Difference between revisions of "The Council (EU2012)"

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[[File:ShadowSpeeker.png|right|320px]]The Council consists of a group of 16 countries that fund and support the [[XCOM_(EU2012)|XCOM Project]]. The Council, represented by its shadowy spokesman, will make regular contact with the Commander (the player) via the [[Situation_Room_(EU2012)|Situation Room]]. The Council has three primary reasons to contact XCOM:
+
[[File:ShadowSpeeker.png|right|320px]]The Council consists of a group of 16 countries that fund and support the [[XCOM_(EU2012)|XCOM Project]]. The Council, represented by its shadowy spokesman, will make regular contact with the Commander (the player) via the [[Situation_Room_(EU2012)|Situation Room]].  
*Propose a new [[Missions_(EU2012)#Council_Missions|Council Mission]] in exchange for a generous reward (Credits, [[Engineering_(EU2012)|Engineers]], [[Research_(EU2012)#Scientists|Scientists]], or a new, highly ranked [[Soldiers_(EU2012)|Soldier]]).
 
*Present a special [[Requests (EU2012)|request]] from a member nation asking that XCOM supply them with certain items, either weapons, technology or alien bodies in exchange for credits and/or scientists/engineers. This request will remain available for fulfillment for 20 days.
 
*Deliver the monthly report that evaluates and rewards the XCOM Project's activities.
 
<br>
 
== Council Report ==
 
[[File:MonthlyReport.png|right|320px|thumb|XCOM Project Monthly Report]]Each month the Council issues a report that details the XCOM Project's successes, failures and the global panic levels. Each council member nation has a panic level which increases if alien activity occurs in that country or parent continent that the player ignored or failed to contain. Once the panic level reaches a critical level, Council members will pull out from the XCOM Project permanently, which will affect the monthly funding. If eight members pull out of the Project, the game effectively ends in a defeat. Launching a [[Satellite_(EU2012)|Satellite]] will lower the panic level of a member country by two. Once a continent has full satellite coverage, no [[Missions_(EU2012)#Alien_Abductions|abduction missions]] will spawn for that continent anymore. Current panic levels and satellite coverage can be monitored from the Situation Room.
 
 
 
Coinciding with the monthly Council report and letter grade, the Council distributes rewards of cash [[Situation_Room_(EU2012)#Funding|funding]] and additional Scientists and Engineers. XCOM earns these monthly rewards based primarily on the satellite coverage over individual members; these rewards are detailed in the chart below.
 
  
 
{| class="wikitable" width="70%"
 
{| class="wikitable" width="70%"
Line 40: Line 32:
 
