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.
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.
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. Note that all guards are Humans; no organization employs Androids or Hybrids as guards.
|Organization||Guards deployed||Tech Level|
|Government||14 Building Security/Corporate Hoods||3|
|Cult of Sirius||10 Cultists||2|
|Marsec||14 Building Security/Corporate Hoods||4|
|Superdynamics||9 Building Security/Corporate Hoods||2|
|General Metro||8 Building Security/Corporate Hoods||2|
|Cyberweb||11 Building Security/Corporate Hoods||3|
|Transtellar||8 Building Security/Corporate Hoods||2|
|Solmine||12 Building Security/Corporate Hoods||4|
|Sensovision||7 Building Security/Corporate Hoods||2|
|Lifetree||9 Building Security/Corporate Hoods||1|
|Nutrivend||7 Building Security/Corporate Hoods||1|
|Evonet||7 Building Security/Corporate Hoods||1|
|Sanctuary Clinic||7 Building Security/Corporate Hoods||1|
|Nanotech||10 Building Security/Corporate Hoods||2|
|Energen||7 Building Security/Corporate Hoods||1|
|Synthemesh||7 Building Security/Corporate Hoods||1|
|Grav Ball League||7 Building Security/Corporate Hoods||1|
|S.E.L.F.||10 Building Security/Corporate Hoods||3|
|Mutant Alliance||10 Building Security/Corporate Hoods||3|
|Extropians||7 Building Security/Corporate Hoods||1|
|Technocrats||7 Building Security/Corporate Hoods||1|
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.