Difference between revisions of "EXALT (EU2012)"

From UFOpaedia
Jump to navigation Jump to search
m (grammar)
(31 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
[[Image:EXALT Insignia (EU2012).png|right|200px|EXALT insignia]]
 
[[Image:EXALT Insignia (EU2012).png|right|200px|EXALT insignia]]
EXALT is a new global human threat introduced in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination.
+
"Scientia Potentia Est" ~ ''Knowledge is Power; emblem motto in EXALT HQ.''
They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.
 
  
EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and instead and disrupt XCOM efforts's to fight the invasion. Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission.
+
EXALT is a new global human threat introduced in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.
  
The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level.  
+
EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and disrupt XCOM efforts's to fight the invasion instead. Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission. EXALT will even try to outsmart the aliens during Operation [[Progeny (EU2012)|Progeny]] in order to gain access to a high value [[Annette Durand (EU2012)|weapon]].
 +
 
 +
The nature of EXALT's threat is similar to the one posed by the [[Cult_of_Sirius|Cult of Sirius]] in [[Apocalypse|X-COM Apocalypse]]. However, one major difference between the two groups is that the religious structure of the Cult speaks of humans subjecting themselves to their new alien overlords, while the extravagance of the EXALT Headquarters suggests powerful people in black market and clandestine circles, groups whose interests tend to lie in acquiring power for ''themselves''.
 +
 
 +
The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level. To completely eliminate the EXALT threat, XCOM will have to discover and raid their [[EXALT Base Raid (EU2012)|base]].  
 
<br clear="all">
 
<br clear="all">
==EXALT Operations==
+
<noinclude>
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]
+
==EXALT Deployment==
*Intel scans cost 50§ (and slowly increase) and will reveal any additional cells to the ones already revealed.
+
[[Image:EXALT Appearance (EU2012).png|right|300px|EXALT appears]]
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations.
+
EXALT always starts its operations at a random date in May, with the possible variation between dates dependent on the game's difficulty level. On Easy/Normal difficulties the day can vary between the 12th and the 24th, while on Classic/Impossible it can start anywhere between the 6th and the 24th.  
*After a while an exposed EXALT cell will relocate to another country and become hidden. 
 
*Hidden EXALT cells can conduct 3 types of operations:
 
**Propaganda - Increases Panic on the targeted country.
 
**Sabotage - Reduces XCOM's money supply.
 
**Research Hack - Slow down XCOM's current [[Research (EU2012)|research]].
 
* Also, if you turn down an [[Alien Abductions (EU2012)|abduction]] in Africa and there's an exposed EXALT cell on that country then the resulting panic from the Abduction will be further increased.
 
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks.
 
* To stop a revealed EXALT cell, XCOM may perform a [[Covert Operations (EU2012)|Covert Mission]] on the country where the cell is based.
 
* Like with dealing with the [[Cult_of_Sirius|Cult of Sirus]]; regular counter-operations to keep them neutered means XP, swag, and less hassle for you.
 
  
 +
On the day EXALT starts its operations it will place 2 cells, one of which will immediately perform an anti-XCOM operation and become exposed. The 2nd cell will remain hidden and can be exposed through an [[Covert Operations (EU2012)#Dealing with EXALT|Intel Scan]]. Afterwards EXALT will periodically keep placing new cells until it reaches the limit of active cells (10 for all difficulties) or its HQ is eliminated. 
 
<br clear="all">
 
<br clear="all">
 +
==EXALT Cells==
 +
===Cell Placement===
 +
[[Image:EXALT Agents 1.jpg|right|300px|EXALT Agents]]
 +
EXALT can place a new cell after a placement cooldown period, which can vary between 12 to 24 days (Easy/Normal [[Difficulty (EU2012)|difficulty]] levels) and 6 to 24 days (Classic/Impossible). Each cell consists of a number of EXALT [[EXALT Units (EU2012)|agents]] and their precise numbers will [[EXALT Units (EU2012)#EXALT_Deployment|depend]] on the map where the [[Covert Operations (EU2012)|covert mission]] takes place.
  