* Brazil
 
* Brazil
 
|}
 
|}
 +
 +
The Council has 4 primary reasons to contact XCOM:
 +
*Deliver the monthly report that evaluates and rewards the XCOM Project's activities.
 +
*Propose a new [[Missions_(EU2012)#Council_Missions|Council Mission]] in exchange for a generous reward (Credits, [[Engineering_(EU2012)|Engineers]], [[Research_(EU2012)#Scientists|Scientists]], or a new, highly ranked [[Soldiers_(EU2012)|Soldier]]).
 +
*Present a special request from a member nation asking that XCOM supply them with certain items, either weapons, technology or alien bodies in exchange for credits and/or scientists/engineers. This request will remain available for fulfillment for 20 days.
 +
*To terminate the XCOM project if 8 or more countries decide to leave the Council.
 +
 +
<br>
 +
== Council Report ==
 +
[[File:MonthlyReport.png|right|320px|thumb|XCOM Project Monthly Report]]Each month the Council issues a report that details the XCOM Project's successes, failures and the global panic levels. Each council member nation has a panic level which increases if alien activity occurs in that country or parent continent that the player ignored or failed to contain. Once the panic level reaches a critical level, Council members will pull out from the XCOM Project permanently, which will affect the monthly funding. If eight members pull out of the Project, the game effectively ends in a defeat. Launching a [[Satellite_(EU2012)|Satellite]] will lower the panic level of a member country by two. Once a continent has full satellite coverage, no [[Missions_(EU2012)#Alien_Abductions|abduction missions]] will spawn for that continent anymore. Current panic levels and satellite coverage can be monitored from the Situation Room.
 +
<br clear="all">
 +
===Council Rewards===
 +
Coinciding with the monthly Council report and letter grade, the Council distributes rewards of cash [[Situation_Room_(EU2012)#Funding|funding]] and additional Scientists and Engineers. XCOM earns these monthly rewards based primarily on the satellite coverage over individual members; these rewards are detailed in the chart below.
 +
 +
{| class="wikitable" width="70%"
 +
|+ Country and Continent Bonuses per Month (Easy/Normal)
 +
|-
 +
! width="50px" align="center" | Satellites !! Africa !! Asia !! Europe !! North America !! South America
 +
|- style="vertical-align:top;"
 +
| align="center" | '''1''' || align="center" | +1 engineer || align="center" | +2 engineers  || align="center" | +2 scientists || align="center" | +1 scientist<br/> +1 engineer || align="center" | +1 scientist
 +
|-
 +
| align="center" | '''2''' || align="center" | +1 scientist<br/> +2 engineers || align="center" | +3 engineers || align="center" | +3 scientists || align="center" |  +2 scientists<br/> +2 engineers || align="center" |  +2 scientists<br/> +2 engineers
 +
|-
 +
| align="center" | '''3''' || align="center" | +2 scientists <br/> +3 engineers || align="center" | +6 engineers|| align="center" | +6 scientists || align="center" |  +4 scientists <br/> +4 engineers ||
 +
|-
 +
| align="center" | '''4''' ||  || align="center" | +8 engineers || align="center" | +8 scientists || ||
 +
|-
 +
|}
 +
 +
{| class="wikitable" width="70%"
 +
|+ Country and Continent Bonuses per Month (Classic/Impossible)
 +
|-
 +
! width="50px" align="center" | Satellites !! Africa !! Asia !! Europe !! North America !! South America
 +
|- style="vertical-align:top;"
 +
| align="center" | '''1''' || align="center" | +1 engineer || align="center" | +1 engineer  || align="center" | +1 scientist || align="center" | +1 scientist || align="center" | +1 scientist
 +
|-
 +
| align="center" | '''2''' || align="center" | +1 scientist<br/> +1 engineer || align="center" | +2 engineers || align="center" | +2 scientists || align="center" |  +1 scientist<br/> +1 engineer || align="center" |  +1 scientist<br/> +1 engineer
 +
|-
 +
| align="center" | '''3''' || align="center" | +1 scientist <br/> +2 engineers || align="center" | +3 engineers|| align="center" | +3 scientists || align="center" |  +2 scientists <br/> +1 engineer ||
 +
|-
 +
| align="center" | '''4''' ||  || align="center" | +4 engineers || align="center" | +4 scientists || ||
 +
|}
 +
 +
==Council Missions==
 +
