Difference between revisions of "Country Panic (LWR)"
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* '''Defection Chance''' * 0.8 if there is one or more satellites on same continent | * '''Defection Chance''' * 0.8 if there is one or more satellites on same continent | ||
* '''Defection Chance''' * 0.5 if the country has a satellite (does not stack with reduction from satellites on the same continent) | * '''Defection Chance''' * 0.5 if the country has a satellite (does not stack with reduction from satellites on the same continent) | ||
+ | |||
+ | Note that defection chance is capped at 99% so there is always at least a 1% chance a country will not leave the council. |
Revision as of 15:58, 21 February 2021
In General
Each country has a panic value (represented by 5 bars, each bar equal to 20 panic). This panic value indicates how unstable each country is. Having high panic makes it easier for the aliens to mount denser abduction missions and makes it more likely for the country to leave the Council of Nations at the end of each month.
Some events will increase panic in a country, some will increase panic across a continent, and a few will increase panic worldwide. These effects all stack. For example: if an event caused 1 panic in a country, 1 panic across a continent that contained that country, and 1 panic worldwide; the country would actually gain 3 panic total, other countries in the continent 2 panic total, and the remaining countries in the world would gain 1 panic.
Increasing Country Panic
All increases in panic are both modified by Campaign Length and increased by 10% per month
Airborne:
Air Raids / Bombing Runs +9 in country Reduced by any damage taken, down to 0 at 50% damage |
Any UFOs +1 in country Reduced to 0 if any damage is taken Does not include air raids / bombing runs |
Crashed/Landed UFO Escapes +2 in country |
Failed Missions:
Abduction Failure +3 in country +3 across continent Both doubled if city panic was 21-40 Both tripled is city panic was 0-20 |
Terror Site Failure Country suffering from terror mission leaves immediately +10 across continent |
Covert Operation Failure +10 in country |
Exalt Base Raid Failure Triggers Exalt Propaganda in a random country Country of Exalt Base leaves immediately +40 across continent if country already left council |
Other:
Losing a Satellite +4 in country +4 across continent |
Terror Site Creation +15 in country +4 across continent |
Exalt Propaganda +20 in country |
Exalt False Accusation Country of Exalt Base leaves immediately +40 across continent if country already left council |
Start of Each Month [100-panic]% chance of +1/2/3/4 in country (based on difficulty) |
Decreasing Country Panic
Airborne:
Shooting down a UFO -1 in country |
Combat Patrol -2 to -12 across continent |
Satellites:
Launching a satellite -3 in country |
Start of month satellite coverage 50% chance of -2 in country if panic is 80-100 10% chance of -2 in country if panic is 50-79 |
Mission Completions:
Thwarting an abduction -1 in country -1 across continent Both are modified by Campaign Length |
Completing a covert operation -2 in country |
Council mission/request reward Variable (country panic) | |
Raiding a UFO -1 in country Modified by Campaign Length |
Terror Site -1 in country per civilian saved -0.3 across continent per civilian saved |
Raiding an alien base -10 in country -5 across continent |
Raiding Exalt base -5 worldwide |
Country Defection
At the end of the month, a country may leave the council if their panic is in the last bar (80 or higher panic with a red color). Note that aliens can run an infiltration mission to cause a country to leave immediately.
- Defection Chance: 5% for each panic above 80 (minimum of 1% starting at 80 panic)
- Defection Chance * 0.8 if there is one or more satellites on same continent
- Defection Chance * 0.5 if the country has a satellite (does not stack with reduction from satellites on the same continent)
Note that defection chance is capped at 99% so there is always at least a 1% chance a country will not leave the council.