Difference between revisions of "Population (Apocalypse)"

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===Police===
 
===Police===
[[Image:Megapol_officers.png|right]]
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[[Image:Police_Batt_360_(Apocalypse).png|frame|left|Megapol Poilce]]
[[Megapol]] police officers are responsible for enforcing law and order on the city. Since they are also well armed they would be of a great help during [[Battlescape Overview (Apocalypse)|Battlescape]], but unfortunately they will not aid X-COM Agents during investigations.
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Police officers are responsible for enforcing law and order within the city. Officers are well-armed (Tech Level 3) but do not wear their own style of armor. Academy training allows these units to start with better than average reactions and good built-in armor but do not have good psionic resistance.
Megapol officers are fairly well-armed (starting Tech Level 3), and have marginally better Reactions and armor than average (though they do not wear [[Megapol Armor]]). However, they are also more vulnerable to Psionic attacks. Police will be encountered in large groups of 12-20.
 
 
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===Cultists===
 
===Cultists===
 
[[Image:Cult_Batt_360_(Apocalypse).png|frame|left|Cultists]]
 
[[Image:Cult_Batt_360_(Apocalypse).png|frame|left|Cultists]]
Cult of Sirius members are moderately armed (starting Tech Level 2). Their Accuracy and armour are somewhat poorer than average - the Cult is a civilian organisation - but their Psi-defense is better than other humans' (typically on par with Anthropods). Cultists fight in groups of 7-12.
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Cult of Sirius zealots are moderately armed (Tech Level 2). Religious studies have stunted their accuracy and have weaker than average built-in armor however their learning has allowed them to good psionic defense.
 
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===Gangsters===
 
===Gangsters===
 
[[Image:Gangs_Batt_360_(Apocalypse).png|frame|left|Gangsters]]
 
[[Image:Gangs_Batt_360_(Apocalypse).png|frame|left|Gangsters]]
Gangsters are very well-armed (starting Tech Level 4). Their Accuracy and Psi-defense are a little poorer than average, but their Reactions are better. Gang members fight in groups of 8-20; Osiron groups are the largest, Psyke groups are the smallest.
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Gangsters are very well-armed (Tech Level 4) although their accuracy is less than average. Psiclone use has decreased their psionic defence but has made their reactions better.
 
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===Building Security===
 
===Building Security===
 
[[Image:Guards_Batt_360_(Apocalypse).png|frame|left|Building Security]]
 
[[Image:Guards_Batt_360_(Apocalypse).png|frame|left|Building Security]]
Security guards' armament and numbers depend on which organization employs them (starting Tech Level can be as low as 1 or as high as 4, and there can be anywhere between 5 and 17 of them). In particular, the [[Government]], [[Marsec]], [[Solmine]], [[Cyberweb]], [[S.E.L.F.]] and the [[Mutant Alliance]] use better-equipped and larger groups of guards.
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Building Security, also known as "Guards" may use any starting Tech Level which depends on their employment. Larger organisations such as [[Marsec]] and [[Solmine]] use level four whereas other such as [[Superdynamics]] and [[Evonet]] will use level one. Attributes are less then average since these units are hired members of Mega-Primus and are not well trained in combat.
 
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===Corporate Hood===
 
===Corporate Hood===
[[Image:Corporate_Hoods.png|right]]
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[[Image:Hoods_Batt_360_(Apocalypse).png|frame|left|Corporate Hoods]]
Corporate hoods vary in numbers and equipment depending on who employs them in the same fashion as building security. They have a bit better Accuracy than average, though.
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Corporate Hoods replace Building Security when assaulting an X-com base. The unit's Tech Level depnds on which organisation is raiding the base typically matching the tech levels given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.
 
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===Sectoid===
 
===Sectoid===
 
[[Image:Apoc-Sectoids2.png|right]]
 
[[Image:Apoc-Sectoids2.png|right]]
Only present in the Alien Dimension, X-COM's old enemies have become an alien delicacy, and some are being held captive in their [[Food Chamber]]. Rescuing them will give a huge boost to X-COM's relations with the [[Mutant Alliance]] and will also make the Mutant Alliance hostile to the Aliens if it wasn't already. Sectoids in this game are treated exactly like civilians, and display similar behaviour. The Aliens will not deliberately target them during the mission, and X-COM will receive a 10-point penalty for each Sectoid death.
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Only present in the Alien Dimension, X-Com's old enemies have become an alien delicacy, and all are being held captive in the [[Food Chamber]]. Rescuing the sectoids will make [[Mutant Alliance]] friendly with X-Com and will make them hostile to Aliens (if not already). Sectoids have lost their skills and are no threat. They run around in a mindless panic as similar behaviour to Civilians. Aliens will not target their food but if X-Com agents do, a penalty of -10 for each sectoid killed at mission end.
 
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Revision as of 17:44, 30 July 2022

Humans, Hybrids, Robots, and friends.

A Populated City

Mega-Primus is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.

Interactions

An environmentally sustainable modern city that accommodates many. The majority are respectable citizens, some not so much, and others are just not welcome within the city walls. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace. X-Com's role is to remove these alien invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:

  • Investigation, detection, and removal of aliens within an organisation's building.
  • Raiding a company building belonging to any, allied to hostile, organisation.
  • Retaliation for X-Com's hostile actions by an invading force attemping to destroy an X-Com base.