==EXALT forces==
+
After the cooldown period reaches 0, EXALT will make a list of [[The Council (EU2012)|Council]] countries that don't have EXALT Cells already assigned and give them a score based on several factors:
[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]
+
* Panic Levels - countries with [[Panic (EU2012)|panic]] levels from 2 to 4 have a bigger positive modifier added to the score.
* EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]].
+
* XCOM HQ's [[XCOM Base Location (EU2012)|location]] - countries on that continent will have a negative modifier.
* Later there will be Elite versions of all classes, using additional Genetic improvements and Class abilities.  
+
* [[Satellite (EU2012)|Satellites]] - countries with satellites deployed will have a negative modifier.
* EXALT weaponry will be conventional at first, but they will also upgrade their weapons to Laser weaponry and use [[Gene Mods (EU2012)|Gene Mods]] to enhance their units.
+
* Continent has no EXALT cells - countries will have a positive modifier.
** EXALT elite units use following Gene Mods, 3 of which are unique to them: Depth Perception (Elite Sniper), Adrenaline Surge (Elite Operative), Iron Skin (Elite Heavy), Regen Pheromones (Elite Medic).  
+
* All countries in continent are still in XCOM - country gets a positive modifier.
** They, however, do not gain [[MEC Trooper (EU2012)|MECs]]
+
* Single country in continent without satellites - country gets a positive modifier.
* EXALT agents can't be captured since they'll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]].
+
* Only 1 country in continent still in XCOM - country gets a negative modifier.
* Their weapons are dropped intact, and can be used instead of XCOM's models.
+
* Continent has left XCOM (continent bonus no longer active) - country gets a negative modifier.
** Their versions are functionally identical to XCOM's models, for both conventional and laser weapons (which need the matching Laser research before use).
+
* Country has left XCOM - no modifier.
** They can be sold for varying prices on the Grey Market, and occasional Council sales, albeit at vastly lower prices.
+
 
** Killing EXALTs with explosives does make them drop Weapon Fragments, so bring some grenades if you want to shore up your resources for Research/Foundry projects.
+
The values for the modifiers can change between difficulty levels, see [[EXALT (EU2012)#Game Data Sources|Game Data Sources]] for the precise numbers.
 +
 
 +
Afterwards, EXALT will randomly choose 1 country from the list, with countries with bigger scores having better chances of being chosen. It will then make a final roll to determine if the cell has been successfully placed, using the following modifiers:
 +
* Base Chance (can vary on different difficulty levels between 0,9 and 1.1)
 +
* Satellite present (can vary on different difficulty levels between -0.2 and 0)
 +
* [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] - developing this Foundry project gives a -0.35 modifier, on all difficulty levels.
 +
 
 +
If the new cell is placed successfully there will be a cool down period for placing the next new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level.
 +
===Cell Status===
 +
[[Image:EXALT Cell (EU2012).png|right|300px|EXALT cell detected]]
 +
EXALT cells can have two statuses: Exposed and Hidden.  
 +
 
 +
'''Hidden Cells'''
 +
* When initially deployed or move to another country EXALT cells will be hidden.
 +
* Only Hidden EXALT cells can conduct XCOM operations.
 +
* Each Hidden EXALT Cell will only take actions after a number of certain days/conditions have passed.
 +
** After its initial deployment or relocation to another country, the date for its next anti-XCOM operation is randomly determined, with the range of values dependent on the difficulty level (7 to 21 days on Easy/Normal and 7 to 15 on Classic/Impossible).
 +
** If the date of the next operation is reached and enough days have passed between different cell operations (the limit depends on difficulty level), it will perform an anti-XCOM operation and become exposed.
 +
** Otherwise, the cell will remain hidden and move to another country, using the placement score described above.
 +
* After an existing cell relocates itself, there will be a cool down period for placing a new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level.  
 +
 
 +
'''Exposed Cells'''
 +
* Cells will be exposed after completing an anti-XCOM operation or if an Intel Scan is conducted from the [[Situation Room (EU2012)|Situation Room]].
 +
* After a number of days have passed (4 to 7 days on Easy difficulty, 2 to 5 on all other difficulty levels, an exposed EXALT cell will relocate itself to another country and become hidden.
 +
** However, the cell will stay exposed if XCOM deploys a [[Covert Operative (EU2012)|Covert Operative]] and until the covert deployment ends.  
 +
** The cell will immediately relocate and hide if the mission is a failure or the Covert Operative isn't extracted.
 +
 
