Difference between revisions of "Panic (EU2012)"

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(→‎Panic Increase: If unstopped abduction is on the same continent where stopped abduction is, panic in country with unstopped abduction will raise by 1 point only;)
 
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== Basics ==
 
== Basics ==
Panic is the mechanic that will make you loose 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 have a panic value of 0-5, and the country will leave if the panic exceeds a value of 5.
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Panic is the mechanic that will make you lose the game, once you have enough (8) countries reach high enough panic to leave the  
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[[XCOM (EU2012)|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 1 to 5, and a country has a high chance of leaving the project if its panic level is 5 at the end of a month. For specifics on how countries stop supporting XCOM see [[The Council (EU2012)#Defections|Defections]].  
  
'''Panic Increase'''<br/>
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On the Easy and Normal [[Difficulty (EU2012)|difficulties]] all countries will start with a level 1 panic. On Classic difficulty, 50% of the Council countries will already be at a level 2 panic. On Impossible Difficulty, all 16 countries will have a level 2 panic.  
Panic will increase in countries as they are targeted by alien attacks, and will also spread to neighbouring countries on that continent if left unchecked (if in somewhat lesser extent). Abduction and Terror activity will cause panic to neighbouring countries; UFO activity and Council missions will only cause panic (if unsuccessful) in the targeted country, and not in neighbouring countries.
 
  
'''Panic Decrease'''<br/>
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The panic level of a country will be reflected on the content of the [[News Items (EU2012)|news headlines]] displayed under the world map at the [[Situation Room (EU2012)|Situation Room]].  
To decrease (or not increase) panic the player have a limited choice of actions; with satellites being the primary way to lower and counter spread of panic. Most successful missions will also cause local panic levels to decrease in countries; only the Alien Base mission will cause global panic to decrease.
 
  
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== Panic Increase ==
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Panic will increase in countries as they are targeted by [[Aliens (EU2012)|alien]] attacks, and can also spread to other countries on that continent, depending on the difficulty level.
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*Unstopped [[Alien Abductions (EU2012)|Abductions]] raise panic by 2 points in the country (3 on Impossible difficulty), and will further raise panic on the rest of the continent by 1 point;
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** If unstopped abduction is on the same continent where stopped abduction is, panic in country with unstopped abduction will raise by 1 point only;
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*Failing a [[Alien Terror (EU2012)|Terror]] mission will cause the targeted country to leave the project immediately and will raise panic on the rest of the continent by 2 points;
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*UFO missions will raise panic by 2 points if alien craft isn't intercepted, and by 1 point if it is intercepted but UFO isn't shot down;
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*Most Council [[The Council (EU2012)#Council Missions|missions]] will raise panic if ignored or failed but a few missions will have no effect on panic;
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**Panic will be applied only in the targeted country on the Easy, Normal and Classic difficulties. On Impossible level mission failure will also raise panic on neighbouring countries;
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**There are 6 Council missions that don't raise any panic: the Industrial, Pier and Truckstop [[Asset Recovery (EU2012)|Asset Recovery]] missions, and the Pier Extraction (Sgt. Carlock), Boulevard Rescue (Anna Sing) and the Commercial Extraction (William Thorne) missions.
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*[[Satellite (EU2012)|Satellites]] destroyed raise panic by 2 points in the country, and by 1 point on the rest of the continent;
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*[[EXALT (EU2012)|EXALT]] Propaganda operations can also raise panic in the country where the cell is based;
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** On Easy difficulty they will raise panic by 1 point, on Normal and Classic 2 points and on Impossible 3 points;
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** On Impossible they will also raise panic on the rest of the continent by 1 point;
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* Active EXALT cells also have a 50% chance of increasing panic by 1 point in the country where they are based, if unchecked alien activity occurs on that country;
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* Wrongly accusing a country of harboring the EXALT base will cause it to immediately leave the XCOM project (if it is still in the Council) and it will also raise panic on the rest of the continent by 2 points;
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* Failing to destroy the EXALT base during the raid mission will also cause the country to leave the Council or raise panic on the rest of the continent by 2 points.
  
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== Panic Decrease ==
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Satellites are the primary way to lower panic; deploying a satellite over a country will immediately calm the population.
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* Succeeding at a Terror mission will reduce the panic level the country and continent, with the value being dependent on the number of civilians saved. For more details see [[Alien Terror (EU2012)#Mission Results|Terror mission results]].
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* Most Council [[The Council (EU2012)#Council Missions|missions]] will reduce panic by 1 to 4 points, depending on the specific mission.
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* Successful Abduction missions reduce panic on that country by 3 points;
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*UFO shootdowns reduce panic on the country it occurs by 1 point;
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*Successful UFO Assaults reduce panic on the country where they [[Crashed UFO (EU2012)|crashed]]/[[Landed UFO (EU2012)|landed]] by 1 point;
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*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
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**Countries with a Level 5 panic have 100% chance on Easy/Normal and 50% on Classic/Impossible;
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**Countries with a Level 4 panic have 50% chance on Easy/Normal and 25% on Classic/Impossible;
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**All other panic levels have a 25% chance on Easy/Normal and 10% on Classic/Impossible;
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*Assaulting the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] reduces worldwide panic by 2 points (it reduces only 1 point on Classic and Impossible difficulties in the Enemy Within DLC).
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* Eliminating EXALT cells through Covert Data Recovery or Covert Extraction missions reduce 1 point of panic in the country they take place.
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* Assaulting the [[EXALT Base Raid (EU2012)|EXALT base]] will provoke a worldwide panic reduction of 1 point.
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* Also on the Enemy Within DLC, if Canada has already left the Council when the [[Site Recon (EU2012)|Site Recon]] mission takes place, the panic reduction will be applied to either the USA or Mexico, chosen randomly.
  
