Difference between revisions of "Difficulty Levels (Apocalypse)"

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''X-COM: Apocalypse'' has 5 difficulty levels, from Novice to Superhuman. Like the previous games, the difficulty levels modify aliens' stats, but they also alter your initial cash and funding levels, the city map and the alien technology levels.  
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X-Com Apocalypse has five difficulty levels. '''Novice - Easy - Medium - Hard - Superhuman'''<br>
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The easiest being ''Novice'', increasing to ''Superhuman'' as the hardest.
  
==Unit Stats==
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==[[City_Maps_(Apocalypse)|Cityscapes]]==
 
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Each difficulty level has its own Cityscape design. The harder the game the larger the map. The quantity of buildings will increase with higher the difficulty, the structures are larger, taller, and are easier to collapse. The road layout becomes more complicated, longer and higher.<br>
All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice. For more information on this, see [[Unit_Stats_(Apocalypse)#Difficulty Adjustment|here]].
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Base [[Base_Locations_(Apocalypse)|locations]] will be more numerous but their [[Base_Layouts_(Apocalypse)|functionality]] will be more limited.<br>
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[[Image:Apoc_1_citymap1.png|200 px|Novice]]
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[[Image:Apoc_2_citymap2.png|200 px|Easy]]
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[[Image:Apoc_3_citymap3.png|200 px|Medium]]
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[[Image:Apoc_4_citymap4.png|200 px|Hard]]
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[[Image:Apoc_5_citymap5.png|200 px|Superhuman]]
  
==Starting Money and Funding==
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==Initial Funding==
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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>
Line 17: Line 24:
 
</table>
 
</table>
  
 
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===Dynamic Funding===
 
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Funding is calculated for the new week, Monday at midnight, based on your performance (your Score) in the previous week.<br>
The base weekly income is modified each week depending on your last weeks total score and becomes the new base funding amount.
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The initial X-Com funding is added to with extra funds, Weekly Income, from the [[Government]] (The Senate). Income can be decreased to zero if performance is always substandard.<br>
 
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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.
The government itself earns money each week (from income tax?). The government's income seems to rise in tandem with X-com's rise in income? The government has to pay for repairs to the city, so damage to the city will reduce it's current cash, when the clock goes past 23:59 to the new day, repairs are done to the cityscape and whoever pays for the repairs will have that day's repair bill deducted from their current cash.. The government will never give more than half its current balance (after adding it's weekly income) to X-COM as income.In fact, if the government is short on cash, it will reduce X-com's BASE funding amount. For example, say X-com has an income of 500,000 per week. but due to the government losing a ton of cash, they can only afford to pay you 100,000. The government will lower X-com's income to 100,000 a week. Even if the government returns to having 5 million next week, this 100,000 income level stays, and will be the new baseline that will,for example, be multiplied by 120% if you get above 6400 score the next week.<br>
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Income will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost.
X-COM funding will also be terminated if the government ENDS THE WEEK in the hostile state for any reason. (so if you mess up and get the government hostile to you, as long as you can bribe or get them out of hostile status before sunday evening, you are Gucchi)  '''The decision to terminate is irrevocable'''.
 
 
 
It appears that the government's weekly income scales in tandem with X-com's weekly income, so the government should usually have enough money to pay X-com's salary increases due to good performance. They should theoratically only be short on cash if there was massive damage to the city or they got raided badly.
 
  
 
{| 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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! End-Of-Week Score !! New Income Change (%)
 
|-
 
|-
 
| 12801 || 25.00
 
| 12801 || 25.00
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''Source: Roger Wong's Game Guide''
 
''Source: Roger Wong's Game Guide''
  
==City Maps==
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==Unit Stats==
 
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Each difficulty level also modifys [[Unit_Stats_(Apocalypse)#Difficulty_Adjustment|unit attributes]]. All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice.
Each difficulty level has its own city map. The higher the level the bigger the map will be. In addition to this, the larger maps also contain more potential for destruction via chain reaction - for example, if one of your craft hits a [[Transtellar]] "people tube", the collapsing segments will cause a significant amount of damage to the city (lowering your score and negatively affecting [[Relations (Apocalypse)|relations]]). Likewise, at the higher difficulty levels many buildings can be completely destroyed with just a shot or two to the right spot.
 
 
 
[[Image:Apoc_1_citymap1.png|100 px|Novice]]
 
[[Image:Apoc_2_citymap2.png|100 px|Easy]]
 
[[Image:Apoc_3_citymap3.png|100 px|Medium]]
 
[[Image:Apoc_4_citymap4.png|100 px|Hard]]
 
[[Image:Apoc_5_citymap5.png|100 px|Superhuman]]
 
 
 
 
 
==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.  
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==Organisation Relations==
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X-Com's interaction with other [[Organizations]] increasingly becomes more recalcitrant on higher difficulty levels. Positive attitude towards X-Com is:
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* +5% on Novice or Easy.
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* Unchanged on Medium.
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* -5% on Hard.
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* -10% on Superhuman.<br>
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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 compensation is sharply increased roughly x8 from Novice to Superhuman.
  
==See Also==
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==Alien Technology Progression==
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The more difficult a game, the faster the Aliens will [[Tech_Levels_(Apocalypse)|invent and acquire]] more advanced weaponry both for their crafts and lifeform equipment dependant on score.
  
* [[City Maps (Apocalypse)|City Maps]]
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=Losing The Game=
* [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]
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There are only two ways to lose the game easily:
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* All bases for X-Com are destroyed.
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* X-Com funds are excessively negative at the end of the week.<br>
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...or if across multiple weeks:
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* Your total score becomes excessively negative, which depends on difficulty level.
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...and if you go under-equipped or unprepared:<br>
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* All your agents are neutralised before completing the final mission.
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Revision as of 03:38, 2 July 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 difficulty level has its own Cityscape design. The harder the game the larger the map. The quantity of buildings will increase with higher the difficulty, the structures are larger, taller, and are easier to collapse. The road layout becomes more complicated, longer and higher.
Base locations will be more numerous but their functionality will be more limited.
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

Funding is calculated for the new week, Monday at midnight, based on your performance (your Score) in the previous week.
The initial X-Com funding is added to with extra funds, Weekly Income, from the Government (The Senate). 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.

End-Of-Week Score New 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. All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice.

Organisation Relations

X-Com's interaction with other Organizations increasingly becomes more recalcitrant on higher difficulty levels. Positive attitude 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 compensation is sharply increased roughly x8 from Novice to Superhuman.

Alien Technology Progression

The more difficult a game, the faster the Aliens will invent and acquire more advanced weaponry both for their crafts and lifeform equipment dependant on score.

Losing The Game

There are only two ways to lose the game easily:

  • All bases for X-Com are destroyed.
  • X-Com funds are excessively negative at the end of the week.

...or if across multiple weeks:

  • Your total score becomes excessively negative, which depends on difficulty level.

...and if you go under-equipped or unprepared:

  • All your agents are neutralised before completing the final mission.