, interceptor minimalization, a bit weird with regards to getting other continental bonuses):
 
 
 
Home base (1.month) varies
 
U.S. (1. month) 180
 
Russia (2 month) 150
 
Canada (3. month) 100
 
Germany (3.month) 100
 
United Kingdom (4. month) 100
 
China (5. month) 100
 
Japan (5.month) 100
 
Nigeria (6.month) 100
 
France (7. month) 80
 
Brazil (7. month) 80
 
South Africa (8. month) 80
 
Argentina (9. month) 70
 
Eqypt (9. month) 70
 
Australia (10. month) 60
 
India (11. month) 60
 
Mexico (11. month) 50
 
 
 
Officer Training school projects:
 
Squad size I 50
 
Squad size II 75
 
Wet Work 125
 
Rapid Recovery 150
 
Iron Will 200
 
New guy 250
 
Don't die on me 275
 
 
 
Foundry projects (thanks a bunch Ju Li An!)
 
 
 
Total of 2680 credits, 205 elerium, 415 alloys and 260 weapons fragments = Equivalent of 4385 credits
 
Savings from the foundry will be realized from the fifth month forward proportionally to the OST projects.
 
 
 
Value calculations:
 
 
 
North America (50% off aircraft purchases, production and maintenance + best starting country cashwise)
 
 
 
1. month 80 extra starting cash +50 getting Russia quick + 40 savings on interceptors (getting to Europe) + 50 savings on maintenance = 220
 
2. month +50 savings on maintenance = 270
 
3. month +50 savings on maintenance + 80 savings on interceptor weapons upgrade = 350
 
4. month +80 savings on interceptors and their gear + 70 savings on maintenance = 500
 
5. month +80 savings on interceptors and their gear + 90 savings on maintenance = 670
 
6. month +400 savings on firestorms and gear + 160 savings on maintenance = 1230
 
7. month +160 savings on maintenance = 1390
 
8. month +160 savings on maintenance = 1550
 
9. month +160 savings on maintenance = 1710
 
10. month +160 savings on maintenance = 1870
 
11. month +160 savings on maintenance = 2030
 
12. month +160 savings on maintenance = 2190
 
 
 
Europe (50% discount on building of workshops and labs and their maintenance)
 
 
 
1. month = +125 savings on 1 lab and 1 workshop + 25 savings on maintenance = 150
 
2. month = +25 savings on maintenance = 175
 
3. month = +125 savings on 1 lab and 1 workshop + 50 savings on maintenance = 350
 
4. month = +50 savings on maintenance = 400
 
5. month = +125 savings on 1 lab and 1 workshop +75 savings on maintenance = 600
 
6. month = +75 savings on maintenance = 675
 
7. month = +125 savings on 1 lab and 1 workshop + 100 savings on maintenance = 900
 
8. month = +100 savings on maintenance = 1000
 
9. month = +100 savings on maintenance = 1100
 
10. month = +100 savings on maintenance = 1200
 
11. month = +100 savings on maintenance = 1300
 
12. month = +100 savings on maintenance = 1400
 
 
 
South Africa (+30% extra satellite income)
 
 
 
1. month = 60 extra income (280 * 0.3) = 60
 
2. month = 129 extra income (430*0.3) = 199
 
3. month = 189 extra income (630 * 0.3) = 388
 
4. month = 219 extra income (730 * 0.3) = 607
 
5. month = 279 extra income (930 * 0.3) = 886
 
6. month = 303 extra income (1010 * 0.3) = 1189
 
7. month = 351 extra income (1170 * 0.3) = 1540
 
8. month = 372 extra income (1240 * 0.3) = 1912
 
9. month = 411 extra income (1370 * 0.3) = 2323
 
10. month = 429 extra income (1430*0.3) = 2752
 
11. month = 444 extra income (1480 * 0.3) = 3196
 
12. month = 444 extra income (1480 * 0.3) = 3640
 
 
 
