Difference between revisions of "Organizations"
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==Mercantile Services== | ==Mercantile Services== | ||
− | An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against the Alien Invaders, if not hostile. Those which have "None" are not directly useful to X-Com unless providing only a service, not | + | An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against the Alien Invaders, if not hostile. Those which have "None" are not directly useful to X-Com unless providing only a service, not goods. |
<table {{StdCenterTable}}> | <table {{StdCenterTable}}> | ||
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Goods And Services<th {{StdDescTable_Heading}}>Other Services: Unfriendly/Neutral/Friendly/Allied <sup>'''*'''</sup> | <th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Goods And Services<th {{StdDescTable_Heading}}>Other Services: Unfriendly/Neutral/Friendly/Allied <sup>'''*'''</sup> |
Revision as of 13:51, 15 June 2022
Organisations within Mega-Primus
Every Cityscape map consists buildings owned by Corporations, Political Groups, Criminal Gangs and the Government. Each of these business entities have specific friends and enemies. Some are more powerful politically, or monetarily, or just by brute force. Each entity may have various advantages when having good relations with X-Com whereas cordial relationships with most helps just to keep the peace.
The Important Organisations
- Government contains the Senate which is the ruling party of Mega-Primus containing unaffilliated political members representing the interests of all for the common good. Extraterrestial Combat Unit (which is X-Com) is the solution to the new problem of "invaders from another world" and is funded only the Government in agreement that X-Com will remove the problem.
- Megapol is the law within Mega-Primus. Any nefarious activity is dealt with immediately including any threats to the Government by these invaders. Self funded with armament and vehicle sales.
- 'Marsec a self proclaimed off-world law enforcment corporation overseeing security on the planet, Mars. Self funded by an extensive range of weaponry, vehicles, and ammunition available to all well-paying customers.
- Transtellar solar-system wide transport company providing services to anyone no matter how big, or small, a job.
Mercantile Services
An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against the Alien Invaders, if not hostile. Those which have "None" are not directly useful to X-Com unless providing only a service, not goods.
Organization | Goods And Services | Other Services: Unfriendly/Neutral/Friendly/Allied * |
---|---|---|
Government | none | weekly funding |
Megapol | agent weapons & armor; vehicle weapons | Field more vehicles |
Cult of Sirius | none | none / unknown |
Marsec | ground & air vehicles; agent weapons, armor & equipment; vehicle weapons | Better equipment and vehicles available |
Superdynamics | air vehicle engines, vehicle fuel, vehicle cargo modules | Faster aircraft repair and better engines |
General Metro | ground bike, ground vehicle engines, vehicle passenger modules | More ground vehicle equipment and better engines |
Cyberweb | vehicle targeting equipment & countermeasures | More engineers and weapons control systems |
Transtellar | none | Can transfer between bases |
Solmine | Elerium fuel for vehicle plasma weapons | More elerium available |
Sensovision | none | Scientists work faster |
Lifetree | none | Agents train faster |
Nutrivend | none | More biochemists and engineers available |
Evonet | none | More biochemists |
Sanctuary Clinic | none | Agents will heal faster |
Nanotech | Medi-Kits | Agents will heal faster |
Energen | none | More power units available/faster refuelling |
Synthemesh | none | City and base damage repaired faster |
Grav Ball League | none | Stronger agents available |
Psyke | none | More agents available |
Diablo | incendiary grenades | More agents available |
Osiron | none | More agents available |
S.E.L.F. | none | More android agents available |
Mutant Alliance | none | More mutants available |
Extropians | none | Large organizations stay friendlier |
Technocrats | none | Small organizations stay friendlier |
* According to "PC Zone X-Com Apocalypse Tips Book".
Corporate Security Forces
Each organisation has some capability to defend itself against minor threats to its personel, the structure, and $mooth operation of the company.
Building Security is typically relevant to the style of company: Police within Megapol owned buildings, Gangsters within gang controlled buildings, Cultists within their temples and finally common Guards available to all others.
The quantity of building security within each particular corporation is typically twenty but may be randomly higher or lower but only to a limit of a quarter of the total encountered.
Building security is encountered when X-Com raids another organisation or when X-Com searches their buildings for Alien infestation but only if they are hostile to X-Com.
Tech Levels are the internal weapon loadout and style granted to each organisation when starting a new game irrelevant of which difficulty was chosen.
Note: Building Security are humans. Android or Hybrids are not used (even if their inventroy picture displays them as such).
Organization | Building Security Total | Tech Level |
---|---|---|
Government | 14 Guards | 3 |
Megapol | 16 Police | 3 |
Cult of Sirius | 10 Cultists | 2 |
Marsec | 14 Guards | 4 |
Superdynamics | 9 Guards | 2 |
General Metro | 8 Guards | 2 |
Cyberweb | 11 Guards | 3 |
Transtellar | 8 Guards | 2 |
Solmine | 12 Guards | 4 |
Sensovision | 7 Guards | 2 |
Lifetree | 9 Guards | 1 |
Nutrivend | 7 Guards | 1 |
Evonet | 7 Guards | 1 |
Sanctuary Clinic | 7 Guards | 1 |
Nanotech | 10 Guards | 2 |
Energen | 7 Guards | 1 |
Synthemesh | 7 Guards | 1 |
Grav Ball League | 7 Guards | 1 |
Psyke | 10 Gangsters | 4 |
Diablo | 13 Gangsters | 4 |
Osiron | 16 Gangsters | 4 |
S.E.L.F. | 10 Guards | 3 |
Mutant Alliance | 10 Guards | 3 |
Extropians | 7 Guards | 1 |
Technocrats | 7 Guards | 1 |