Difference between revisions of "Difficulty Levels (Apocalypse)"

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The easiest being ''Novice'', increasing to ''Superhuman'' as the hardest.
 
The easiest being ''Novice'', increasing to ''Superhuman'' as the hardest.
  
==Cityscapes==
+
==[[City_Maps_(Apocalypse)|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.<br>
+
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>
 
[[Image:Apoc_1_citymap1.png|200 px|Novice]]
 
[[Image:Apoc_1_citymap1.png|200 px|Novice]]
 
[[Image:Apoc_2_citymap2.png|200 px|Easy]]
 
[[Image:Apoc_2_citymap2.png|200 px|Easy]]
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===Dynamic Funding===
 
===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.<br>
+
Funding is calculated for the new week, Monday at midnight, based on your performance (your Score) in the previous week.<br>
 +
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. Weekly Income 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.
 
Income 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.
  
 
{| class="wikitable sortable" border="1" style="text-align: right"
 
{| class="wikitable sortable" border="1" style="text-align: right"
! Weekly score !! Weekly Income Change (%)
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! End-Of-Week Score !! New Income Change (%)
 
|-
 
|-
 
| 12801 || 25.00
 
| 12801 || 25.00
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==Unit Stats==
 
==Unit Stats==
Each difficulty level also modifys unit attributes, initial cash and funding, and the appearance of alien technology.
+
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.
All enemy units, civilians and Security Station turrets have their stats [[Unit_Stats_(Apocalypse)#Difficulty Adjustment|increased on difficulties]] above Novice.
 
  
==Organization Relations==
+
==Organisation Relations==
X-Com's interaction with other [[Organizations]] increasingly becomes more recalcitrant on higher difficulty levels. Positive attitudes towards X-Com is:
+
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.
 
* +5% on Novice or Easy.
 
* Unchanged on Medium.
 
* Unchanged on Medium.
 
* -5% on Hard.
 
* -5% on Hard.
 
* -10% on Superhuman.<br>
 
* -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.
+
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==
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==Alien Technology Progression==
 +
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.
  
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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=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.<br>
==See Also==
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...or if across multiple weeks:
 
+
* Your total score becomes excessively negative, which depends on difficulty level.
* [[City Maps (Apocalypse)|City Maps]]
+
...and if you go under-equipped or unprepared:<br>
* [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]
+
* 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.