Difference between revisions of "Alien Resources (Long War)"

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{{Header (Long War)}}<div class="floatright">__TOC__</div>
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{{Toc (Long War)|70}}
  
 
Aliens accrue resources as the campaign progresses and spend these resources to repair and replace UFOs that XCOM shoots down.  Alien resources indirectly affect what kinds of [[UFOs_(Long_War)|UFOs]] the aliens deploy on [[Alien_Missions_(Long_War)|Missions]], what types of missions they run each month, and how much [[Alien_Artifacts_(Long_War)#Alien_materials|Meld]] you get per canister.  Alien resources do ''not'' effect the composition of aliens on any mission (this role is performed by [[Alien_Research_(Long_War)|Alien Research]]), but they ''do'' indirectly influence the quantity of aliens that appear.
 
Aliens accrue resources as the campaign progresses and spend these resources to repair and replace UFOs that XCOM shoots down.  Alien resources indirectly affect what kinds of [[UFOs_(Long_War)|UFOs]] the aliens deploy on [[Alien_Missions_(Long_War)|Missions]], what types of missions they run each month, and how much [[Alien_Artifacts_(Long_War)#Alien_materials|Meld]] you get per canister.  Alien resources do ''not'' effect the composition of aliens on any mission (this role is performed by [[Alien_Research_(Long_War)|Alien Research]]), but they ''do'' indirectly influence the quantity of aliens that appear.
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Alien resources are capped to ''at most'' 300, and are reset back to ''at least'' 0 at the beginning of the month, though they can sit in the negative between months if XCOM is judicious in shooting down numerous alien craft.
 
Alien resources are capped to ''at most'' 300, and are reset back to ''at least'' 0 at the beginning of the month, though they can sit in the negative between months if XCOM is judicious in shooting down numerous alien craft.
  
== Effects of Alien Resources ==
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==Effects of Alien Resources==
  
=== UFO Types ===
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Alien Resources primarily determine how many UFO missions the aliens conduct each month, what kind of missions they conduct, and what UFOs they will use. Alien Resources do ''not'' determine the types of aliens one can encounter, or how strong they are; see the page on [[Alien Research (Long War)|Alien Research]] or the [[Alien Life Forms (Long War)|individual alien type entries]] instead.
  
Current Alien Resources are used (in conjunction with [[Alien_Research_(Long_War)|Alien Research]]) to determine which [[UFOs_(Long_War)|types of UFOs]] to send on [[Alien_Missions_(Long_War)|Missions]]. See the [[Alien_Missions_(Long_War)|Missions]] page for detailed information on this decision.
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===Monthly Missions===
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:''Main Article: [[Alien Missions (Long War)]]''
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At the beginning of a month, Alien Resources are used in conjunction with a [[Threat_(Long_War)|XCOM Threat variable]] to generate the [[Alien_Missions_(Long_War)|UFO Missions]] that will be run that month. More resources for the aliens generally means they will run more total missions, while their perception of how threatening XCOM is will determine which types of missions they conduct; see the [[Alien_Missions_(Long_War)#Mission_Table|Mission Generation Table]] for details.
  
=== Meld Rewards ===
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Once the number, frequency, and date of each UFO Mission is determined, Alien Resources is also used at the beginning of the month to determine which UFOs will be sent on those missions. See the [[Alien_Missions_(Long_War)|Missions]] page for detailed information on this decision, as each mission has a different possible UFOs that can conduct it, and which require different amounts of Alien Resources before they can appear.
  
By themselves, Alien Resources determine the rewards obtained from meld canisters.
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===Meld Rewards===
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Alien Resources determine the rewards obtained from meld canisters.
  
* Meld Reward: Alien Resources / 10, rounded to the nearest integer
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:'''Meld Reward''': Alien Resources / 10, rounded to the nearest integer
  
 
The amount of meld per canister is set to a minimum of 5.
 
The amount of meld per canister is set to a minimum of 5.
  
=== Monthly Missions ===
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===Extra Aliens===
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If current alien resources exceed 180, an extra 0-3 aliens are added to Abductions. This is a 25% chance each for +0, +1, +2, or +3.
  
At the end of a month, Alien Resource Level is computed and used in conjunction with [[Threat_(Long_War)|XCOM Threat]] to generate the [[Alien_Missions_(Long_War)#Mission_Table|UFO Missions]] that will be run that month.  The decision for which missions to run as well as which UFO to send on those missions [[Alien_Resources_(Long_War)#UFO_Types|depends]] on current Alien Resources at the time the mission is scheduled.
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Alien Resources have no other effect on the quantity of aliens that appear; this is determined by the [[Missions (Long War)|mission type]] itself (and for landings or crashes, the [[UFOs (Long War)|size of the UFO]]).
 
