Tech Levels (Apocalypse)

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Revision as of 23:33, 11 August 2022 by EsTeR (talk | contribs) (tactic on unprogress)
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Also known as Score Levels

Technology Levels

Score

  • Total Score influences X-Com's funding from the Government, checked after each week.
  • Tactical Missions score influences what the aliens carry on the battlescape, checked after each mission.
  • UFO Craft Shot Down score influences what devices the UFOs will use, checked at the start of a new day.

however, X-Com's score does not determine:

  • Aliens: UFO type, mission style, schedule, or craft quantity that appear in Mega-Primus.
  • Alien life-forms or quantity present on the battlescape (check Infiltration Force for each craft).
  • Alien technology given to organisations or quantity of security guards that are present.

Progress: Aliens

The tables below show progression points required for each item to appear, for the five difficulty levels.

Tactical Equipment (Anthropods and Skeletoids)
Tech Level Novice Easy Medium Hard Superhuman Weapon (clips) Grenade type (number) Other
1 0 0 0 0 0 100% Brainsucker Launcher
(1,1,1,1,2,2,2,3,3,3)
100% None 100% None
2 1,000 1,000 1,000 1,000 1,000 70% Disruptor Gun (--)
30% Brainsucker Launcher (2,3,4)
30% Smoke Grenade (1,1,2)
70% None
100% None
3 2,200 2,200 2,200 2,200 2,200 80% Disruptor Gun (--)
20% Brainsucker Launcher (2,3)
30% Boomeroid (1,1,2)
30% Smoke Grenade (1,1,2)
40% None
100% None
4 4,000 4,000 4,000 4,000 4,000 50% Devastator Cannon (--)
40% Disruptor Gun (--)
10% Brainsucker Launcher (4)
50% Boomeroid (1,1,1,1,2)
30% Smoke Grenade (1,1,2)
20% None
100% None
5 7,000 6,900 6,800 6,700 6,600 60% Devastator Cannon (--)
30% Disruptor Gun (--)
10% Brainsucker Launcher (4)
30% Vortex Mine (1,1,2)
50% Boomeroid (1,1,2,3,3)
20% Smoke Grenade (1,2)
70% Personal Disruptor Shield
30% None
6 12,000 11,500 11,000 10,500 10,000 20% Entropy Launcher (3,5)
70% Devastator Cannon (--)
10% Brainsucker Launcher (4)
40% Vortex Mine (1,1,2,3)
40% Boomeroid (1,2,2,3)
20% Smoke Grenade (2,3)
30% Personal Cloaking Field
40% Personal Disruptor Shield
30% PCF + PDS
7 22,000 21,000 20,000 19,000 18,000 20% Dimension Missile Launcher (3,4)
20% Entropy Launcher (3,5)
50% Devastator Cannon (--)
10% Brainsucker Launcher (4)
40% Vortex Mine (1,2,3,4)
50% Boomeroid (1,2,2,3,4)
10% Smoke Grenade (3)
30% Personal Cloaking Field
30% Personal Disruptor Shield
40% PCF + PDS
8 42,000 39,000 36,000 33,000 28,000 20% Dimension Missile Launcher (4,5)
30% Entropy Launcher (3,4,5)
40% Devastator Cannon (--)
10% Brainsucker Launcher (4)
50% Vortex Mine (1,2,3,3,4)
50% Boomeroid (2,2,3,3,4)
30% PCF + Personal Teleporter
40% PDS + Personal Teleporter
30% PCF + PDS
Vehicle Equipment
Item Novice Easy Medium Hard Superhuman
Small Disruption Shield 2,000 1,750 1,500 1,250 1,000
Large Disruption Shield 4,000 3,500 3,000 2,500 2,000
Cloaking Field 8,000 7,000 6,000 5,000 4,000
Teleporter 16,000 14,000 12,000 10,000 8,000

Progress: Humans

All Organizations will upgrade their "Tech Level" by +1 at the beginning of each week, however, any 100% infiltrated organisation is granted an immediate +3 over their current level. The maximum level is +12.