Each month the Council may propose to XCOM additional missions, offering in exchange a mission reward. The rewards can be in the form of trained [[Soldiers (EU2012)|Soldiers]], Scientists, Engineers, credits (§), panic reduction, or even [[Elerium (EU2012)|Elerium]]. There are 18 specific Council missions, and each has a predetermined reward. The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] adds an additional mission, [[Site Recon (EU2012)|Site Recon]], to the pool of [[Missions (EU2012)#Council Missions|Council missions]].
 +
 +
Council missions may be ignored without any effect on your monthly score but it will still affect [[Panic (EU2012)|panic]]. However, if you accept any mission, its results will affect the Council's score.
 +
 +
The majority of failed/ignored Council missions will raise panic by 1 or 2 points. The panic raise will only happen 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 several missions that can be ignored without any panic increase: here are 6 Council missions that don't raise any panic: the Industrial, Pier and Truckstop [[Asset Recovery (EU2012)|Assault]] missions, and the Pier [[Escort (EU2012)|Extraction]] (Sgt. Carlock), Boulevard [[Extraction (EU2012)|Rescue]] (Anna Sing) and the Commercial Extraction (William Thorne) missions.
 +
 +
Council missions may also be replaced by either the [[Slingshot DLC (EU2012)|Slingshot]] campaign and/or, in the Enemy Within DLC, by the [[Progeny (EU2012)|Progeny]] missions. After those campaigns are completed, regular Council missions will be generated afterwards. On the Enemy Within DLC, the Site Recon mission is always the first Council mission that happens after the 1st Terror Site.
 +
 +
{| class="wikitable" width="70%"
 +
|+ Mission Rewards
 +
|-
 +
| align="center" style="background:#f0f0f0;"|'''Mission'''
 +
| align="center" style="background:#f0f0f0;"|'''Random Cash'''
 +
| align="center" style="background:#f0f0f0;"|'''Scientists'''
 +
| align="center" style="background:#f0f0f0;"|'''Engineers'''
 +
| align="center" style="background:#f0f0f0;"|'''Soldiers'''
 +
| align="center" style="background:#f0f0f0;"|'''Elerium'''
 +
| align="center" style="background:#f0f0f0;"|'''Panic Reduction'''
 +
| align="center" style="background:#f0f0f0;"|'''Panic Increase<sup>1</sup>'''
 +
|- align="center"
 +
| Helicopter Assault<sup>2</sup>||100-225||||||||||-1||1
 +
|- align="center"
 +
| Pier Assault||100-225||10||||||||||
 +
|- align="center"
 +
| Truck Stop Assault||100-225||||||||40||||
 +
|- align="center"
 +
| Industrial Assault||100-225||||||||||-2||
 +
|- align="center"
 +
| Cemetery Assault||100-225||||||||||-4||1
 +
|- align="center"
 +
| Research Assault||100-225||10||||||||||1
 +
|- align="center"
 +
| Train Station Bomb||225-506||||||||||-3||2
 +
|- align="center"
 +
| Slaughterhouse Bomb||225-506||||||||||-3||2
 +
|- align="center"
 +
| Trainyard Bomb||225-506||||||||||-3||2
 +
|- align="center"
 +
| Bridge Bomb||225-506||||||||||-3||2
 +
|- align="center"
 +
| Commercial Extraction||||||||Yes||||-2||
 +
|- align="center"
 +
| Pier Extraction||225-506||||10||||||||
 +
|- align="center"
 +
| Museum Rescue||225-506||||5||||||-2||2
 +
|- align="center"
 +
| Highway Rescue||225-506||||||Yes||||-2||1
 +
|- align="center"
 +
| Boulevard Rescue||225-506||10||||||||-2||
 +
|- align="center"
 +
| Research Rescue||225-506||5||||||||-3||1
 +
|- align="center"
 +
| Cemetery Bomb||225-506||8||||||||-3||2
 +
|- align="center"
 +
| Site Recon||||||||||||?||?
 +
|-
 +
| colspan="8" |<sup>1</sup> If mission is ignored or a failure.<br><sup>2</sup> Mission can only occur after assaulting the Alien Base.
 +
|}
 +
==Council Requests==
 +
[[File:Request (EU2012).png|300px|right]]
 +
From time to time an individual [[The Council (EU2012)|Council]] country may request assistance through the sale of [[Weapons (EU2012)|Weapons]], [[Alien Artifacts (EU2012)|Alien Artifacts]] or even [[Satellite (EU2012)|satellites]]. In exchange for supplying the country with the desired item, XCOM will receive in return Credits and/or [[Research (EU2012)|Scientists]]/[[Engineering (EU2012)|Engineers]]. The credits offered in exchange are usually 30-50% higher than the values required for building the item or selling it on the [[Grey Market (EU2012)|Grey Market]]. This may motivate Commanders to keep a few extra units of items in store or to change their current manufacturing depending on the value of the offered reward. Requests have a deadline of 20 days to be fulfilled or they will be removed at the end of that period.