 
* Resource Level = Alien Resources / 50, rounded down
 
 
 
Note that Alien Resource Level is clamped to a range between 0 and 4, so amounts below 0 or above 200 result in Resource Levels of 0 and 4, respectively.
 
 
 
=== Other Effects ===
 
 
 
If current alien resources exceed 180, an extra 0-3 aliens are added to Abductions.
 
 
 
== Changes in Alien Resources ==
 
  
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==Changes in Alien Resources==
 
Aliens gain resources in a variety of different ways.  At the beginning of a month, they gain an automatic minimum amount of resources, which scales up as time progresses.  In addition, each [[Missions_(Long_War)#Alien_Base_Assault|Alien Base]] they have online generates a monthly resource reward.  Lastly, the Aliens can conduct Harvest missions with UFOs to award themselves large chunks of resources.
 
Aliens gain resources in a variety of different ways.  At the beginning of a month, they gain an automatic minimum amount of resources, which scales up as time progresses.  In addition, each [[Missions_(Long_War)#Alien_Base_Assault|Alien Base]] they have online generates a monthly resource reward.  Lastly, the Aliens can conduct Harvest missions with UFOs to award themselves large chunks of resources.
  
 
Aliens only lose resources in two ways: first, paying the initial cost to construct an [[Missions_(Long_War)#Alien_Base_Assault|Alien Bases]] costs them resources.  Second, aliens accrue resource costs to replace or repair [[UFOs_(Long_War)|UFOs]] that XCOM shoots down, assaults, or damages.  
 
Aliens only lose resources in two ways: first, paying the initial cost to construct an [[Missions_(Long_War)#Alien_Base_Assault|Alien Bases]] costs them resources.  Second, aliens accrue resource costs to replace or repair [[UFOs_(Long_War)|UFOs]] that XCOM shoots down, assaults, or damages.  
  
=== Income from Bases ===
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===Income from Bases===
 
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:''See also: [[Alien Deployment (Long War)#Alien Bases|Alien Bases]]''
At the end of a month, aliens generate resources for each base they have in play, and pay a cost for any [[Missions_(Long_War)#Alien_Base_Assault|Alien Bases]] they constructed that month.  Allowing Aliens to construct bases and then immediately assaulting them is one possible means to deprive Aliens of resources.
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At the end of a month, aliens generate resources for each base they have in play, and pay a cost for any [[Alien Deployment (Long War)#Alien Bases|Alien Bases]] they constructed that month.  Allowing Aliens to construct bases and then immediately assaulting them is one possible means to deprive Aliens of resources.
  
 
* Existing alien bases: +20 per base
 
* Existing alien bases: +20 per base
 
* Base built this month: -50 per base
 
* Base built this month: -50 per base
  
=== Minimum Monthly Resources ===
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===Minimum Monthly Resources===
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At the beginning of a month, the aliens resource count are set to at least a base minimum.  If their current resources exceeds this minimum amount, they do not gain any additional resources.
  
At the beginning of a month (after determining the Missions list for that month), the aliens resource count are set to at least a base minimum.  If their current resources exceeds this minimum amount, they do not gain any additional resources.
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:Minimum Resources per month: 9 per months past (up to a maximum of +300)
  
* Minimum Resources per month: 9 per months past (up to a maximum of +300)
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This resource adjustment will [[Alien Missions (Long War)#Mission Occurrences|affect the missions for the coming month]]. Thus by the 7th month of a campaign (September), the aliens will always have starting monthly resources of 50+ and thus schedule missions under at least the second resource tier. By the 12th month (February) the aliens will always schedule missions under at least the third resource tier, and so forth.
  
Since the maximum amount of resources for aliens is 300, a campaign that progresses for long enough will eventually see Alien Resources permanently set to its 300 cap at the beginning of each month, regardless of XCOM activity.
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Since the maximum amount of resources for aliens is 300, a campaign that progresses for long enough will eventually see Alien Resources permanently set to its 300 cap at the beginning of each month, regardless of XCOM performance. This can cause, for instance, [[UFOs (Long War)#Battleship|Battleships]] to frequently make appearances.
  
