Difference between revisions of "Organizations"
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* Liquidity of any company (including X-Com) will be decreased immediately if targeted by any hostile performing a raid in a destructive fashion. |
* Liquidity of any company (including X-Com) will be decreased immediately if targeted by any hostile performing a raid in a destructive fashion. |
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* Weekly Profits are decreased by damage and destruction of the cityscape building Ψ.<br> |
* Weekly Profits are decreased by damage and destruction of the cityscape building Ψ.<br> |
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− | * Funding or Weekly Profits of any organisation, except the Government and X- |
+ | * Funding or Weekly Profits of any organisation, except the Government and X-COM, usually does not matter since it does not influence [[Tactical_Combat_Missions_(Apocalypse)#The_Mechanics|anything important]].<br> |
Ψ The government owns the top-side structure whereas X-Com owns the basement. Damage to the top-side and the repair costs are borne by the government, not X-Com. |
Ψ The government owns the top-side structure whereas X-Com owns the basement. Damage to the top-side and the repair costs are borne by the government, not X-Com. |
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+ | ==Vehicle Parks== |
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+ | Each organisation has a pool of [[Air_Vehicles_(Apocalypse)|air]] and [[Ground_Vehicles_(Apocalypse)|ground]] vehicles available from the start of the game. X-COM will always begin the game with two [[Phoenix Hovercar (Apocalypse)|Phoenix Hovercars]], one [[Valkyrie Interceptor (Apocalypse)|Valkyrie Interceptor]], one [[Wolfhound APC (Apocalypse)|Wolfhound APC]] and one [[Stormdog (Apocalypse)|Stormdog]]. The starting vehicles of other organisations are partially randomized. Generally speaking, the more combat-focused organisations (e.g. Megapol and the gangs) will have far more combat vehicles than the corporations and political groups, some of which will have none at all. Wealthier organisations also tend to have more vehicles than the poorer ones. |
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+ | Any vehicle lost during [[Cityscape Fighting (Apocalypse)|Cityscape fighting]] will be removed from the owner's vehicle pool. As the game progresses, organisations will use their funds to buy new vehicles and replace lost ones. Bankrupt organisations cannot buy new vehicles. |
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+ | ===Civilian vehicles=== |
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+ | All organisations except X-COM use civilian vehicles for various day-to-day activities. Most will simply move from one building to another and are of no concern to X-COM. Some, however, are important because they are used to deliver X-COM's new purchases or newly-hired employees, or to transfer goods between X-COM bases. If these get destroyed, anything they're carrying will be lost as well. |
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+ | Occasionally, unarmed civilian air vehicles will be scrambled to defend an organisation's building, presumably in an attempt to distract the attacking vehicles. |
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+ | |||
+ | ===Military and police vehicles=== |
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+ | Organisations will scramble armed air vehicles to defend any of their buildings that get attacked by hostile vehicles, including alien craft and Overspawn. They can potentially use the same four vehicle types available to X-COM: [[Hoverbike (Apocalypse)|Hoverbike]], [[Phoenix Hovercar (Apocalypse)|Phoenix Hovercar]], [[Valkyrie Interceptor (Apocalypse)|Valkyrie Interceptor]] and [[Hawk Air Warrior (Apocalypse)|Hawk Air Warrior]] (though many cannot afford the latter two). The only exception is Megapol, who will use [[Police Hovercar (Apocalypse)|Police Hovercars]] instead of Phoenix Hovercars and Hoverbikes. |
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+ | Aggressive organisations (Megapol, the gangs, and [[Alien Infiltration (Apocalypse)|infiltrated]] organisations) will also occasionally send "Illegal Flyers" to attack enemy buildings. Megapol will also have a number of Hovercars on standby throughout the city, ready to respond to any human or alien threat. |
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+ | While some organisations start with armed military ground vehicles, they do not seem to actually use them, or buy new ones. Furthermore, causing enough damage to a building owned by one of these organisations may cause some of the vehicles to disappear from the pool. The only military ground vehicles seen on the streets of Mega-Primus are the unarmed [[Blazer Turbo Bike (Apocalypse)|Blazer Turbo Bikes]], which behave like civilian vehicles. The only ''armed'' ground vehicles on the streets are Megapol's [[Police Car (Apocalypse)|Police Cars]], which will constantly patrol the city and engage any hostiles they encounter. |
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+ | Vehicles owned by organisations other than X-COM only use their default weapons and equipment; they never have upgrades. |
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Revision as of 21:04, 19 August 2022
Organisations within Mega-Primus Every Cityscape map consists buildings owned by Corporations, Political Groups, Criminal Gangs and the Government. Each business entity may have various advantages when having good relations with X-Com whereas cordial relationships with most, helps to keep the peace.
The Important Organisations
- Government contains the Senate which is the ruling party of Mega-Primus containing 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 by 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 is a self-proclaimed off-world law enforcement 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.
Note: If X-Com can maintain positive fund totals, the Government issued funding may eventually become irrelevant. They are only classed as "Important" in the early game.
Goods And Services
An overview of the goods and services of each Mega-Primus organisation which X-Com may utilise against any threat to X-Com as a corporation.
- If any organisation is hostile to X-Com, they will completely cease any option available in "Goods And Services" until relations have improved to Unfriendly, or better.
- If any organistion is 100% infiltrated by Aliens, those Goods And Services will be permanently embargoed!
- Mutant Alliance and S.E.L.F. may not allow their members to be hired by X-Com until their relationship is at least neutral.