 +
===Cell Operations===
 +
[[Image:EXALT Research Hack.png|right|300px|EXALT Research Hack]]
 +
Hidden EXALT cells can conduct 3 types of anti-XCOM operations and will randomly choose 1 of them:
 +
 
 +
'''Propaganda'''
 +
* Increases [[Panic (EU2012)|Panic]] on the targeted country.
 +
* The amount of panic applied to the country varies between difficulty levels (1 on Easy, 2 on Normal/Classic, 3 on Impossible).
 +
* On Impossible difficulty, there's also a panic penalty of 1 applied to all other countries in the continent.
 +
 
 +
'''Sabotage'''
 +
* XCOM's credits (§) will be reduced by a certain value. 
 +
* The reduction is determined using either 1 of 2 predetermined constants, MinSabotageCashAmount (in §) or SabotageCashPercentage (in %).  
 +
* If the total number of credits to be stolen using SabotageCashPercentage is bigger that the MinSabotageCashAmount, the game removes the SabotageCashPercentage value.
 +
* Otherwise the game removes the MinSabotageCashAmount, unless there are no sufficient existing credits, in which case the game will remove all credits available.
 +
 
 +
'''Research Hack'''
 +
* Slows down XCOM's current [[Research (EU2012)|research]].
 +
* Research Hacks will only be performed if the research progress percentage of the current project has advanced past a determined limit, defined by the game's difficulty level. The values are 30% (Easy) and 50% (all other difficulties).
 +
* The amount of research lost is calculated using either the MinResearchHackDays or the ResearchHackPercentage values.
 +
* MinResearchHackDays reduces research by 5 full days while ResearchHackPercentage reduces research by 30% or 50%, depending on difficulty level. The game will calculate both reduction values and apply the biggest reduction.
 +
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks. Each Lab provides a 20% reduction on the time lost.
 +
 
 +
Finally, it appears each hidden EXALT cell has a 50% chance of increasing panic by 1 point in the country where it is active. It isn't clear though when the game checks for this condition to happen (could be at the end of a Abductions/Council mission or at the end of the month).
 +
 
 +
==Eliminating EXALT==
 +
[[Image:Exalt Base Raid (EU2012).png|300px|right|Exalt Base Raid]]
 +
Anti-EXALT operations are accessed through the [[Situation Room (EU2012)|Situation Room]], through the Covert Operations tab. It will display the map and the presence of any discovered EXALT cells and allow to conduct Intel Scans and perform [[Covert Operations (EU2012)|Covert Operations]] to eliminate exposed EXALT cells.  
 +
 
 +
EXALT operations will only cease when the EXALT base is successfully [[EXALT Base Raid (EU2012)|assaulted]], which will result also in the elimination of all existing EXALT cells. Similar to Alien Base Assault or other [[Storyline (EU2012)|Storyline]] missions, the EXALT Base Raid will stay available until XCOM decides to deal with EXALT, once and for all.
 +
 
 +
After their base's destruction, EXALT will no longer have the capacity to carry out operations against you, and the [[Covert_Operations_(EU2012)|Covert Operations]] option will be removed:
 +
EXALT is as good as dead - for now. But with no confirmation on who their founders or leaders are, let alone if you've neutralized them, there's no telling if they're gone forever, or if this is just the [http://www.adventfuture.org/ advent] of a new threat...
 +
 
 +
<br clear="all">
  
==EXALT HQ Clues==
+
==Trivia==
*The EXALT base is not in the United States.
+
[[Image:EXALT Annette (EU2012).png|right|300px|Annette's picture at the EXALT Base]]
*The EXALT base is not in Canada.
+
If the [[Progeny (EU2012)|Progeny]] campaign is selected and [[Annette Durand (EU2012)|Annette]] is rescued, Dr. [[Vahlen (EU2012)|Vahlen]] will reveal that Annette was originally captured by EXALT and given to the aliens. Later EXALT will revert on their decision and try to get Annette for themselves. It is possible to see a picture of Annette during the [[EXALT Base Raid (EU2012)|EXALT Base]] mission.  
*The EXALT base is not in Mexico.
 
*The EXALT base is not in the United Kingdom.
 
*The EXALT base is not in Russia.
 
*The EXALT base is not in France.
 