=== Harvest Missions ===
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===Harvest Missions===
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:''See also: [[Alien Missions (Long War)]]
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The UFOs can conduct [[Alien Missions (Long War)#Harvest|Harvest missions]] in an attempt to obtain resources.  This is [[Alien Missions (Long War)#Mission Table|particularly likely]] if their resources coming into the month are low and they tend to use larger UFOs in that case. Successful Harvests award them with a bunch of resources, depending on the class of UFO used. The exact amount is randomly rolled, with each amount equally likely:
  
The UFOs can conduct [[Alien_Missions_(Long_War)#Harvest|Harvest missions]] in an attempt to obtain resources.  This is [[Alien_Missions_(Long_War)#Mission_Table|particularly likely]] if resources from last month were low.  Successful Harvests award them with a bunch of resources, depending on the class of UFO used.
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* Transport: +37-40 resources
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* Harvester: +27-30 resources
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* Raider: +17-20 resources
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* Scout: +10-14 resources
  
* Transport: +37-40 resources [37 + rand(5)]
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Aliens target countries for harvest at random and at the beginning of the month. If the targeted country has a satellite, there is a chance that the aliens will re-roll its target to a region without a satellite (assuming such a region exists), depending on the [[Threat_(Long_War)|Threat]] they perceive XCOM to be. This accrues a flat resource cost to the aliens.
* Harvester: +27-30 resources [27 + rand(5)]
 
* Raider: +17-20 resources [17 + rand(5)]
 
* Scout: +10-14 resources [10 + rand(5)]
 
  
Aliens target countries at random.  If the targeted country has a satellite, there is a chance that the aliens will re-roll its target once, depending on [[Threat_(Long_War)#Threat_Category|Threat level]].  This reduces the value of the resources obtained from any such mission, assuming it was successful:
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:Penalty for Rerolled Harvest Missions: -5
 
 
* Penalty for Rerolled Harvest Missions: ??
 
 
 
=== Cost of Repairing / Replacing UFOs ===
 
  
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===Cost of Repairing / Replacing UFOs===
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:''See also: [[UFOs (Long War)]]
 
As a month progresses, shooting down, damaging, or assaulting UFOs accrues costs to replace and repair them, reducing alien resources.  This is the only way to actively reduce alien resources, as the Aliens will always be fielding UFOs.
 
As a month progresses, shooting down, damaging, or assaulting UFOs accrues costs to replace and repair them, reducing alien resources.  This is the only way to actively reduce alien resources, as the Aliens will always be fielding UFOs.
  
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Damaged UFOs cost a fraction of their full resource value to replace, proportional to the percentage of damage accrued:
 
Damaged UFOs cost a fraction of their full resource value to replace, proportional to the percentage of damage accrued:
  
* UFO Repair Cost: Regular Resource Cost of UFO x % of Damage Dealt to UFO
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:UFO Repair Cost: Regular Resource Cost of UFO x % of Damage Dealt to UFO
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==Resource Levels==
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Alien Resources are often used as a level, in the range 0-4, as follows:
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* Level 0: up to 49 resources
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* Level 1: 50-99 resources
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* Level 2: 100-149 resources
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* Level 3: 150-199 resources
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* Level 4: 200-300 resources
  
== See also ==
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==See also==
 
{{Aliens (Long War) Navbar}}
 
{{Aliens (Long War) Navbar}}
 
[[Category: Aliens (Long War)]]
 
[[Category: Aliens (Long War)]]
 
[[Category: Long War]]
 
[[Category: Long War]]

Latest revision as of 16:00, 1 June 2023

Aliens accrue resources as the campaign progresses and spend these resources to repair and replace UFOs that XCOM shoots down. Alien resources indirectly affect what kinds of UFOs the aliens deploy on Missions, what types of missions they run each month, and how much Meld you get per canister. Alien resources do not effect the composition of aliens on any mission (this role is performed by Alien Research), but they do indirectly influence the quantity of aliens that appear.

Alien resources are capped to at most 300, and are reset back to at least 0 at the beginning of the month, though they can sit in the negative between months if XCOM is judicious in shooting down numerous alien craft.

Effects of Alien Resources

Alien Resources primarily determine how many UFO missions the aliens conduct each month, what kind of missions they conduct, and what UFOs they will use. Alien Resources do not determine the types of aliens one can encounter, or how strong they are; see the page on Alien Research or the individual alien type entries instead.