Organizations' Starting Tech Levels

Tactical Equipment (Humans)
Tech Level Weapon (clip quantity) Grenade (quantity) Other Devices
1 40% Lawpistol (2,2,3,4)
30% M4000 Machine Gun (2,3,4)
20% Laser Sniper Gun (2)
10% Auto Cannon (3AP)
20% AP Grenade (1,2)
10% Smoke Grenade (1)
70% None
100% None
2 20% Lawpistol (3)
30% M4000 Machine Gun (3,3,4)
20% Laser Sniper Gun (2,3)
10% Auto Cannon (3AP)
10% Plasma Gun (2)
10% Heavy Launcher (3HE)
20% AP Grenade (2,3)
10% Smoke Grenade (1)
10% Stun Grenade (1)Δ
60% None
100% None
3 10% Lawpistol (3)
30% M4000 Machine Gun (3)
20% Laser Sniper Gun (2)
20% Auto Cannon (3AP,2HE)
10% Plasma Gun (2)
10% Heavy Launcher (3HE)
10% Proximity Mine (1)
30% AP Grenade (1,2,3)
10% Smoke Grenade (1)
50% None
100% None
4 20% M4000 Machine Gun (3)
20% Laser Sniper Gun (2)
20% Auto Cannon (3AP,2HE)
20% Plasma Gun (2)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
10% Proximity Mine (1)
30% AP Grenade (2,2,3)
10% Smoke Grenade (1)
50% None
100% None
5 10% M4000 Machine Gun (4)
20% Laser Sniper Gun (2)
20% Auto Cannon (3AP,3HE)
30% Plasma Gun (0∇,2,2)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
10% Proximity Mine (1)
40% AP Grenade (1,2,2,3)
10% Smoke Grenade (1)
40% None
100% None
6 20% Laser Sniper Gun (2)
20% Auto Cannon (3AP,3HE)
20% Plasma Gun (2,3)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
20% Disruptor Gun (--)
20% Proximity Mine (1,2)
40% AP Grenade (1,2,2,3)
10% Smoke Grenade (1)
30% None
100% None
7 10% Laser Sniper Gun (2)
20% Auto Cannon (3AP,3HE)
20% Plasma Gun (2,3)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
30% Disruptor Gun (--)
10% Boomeroid (1)
10% Proximity Mine (1)
40% AP Grenade (2,2,2,3)
10% Smoke Grenade (1)
30% None
100% None
8 10% Laser Sniper Gun (2)
10% Auto Cannon (3AP)
20% Plasma Gun (2,3)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
30% Disruptor Gun (--)
10% Devastator Cannon (--)
20% Boomeroid (1)
10% Proximity Mine (2)
30% AP Grenade (2,2,3)
10% Smoke Grenade (1)
30% None
100% None
9 10% Laser Sniper Gun (2)
10% Auto Cannon (3AP)
20% Plasma Gun (2,3)
10% Heavy Launcher (4HE)
40% Disruptor Gun (--)
10% Devastator Cannon (--)
10% Vortex Mine (1)
20% Boomeroid (1)
10% Proximity Mine (2)
30% AP Grenade (2,3,3)
10% Smoke Grenade (1)
20% None
20% Personal Disruptor Shield PDS
80% None
10 10% Auto Cannon (3AP)
20% Plasma Gun (2,3)
10% Heavy Launcher (4HE)
40% Disruptor Gun (--)
20% Devastator Cannon (--)
20% Vortex Mine (1)
20% Boomeroid (1)
20% Proximity Mine (1,2)
10% AP Grenade (3)
10% Smoke Grenade (1)
20% None
10% Personal Cloaking Field PCS
20% Personal Disruptor Shield
70% None
11 20% Plasma Gun (2,3)
10% Heavy Launcher (3HE)
40% Disruptor Gun (--)
30% Devastator Cannon (--)
30% Vortex Mine (1)
20% Boomeroid (1)
10% Proximity Mine (2)
20% AP Grenade (2,3)
10% Smoke Grenade (1)
10% None
10% PDS & PCF
10% Personal Cloaking Field
30% Personal Disruptor Shield
50% None
12 10% Plasma Gun (3)
10% Heavy Launcher (3HE)
40% Disruptor Gun (--)
40% Devastator Cannon (--)
40% Vortex Mine (1)
20% Boomeroid (1)
10% Proximity Mine (2)
10% AP Grenade (3)
10% Smoke Grenade (1)
10% None
20% PDS & PCF
20% Personal Cloaking Field
40% Personal Disruptor Shield
20% None

Δ Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.

∇ This is likely a mistake. Note that the enemy may still pick up another weapon during the mission.

Un-Progress

It is possible to reduce/reverse the (Total) Tactical Missions score by destroying/leaving behind equipment brought to a battlescape mission to force the current technology level of the aliens to be also reduced. Purposely limit the tactical score by:

  • Escape a UFO crash recovery battlescape after finding new agent technology, abandoning alien corpses, and recoverable craft devices (only if they are known or are awaiting research - any new technology should be recovered if only once).
  • Escape from a cleanup of alien infestation (kill as many aliens (including eggs, chrysalids, unhatched brainsucker pods) as possible but prevent successful completion of the mission). Infiltration may progress but will be slowed significantly.
  • Escape from a raid with only what is absolutely needed, ammo does not contribute to score.
  • Start a raid with hostiles and only use agents that you were going to sack (reactions too low) and get them all killed (bonus if you equipped them with obsolete unloaded weapons or excess junk).
  • If neutrals are about and not wanting to damage the building when playing with an armed High Explosive, jump off a very tall structure instead! ...is the easiest method since all can jump in unison and no one will panic. (J+LMB each agent when game is paused)
  • If score limiting is used, technology used by security and thugs (level +1 each week) will surpass the alien's technology level (score based). X-Com may then rely on 'others' to provide an endless stream of exotic equipment.