The Council (EU2012)

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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.

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.
  • On the Enemy Within DLC they will also introduce EXALT and order XCOM to deal and end the new human threat.


Council Nations

Council Nations
Africa Asia Europe North America South America

Egypt Egypt
Nigeria South Africa
South Africa Nigeria

Australia Australia
China China
India India
Japan Japan

United Kingdom United Kingdom
Russia Russia
France France
Germany Germany

Canada Canada
Mexico Mexico
USA United States

Argentina Argentina
Brazil Brazil

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 and lose any continental bonus.

If eight members pull out of the Project, the game effectively ends in a defeat. Current panic levels and satellite coverage can be monitored from the Situation Room.


Monthly Report

XCOM Project Monthly Report
Game Over

Each month the Council issues a report that grades XCOM's performance from A to F and details the XCOM Activity regarding successes and failures, as well as the current global panic levels. If 8 or more countries have left the country at the end of the month, instead of giving the report the Council spokesman will immediately announce the end of the XCOM Project and the game will be lost.

The grading system is determined by the number of XCOM Activity and is more influenced by the negative factors than the positive. XCOM Activity will be described in the number of events that took place during the month. Negative events will contribute to a lower grade received, while Positive events have a minimum influence. Country withdrawals affect the score only in the month they took place.

XCOM Activity
Negative Positive Neutral
UFOs Escaped Abductions Stopped Techs Researched
Terror Sites Ignored Terror Thwarted Satellites Launched
Terror Sites Failed UFOs Shotdown UFOs Detected
Abductions Ignored Alien Base Assaulted UFO Raids
Failed Abductions Council Missions Completed
Satellites Lost
Mismanaged Funds1
Withdrawn Countries
1 If XCOM has ended the month with negative credits (§). Not listed on the report.
Source: XComStrategyGame.upk, XGFundingCouncil class.
Grading System
Grade Events Required Description
A 0 Negative The Council is extremely impressed with your performance. Keep up the good work.
B 1 Negative The Council is generally happy with your performance, but we must remain vigilant.
C 2 Negative The Council is generally satisfied with your performance. There is obvious room for improvement. Be careful, commander.
D 4 Negative or
+2 Negative, 1 Positive
The Council is unhappy with your performance. We expect immediate improvement.
F +6 Negative or
+1 Negative, 0 Positive
The Council is extremely disappointed with your performance. If we don't see immediate improvement, this project could be terminated.
Source: XComStrategyGame.upk, XGFundingCouncil class.


Council Rewards

As described in the Monthly Report, the Council distributes monthly 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.

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 Boulevard rescue mission has been replaced with Site Recon, which is always the first Council mission that happens after the 1st Terror Site. Afterwards it becomes a regular mission that can be chosen randomly.

A detailed breakdown of the numbers of aliens present on each mission can be found at Alien Deployment.

Mission Rewards
Mission Aliens1 Random Cash2 Scientists Engineers Soldiers Elerium Panic Reduction Panic Increase3
Helicopter Assault4 Muton 100-225 -1 1
Pier Assault Thin Men 100-225 10
Truck Stop Assault Sectoids 100-225 40
Industrial Assault Thin Men 100-225 -2
Cemetery Assault Thin Men 50-112 -4 1
Research Assault Thin Men 100-225 10 1
Train Station Bomb Thin Men 225-506 -3 2
Slaughterhouse Bomb Thin Men 225-506 -3 2
Trainyard Bomb Thin Men 225-506 -3 2
Bridge Bomb Thin Men 225-506 -3 2
Commercial Extraction Thin Men Yes -2
Pier Extraction Thin Men 225-506 10
Museum Rescue Thin Men 225-506 5 -2 2
Highway Rescue Thin Men 225-506 Yes -2 1
Boulevard Rescue (EU only) Thin Men 225-506 10 -2
Research Rescue Thin Men 225-506 5 -3 1
Cemetery Bomb Thin Men 225-506 8 -3 2
Site Recon (EW DLC) Chryssalids
Zombies
? ?
1 On the 1st month Thin Men missions will also have Sectoids.
2 Value range (§). On Easy difficulty reward minimum limit is always §100, on Classic maximum limit is §150, and on Impossible maximum is §125
3 If mission is ignored or a failure.
4 Mission can only occur after assaulting the Alien Base.
Source: XComStrategyGame.upk, XGFundingCouncil class.

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 or aircraft. 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