*The EXALT base is not in Germany.
 
*The EXALT base is not in China.
 
*The EXALT base is not in Japan.
 
*The EXALT base is not in India.
 
*The EXALT base is not in Australia.
 
*The EXALT base is not in Argentina.
 
*The EXALT base is not in Brazil.
 
*The EXALT base is not in Egypt.
 
*The EXALT base is not in South Africa.
 
*The EXALT base is not in Nigeria.
 
*The EXALT base is not in an English speaking country. (is not USA, UK, Canada and Australia)
 
*The EXALT base is not in an island country. (not Australia, Japan or UK)
 
*The EXALT base is east of the Atlantic Ocean. (is not USA, Canada, Mexico, Brasil and Argentina)
 
*The EXALT base is not in North America.
 
*The EXALT base is not in Asia.
 
*The EXALT base is not in Europe.
 
*The EXALT base is not in South America.
 
*The EXALT base is not in Africa.
 
*The EXALT base is not in a country with any territory in the Arctic Circle. (is not USA, Canada or Russia)
 
*The EXALT base is not in one of the world's 5 most populous countries. (is not China, India, USA or Brazil - the missing one is Indonesia, in case you're asking)
 
*The EXALT base is not in one of the two Cold War superpowers. (is not USA or Russia)
 
*The EXALT base is in a country you can play in Civilization 5. (is not Canada, Argentina, South Africa, Nigeria or Australia)
 
  
 +
[[XCOM 2]] established that in the canonical timeline XCOM was defeated very early in the first war. The developers confirmed that due to this EXALT was never formed. Hence, they do not appear in subsequent XCOM games.
 
<br clear="all">
 
<br clear="all">
  
 +
==Game Data Sources==
 +
{|class="wikitable" width="60%"
 +
|+ EXALT Tuning
 +
| align="center" style="background:#f0f0f0;"|'''Difficulty Levels'''
 +
| align="center" style="background:#f0f0f0;"|'''Easy'''
 +
| align="center" style="background:#f0f0f0;"|'''Normal'''
 +
| align="center" style="background:#f0f0f0;"|'''Classic'''
 +
| align="center" style="background:#f0f0f0;"|'''Impossible'''
 +
|- align="center"
 +
| ExaltStartDelayDays||18||18||15||15
 +
|- align="center"
 +
| ExaltStartDelayDaysVariation||6||6||9||9
 +
|- align="center"
 +
| ExaltSweepBaseCost||50||50||50||50
 +
|- align="center"
 +
| ExaltSweepCostIncrease||0.5||1||1||1
 +
|- align="center"
 +
| CovertOperationDuration||6||6||6||6
 +
|- align="center"
 +
| colspan="5" | ''CellTuning''
 +
|- align="center"
 +
| MinDaysBetweenDifferentCellOperations||5||5||4||3
 +
|- align="center"
 +
| MinDaysBetweenOperations||7||7||7||7
 +
|- align="center"
 +
| MaxDaysBetweenOperations||21||21||15||15
 +
|- align="center"
 +
| MinDaysToHide||4||2||2||2
 +
|- align="center"
 +
| MaxDaysToHide||7||5||5||5
 +
|- align="center"
 +
| MinDaysBetweenCells||7||7||6||6
 +
|- align="center"
 +
| MaxDaysBetweenCells||10||11||10||9
 +
|- align="center"
 +
| MaxSimultaneousCells||10||10||10||10
 +
|- align="center"
 +
| MinSabotageCashAmount||50||50||75||100
 +
|- align="center"
 +
| SabotageCashPercentage||0.2||0.3||0.5||0.5
 +
|- align="center"
 +
| MinResearchHackDays||5||5||5||5
 +
|- align="center"
 +
| ResearchHackPercentage||0.3||0.5||0.5||0.5
 +
|- align="center"
 +
| colspan="5" | ''PlacementRollTuning''
 +
|- align="center"
 +
| BaseChance||0.9||1||1||1.1
 +
|- align="center"
 +
| SatelliteMod||-0.2||-0.2||0||0
 +
|- align="center"
 +
| StealthSatelliteMod||-0.35||-0.35||-0.35||-0.35
 +
|- align="center"
 +
| colspan="5" | ''PlacementScoreTuning''
 +
|- align="center"
 +
| CountryHasLeftXComMod||0||0||0||0
 +
|- align="center"
 +
| PanicMod[0]||0||0||0||0
 +
|- align="center"
 +
| PanicMod[1]||0.1||0.1||0||0
 +
|- align="center"
 +
| PanicMod[2]||0.2||0.2||0.1||0
 +
|- align="center"
 +
| PanicMod[3]||0.2||0.2||0.2||0.2
 +
|- align="center"
 +
| PanicMod[4]||0.1||0.1||0.2||0.3
 +
|- align="center"
 +
| PanicMod[5]||0.1||0.1||0.1||-0.1
 +
|- align="center"
 +
| SatelliteMod||-0.3||-0.1||-0.1||-0.1
 +
|- align="center"
 +
| HomeContinentMod||-0.1||-0.1||-0.1||0
 +
|- align="center"
 +
| ContinentHasNoCellsMod||0.1||0.1||0.2||0,1
 +
|- align="center"
 +
| ContinentNoCountriesHaveLeftXComMod||0.1||0.1||0.1||0.2
 +
|- align="center"
 +
| OnContinentWithOnlyOneCountryLeftInXComMod||-0.1||-0.1||-0.1||-0.1
 +
|- align="center"
 +
| ContinentHasLeftXComMod||-0.3||-0.3||-0.3||-0.3
 +
|- align="center"
 +
| OnlyCountryOnContinentWithoutSatelliteMod||0.2||0.2||0.2||0.2
 +
|-
 +
| colspan="5" | Table Values: DefaultGameData.INI<br>Game Mechanics: XGExaltSimulation class at XComStrategyGame.UPK
 +
|}
  
