Difference between revisions of "Population (Apocalypse)"

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== Overview ==  
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'''Humans, Hybrids, Robots, and ''friends''.'''
{{tocright}}
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=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.
  
The population of [[Mega-Primus]] is very varied. Here is an overview of the different characters that X-COM may find and interact with in the [[Buildings (Apocalypse)|buildings]] and streets of the city.
+
===Interactions===
 +
Mega-Primus is 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.<br>
 +
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.<br>
 +
X-Com may also offer job opportunities to anyone willing to help:
 +
* Citizens offering their willingness to fight any threat to Mega-Primus can be hired as Agents.
 +
* Anyone not willing to fight can be hired as a professional '''Technical Personel''' instead, assisting with research of biological specimens and strange organic items, and to use that acquired knowledge to construct advanced, exotic technologies.
  
With the exception of civilians, you will encounter other humans only in the following situations:
+
====Building Defence====
 +
Any company building 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.<br>
 +
If an X-Com base is attacked by any hostile organisation, the same style of ''Defence Force'' will appear inside the layout of the base except any company which uses Building Security as these hired Guards will refuse to participate in attacking an X-Com base. A hostile company will then resort to using '''Corporate Hoods''' ...which are less inclined to care but only if the price is right!
 +
* Every Organisation has an internal limit of Buildng Defence member appearing on the battlescape. This quantity is unknown to the player but it ranges from +4 to -4 of the default quantity. 
  
*If you investigate a building ''with aliens in it'' that is controlled by a hostile organisation
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==The Population==
*If you raid any building (whether or not the owners are hostile)
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Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose. Any and every Human, Hybrid and Android has a [[Tech_Levels_(Apocalypse)|value]] of ten "points".
*If another organisation raids or storms an X-COM base (hostile organisations will occasionally do this; the chance is tripled if the organisation is Megapol, a gang, or infiltrated).
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===X-Com Technical Personnel===
 +
[[Image:TechPers_Invt_(Apocalypse).png|frame|right|X-Com Technical Personel]]
 +
[[Image:TechPers_Batt_360_(Apocalypse).png|frame|left|Technical Personel]]
 +
Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com [[Research_(Apocalypse)|laboratories]] and [[Engineering_(Apocalypse)|Workshop]] as skilled professionals and will be present on the battlescape if a base has come under attack by hostile ground forces.<br>
 +
On any base defence mission, professionals do not engage in combat and do not have an inventory. They also cannot kneel or go prone. Their attributes are similar to other simple units such as Civilians. All technical personnel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the [[Battlescape_Overview_(Apocalypse)|battlescape control panel]] look identical to those of rookie human agents. Do not confuse the two!<br>
 +
Any newly hired professional will be offered a [[Autotaxi_(Apocalypse)|Transtellar Autotaxi]] for transport to their new base. If too many are hired or not enough taxis, any newly hired units must instead use the people tube network. Some problems may arise:
 +
* City damage may prevent any new hire from using the [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|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 [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|decrease of inhabitants]] will be immediately enforced if attempting to hire more.
 +
* Military vehicles are prohibited from transporting any civilians. Technical personnel cannot be placed within any vehicle owned by X-Com. By law, they must use public transport options only.
 +
<br clear="all">
  
Megapol will use Police. The gangs will use Gangsters. The Cult of Sirius will use Cultists. Everyone else uses Building Security in their own buildings and Corporate Hoods when attacking yours. While there are slight differences between these units, the similarities are much greater; in general, you can expect the following of human opponents:
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===Civilians===
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[[Image:Civ_Line_Front_(Apocalypse).png|frame|left|     Middle Class      &brvbar;     Upper Class       &brvbar;     Lower Class<br>   Male     Female        Male    Female         Male     Female<br>'''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 residential building: [[Slums_(Apocalypse)|slums]], [[Apartments_(Apocalypse)|apartments]] and [[Luxury_Apartments_(Apocalypse)|luxury apartments]] will have a high density of relevant citizens. Areas of employment will have a lower quantity of civilians whereas some buildings will have none at all! All civilians will avoid hostilities between organisations (no civilians appear on any [[Tactical_Combat_Missions_(Apocalypse)#Raid|raid]] actions) but may be under threat by aliens present within their buildings (civilians only appear when X-Com is removing an alien infestation).<br>
 +
Civilians will avoid combat and will often be in a state of panic by running around aimlessly. Aliens do not attack civilians since infiltration and eventual Micronoid infection is the goal, although they may injure or kill by accident.<br>
 +
If any civilian is killed irrelevant who caused the death, the Government will penalise X-Com by reducing the mission score by '''-10''' for each casualty however civilian deaths have no effect on X-Com's relations with the organisation that owns the building.
 +
<br clear="all">
  
*Stats are randomised, like your own soldiers', and each individual has a name.
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===Police===
*A bit tougher than [[Anthropod]]s and [[Skeletoid]]s, particularly against weak weapons like the [[Lawpistol]] and [[M4000 Machine Gun]]. The [[Toxigun]] is much less effective, for obvious reasons.
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[[Image:Police_Batt_360_(Apocalypse).png|frame|left|Megapol Poilce]]
*Very prone to panicking; human enemies have 40-80 Bravery, while humanoid aliens have 70-80 and the rest are immune to morale entirely.
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Police officers are responsible for enforcing law and order within the city. Officers are well-armed ([[Tech_Levels_(Apocalypse)|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.
*Most of their weapons are low-powered and will bounce off [[Megapol Armor]], but a few will have [[Marsec Heavy Launcher]]s (and, later on, [[Devastator Cannon]]s) which are far more lethal. They're generally comparable shots to Skeletoids or even slightly better. Grenades are another danger.
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<br clear="all">
*Very susceptible to the [[Mind Bender]] (usually more so than Anthropods), but do not spawn with Mind Benders of their own.
 
