Difference between revisions of "Difficulty Levels (Apocalypse)"

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''X-COM: Apocalypse'' has 5 difficulty levels, from Novice to Superhuman. Unlike the previous games the difficulty levels seem to have no effect on the aliens' stats, but rather they 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.
  
==Starting Money and Funding==
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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>
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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]]
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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>
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</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. Every building you destroy puts people out of jobs, and reduces the government's income. If the government is low on funds, it will never give more than half its current balance to X-COM as income.<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 becomes hostile for any reason. The decision to '''terminate is irrevocable'''.
 
  
 
{| 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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|-
 
|-
 
| -1600 || -<span style="display:none">0</span>25.00
 
| -1600 || -<span style="display:none">0</span>25.00
|-
 
| -2401 || <span style="display:none">-100.00</span>'''Terminate'''
 
 
|}
 
|}
 
''Source: Roger Wong's Game Guide''
 
''Source: Roger Wong's Game Guide''
  
'''Note''': On Medium a weekly score of -7700 gave a -25% reduction. This indicates Wong's negative numbers are wrong and might follow the same pattern as positive scores.
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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.
==City Maps==
 
 
 
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 Payoffs==
 
  
Game difficulty also sharply increases the amount of money X-COM has to pay to increase their diplomatic status with an organization, where  a starting situation "Neutral" organization will turn to "Allied" with an estimate 15K bribe with Novice (5 to Friendly status, 7 to Allied) the same elevation requires more than 170K on Superhuman difficulty. This leads to much more more rapid decrease with organization relations on higher difficulties.
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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.
  
==Alien Technology==
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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.
  
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=
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[[Image:Title-LostGame-(Apocalypse).png|right]]
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There are only two ways to lose the game:
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* All bases for X-Com are destroyed.
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All X-COM bases have been destroyed. All research data is lost and all personnel have left. With no other hope for humanity the Aliens will inevitably conquer Earth.
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* X-Com funds are excessively negative at the end of the week.
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Due to bad debts the X-COM organization has been closed down. All operations have ceased, bases dismantled and personnel discharged. With no other hope for humanity the Aliens will inevitably conquer Earth.
  
==See Also==
 
  
* [[City Maps (Apocalypse)|City Maps]]
 
* [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 17:59, 22 October 2023

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

Title-LostGame-(Apocalypse).png

There are only two ways to lose the game:

  • All bases for X-Com are destroyed.
All X-COM bases have been destroyed. All research data is lost and all personnel have left. With no other hope for humanity the Aliens will inevitably conquer Earth.
  • X-Com funds are excessively negative at the end of the week.
Due to bad debts the X-COM organization has been closed down. All operations have ceased, bases dismantled and personnel discharged. With no other hope for humanity the Aliens will inevitably conquer Earth.