Difficulty (EU2012)

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Revision as of 11:02, 24 October 2012 by Luge (talk | contribs) (→‎Classic)
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Starting Funds

Difficulty North America South America Europa Africa Asia
Easy §465 §315
Normal
Classic §300
Impossible

Easy

  • 150% of monthly funds income
  • Base global panic starts at 0
  • Most alien activity only raises panic by 1 if left unchecked
  • Aliens use the Easy/Normal AI package, and aren't as numerous.
  • XCOM soldiers have +1 bonus HP, starting with 6 instead of 5
  • Soldiers cost $10
  • X-Com HQ starts 35 units of power.
  • X-Com HQ starts with an Officer Training School.
  • Sectoids have their health reduced by 1 compared to Normal
  • Thin Man aliens' damage is reduced by 2, and their HP is reduced by 1 compared to Normal\
  • Aliens use special abilities and throw grenades extremely infrequenly

Normal

  • 100% of monthly funds income
  • Base global panic starts at 0
  • Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3
  • Soldiers have no bonus hitpoints
  • Soldiers cost $10
  • X-Com HQ has 35 units of starting power.
  • X-Com HQ starts with an Officer Training School.

Classic

  • 100% of monthly funds income
  • Base global panic starts at 8 (1 per location)
  • Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3
  • There are more aliens per mission
  • Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.
  • Alien AI is unshackled
  • Soldiers have -1 HP
  • Soldiers cost $15
  • X-Com HQ has 30 units of starting power
  • X-Com HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility

Impossible

  • 100% of monthly funds income
  • Base global panic starts at 16 (2 per location)
  • If unchecked alien activity causes at least 2 panic, but will often cause even more
  • There are even more aliens per mission
  • Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP
  • Alien AI is unshackled
  • Soldiers have -2 hitpoints
  • Soldiers cost $15
  • X-Com HQ has 30 units of starting power.
  • No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility
  • Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal