Difference between revisions of "Panic (EU2012)"

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Panic will increase in countries as they are targeted by [[Aliens (EU2012)|alien]] attacks, and will also spread to other countries on that continent.  
 
Panic will increase in countries as they are targeted by [[Aliens (EU2012)|alien]] attacks, and will also spread to other countries on that continent.  
 
*[[Alien Abductions (EU2012)|Abductions]] and Terror activity will cause panic to neighbouring countries if the mission fails or is never launched;  
 
*[[Alien Abductions (EU2012)|Abductions]] and Terror activity will cause panic to neighbouring countries if the mission fails or is never launched;  
*UFO activity and [[Missions (EU2012)#Council Missions|Council missions]] will only cause panic (if unsuccessful) in the targeted country on the Easy, Normal and Classc difficulties. On Impossible level mission failure will also raise panic on neighbouring countries in Council missions;
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*UFO activity and [[Missions (EU2012)#Council Missions|Council missions]] will only cause panic (if unsuccessful or ignored) in the targeted country on the Easy, Normal and Classic difficulties. On Impossible level mission failure will also raise panic on neighbouring countries in Council missions;
**There are 3 Council missions that don't raise any panic: the IndustrialOffice, PierA and Truckstop Asset Recovery missions.
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**On the Council missions panic can raise by 1 or 2 points, depending on the specific mission.
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**There are 6 Council missions that don't raise any panic: the Industrial, Pier and Truckstop Asset Recovery missions, and the Pier Extraction (Sgt. Carlock), Boulevard Rescue (Anna Sing) and the Commercial Extraction (William Thorne) missions.  
 
* Alien Abductions raise panic on the country by 1 point (2 points on Impossible difficulty) and 1 point in the rest of the continent;
 
* Alien Abductions raise panic on the country by 1 point (2 points on Impossible difficulty) and 1 point in the rest of the continent;
 
*Failing a [[Alien Terror (EU2012)|Terror]] mission will cause the targeted country to leave the project immediately and will raise panic on the whole continent by 2 points;
 
*Failing a [[Alien Terror (EU2012)|Terror]] mission will cause the targeted country to leave the project immediately and will raise panic on the whole continent by 2 points;

Revision as of 02:39, 9 January 2014

Basics

Panic is the mechanic that will make you lose the game, once you have enough (8) countries reach high enough panic to leave the XCOM project; then the game is over. As the Commander, it's your task to keep this from happening. Each country has a panic value of 0-5, and a country has a high chance of leaving the project if its panic level is 5 at the end of a month.

Panic Increase

Panic will increase in countries as they are targeted by alien attacks, and will also spread to other countries on that continent.

  • Abductions and Terror activity will cause panic to neighbouring countries if the mission fails or is never launched;
  • UFO activity and Council missions will only cause panic (if unsuccessful or ignored) in the targeted country on the Easy, Normal and Classic difficulties. On Impossible level mission failure will also raise panic on neighbouring countries in Council missions;
    • On the Council missions panic can raise by 1 or 2 points, depending on the specific mission.
    • There are 6 Council missions that don't raise any panic: the Industrial, Pier and Truckstop Asset Recovery missions, and the Pier Extraction (Sgt. Carlock), Boulevard Rescue (Anna Sing) and the Commercial Extraction (William Thorne) missions.
  • Alien Abductions raise panic on the country by 1 point (2 points on Impossible difficulty) and 1 point in the rest of the continent;
  • Failing a Terror mission will cause the targeted country to leave the project immediately and will raise panic on the whole continent by 2 points;
  • Satellites destroyed raise 2 points on panic in the country, and 1 point in the rest of the continent;
  • Detected UFOs ignored raise panic on the country they're flying by 2 points;
  • Escaped UFOs raise panic on that country by 1 point.

Panic Decrease


Satellites are the primary way to lower panic; deploying a satellite over a country will immediately calm the population. Succeeding at a Terror mission will reduce the panic level in that country and continent, as will many Council missions. Completing the Alien Base mission will cause global panic to decrease.

  • UFO shootdowns reduce panic on the country it occurs by 1 point;
  • Successful Abduction missions reduce panic on that country by 3 points;
  • Successful UFO Assaults reduce panic on the country where they crashed/landed by 1 point;
  • Satellites deployed over a country reduce panic immediately on that country by 2 points. Over the next months the satellite will have a chance of further reducing panic depending on the country's panic level at the end of the month
    • Countries with a Level 5 panic have 100% chance on Easy/Normal and 50% on Classic/Impossible;
    • Countries with a Level 4 panic have 50% chance on Easy/Normal and 25% on Classic/Impossible;
    • All other panic levels have a 25% chance on Easy/Normal and 10% on Classic/Impossible;
  • Assaulting the Alien Base reduces worldwide panic by 2 points.

Panic Level

The panic level of a country will be reflected on the content of the news headlines displayed under the world map at the Situation Room.

Choosing a Mission

  • Often you will be presented with multiple missions at the same time and asked to choose 1 (e.g., Abduction sites).
While Panic plays a big role in your choice, so does the reward.
The rewards generally consist of either Scientists, Engineers, Soldiers, or credits.
  • Engineers are generally better than Scientists – Building things requires a minimum number of Engineers, and that number keeps going up each time you build a type of facility.
So the third Generator needs more engineers than the second, and so on.
Plus, you tend to get enough scientists via monthly bonuses from the Council.
  • If you are offered more than one country from the same continent to chose from, choosing one of the countries on the continent will mean that this country gets panic decrease and other countries from same continent get no change in panic levels. Leaving more than one country on same continent unattended will not multiply continent-wide panic (eg., on Classic ignoring China and Japan will raise panic in those countries by 2 and in other Asian countries by 1)
  • It might be worth ignoring South American abduction missions. An unanswered abduction on that continent raises total panic by 3 points (2+1) while an unanswered one in Europe or Asia gives 5 panic points (2+1+1+1).

Satellite Management

  • Overall, to have no countries leave your project your aim is to have, by the end of the month, no more countries in the "red" (full panic) zone than you have satellites, and launch those satellites to save those countries from defecting. This means you will not be getting the continent you want, but the continent that got more unlucky with panic levels.
  • Your other goal is to cover full continents as soon as possible for both the continent bonus AND no further panic problems with this country. Having a country not covered in a partially covered continent leaves you very vulnerable, because you cannot manage panic in already covered countries (like you can with uncovered countries by launching satellite in those countries right before council report). Worst case scenario, when you barely saved a country from defecting (launched satellite into panicked country), you can only afford to have 1 abduction there until you have full panic again, plus 1 for each council mission that awards worldwide panic reduction. Therefore, there is a huge incentitive to cover full continents.
  • Getting all continents but one covered stops abduction missions from happening all together, and solves the panic problem for the rest of the game. Therefore, deploying satellites as fast as possible is the best way to control the panic. Consider deploying 1 satellite in the first month, 3 in the second month, at least 3 (if you can, 5) in the third month and cover all remaining countries except one in the next month.
  • It is never a good idea to launch a satellite at any time except right before council report. That is, because abductions can happen even right before the Council report, and if you don't have spare satellites to fix panic after them, you will lose countries. Launch satellites right before the Council report, first fixing any countries in "Red", and then according to your plan.

See Also