 +
 +
[[File:Request Fulfilled (EU2012).png|300px|right]]
 +
A notable particularity is the request for a Satellite Transfer. A country which asks for a satellite can ask you to transfer or to actually launch one to monitor its territory against [[UFOs (EU2012)|UFO]] incursions. But if launched, [[XCOM (EU2012)|XCOM]] retains control of the satellite as well, which means all of the monthly funding, extra scientists and/or engineers, as well as potentially triggering the continent bonus if you have enough coverage. With the request completion reward as well, this makes waiting till towards the end of the month to launch satellites a great idea. Though keep in mind: requests last 20 days, and without Rapid Construction, satellites also take 20 to build. If you try to build one ''after'' getting the request, it will expire before the satellite is completed.
 +
 +
===Requests Frequency===
 +
On EU the game will check for a Request every 20 days + 7 random days. Each request has a tech requirement and if it isn't met, no Request will be generated.
 +
 +
On the Enemy Within DLC, the frequency has been reworked. In the game's scheduling for a month, there are two dates for "Council Events" in place. When one comes around, there is a chance to receive a mission, a [[Requests (EU2012)|request]], or nothing at all. If a mission is gotten for the first event, a second mission will not be given for the second, with the exception of [[Slingshot DLC (EU2012)|Slingshot]] and [[Progeny (EU2012)|Progeny]] missions.
 +
 +
===Items Requested===
 +
{{Col}}
 +
'''Artifact Sales'''
 +
* [[Weapon Fragments (EU2012)|Weapon Fragments]]
 +
* [[UFO Flight Computer (EU2012)|Navigation Computers]]
 +
* [[UFO Power Source (EU2012)|UFO Power Sources]]
 +
* [[Alien Alloys (EU2012)|Alien Alloys]]
 +
* [[Sectoid Corpse (EU2012)|Sectoid Corpses]]
 +
* [[Floater Corpse (EU2012)|Floater Wrecks]]
 +
* [[Cyberdisc Wreck (EU2012)|Cyberdisc Wrecks]]
 +
* [[Thin Man Corpse (EU2012)|Thin Man Corpses]]
 +
* [[Muton Corpse (EU2012)|Muton Corpses]]
 +
* [[Chryssalid Corpse (EU2012)|Chryssalid Corpses]]
 +
* [[Heavy Floater Corpse (EU2012)|Heavy Floater Wrecks]]
 +
* [[Sectopod Wreck (EU2012)|Sectopod Wrecks]]
 +
* [[Sectoid Corpse (EU2012)|Sectoid Corpses]]
 +
* [[Floater Corpse (EU2012)|Floater Wrecks]]
 +
* [[Cyberdisc Wreck (EU2012)|Cyberdisc Wrecks]]
 +
* [[Thin Man Corpse (EU2012)|Thin Man Corpses]]
 +
* [[Mechtoid Core (EU2012)|Mechtoid Cores]]
 +
* [[Seeker Wreck (EU2012)|Seeker Wrecks]]
 +
{{ColBreak}}
 +
'''Technology Sales'''
 +
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]
 +
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]]
 +
*[[Arc Thrower (EU2012)|Arc Throwers]]
 +
*[[Combat Stims (EU2012)|Combat Stims]]
 +
*[[Satellite (EU2012)|Satellite]]
 +
'''Satellite Transfer'''
 +
*[[Satellite (EU2012)|Satellite]]
 +
'''Jet Transfer'''
 +
*[[Interceptor (EU2012)|Interceptor]]
 +
{{ColBreak}}
 +
''' Arms Sales '''
 +
*[[Laser Pistol (EU2012)|Laser Pistols]]
 +
*[[Laser Rifle (EU2012)|Laser Rifles]]
 +
*[[Heavy Laser (EU2012)|Heavy Lasers]]
 +
*[[Laser Scatter (EU2012)|Scatter Lasers]]
 +
*[[Plasma Pistol (EU2012)|Plasma Pistols]]
 +
*[[Plasma Light Rifle (EU2012)|Light Plasma Rifles]]
 +
*[[Plasma Rifle (EU2012)|Plasma Rifles]]
 +
*[[Heavy Plasma (EU2012)|Heavy Plasma Guns]]
 +
*[[Alloy Cannon (EU2012)|Alloy Cannons]]
 +
*[[Ghost Grenade (EU2012)|Ghost Grenades]]
 +
*[[Gas Grenade (EU2012)|Gas Grenades]]
 +
*[[Reaper Rounds (EU2012)|Reaper Rounds]]
 +
*[[Mimic Beacon (EU2012)|Mimic Beacons]]
 +
*[[Flashbang Grenade (EU2012)|Flashbang Grenades]]
 +
*[[EXALT Assault Rifle (EU2012)|EXALT Assault Rifles]]
 +
*[[EXALT Sniper Rifle (EU2012)|EXALT Sniper Rifles]]
 +
*[[EXALT LMG (EU2012)|EXALT LMGs]]
 +
*[[EXALT Rocket Launcher (EU2012)|EXALT Rocket Launchers]]
 +
*[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifles]]
 +
*[[EXALT Laser Sniper Rifle (EU2012)|EXALT Laser Sniper Rifles]]
 +
*[[EXALT Heavy Laser (EU2012)|EXALT Heavy Lasers]]
 +
{{EndCol}}
 +
  
