Difference between revisions of "Alien Infiltration (Apocalypse)"
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To make sure there are no aliens in the building, an X-Com search of the building for infestation should be of the highest priority. | To make sure there are no aliens in the building, an X-Com search of the building for infestation should be of the highest priority. | ||
− | To prevent aliens from spreading to adjacent buildings, destroying the people tubes | + | To possibly prevent aliens from spreading to adjacent buildings, destroying the people tubes via [[Alien_Ship_Combat_(Apocalypse)|manual control]] may stop or slow their unseen movements. Tthe owners, [[Transtellar]] won't be happy! |
====Note==== | ====Note==== |
Revision as of 15:05, 27 September 2023
Alien Infiltration occurs when the aliens directly deploy alien life forms into a building with a grey smokey tube from a UFO hovering above (observable in the isometric view).
Alien Infiltration is the ultimate goal. To sustain the Micronoid lifeforms with more suitable hosts... humans!
Infestation
Aliens inserted (dropped) into a building may spread to adjacent buildings using the people tube network, influencing and infiltrating other organizations to continue life of the Micronoid at the detriment of their unwilling hosts. Aliens dropping into buildings is the only way to get close to humans and it is the most urgent of tasks X-Com must prevent.
Infiltration Graph
The aliens may send, in the near future, additional craft to re-inforce the original drop squad (if not immediately killed off by X-Com).
Alien infiltration start progress is displayed via the available Infiltration Graph and indicates which organisation is 'having problems'. If ignored, and after about 24 hours roughly with possible "Alien Spotted" alerts, the graph will show a further upward trend (line) for organisations local to the drop zone, then alien infiltration (and conversion) is progressing. If the alien presence is ignored, it will slowly convert the organisation into becoming more tolerant of the aliens (the graph denotes an almost vertical upward trend but under the 50% threshold).
If the inflitration graph shows an abrupt curve downwards for the line, it means that the aliens are dying off due to their short life span and from lack of re-inforcements. This organisation will slowly return to baseline of 0% Infiltration without any assistance from X-Com.
If alien reinforcemnts are available (future drops or by aliens moving back from nearby buildings), the organisation may pass the 50% threshold for infiltration. If X-Com ignores this situation after the 50% marker is passed, infiltration towards 100% is almost certain. The converted (100% infiltrated) organization will fall under total and irreversible alien control. They will be allied with the Aliens and obviously hostile to X-Com. Other effects include an embargo on trading if they provided goods on the market, gaining a boost in weapon technology (+3 tech level (...and will use the most agressive setting of 'diplomacy' via the Megapol/Gangs settings for criminal actions (Illegal Flier and Base Attack), however, this escalation is never known to a player).
Prevention
To stop the aliens at their subversive actions, it is vital to shoot down any UFO (especially Scouts, Transporters and Assault Ships ) before they complete their 'grey tube' animation. That is, the animation consists of: the craft starts to hover (wobble), makes the grey smokey tube, the bulge moves down, retracts the tube, pauses for a moment, then moves off (typically slight faster than when first appeared in the city). Anytime a craft is stopped (destroyed or going to crash land) from completing the animation to the end, it means that the drop was unsuccessful! Often, if a UFO is sustaining damage past its internal threshold of 'massive damage, abort mission, returning to alien dimension', the drop animation may be completed but no aliens will be inserted to the building. To make sure there are no aliens in the building, an X-Com search of the building for infestation should be of the highest priority.
To possibly prevent aliens from spreading to adjacent buildings, destroying the people tubes via manual control may stop or slow their unseen movements. Tthe owners, Transtellar won't be happy!
Note
In times past it was believed that a UFO hovering over a building and dropping a 'blue rain' would instantly convert that organisation be be 100% infiltrated. This is incorrect. The purpose of such 'blue rain' (hence called "Micronoid Rain") is to scan the structure for the presence of an X-Com base.
Infiltration Information
The effectiveness (as listed in the tables below) of converting humans and how quickly infiltration will progress (time before 100% is reached) depends on:
- the type of building.
- the company/organization involved.
- the type of aliens dropped.
- if an X-Com mission to kill the aliens was unsuccesful and some aliens remain.
- some alien entities returned to the building (via the people tubes) after escaping when X-Com undertook a Search.
Building | Infiltration Potential |
---|---|
People Tube, Road | None |
Appliances Factory, Arms Factory, Astrodome, Car Factory, Construction Factory, Flyer Factory, Hydro-Farm, Large Flyer Factory, Power Station, Recyclotorium, Rescue Station, Robot Factory, Sewage Works, Slums, Water Purifier, Warehouse | Low |
Apartments, Hospital, Luxury Apartments, Offices, Police Station, Procreation Park, School, Sensodrome, Shopping Mall, Space Port, Temple of Sirius | Average |
Corporate HQ | High |
Senate | Very High |
Organization infiltration speed
Organization | Infiltration Speed |
---|---|
S.E.L.F., X-COM | 0%* |
Government, Mutant Alliance | 50% |
Cyberweb, Energen, Evonet, General Metro, Grav Ball League, Lifetree, Marsec, Megapol, Nanotech, Nutrivend, Sanctuary Clinic, Sensovision, Solmine, Superdynamics, Synthemesh, Transtellar | 100% |
Diablo, Extropians, Osiron, Psyke, Technocrats | 150% |
Cult of Sirius | 200% |
*These organizations are completely immune to infiltration.
Alien infiltration weight
Alien | Infiltration Weight |
---|---|
Chrysalis, Multiworm Egg | 0 |
Brainsucker, Hyperworm, Megaspawn*, Multiworm, Popper, Queenspawn* | 1 |
Anthropod, Micronoid Aggregate*, Skeletoid, Spitter | 2 |
Psimorph* | 3 |
*These aliens are not normally deployed for infiltration missions.