*Intelligent enough to pick up a weapon on the ground nearby if disarmed or out of ammo.
 
**Guards will also pick up loose and valuable goods such as armor parts, [[Elerium (Apocalypse) | elerium]] pods and [[Psiclone]]s and flee the battle with them. Whether by coincidence or design, this acts as minor but effective foil to an X-Com raid by reducing the amount of goods that can be recovered. If conditions allow, tool using aliens may also exhibit this behaviour. 
 
  
==Police==
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===Cultists===
 +
[[Image:Cult_Batt_360_(Apocalypse).png|frame|left|Cultists]]
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Cult of Sirius zealots are moderately armed ([[Tech_Levels_(Apocalypse)|Tech Level]] 2). Religious studies have stunted their accuracy and have weaker than average built-in armor values however, their mythological teachings has allowed them to have above average psionic defense.
 +
<br clear="all">
  
[[Image:Megapol_officers.png|right]]
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===Gangsters===
[[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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[[Image:Gangs_Batt_360_(Apocalypse).png|frame|left|Gangsters]]
 +
Gangsters are very well-armed ([[Tech_Levels_(Apocalypse)|Tech Level]] 4) although their accuracy is less than average. [[Psiclone]] use has decreased their psionic defence but has made their reactions better.
 +
<br clear="all">
  
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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===Building Security===
 +
[[Image:Guards_Batt_360_(Apocalypse).png|frame|left|Building Security]]
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Building Security, also known as "Guards" may use any starting [[Tech_Levels_(Apocalypse)|Tech Level]]. Their equipment depends on their employment. Larger organisations such as [[Marsec]] and [[Solmine]] use level four whereas others 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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<br clear="all">
  
==Cultists==
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===Corporate Hood===
 +
[[Image:Hoods_Batt_360_(Apocalypse).png|frame|left|Corporate Hoods]]
 +
Corporate Hoods replace Building Security when assaulting an X-com base. The hood's [[Tech_Levels_(Apocalypse)|Tech Level]] depends on which organisation is raiding the base, typically matching the level given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.
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<br clear="all">
  
[[Image:Cultists.png|right]]
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===Robotic Workers===
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[[Image:Pop-Robot-All-(Apocalypse).png|frame|left|Robots: Workers, Factory Assistants, Haulers, Cleaners, Household Assistants]]
 +
<br clear="all">
 +
No robots are active on any battlescape and all have been immediately shutdown due to human proximity as a safety precaution. They do not move and cannot be selected. Destroyed robots will either:
 +
* Disappear in a puff of smoke or stun gas or have no effect.
 +
* Detonate in a small 3x3 explosion, causing minor damage.
 +
* Explode in flames (common incendiary effect) which [[Robot_Factory_(Apocalypse)|can spread]] to other flammable things.
 +
...and may have different consequences within different buildings.
  
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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===Sectoid===
 
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[[Image:Sectoid-Batt-360-(Apocalypse).png|frame|left|Sectoids]]
==Gangsters==
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The Sectoid race of aliens is present within the Alien Dimension as a food source. The enemy of a previous X-COM game has become an alien delicacy! Sectoid lifeforms are only found inside the [[Food Chamber]] and are no threat to X-Com. They are being held captive as 'free-range' food and behave exactly like civilians - moving about in the Food Chamber in a panic. If choosing to not kill off the Sectoids, [[Mutant Alliance]] will become friendly or better, towards X-Com at the conclusion of battle and will also become immediately hostile to Aliens, if not already.
 
+
<br clear="all">
[[Image:Gangsters.png|right]]
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Aliens will not target their food. A Sectoid has a value of ten points, hence, a penalty of '''-10''' is applied to the Tactical Mission score for each Sectoid killed, irrelevant of cause!<br>
 
+
Sectoids are typically found in a loose group of up to twenty.
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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<br clear="all">
 
 
==Building Security==
 
 
 
[[Image:Security_guards.png|right]]
 
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.
 
 
 
Security guards' Accuracy is a little poorer than average.
 
 
 
==Corporate Hood==
 
 
 
[[Image:Corporate_Hoods.png|right]]
 
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.
 
 
 
 
 
==Civilian==
 
[[Image:Civilians - lower class (Apocalypse).png|right]]
 
 
 
Civilians will be found on some building investigations (typically those of more populated buildings, like schools, offices and apartments). They will mostly run around in panic and won't take cover. They cannot pick up or use any equipment.
 