 
==See Also==
 
==See Also==

Revision as of 03:31, 9 January 2014

ShadowSpeeker.png

The Council consists of a group of 16 countries that fund and support the XCOM Project. The Council, represented by its shadowy spokesman, will make regular contact with the Commander (the player) via the Situation Room.

Council Nations
Africa Asia Europe North America South America
  • Egypt
  • South Africa
  • Nigeria
  • China
  • Japan
  • India
  • Australia
  • United Kingdom
  • Russia
  • France
  • Germany
  • United States
  • Canada
  • Mexico
  • Argentina
  • Brazil

The Council has 4 primary reasons to contact XCOM:

  • Deliver the monthly report that evaluates and rewards the XCOM Project's activities.
  • Propose a new Council Mission in exchange for a generous reward (Credits, Engineers, Scientists, or a new, highly ranked Soldier).
  • Present a special request from a member nation asking that XCOM supply them with certain items, either weapons, technology or alien bodies in exchange for credits and/or scientists/engineers. This request will remain available for fulfillment for 20 days.
  • To terminate the XCOM project if 8 or more countries decide to leave the Council.


Council Report

XCOM Project Monthly Report

Each month the Council issues a report that details the XCOM Project's successes, failures and the global panic levels. Each council member nation has a panic level which increases if alien activity occurs in that country or parent continent that the player ignored or failed to contain. Once the panic level reaches a critical level, Council members will pull out from the XCOM Project permanently, which will affect the monthly funding. If eight members pull out of the Project, the game effectively ends in a defeat. Launching a Satellite will lower the panic level of a member country by two. Once a continent has full satellite coverage, no abduction missions will spawn for that continent anymore. Current panic levels and satellite coverage can be monitored from the Situation Room.


Council Rewards

Coinciding with the monthly Council report and letter grade, the Council distributes rewards of cash funding and additional Scientists and Engineers. XCOM earns these monthly rewards based primarily on the satellite coverage over individual members; these rewards are detailed in the chart below.

Country and Continent Bonuses per Month (Easy/Normal)
Satellites Africa Asia Europe North America South America
1 +1 engineer +2 engineers +2 scientists +1 scientist
+1 engineer
+1 scientist
2 +1 scientist
+2 engineers
+3 engineers +3 scientists +2 scientists
+2 engineers
+2 scientists
+2 engineers
3 +2 scientists
+3 engineers
+6 engineers +6 scientists +4 scientists
+4 engineers
4 +8 engineers +8 scientists
Country and Continent Bonuses per Month (Classic/Impossible)
Satellites Africa Asia Europe North America South America
1 +1 engineer +1 engineer +1 scientist +1 scientist +1 scientist
2 +1 scientist
+1 engineer
+2 engineers +2 scientists +1 scientist
+1 engineer
+1 scientist
+1 engineer
3 +1 scientist
+2 engineers
+3 engineers +3 scientists +2 scientists
+1 engineer
4 +4 engineers +4 scientists

Council Missions

Each month the Council may propose to XCOM additional missions, offering in exchange a mission reward. The rewards can be in the form of trained Soldiers, Scientists, Engineers, credits (§), panic reduction, or even Elerium. There are 18 specific Council missions, and each has a predetermined reward. The Enemy Within DLC adds an additional mission, Site Recon, to the pool of Council missions.