 +
<noinclude>
 +
{{EXALT (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: EXALT (EU2012)]]
 
[[Category: EXALT (EU2012)]]
 
[[Category: Enemy Within DLC (EU2012)]]
 
[[Category: Enemy Within DLC (EU2012)]]
 +
</noinclude>

Revision as of 12:56, 12 July 2020

EXALT insignia

"Scientia Potentia Est" ~ Knowledge is Power; emblem motto in EXALT HQ.

EXALT is a new global human threat introduced in Enemy Within DLC. EXALT is a paramilitary secret society that seeks to use alien tech to enrich and technologically change themselves and gain world domination. They will carry out anti-XCOM operations until their base is found and destroyed.

EXALT wants the aliens to genetically perfect mankind and sees XCOM as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and disrupt XCOM efforts's to fight the invasion instead. Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission. EXALT will even try to outsmart the aliens during Operation Progeny in order to gain access to a high value weapon.

The nature of EXALT's threat is similar to the one posed by the Cult of Sirius in X-COM Apocalypse. However, one major difference between the two groups is that the religious structure of the Cult speaks of humans subjecting themselves to their new alien overlords, while the extravagance of the EXALT Headquarters suggests powerful people in black market and clandestine circles, groups whose interests tend to lie in acquiring power for themselves.

The first EXALT mission takes place on May, the day depends on the difficulty level. To completely eliminate the EXALT threat, XCOM will have to discover and raid their base.

EXALT Deployment

EXALT appears

EXALT always starts its operations at a random date in May, with the possible variation between dates dependent on the game's difficulty level. On Easy/Normal difficulties the day can vary between the 12th and the 24th, while on Classic/Impossible it can start anywhere between the 6th and the 24th.

On the day EXALT starts its operations it will place 2 cells, one of which will immediately perform an anti-XCOM operation and become exposed. The 2nd cell will remain hidden and can be exposed through an Intel Scan. Afterwards EXALT will periodically keep placing new cells until it reaches the limit of active cells (10 for all difficulties) or its HQ is eliminated.

EXALT Cells

Cell Placement

EXALT Agents

EXALT can place a new cell after a placement cooldown period, which can vary between 12 to 24 days (Easy/Normal difficulty levels) and 6 to 24 days (Classic/Impossible). Each cell consists of a number of EXALT agents and their precise numbers will depend on the map where the covert mission takes place.