==Base Location==
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==Satellite Management==
There are many different methods to choosing your initial base location.  Here are a few factors to consider:
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* 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.
* '''Money''': Look at the [[Situation Room (EU2012)#Funding|Funding table]].
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* 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 incentive to cover full continents.
: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.
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* 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.  
: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.
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* 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.
: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===
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==See Also==
* 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.
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*[[Situation Room (EU2012)|Situation Room]]
** This is a good option if you rely on a short-list of highly perked soldiers for combat.
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*[[Hangar (EU2012)|Hangar]]
** 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.
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*[[The Council (EU2012)|Council]]
* 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.
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*[[News Items (EU2012)|News Items]]
** 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.
 
  
 
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[[Category: Guides (EU2012)]]
 
 
==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 Funding 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 furhter 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 alltogether, 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 dont have spare satellites to fix panic after them, you will lose countires. Launch satellites right before the council report, first fixing any countries in "Red", and then according to your plan.
 
* However, one exception exists. In a case when you have a covered country with a panic level of 4 in a not yet fully covered continent, and you have enough satellites to fully cover that country, it might be a good idea to do it immediately, not waiting for the end of the month. Otherwise, you risk losing that country (since no way to reduce panic in covered country aside from random events) if an abduction pops in that country, and you will be forced to chose that continent's abduction site, or lose the country. Especially this is true if you have two such not fully covered continents - covering one will allow you to save the other if abduction pops there, but having two continents with two covered countries at panic 4, and abduction popping in both of them makes for almost guaranteed country loss.
 
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
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[[Category:Strategy Guide (EU2012)]]

Latest revision as of 14:34, 24 November 2019

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 1 to 5, and a country has a high chance of leaving the project if its panic level is 5 at the end of a month. For specifics on how countries stop supporting XCOM see Defections.

On the Easy and Normal difficulties all countries will start with a level 1 panic. On Classic difficulty, 50% of the Council countries will already be at a level 2 panic. On Impossible Difficulty, all 16 countries will have a level 2 panic.

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.

Panic Increase

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

  • Unstopped Abductions raise panic by 2 points in the country (3 on Impossible difficulty), and will further raise panic on the rest of the continent by 1 point;
    • If unstopped abduction is on the same continent where stopped abduction is, panic in country with unstopped abduction will raise by 1 point only;
  • Failing a Terror mission will cause the targeted country to leave the project immediately and will raise panic on the rest of the continent by 2 points;
  • UFO missions will raise panic by 2 points if alien craft isn't intercepted, and by 1 point if it is intercepted but UFO isn't shot down;
  • Most Council missions will raise panic if ignored or failed but a few missions will have no effect on panic;
    • Panic will be applied only in the targeted country on the Easy, Normal and Classic difficulties. On Impossible level mission failure will also raise panic on neighbouring countries;
    • 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.
  • Satellites destroyed raise panic by 2 points in the country, and by 1 point on the rest of the continent;
  • EXALT Propaganda operations can also raise panic in the country where the cell is based;
    • On Easy difficulty they will raise panic by 1 point, on Normal and Classic 2 points and on Impossible 3 points;
    • On Impossible they will also raise panic on the rest of the continent by 1 point;
  • Active EXALT cells also have a 50% chance of increasing panic by 1 point in the country where they are based, if unchecked alien activity occurs on that country;
  • Wrongly accusing a country of harboring the EXALT base will cause it to immediately leave the XCOM project (if it is still in the Council) and it will also raise panic on the rest of the continent by 2 points;
  • Failing to destroy the EXALT base during the raid mission will also cause the country to leave the Council or raise panic on the rest of the continent by 2 points.

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 the country and continent, with the value being dependent on the number of civilians saved. For more details see Terror mission results.
  • Most Council missions will reduce panic by 1 to 4 points, depending on the specific mission.
  • Successful Abduction missions reduce panic on that country by 3 points;
  • UFO shootdowns reduce panic on the country it occurs by 1 point;
  • 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 (it reduces only 1 point on Classic and Impossible difficulties in the Enemy Within DLC).
  • Eliminating EXALT cells through Covert Data Recovery or Covert Extraction missions reduce 1 point of panic in the country they take place.
  • Assaulting the EXALT base will provoke a worldwide panic reduction of 1 point.
  • Also on the Enemy Within DLC, if Canada has already left the Council when the Site Recon mission takes place, the panic reduction will be applied to either the USA or Mexico, chosen randomly.

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 incentive 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