Difference between revisions of "ADVENT's Agenda (LW2)"

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== AVATAR Project ==
 
== 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 go through the series of missions to liberate a region.
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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 [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.
  
 
== Advent Strategic AI ==
 
== Advent Strategic AI ==

Revision as of 05:02, 6 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 one region to nearby adjacent regions; their propensity to do so is represented by the Vigilance variable associated with each region. In addition, 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.

Vigilance is a hidden value and is not visible to the player directly. Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one.

Alertness

To do.

Advent Regional Activity

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 Rendezvous 504+168 2 Force Activity Detection