Difference between revisions of "Difficulty Levels (Apocalypse)"
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− | X-Com Apocalypse has five difficulty levels. |
+ | X-Com Apocalypse has five difficulty levels. '''Novice - Easy - Medium - Hard - Superhuman'''<br> |
+ | The easiest being ''Novice'', increasing to ''Superhuman'' as the hardest. |
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− | ==Cityscapes== |
+ | ==[[City_Maps_(Apocalypse)|Cityscapes]]== |
− | Each level has its own Cityscape design. The harder the game the larger the map |
+ | 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> |
+ | 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]] |
[[Image:Apoc_1_citymap1.png|200 px|Novice]] |
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[[Image:Apoc_2_citymap2.png|200 px|Easy]] |
[[Image:Apoc_2_citymap2.png|200 px|Easy]] |
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==Initial Funding== |
==Initial Funding== |
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− | At the start of a new game, X-Com's initial starting money: |
+ | 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%"> |
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<tr {{StdDescTable_Heading}}><th>Difficulty Level</th> |
<tr {{StdDescTable_Heading}}><th>Difficulty Level</th> |
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</table> |
</table> |
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− | ==Dynamic Funding== |
+ | ===Dynamic Funding=== |
+ | Funding is calculated for the new week, Monday at midnight, based on your performance (your Score) in the previous week.<br> |
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− | The initial X-Com funding is added to with extra funds from the [[Government]] (The Senate) |
+ | 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> |
− | 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. |
+ | 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. |
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− | |||
− | ==Unit Stats== |
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− | Each difficulty level also modifys unit attributes, initial cash and funding, and the appearance of alien technology. |
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− | ==Organization Friendliness== |
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− | X-COM's interactions with other [[Organizations]] become more difficult as difficulty rises: |
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− | *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. |
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− | *The relations penalty for an unwarranted investigation (no hostiles found) is increased (~2x from Novice to Superhuman) |
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− | *The amount of money demanded for an increase in relations is sharply increased (~8-9x from Novice to Superhuman) |
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⚫ | |||
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− | 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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{| class="wikitable sortable" border="1" style="text-align: right" |
{| class="wikitable sortable" border="1" style="text-align: right" |
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− | ! |
+ | ! End-Of-Week Score !! New Income Change (%) |
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|- |
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| 12801 || 25.00 |
| 12801 || 25.00 |
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''Source: Roger Wong's Game Guide'' |
''Source: Roger Wong's Game Guide'' |
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− | == |
+ | ==Unit Stats== |
⚫ | |||
+ | |||
+ | ==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. |
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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. |
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+ | =Losing The Game= |
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− | * [[City Maps (Apocalypse)|City Maps]] |
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+ | There are only two ways to lose the game easily: |
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− | * [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]] |
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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. |
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[[Category: Apocalypse]] |
[[Category: Apocalypse]] |
Revision as of 04:38, 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.
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 |
---|---|---|
Novice | 140000 | 92000 |
Easy | 130000 | 89000 |
Medium | 120000 | 86000 |
Hard | 110000 | 83000 |
Superhuman | 100000 | 80000 |
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 | 8.33 |
801 | 6.25 |
401 | 5.00 |
-1 | - | 6.66
-401 | - | 10.00
-801 | - | 20.00
-1600 | - | 25.00
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.