Organisation | Goods And Services | Other Services: Friendly or Allied * |
---|---|---|
Government | funding | none |
Megapol | vehicles, armaments | larger sell quantity |
Cult of Sirius | none | none |
Marsec | vehicles, armaments | larger sell quantity |
Superdynamics | engines (air), fuel, modules | fast repairs, larger sell quantity |
General Metro | vehicles, engines (road), modules | larger sell quantity |
Cyberweb | modules | better Engineers, larger sell quantity |
Transtellar | base transfers | none |
Solmine | Elerium | larger sell quantity |
Sensovision | none | better Scientists |
Lifetree | none | efficient training |
Nutrivend | none | more Biochemists and Engineers |
Evonet | none | more Biochemists |
Sanctuary Clinic | none | faster wound healing |
Nanotech | medi-kit | faster wound healing |
Energen | none | faster craft refuelling |
Synthemesh | none | faster cityscape repair |
Grav Ball League | none | stronger Agents for hire |
Psyke | none | more Agents |
Diablo | incendiary grenades | more Agents |
Osiron | none | more Agents |
S.E.L.F. | Androids for hire | more Androids |
Mutant Alliance | Hybrids for hire | more Hybrids |
Extropians | none | better relations with large organisations |
Technocrats | none | better relations with small organisations |
* According to "PC Zone X-Com Apocalypse Tips Book".
It has been comfirmed that any advantage mentioned in this column is false and has no effect.
Corporate Security Guards
Each organisation has some capability to defend itself against minor threats to its personel, the structure, and the $mooth operation of the company.
Security Guards are found as:
- Police within Megapol owned buildings.
- Gangsters within gang controlled buildings.
- Cultists within their temples.
- Building Security available to all others.
"Building Security" may be also known as "Guards"
The maximum quantity of security guards within each particular corporation is typically sixteen units. It may be randomly higher or lower but only to a limit of ±25% of the total. The limit is twenty of any type.
Security Guards are encountered when X-Com raids another organisation. If X-Com is hostile to the organisation when searching their buildings for alien infestation, Security Guards will also appear alongside any alien lifeforms that have been found.
Note: X-Com base invaders, Corporate Thugs, are not building security, or guards, or security and will only appear inside a base defence mission.
- Tech Levels granted to each are always the same for a new game irrelevant of which difficulty was chosen.
- Security Guards are always human. Android or Hybrids are not used (even if their inventory picture displays them as such when probed or mind controlled).
Organization | Security Guard Totals | 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 |
Corporate Funds
As Mega-Primus grows in wealth within the confines of the citywalls with its un-expanding landscape, each organisation's balance sheet of initial funds and weekly profit-or-loss totals is freely available to view by anyone.
Each organisation has initial funding and then weekly funding based on the week previous.
- Liquidity of any company (including X-Com) will be decreased immediately if targeted by any hostile performing a raid in a destructive fashion.
- Weekly Profits are decreased by damage and destruction of the cityscape building Ψ.
- Funding or Weekly Profits of any organisation, except the Government and X-COM, usually does not matter since it does not influence anything important.
Ψ The government owns the top-side structure whereas X-Com owns the basement. Damage to the top-side and the repair costs are borne by the government, not X-Com.
Vehicle Parks
Each organisation has a pool of air and ground vehicles available from the start of the game. X-COM will always begin the game with two Phoenix Hovercars, one Valkyrie Interceptor, one Wolfhound APC and one Stormdog. The starting vehicles of other organisations are partially randomized. Generally speaking, the more combat-focused organisations (e.g. Megapol and the gangs) will have far more combat vehicles than the corporations and political groups, some of which will have none at all. Wealthier organisations also tend to have more vehicles than the poorer ones.
Any vehicle lost during Cityscape fighting will be removed from the owner's vehicle pool. As the game progresses, organisations will use their funds to buy new vehicles and replace lost ones. Bankrupt organisations cannot buy new vehicles.
Civilian vehicles
All organisations except X-COM use civilian vehicles for various day-to-day activities. Most will simply move from one building to another and are of no concern to X-COM. Some, however, are important because they are used to deliver X-COM's new purchases or newly-hired employees, or to transfer goods between X-COM bases. If these get destroyed, anything they're carrying will be lost as well.
Occasionally, unarmed civilian air vehicles will be scrambled to defend an organisation's building, presumably in an attempt to distract the attacking vehicles.
Military and police vehicles
Organisations will scramble armed air vehicles to defend any of their buildings that get attacked by hostile vehicles, including alien craft and Overspawn. They can potentially use the same four vehicle types available to X-COM: Hoverbike, Phoenix Hovercar, Valkyrie Interceptor and Hawk Air Warrior (though many cannot afford the latter two). The only exception is Megapol, who will use Police Hovercars instead of Phoenix Hovercars and Hoverbikes.
Aggressive organisations (Megapol, the gangs, and infiltrated organisations) will also occasionally send "Illegal Flyers" to attack enemy buildings. Megapol will also have a number of Hovercars on standby throughout the city, ready to respond to any human or alien threat.
While some organisations start with armed military ground vehicles, they do not seem to actually use them, or buy new ones. Furthermore, causing enough damage to a building owned by one of these organisations may cause some of the vehicles to disappear from the pool. The only military ground vehicles seen on the streets of Mega-Primus are the unarmed Blazer Turbo Bikes, which behave like civilian vehicles. The only armed ground vehicles on the streets are Megapol's Police Cars, which will constantly patrol the city and engage any hostiles they encounter.
Vehicles owned by organisations other than X-COM only use their default weapons and equipment; they never have upgrades.
See Also