Difference between revisions of "Finances (EU2012)"
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Revision as of 22:33, 28 October 2013
Check also Economy for details on how to daily manage your credit resources.
Starting Funds
- Base Funding values vary upon difficulty levels and are §175 (Easy & Normal), §75 (Classic) and §50 (Impossible).
- These credits are only given upon game start.
- The Africa continental bonus further increases this value by 30%.
- Country Funding values are §180 (North America), §100 (Europe & Asia), §130 (Africa, including 30% continental bonus) and §80 (South America).
- On Easy difficulty the values are increased by 50% to §270 (North America), §150 (Europe & Asia), §195 Africa, including 30% continental bonus) and §120 (South America).
- Second Wave's option New Economy will affect this starting value.
- HQ Starting Money has a fixed value of §100 for all difficulty levels and is given once upon game start.
- Maintenance costs include both:
- Facility Maintenance: 1 Access Lift (§10), 1 Satellite Uplink (§15), and on Easy/Normal difficulties, 1 Officer Training School (§25).
- Craft Maintenance: 2 Interceptors and 1 Skyranger (§20 each, total §60 - the North America continental bonus reduces it to §30).
North America
Difficulty | Base Funding | Country Funding | HQ Starting Money | Maintenance | Total |
---|---|---|---|---|---|
Easy | §175 | §270 | §100 | (-§80) | §465 |
Normal | §175 | §180 | §100 | (-§80) | §375 |
Classic | §75 | §180 | §100 | (-§55) | §300 |
Impossible | §50 | §180 | §100 | (-§55) | §275 |
South America
Difficulty | Base Funding | Country Funding | HQ Starting Money | Maintenance | Total |
---|---|---|---|---|---|
Easy | §175 | §120 | §100 | (-§110) | §285 |
Normal | §175 | §80 | §100 | (-§110) | §245 |
Classic | §75 | §80 | §100 | (-§85) | §170 |
Impossible | §50 | §80 | §100 | (-§85) | §145 |
Europe/Asia
Difficulty | Base Funding | Country Funding | HQ Starting Money | Maintenance | Total |
---|---|---|---|---|---|
Easy | §175 | §150 | §100 | (-§110) | §315 |
Normal | §175 | §100 | §100 | (-§110) | §265 |
Classic | §75 | §100 | §100 | (-§85) | §190 |
Impossible | §50 | §100 | §100 | (-§85) | §165 |
Africa
Difficulty | Base Funding | Country Funding | HQ Starting Money | Maintenance | Total |
---|---|---|---|---|---|
Easy | §227 | §195 | §100 | (-§110) | §412 |
Normal | §227 | §130 | §100 | (-§110) | §347 |
Classic | §97 | §130 | §100 | (-§85) | §242 |
Impossible | §65 | §130 | §100 | (-§85) | §210 |
Cash Flow Statement
Gross Monthly Income
XCOM income comes from two sources:
- Base Funding (the general income given by the Council which varies upon difficulty level)
- Second Wave's options War Wariness will affect this value, causing it to be reduced each month until it reaches zero.
- Country Funding, which is only given if the country has a satellite deployed over it. The values are fixed and listed below, unless Second Wave's option New Economy, which will randomize the values.
- On Easy difficulty the values are increased by +50%.
- Second Wave's options War Wariness and Results Driven will also affect these values. On Results Drive you'll only receive the full credits if the country is at a Panic Level 1, with the income being more reduced at higher panic levels.
Africa | Asia | Europe | North America | South America |
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Base Location
There are many different methods to choosing your initial base location. Here are a few factors to consider:
- Money: Look at the Funding table.
- If you choose to start in the USA, you get §180 each month to start the game, in addition to the Base Funding depending on your chosen difficulty level.
- If you start in Africa, you actually get an extra 30% to Nigeria's funding and an extra 30% of the Base Funding thanks to the "All In" bonus; plus, you'll be getting an extra 30% from every other funding source as you expand satellite coverage.
- Both are worthy options.
- Bonuses: This depends on your play style and gameplan.
- If you really want "Future Combat" and "We Have Ways" early in the game, put your base in Asia because it will only take 2 satellites to get S. America vs. 4 satellites if you start in S. America and expand to Asia.
- Autopsies and interrogations don't take very long, so "We Have Ways" is probably the one clear-cut choice to not start your base, especially considering you only need 2 satellites to get it through the course of the game.
- Panic: Face it, you can't respond to all 3 Abduction missions.
- At some point, you're going to get stuck with covering a country with a satellite just to calm them down, whether it's early in the game to keep everyone happy or late in the game to prevent completing the "Doom Tracker".
- You can try to keep an extra satellite and uplink slot available for such cases, though not utilizing such a vital resource also weighs on the mind.
Examples
- Start in Asia (China) for the "Future Combat" Bonus, then spread to either N. America (Total §330 + "Air & Space") or Africa (Total §325 + "All In"); either way it's only 3 satellites.
- This is a good option if you rely on a short-list of highly perked soldiers for combat.
- The downside is you have to be careful not to waste precious resources on excessive Foundry projects that you may not use in combat very often.
- Start in Africa for the "All In" Bonus (because it gives you extra credits no matter what play style or strategy you choose) and then spread to N. America for more credits or Asia for even cheaper deals on Foundry and OTS projects.
- This is a good option if you don't have a particular strategy in mind, or if your strategy is to play it by ear and react to what the game gives you as you progress.
- The downside is that you'll need a couple more satellites to get the other continent bonuses, which takes time, credits, and Uplinks to accomplish, all in the face of ever-increasing panic.
Expenses
The two main expenses are from Crafts and Facilities:
- The starting crafts (Interceptor, Skyranger) have a monthly maintenance cost of §20, while the Firestorm has a cost of §10. This value can be reduced by 50% with the North American continental bonus.
- Base facilities monthly maintenance costs are listed on the table below:
Facility | Maintenance |
---|---|
Satellite Uplink | §15 |
Satellite Nexus | §26 |
Hyperwave Relay | §30 |
Laboratory | §24 |
Alien Containment | §18 |
Workshop | §26 |
Foundry | §20 |
Access Lift | §10 |
Power Generator | §11 |
Thermo Power Generator | §23 |
Elerium Power Generator | §29 |
Officer Training School | §25 |
Psionic Lab | §30 |
Gollop Chamber | §100 |
Net Monthly Income
The total monthly income at the disposal of the Commander to purchase/build/hire is calculating by subtracting the Gross Income from the Expense. This value may be negative, on which case you'll receive a warning message.
It is possible to run a negative budget but if you ran out of available credits, your current account will be negative and you'll have to repay the value before you are able to purchase, build or hire.