Country Panic (LWR)

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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.

To stop panic from snow-balling out of control, panic is reduced at the beginning of each month based on how many countries have defected. The (lame) explanation of this is that the aliens get lax when they've take over more countries.

Increasing Country Panic

All increases in panic are both modified by Campaign Length and increased by 5% per month.

Country Defense has an x% chance to reduce any increases in panic by half, where x is half the country defense.

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

+5 in country
+5 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

+2 in world per month passed

Decreasing Country Panic

Airborne:

Shooting down a UFO

-1 in country
Combat Patrol

-3 to -9 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 Exalt base

-5 worldwide
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

Other:

Start of Each Month

-3/4/5/6 in world per defected country
Modified by Difficulty (Impossible/Brutal/Classic/Normal)

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 regardless of panic.

  • Defection Chance: 5% for each panic above 80 (minimum of 1% starting at 80 panic and maximum of 99%)
  • 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)