After the cooldown period reaches 0, EXALT will make a list of Council countries that don't have EXALT Cells already assigned and give them a score based on several factors:

  • Panic Levels - countries with panic levels from 2 to 4 have a bigger positive modifier added to the score.
  • XCOM HQ's location - countries on that continent will have a negative modifier.
  • Satellites - countries with satellites deployed will have a negative modifier.
  • Continent has no EXALT cells - countries will have a positive modifier.
  • All countries in continent are still in XCOM - country gets a positive modifier.
  • Single country in continent without satellites - country gets a positive modifier.
  • Only 1 country in continent still in XCOM - country gets a negative modifier.
  • Continent has left XCOM (continent bonus no longer active) - country gets a negative modifier.
  • Country has left XCOM - no modifier.

The values for the modifiers can change between difficulty levels, see Game Data Sources for the precise numbers.

Afterwards, EXALT will randomly choose 1 country from the list, with countries with bigger scores having better chances of being chosen. It will then make a final roll to determine if the cell has been successfully placed, using the following modifiers:

  • Base Chance (can vary on different difficulty levels between 0,9 and 1.1)
  • Satellite present (can vary on different difficulty levels between -0.2 and 0)
  • Stealth Satellites - developing this Foundry project gives a -0.35 modifier, on all difficulty levels.

If the new cell is placed successfully there will be a cool down period for placing the next new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level.

Cell Status

EXALT cell detected

EXALT cells can have two statuses: Exposed and Hidden.

Hidden Cells

  • When initially deployed or move to another country EXALT cells will be hidden.
  • Only Hidden EXALT cells can conduct XCOM operations.
  • Each Hidden EXALT Cell will only take actions after a number of certain days/conditions have passed.
    • After its initial deployment or relocation to another country, the date for its next anti-XCOM operation is randomly determined, with the range of values dependent on the difficulty level (7 to 21 days on Easy/Normal and 7 to 15 on Classic/Impossible).
    • If the date of the next operation is reached and enough days have passed between different cell operations (the limit depends on difficulty level), it will perform an anti-XCOM operation and become exposed.
    • Otherwise, the cell will remain hidden and move to another country, using the placement score described above.
  • After an existing cell relocates itself, there will be a cool down period for placing a new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level.

Exposed Cells

  • Cells will be exposed after completing an anti-XCOM operation or if an Intel Scan is conducted from the Situation Room.
  • After a number of days have passed (4 to 7 days on Easy difficulty, 2 to 5 on all other difficulty levels, an exposed EXALT cell will relocate itself to another country and become hidden.
    • However, the cell will stay exposed if XCOM deploys a Covert Operative and until the covert deployment ends.
    • The cell will immediately relocate and hide if the mission is a failure or the Covert Operative isn't extracted.

Cell Operations

EXALT Research Hack

Hidden EXALT cells can conduct 3 types of anti-XCOM operations and will randomly choose 1 of them:

Propaganda

  • Increases Panic on the targeted country.
  • The amount of panic applied to the country varies between difficulty levels (1 on Easy, 2 on Normal/Classic, 3 on Impossible).
  • On Impossible difficulty, there's also a panic penalty of 1 applied to all other countries in the continent.

Sabotage

  • XCOM's credits (§) will be reduced by a certain value.
  • The reduction is determined using either 1 of 2 predetermined constants, MinSabotageCashAmount (in §) or SabotageCashPercentage (in %).
  • If the total number of credits to be stolen using SabotageCashPercentage is bigger that the MinSabotageCashAmount, the game removes the SabotageCashPercentage value.
  • Otherwise the game removes the MinSabotageCashAmount, unless there are no sufficient existing credits, in which case the game will remove all credits available.

Research Hack

  • Slows down XCOM's current research.
  • Research Hacks will only be performed if the research progress percentage of the current project has advanced past a determined limit, defined by the game's difficulty level. The values are 30% (Easy) and 50% (all other difficulties).
  • The amount of research lost is calculated using either the MinResearchHackDays or the ResearchHackPercentage values.
  • MinResearchHackDays reduces research by 5 full days while ResearchHackPercentage reduces research by 30% or 50%, depending on difficulty level. The game will calculate both reduction values and apply the biggest reduction.
  • Building Labs can provide a guard against Research Hacks. Each Lab provides a 20% reduction on the time lost.

Finally, it appears each hidden EXALT cell has a 50% chance of increasing panic by 1 point in the country where it is active. It isn't clear though when the game checks for this condition to happen (could be at the end of a Abductions/Council mission or at the end of the month).