 
 
X-COM will receive a 10-point penalty for each civilian death. However, unlike in the first two games, aliens do not actively attack civilians.
 
 
 
The appearance of civilians will be different depending on in which building they appear; they can be lower, middle, or upper class.
 
 
 
==X-COM Technical Personnel==
 
[[Image:Apoc-Sciences.png|right]]
 
During [[Base Defense (Apocalypse)|base defense]] missions, any X-COM Scientists and Engineers assigned to the base will be vulnerable to hostile aggression. X-COM personnel can be directed to walk or run to any location, but they cannot kneel, crawl or use or pick up any equipment. They are also slower than X-COM Agents and completely unarmored, and therefore quite vulnerable.
 
 
 
Survival of X-COM personnel is one of the highest priorities for X-COM Agents while repelling raids.
 
 
 
Since technical staff use the same portraits as human Agents and are assigned the Rookie rank, their icons on the [[Battlescape_Overview_(Apocalypse)|Battlescape]] control panel look identical to those of Rookie human Agents. Care should be taken not to confuse the two when issuing orders.
 
 
 
==Sectoid==
 
[[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.  
 
 
 
For all intents and purposes, the 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.
 
  
 
==See Also==
 
==See Also==
 
 
* [[Organizations]]
 
* [[Organizations]]
 
* [[Relations (Apocalypse)|Relations]]
 
* [[Relations (Apocalypse)|Relations]]
* [[Strategies for Troops (Apocalypse)|Strategies for Troops]]
+
 
* [[Alien_Tech_Levels_(Apocalypse)|Alien Tech Levels]] (for information on equipment loadouts of human opponents)
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 13:15, 30 September 2023

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

Mega-Primus is 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 job opportunities to anyone willing to help:

  • Citizens offering their willingness to fight any threat to Mega-Primus can be hired as Agents.
  • Anyone not willing to fight can be hired as a professional Technical Personel instead, assisting with research of biological specimens and strange organic items, and to use that acquired knowledge to construct advanced, exotic technologies.

Building Defence

Any company building 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 Defence Force will appear inside the layout of the base except any company which uses Building Security as these hired Guards will refuse to participate in attacking an X-Com base. A hostile company will then resort to using Corporate Hoods ...which are less inclined to care but only if the price is right!

  • Every Organisation has an internal limit of Buildng Defence member appearing on the battlescape. This quantity is unknown to the player but it ranges from +4 to -4 of the default quantity.

The Population

Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose. Any and every Human, Hybrid and Android has a value of ten "points".

X-Com Technical Personnel

X-Com Technical Personel
Technical Personel

Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com laboratories and Workshop as skilled professionals and will be present on the battlescape if a base has come under attack by hostile ground forces.
On any base defence mission, professionals do not engage in combat and do not have an inventory. They also cannot kneel or go prone. Their attributes are similar to other simple units such as Civilians. All technical personnel 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 be offered a Transtellar Autotaxi for transport to their new base. If too many are hired or not enough taxis, any newly hired units must instead use the people tube network. 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 personnel 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 residential building: slums, apartments and luxury apartments will have a high density of relevant citizens. Areas of employment will have a lower quantity of civilians whereas some buildings will have none at all! All civilians 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 in a state of panic by running around aimlessly. Aliens do not attack civilians since infiltration and eventual Micronoid infection is the goal, although they may injure or kill by accident.
If any civilian is killed irrelevant who caused the death, the Government will penalise X-Com by reducing the mission score by -10 for each casualty however civilian deaths have no effect on X-Com's relations with the organisation that owns the building.

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 values however, their mythological teachings has allowed them to have above average 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. Their equipment depends on their employment. Larger organisations such as Marsec and Solmine use level four whereas others 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 hood's Tech Level depends on which organisation is raiding the base, typically matching the level given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.

Robotic Workers

Robots: Workers, Factory Assistants, Haulers, Cleaners, Household Assistants


No robots are active on any battlescape and all have been immediately shutdown due to human proximity as a safety precaution. They do not move and cannot be selected. Destroyed robots will either:

  • Disappear in a puff of smoke or stun gas or have no effect.
  • Detonate in a small 3x3 explosion, causing minor damage.
  • Explode in flames (common incendiary effect) which can spread to other flammable things.

...and may have different consequences within different buildings.

Sectoid

Sectoids

The Sectoid race of aliens is present within the Alien Dimension as a food source. The enemy of a previous X-COM game has become an alien delicacy! Sectoid lifeforms are only found inside the Food Chamber and are no threat to X-Com. They are being held captive as 'free-range' food and behave exactly like civilians - moving about in the Food Chamber in a panic. If choosing to not kill off the Sectoids, Mutant Alliance will become friendly or better, towards X-Com at the conclusion of battle and will also become immediately hostile to Aliens, if not already.
Aliens will not target their food. A Sectoid has a value of ten points, hence, a penalty of -10 is applied to the Tactical Mission score for each Sectoid killed, irrelevant of cause!
Sectoids are typically found in a loose group of up to twenty.

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