Council missions may be ignored without any effect on your monthly score but it will still affect panic. However, if you accept any mission, its results will affect the Council's score.

The majority of failed/ignored Council missions will raise panic by 1 or 2 points. The panic raise will only happen 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 several missions that can be ignored without any panic increase: here are 6 Council missions that don't raise any panic: the Industrial, Pier and Truckstop Assault missions, and the Pier Extraction (Sgt. Carlock), Boulevard Rescue (Anna Sing) and the Commercial Extraction (William Thorne) missions.

Council missions may also be replaced by either the Slingshot campaign and/or, in the Enemy Within DLC, by the Progeny missions. After those campaigns are completed, regular Council missions will be generated afterwards. On the Enemy Within DLC, the Site Recon mission is always the first Council mission that happens after the 1st Terror Site.

Mission Rewards
Mission Random Cash Scientists Engineers Soldiers Elerium Panic Reduction Panic Increase1
Helicopter Assault2 100-225 -1 1
Pier Assault 100-225 10
Truck Stop Assault 100-225 40
Industrial Assault 100-225 -2
Cemetery Assault 100-225 -4 1
Research Assault 100-225 10 1
Train Station Bomb 225-506 -3 2
Slaughterhouse Bomb 225-506 -3 2
Trainyard Bomb 225-506 -3 2
Bridge Bomb 225-506 -3 2
Commercial Extraction Yes -2
Pier Extraction 225-506 10
Museum Rescue 225-506 5 -2 2
Highway Rescue 225-506 Yes -2 1
Boulevard Rescue 225-506 10 -2
Research Rescue 225-506 5 -3 1
Cemetery Bomb 225-506 8 -3 2
Site Recon ? ?
1 If mission is ignored or a failure.
2 Mission can only occur after assaulting the Alien Base.

Council Requests

Request (EU2012).png

From time to time an individual Council country may request assistance through the sale of Weapons, Alien Artifacts or even satellites. In exchange for supplying the country with the desired item, XCOM will receive in return Credits and/or Scientists/Engineers. The credits offered in exchange are usually 30-50% higher than the values required for building the item or selling it on the Grey Market. This may motivate Commanders to keep a few extra units of items in store or to change their current manufacturing depending on the value of the offered reward. Requests have a deadline of 20 days to be fulfilled or they will be removed at the end of that period.

Request Fulfilled (EU2012).png

A notable particularity is the request for a Satellite Transfer. A country which asks for a satellite can ask you to transfer or to actually launch one to monitor its territory against UFO incursions. But if launched, XCOM retains control of the satellite as well, which means all of the monthly funding, extra scientists and/or engineers, as well as potentially triggering the continent bonus if you have enough coverage. With the request completion reward as well, this makes waiting till towards the end of the month to launch satellites a great idea. Though keep in mind: requests last 20 days, and without Rapid Construction, satellites also take 20 to build. If you try to build one after getting the request, it will expire before the satellite is completed.

Requests Frequency

On EU the game will check for a Request every 20 days + 7 random days. Each request has a tech requirement and if it isn't met, no Request will be generated.

On the Enemy Within DLC, the frequency has been reworked. In the game's scheduling for a month, there are two dates for "Council Events" in place. When one comes around, there is a chance to receive a mission, a request, or nothing at all. If a mission is gotten for the first event, a second mission will not be given for the second, with the exception of Slingshot and Progeny missions.

Items Requested

Technology Sales

Satellite Transfer

Jet Transfer


See Also