Asia (cost of officer training school and foundry projects reduced by 50%)
 
 
 
1. month = 0
 
2. month = +50 savings from OST = 50
 
3. month = +75 savings from projects =125
 
4. month = +125 savings from projects =250
 
5. month = +150 savings from projects =400
 
6. month = +200 savings from projects + 97 savings from Foundry = 696
 
7. month = +250 savings from projects +146 savings from Foundry= 1092
 
8. month = +275 savings from projects +243 savings from Foundy = 1610
 
9.month = +292 savings from Foundry = 1902
 
10.month= +389 savings from Foundry = 2291
 
11. month= +487 savings from Foundry = 2778
 
12. month = +536 savings from Foundry = 3314
 
 
 
South America (instant autopsies/interrogations)
 
 
 
This bonus gives you a head start of 61 days total (15% of total research), giving you opportunity to focus more on satellites and uplinks and less on labs. Even though it seems that the bonus is a bit worse than one extra lab built, the benefit is concentrated in the early stages of the game and thus far more valuable. Unlike others, this bonus cannot be readily quantified, but its also quite easy to get since South America has only two countries to cover.
 
 
 
TL : DR
 
 
 
The worth of the four continental bonuses is estimated in the graph below:
 
 
 
 
 
 
 
Africa seems to be a very strong contender for the best continental bonus as long as sufficient satellites are being employed. By holding only 8 of 16 countries covered, the bonus does not diminish very significantly. What makes Africa bonus potentially a bit less valuable is the fact that it only offers money while North American and Asian bonuses also offer discounts for other production materials (50% discount applies also to elerium, alien alloys, weapon fragments, interceptor consumable inputs etc.).
 
 
 
The value of Asian bonus depends strongly on the amount of OST and Foundry projects completed, it seems well suited for SHIV heavy play. Its value for discounting squad size upgrades is limited since the upgrades are the cheapest of all available (50 credits for five man squad and 75 credits for six man squad).
 
 
 
American bonus seems to offer solid return regardless of preferred playstyle since a large part of it is made by interceptor and skyranger maintance and at least three interceptor bases are required not to lose the game. It also offers a nice cash boost at the beginning due to the U.S. base (180 credits/month).
 
 
 
European bonus is a bit lackluster due to the fact that workshops and labs are not too expensive to build and maintain to begin with. Unless there are advanced versions of workshops/laboratories available or discount also applies to the required number of engineers/scientists this bonus seems to be the weakest choice. Even the continental base is not put in the most yielding country (Russia with 150), but Germany (100).
 
 
 
South American research bonus should be equal to 61 research days (15% of total research) and its quite impossible to quantify. Even though it seems that the bonus seems like it is just a bit worse than one extra lab built, the benefit is concentrated in the early stages of the game and thus far more valuable. Still, South American bonus value is lowered by the ease of getting the bonus (e.g. deviating from satellite income maximization in order to get the bonus would lower the income by 50 if done after getting US and Russia and without the African bonus). "
 
 
 
== UFO Interdiction ==
 
Additional interdiction aircraft can be stationed at each remote satellite.  This does NOT create a new base, just hangars.
 
  
 +
== Satellite Network ==
 +
It is possible to launch [[Satellite (EU2012)|satellites]] from the Situation Room after they are built by [[Engineering (EU2012)Engineering]]. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. It will also decrease the panic level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. 
 +
Due to its critical role, the Aliens will also try to target and destroy XCOM's satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions. 
 +
 
== Finances ==
 
== Finances ==
The '''Situation Room''' provides links to XCOM [[Finances (EU2012)|Finances]], the [[Grey Market (EU2012)|Gray Market]], and [[Requests (EU2012)|Pending Requests]] as well as displays your total § on-hand and monthly income.
+
The Situation Room provides links to XCOM [[Finances (EU2012)|Finances]], the [[Grey Market (EU2012)|Gray Market]], and [[Requests (EU2012)|Pending Requests]] as well as displays your total § on-hand and monthly income.
  
