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.

Increasing Country Panic

All increases in panic are modified by Campaign Length

  • Air Raids / Bombing Runs: +9 (reduced proportionally by damaging delt)
  • Escaped UFO: +2 (reduced proportionally by damage dealt)
  • Terror Site Creation: +15 in country, +4 across continent
  • Terror Site Failure: Country suffering from terror mission leaves immediately, +10 across continent
  • Losing a satellite: +4 in country, +4 across continent
  • Abduction Failure: +3 in country, +3 across continent (x2 if city panic was 21-40, x3 is city panic was 0-20)
  • Exalt Propaganda: +20 in country
  • Exalt Base Raid Failure: Triggers Exalt Propaganda in a random country and the country of Exalt Base leaves immediately (if Exalt Base country was not a member of council nations: +40 across continent)

Decreasing Country Panic

  • Terror Site: For each civilian saved, decrease panic generated by 1 in country and 0.3 across continent (Note: you can actually reduced panic overall if you save enough civilians)
  • Shooting down a UFO: -1 in country
  • Raiding a UFO: -1 in country
  • Launching a satellite: -3 in country
  • End of month satellite coverage: -2 in country (50% chance if panic is >= 80, 10% chance of if panic is >= 50)
  • Raiding an alien base: -10 in country, -5 across continent
  • Raiding Exalt base: -5 worldwide
  • Thwarting an abduction: -1 in country, -1 across continent
  • Completing a covert operation: -2 in country
  • Council mission reward: variable (country panic)

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)
  • Reduction in Defection Chance, one or more satellites on same continent: 20%
  • Reduction in Defection Chance, country has a satellite: 50% (does not stack with reduction in defection chance from satellites on the same continent)