Eliminating EXALT

Exalt Base Raid

Anti-EXALT operations are accessed through the Situation Room, through the Covert Operations tab. It will display the map and the presence of any discovered EXALT cells and allow to conduct Intel Scans and perform Covert Operations to eliminate exposed EXALT cells.

EXALT operations will only cease when the EXALT base is successfully assaulted, which will result also in the elimination of all existing EXALT cells. Similar to Alien Base Assault or other Storyline missions, the EXALT Base Raid will stay available until XCOM decides to deal with EXALT, once and for all.

After their base's destruction, EXALT will no longer have the capacity to carry out operations against you, and the Covert Operations option will be removed: EXALT is as good as dead - for now. But with no confirmation on who their founders or leaders are, let alone if you've neutralized them, there's no telling if they're gone forever, or if this is just the advent of a new threat...


Trivia

Annette's picture at the EXALT Base

If the Progeny campaign is selected and Annette is rescued, Dr. Vahlen will reveal that Annette was originally captured by EXALT and given to the aliens. Later EXALT will revert on their decision and try to get Annette for themselves. It is possible to see a picture of Annette during the EXALT Base mission.

XCOM 2 established that in the canonical timeline XCOM was defeated very early in the first war. The developers confirmed that due to this EXALT was never formed. Hence, they do not appear in subsequent XCOM games.

Game Data Sources

EXALT Tuning
Difficulty Levels Easy Normal Classic Impossible
ExaltStartDelayDays 18 18 15 15
ExaltStartDelayDaysVariation 6 6 9 9
ExaltSweepBaseCost 50 50 50 50
ExaltSweepCostIncrease 0.5 1 1 1
CovertOperationDuration 6 6 6 6
CellTuning
MinDaysBetweenDifferentCellOperations 5 5 4 3
MinDaysBetweenOperations 7 7 7 7
MaxDaysBetweenOperations 21 21 15 15
MinDaysToHide 4 2 2 2
MaxDaysToHide 7 5 5 5
MinDaysBetweenCells 7 7 6 6
MaxDaysBetweenCells 10 11 10 9
MaxSimultaneousCells 10 10 10 10
MinSabotageCashAmount 50 50 75 100
SabotageCashPercentage 0.2 0.3 0.5 0.5
MinResearchHackDays 5 5 5 5
ResearchHackPercentage 0.3 0.5 0.5 0.5
PlacementRollTuning
BaseChance 0.9 1 1 1.1
SatelliteMod -0.2 -0.2 0 0
StealthSatelliteMod -0.35 -0.35 -0.35 -0.35
PlacementScoreTuning
CountryHasLeftXComMod 0 0 0 0
PanicMod[0] 0 0 0 0
PanicMod[1] 0.1 0.1 0 0
PanicMod[2] 0.2 0.2 0.1 0
PanicMod[3] 0.2 0.2 0.2 0.2
PanicMod[4] 0.1 0.1 0.2 0.3
PanicMod[5] 0.1 0.1 0.1 -0.1
SatelliteMod -0.3 -0.1 -0.1 -0.1
HomeContinentMod -0.1 -0.1 -0.1 0
ContinentHasNoCellsMod 0.1 0.1 0.2 0,1
ContinentNoCountriesHaveLeftXComMod 0.1 0.1 0.1 0.2
OnContinentWithOnlyOneCountryLeftInXComMod -0.1 -0.1 -0.1 -0.1
ContinentHasLeftXComMod -0.3 -0.3 -0.3 -0.3
OnlyCountryOnContinentWithoutSatelliteMod 0.2 0.2 0.2 0.2
Table Values: DefaultGameData.INI
Game Mechanics: XGExaltSimulation class at XComStrategyGame.UPK


EXALT Insignia (EU2012).png XCOM: Enemy Within DLC: EXALT
Covert Operations:Covert OperativeCovert Data RecoveryCovert ExtractionEXALT Base Raid
EXALT Units:EXALT Sniper EXALT HeavyEXALT OperativeEXALT Medic
EXALT Elite SniperEXALT Elite HeavyEXALT Elite OperativeEXALT Elite Medic
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
Other:Recovered ArtEXALT ArtifactEXALT Technology