 
== Objectives ==
 
== Objectives ==
 
The list of Objectives suggests milestones (e.g., Construct the Alien Containment Facility; Research the Arc Thrower) to help you progress through the game's storyline. Those actions are usually marked as '''Priority''' on the lists of available projects for your base.
 
The list of Objectives suggests milestones (e.g., Construct the Alien Containment Facility; Research the Arc Thrower) to help you progress through the game's storyline. Those actions are usually marked as '''Priority''' on the lists of available projects for your base.
  
 +
==See Also==
 +
* [[Mission Control (EU2012)|Mission Control]]
 +
* [[Hangar (EU2012)|Hangar]]
  
 
----
 
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Revision as of 17:39, 7 October 2012

Supporting XCOM's activities is a Funding Council of 16 countries that will supply XCOM with funding and extra resources such as soldiers, scientists and engineers, and will reward any additional missions performed for their own needs. These countries are geographically divided so it is up to the player to decide what regions to defend when alien activity threatens them. Each continent provides bonuses for your base and funding, the latter depending on how good of satellite coverage they have and the results of combat missions.

Funding

XCOM's receives a base funding each month from the Council, plus the plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the XCOM Headquarters is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. Both starting and country funding will be affected by the game difficulty and the bonus that is gained from placing the base on that continent.

Base Funding by Difficulty Level
Easy Normal Classic Impossible
§200 §200 §100 §75
Country Funding by Continent
Africa Asia Europe North America South America
  • Egypt: §70
  • South Africa: §80
  • Nigeria: §100

Total: §250

  • China: §100
  • Japan: §100
  • India: §60
  • Australia: §60

Total: §320

  • United Kingdom: §100
  • Russia: §150
  • France: §80
  • Germany: §100

Total: §430

  • United States: §180
  • Canada: §100
  • Mexico: §50

Total: §330

  • Argentina: §70
  • Brazil: §80

Total: §150

The values above are for Normal, Classic and Impossible difficulty levels. Country funding is increased by 50% on Easy level.

Finally, the continent where the XCOM base will also provide additional bonuses, listed below.

Country and Continent Bonuses per Month (Classic)
# Africa Asia Europe North America South America
1 +1 engineer +1 engineer +1 scientist +1 scientist +1 scientist
2 +1 scientist
+1 engineer
+2 engineers +2 scientists +1 scientists
+1 engineer
+1 scientists
+1 engineer
3 +1 scientist
+2 engineers
+3 engineers +3 scientists +2 scientists
+1 engineer
4 +4 engineers +4 scientists
Bonus All In
Monthly XCOM funding increased by 30%.
Future Combat
All projects in The Foundry and the Officer Training School cost 50% less.
Expert Knowledge
Labs and Workshops cost 50% less to build and maintain.
Air & Space
All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.
We Have Ways
Autopsies and Interrogations are completed instantly.

Additional info may be found at this post at 2K Forums :[|http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish] about Satellite Coverage vs Bonus from Continents

Panic Level

The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 5 (and a corresponding color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once eight countries leave the Council the XCOM project will be automatically terminated.

Satellite Network

It is possible to launch satellites from the Situation Room after they are built by Engineering (EU2012)Engineering. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. It will also decrease the panic level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. Due to its critical role, the Aliens will also try to target and destroy XCOM's satellite network. To protect its satellites XCOM will also have to deploy Interceptors on those continents to stop any hostile incursions.

Finances

The Situation Room provides links to XCOM Finances, the Gray Market, and Pending Requests as well as displays your total § on-hand and monthly income.

Objectives

The list of Objectives suggests milestones (e.g., Construct the Alien Containment Facility; Research the Arc Thrower) to help you progress through the game's storyline. Those actions are usually marked as Priority on the lists of available projects for your base.

See Also


Reference: (this video at 36:01)