Monthly Missions

Main Article: Alien Missions (Long War)

At the beginning of a month, Alien Resources are used in conjunction with a XCOM Threat variable to generate the UFO Missions that will be run that month. More resources for the aliens generally means they will run more total missions, while their perception of how threatening XCOM is will determine which types of missions they conduct; see the Mission Generation Table for details.

Once the number, frequency, and date of each UFO Mission is determined, Alien Resources is also used at the beginning of the month to determine which UFOs will be sent on those missions. See the Missions page for detailed information on this decision, as each mission has a different possible UFOs that can conduct it, and which require different amounts of Alien Resources before they can appear.

Meld Rewards

Alien Resources determine the rewards obtained from meld canisters.

Meld Reward: Alien Resources / 10, rounded to the nearest integer

The amount of meld per canister is set to a minimum of 5.

Extra Aliens

If current alien resources exceed 180, an extra 0-3 aliens are added to Abductions. This is a 25% chance each for +0, +1, +2, or +3.

Alien Resources have no other effect on the quantity of aliens that appear; this is determined by the mission type itself (and for landings or crashes, the size of the UFO).

Changes in Alien Resources

Aliens gain resources in a variety of different ways. At the beginning of a month, they gain an automatic minimum amount of resources, which scales up as time progresses. In addition, each Alien Base they have online generates a monthly resource reward. Lastly, the Aliens can conduct Harvest missions with UFOs to award themselves large chunks of resources.

Aliens only lose resources in two ways: first, paying the initial cost to construct an Alien Bases costs them resources. Second, aliens accrue resource costs to replace or repair UFOs that XCOM shoots down, assaults, or damages.

Income from Bases

See also: Alien Bases

At the end of a month, aliens generate resources for each base they have in play, and pay a cost for any Alien Bases they constructed that month. Allowing Aliens to construct bases and then immediately assaulting them is one possible means to deprive Aliens of resources.

  • Existing alien bases: +20 per base
  • Base built this month: -50 per base

Minimum Monthly Resources

At the beginning of a month, the aliens resource count are set to at least a base minimum. If their current resources exceeds this minimum amount, they do not gain any additional resources.

Minimum Resources per month: 9 per months past (up to a maximum of +300)

This resource adjustment will affect the missions for the coming month. Thus by the 7th month of a campaign (September), the aliens will always have starting monthly resources of 50+ and thus schedule missions under at least the second resource tier. By the 12th month (February) the aliens will always schedule missions under at least the third resource tier, and so forth.

Since the maximum amount of resources for aliens is 300, a campaign that progresses for long enough will eventually see Alien Resources permanently set to its 300 cap at the beginning of each month, regardless of XCOM performance. This can cause, for instance, Battleships to frequently make appearances.

Harvest Missions

See also: Alien Missions (Long War)

The UFOs can conduct Harvest missions in an attempt to obtain resources. This is particularly likely if their resources coming into the month are low and they tend to use larger UFOs in that case. Successful Harvests award them with a bunch of resources, depending on the class of UFO used. The exact amount is randomly rolled, with each amount equally likely:

  • Transport: +37-40 resources
  • Harvester: +27-30 resources
  • Raider: +17-20 resources
  • Scout: +10-14 resources

Aliens target countries for harvest at random and at the beginning of the month. If the targeted country has a satellite, there is a chance that the aliens will re-roll its target to a region without a satellite (assuming such a region exists), depending on the Threat they perceive XCOM to be. This accrues a flat resource cost to the aliens.

Penalty for Rerolled Harvest Missions: -5

Cost of Repairing / Replacing UFOs

See also: UFOs (Long War)

As a month progresses, shooting down, damaging, or assaulting UFOs accrues costs to replace and repair them, reducing alien resources. This is the only way to actively reduce alien resources, as the Aliens will always be fielding UFOs.

The resource costs to replace shot down, assaulted, or destroyed UFOs is as follows:

Damaged UFOs cost a fraction of their full resource value to replace, proportional to the percentage of damage accrued:

UFO Repair Cost: Regular Resource Cost of UFO x % of Damage Dealt to UFO

Resource Levels

Alien Resources are often used as a level, in the range 0-4, as follows:

  • Level 0: up to 49 resources
  • Level 1: 50-99 resources
  • Level 2: 100-149 resources
  • Level 3: 150-199 resources
  • Level 4: 200-300 resources

See also

Head red 2.png Long War: Aliens 
Aliens

Alien Life FormsAlien MissionsAlien DeploymentAlien ArtifactsAlien ResearchAlien ResourcesUFOsXCOM Threat