X-Com may also offer opportunities to anyone willing to help:

  • Citizens offering their willingness to fight any threat to Mega-Primus.
  • Anyone that can be hired as a professional Technical Personel to assist with research of bioloicgal specimens and strange organic items, and then to use that acquired knowledge to construct advanced technologies.

Building Defenders

A company building which is a target for a raid or has a problem with aliens will use its own members as a defence force to defend the structure and to fight any invaders:

  • Police appear within any Megapol owned building.
  • Cultists appear in any Cult Of Sirius Temple.
  • Gangsters appear in gang owned buildings, typically derelict slums.
  • Building Security are hired Guards that appear within all buildings which do not have a dedicated defence force.

If an X-Com base is attacked by any hostile organisation, the same style of Building Defenders will appear inside the layout of the base except any company which uses Building Security. These hired security Guards will refuse to participate in attacking an X-Com base. A hostile company will then use Corporate Hoods instead, which are less inclined to care but only if the price is right.

The Population

Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose.

X-Com Technical Personnel

TechPers Invt (Apocalypse).png
Apoc-Sciences.png

Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com laboratories and workshops as skilled professionals and only physically appear if present at a base which has com under attack by hostile forces (a base defence mission).
Technical professionals do not engage in combat and do not have an inventory. Their attributes are similiar to other simple units such as Civilians. All technical personel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the battlescape control panel look identical to those of rookie human agents. (Do not confuse the two)
Any newly hired professional will use the people tubes or use a Transtellar Autotaxi to move their new base. Some problems may arise: * City damage may prevent any new hire from using the damaged people tubes.

  • An X-Com base may be breach of environmental laws and will be classed as unsustainable if a large amount of people resides within. Mandatory decrease of inhabitants will be immediately enforced if attempting to hire more!
  • Military vehicles are prohibited from transporting any civilians. Technical personel cannot be placed within any vehicle owned by X-Com. By law, they must use public transport options only.


Civilians

     Middle Class      ¦     Upper Class       ¦     Lower Class
   Male     Female        Male    Female         Male     Female
Civilians appearing within Mega-Primus

The population of Mega-Primus live their lives in peace with their robotic servants. Any modern society will contain a broad range of peoples of a particular economic status: Lower class, Middle class, and Upper class. Any accomodation building: slums, apartments and luxury apartments will have a high density of citizens to match. Areas of employment will have a lower quantity of civilians. All will avoid hostilities between organisations (no civilians appear on any raid actions) but may be under threat by aliens present within their buildings (civilians only appear when X-Com is removing an alien infestation).
Civilians will avoid combat and will often be is a state of panic by running around aimlessly. If any civilian is killed by X-Com, the organisation will penalise X-Com by reducing the score (-10 each) for any deaths. Aliens do not attack civilians since infiltration and eventaul micronoid infection is the goal.

Police

Megapol Poilce

Police officers are responsible for enforcing law and order within the city. Officers are well-armed (Tech Level 3) but do not wear their own style of armor. Academy training allows these units to start with better than average reactions and good built-in armor but do not have good psionic resistance.

Cultists

Cultists

Cult of Sirius zealots are moderately armed (Tech Level 2). Religious studies have stunted their accuracy and have weaker than average built-in armor however their learning has allowed them to good psionic defense.

Gangsters

Gangsters

Gangsters are very well-armed (Tech Level 4) although their accuracy is less than average. Psiclone use has decreased their psionic defence but has made their reactions better.

Building Security

Building Security

Building Security, also known as "Guards" may use any starting Tech Level which depends on their employment. Larger organisations such as Marsec and Solmine use level four whereas other such as Superdynamics and Evonet will use level one. Attributes are less then average since these units are hired members of Mega-Primus and are not well trained in combat.

Corporate Hood

Corporate Hoods

Corporate Hoods replace Building Security when assaulting an X-com base. The unit's Tech Level depnds on which organisation is raiding the base typically matching the tech levels given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.

Robotic Workers

None are active and all have been immediately shutdown due to human proximity as a safety precaution. They do not move and cannot be selected.

Sectoid

Apoc-Sectoids2.png

Only present in the Alien Dimension, X-Com's old enemies have become an alien delicacy, and all are being held captive in the Food Chamber. Rescuing the sectoids will make Mutant Alliance friendly with X-Com and will make them hostile to Aliens (if not already). Sectoids have lost their skills and are no threat. They run around in a mindless panic as similar behaviour to Civilians. Aliens will not target their food but if X-Com agents do, a penalty of -10 for each sectoid killed at mission end.

See Also


Apocalypse InsigniaX-COM: Apocalypse All Units
X-Com: AgentsTechnical Personnel
Aliens

BrainsuckerMultiworm EggMultiwormHyperwormChrysalisAnthropodSpitterPopperSkeletoidMicronoid AggregateMegaspawnPsimorphQueenspawnOverspawn

Population PoliceCultistGangstersBuilding SecurityCorporate HoodCivilians
Others Sectoid
Reference Attributes Of All Units