Difference between revisions of "Difficulty Levels (Apocalypse)"

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X-Com Apocalypse has five difficulty levels. The easiest being '''Novice''', increasing to '''Superhuman''' as the hardest.
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X-Com Apocalypse has five difficulty levels. '''Novice - Easy - Medium - Hard - Superhuman'''<br>
 +
The easiest being ''Novice'', increasing to ''Superhuman'' as the hardest.
  
 
==Cityscapes==
 
==Cityscapes==
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==Initial Funding==
 
==Initial Funding==
At the start of a new game, X-Com's initial starting money:
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At the start of a new game, X-Com's initial ''starting money'' and ''end-of-week income'':
 
<table {{StdCenterTable}} width="50%">
 
<table {{StdCenterTable}} width="50%">
 
<tr {{StdDescTable_Heading}}><th>Difficulty Level</th>
 
<tr {{StdDescTable_Heading}}><th>Difficulty Level</th>
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</table>
 
</table>
  
==Dynamic Funding==
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===Dynamic Funding===
The initial X-Com funding is added to with extra funds from the [[Government]] (The Senate) depending your performance in the previous week. Money given to X-Com can be decreased to zero if performance is substandard.<br>
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The initial X-Com funding is added to with extra funds, Weekly Income, from the [[Government]] (The Senate) depending your Score in the previous week. Income can be decreased to zero if performance is always substandard.<br>
The government may not have enough liquidity to continue paying for the good (or better) performance of X-Com's ability to deal with the Alien menace and may only give what is can spare, but no more than half of its total cash. It may be stopped if the government has negative cash flows.
+
The government may not have enough liquidity to continue paying for the good (or better) performance of X-Com's ability to deal with the Alien menace and may only give what is can spare, but no more than half of its total cash. Weekly Income may be stopped if the government has negative cash flows.
Funding will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost.
+
Income will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost.
 
 
==Unit Stats==
 
Each difficulty level also modifys unit attributes, initial cash and funding, and the appearance of alien technology.
 
All enemy units, civilians and Security Station turrets have their stats [[Unit_Stats_(Apocalypse)#Difficulty Adjustment|increased on difficulties]] above Novice.
 
 
 
 
 
 
 
==Organization Friendliness==
 
 
 
X-COM's interactions with other [[Organizations]] become more difficult as difficulty rises:
 
 
 
*Organizations' starting attitude is improved by 5% on Easy, but worsened by 5% on Hard and 10% on Superhuman. This can result in the [[Mutant Alliance]] and [[S.E.L.F.]] initially refusing recruits on Superhuman difficulty.
 
*The relations penalty for an unwarranted investigation (no hostiles found) is increased (~2x from Novice to Superhuman)
 
*The amount of money demanded for an increase in relations is sharply increased (~8-9x from Novice to Superhuman)
 
 
 
==Alien Technology==
 
 
 
The higher the level the quicker the aliens will bring their most advanced weapons and equipment to the battlefield, such as [[Devastator Cannon]]s or [[Large Disruption Shield (Apocalypse)|Large Disruption Shields]]. For more information check the specific page dealing with alien technology levels.  
 
  
 
{| class="wikitable sortable" border="1" style="text-align: right"
 
{| class="wikitable sortable" border="1" style="text-align: right"
! Weekly score !! Base Funding Change (%)
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! Weekly score !! Weekly Income Change (%)
 
|-
 
|-
 
| 12801 || 25.00
 
| 12801 || 25.00
Line 69: Line 52:
 
|}
 
|}
 
''Source: Roger Wong's Game Guide''
 
''Source: Roger Wong's Game Guide''
 +
 +
==Unit Stats==
 +
Each difficulty level also modifys unit attributes, initial cash and funding, and the appearance of alien technology.
 +
All enemy units, civilians and Security Station turrets have their stats [[Unit_Stats_(Apocalypse)#Difficulty Adjustment|increased on difficulties]] above Novice.
 +
 +
==Organization Relations==
 +
X-Com's interaction with other [[Organizations]] increasingly becomes more recalcitrant on higher difficulty levels. Positive attitudes towards X-Com is:
 +
* +5% on Novice or Easy.
 +
* Unchanged on Medium.
 +
* -5% on Hard.
 +
* -10% on Superhuman.<br>
 +
Searching a building for alien infestation (and no hostiles found) will decrease relations towards X-Com by roughly x2 from Novice to Superhuman. The amount of money demanded for an increase in relations is sharply increased roughly x8 from Novice to Superhuman.
 +
 +
==Alien Technology==
 +
 +
The higher the level the quicker the aliens will bring their most advanced weapons and equipment to the battlefield, such as [[Devastator Cannon]]s or [[Large Disruption Shield (Apocalypse)|Large Disruption Shields]]. For more information check the specific page dealing with alien technology levels.
 +
 +
  
 
==See Also==
 
==See Also==

Revision as of 09:10, 13 June 2022

X-Com Apocalypse has five difficulty levels. Novice - Easy - Medium - Hard - Superhuman
The easiest being Novice, increasing to Superhuman as the hardest.

Cityscapes

Each level has its own Cityscape design. The harder the game the larger the map, quantity of buildings, also being larger and prone of collapse, and more complicated the road layout.
Novice Easy Medium Hard Superhuman

Initial Funding

At the start of a new game, X-Com's initial starting money and end-of-week income:

Difficulty Level Starting Funding Weekly Income
Novice14000092000
Easy13000089000
Medium12000086000
Hard11000083000
Superhuman10000080000

Dynamic Funding

The initial X-Com funding is added to with extra funds, Weekly Income, from the Government (The Senate) depending your Score in the previous week. Income can be decreased to zero if performance is always substandard.
The government may not have enough liquidity to continue paying for the good (or better) performance of X-Com's ability to deal with the Alien menace and may only give what is can spare, but no more than half of its total cash. Weekly Income may be stopped if the government has negative cash flows. Income will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost.

Weekly score Weekly Income Change (%)
12801 25.00
6401 20.00
3201 12.50
1601 08.33
801 06.25
401 05.00
-1 -006.66
-401 -010.00
-801 -020.00
-1600 -025.00

Source: Roger Wong's Game Guide

Unit Stats

Each difficulty level also modifys unit attributes, initial cash and funding, and the appearance of alien technology. All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice.

Organization Relations

X-Com's interaction with other Organizations increasingly becomes more recalcitrant on higher difficulty levels. Positive attitudes towards X-Com is:

  • +5% on Novice or Easy.
  • Unchanged on Medium.
  • -5% on Hard.
  • -10% on Superhuman.

Searching a building for alien infestation (and no hostiles found) will decrease relations towards X-Com by roughly x2 from Novice to Superhuman. The amount of money demanded for an increase in relations is sharply increased roughly x8 from Novice to Superhuman.

Alien Technology

The higher the level the quicker the aliens will bring their most advanced weapons and equipment to the battlefield, such as Devastator Cannons or Large Disruption Shields. For more information check the specific page dealing with alien technology levels.


See Also