Difference between revisions of "User talk:ProspectOfIgnorance"

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  [[File:Open tactics as high-tech.PNG]]
 
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== Difference in use of Rocket Launcher vs open or 'locked' voxels at Range ==
 
== Difference in use of Rocket Launcher vs open or 'locked' voxels at Range ==
  
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[[File:Door open dilemma.PNG]]
 
[[File:Door open dilemma.PNG]]
 
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  You have many available soldiers and the inevitible loss of the opening door soldier is very certain, but be sure to see if this is the case, if you have a better idea,  as to how to do this with the inital options available Jan 1st : please let me [[ProspectOfIgnorance]] know via, [[User:ProspectOfIgnorance|ProspectOfIgnorance]] ([[User talk:ProspectOfIgnorance|talk]]) on top of other messages, I will try to find.
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  You have many available soldiers and the inevitable loss of the opening door soldier is very certain, but be sure to see if this is the case, if you have a better idea,  as to how to do this with the initial options available Jan 1st : please let me [[ProspectOfIgnorance]] know via, the location on bottom by the other messages(?), I will try to find.
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[[File:Ice Bridge as a protected throughway 1 of 2.PNG]]
 
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By opening the door you have a very large advantage that will if you are ordered correctly guarantee you will lose in exact (1) X-COM Soldier-- regardless of Difficulty level(usually 1 - Max 5 Sectoids)
 
[[File:Ice Bridge as a protected throughway 3 of 3.PNG]]
 
[[File:Ice Bridge as a protected throughway 3 of 3.PNG]]
 
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Once you open the door it is an open advantage that you can easily handle with the remaining soldiers and equipment if you have a good arc of fire located around the door, and you scout to the corners before entry.
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[[File:Series of fire vs Small Scout 1 of 2.PNG]]
 
[[File:Series of fire vs Small Scout 1 of 2.PNG]]
 
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Clearly a profitable encounter, on the back of the Tank/ Rocket Launcher as an initial and unhandled effective threat to Sectoids in 'Plasma Pistol fleet' set-up.
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[[File:Series of fire vs Small Scout 2 of 2.PNG]]
 
[[File:Series of fire vs Small Scout 2 of 2.PNG]]
 
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The score of the landed UFO-1
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[[File:UFO-1 Captured MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]
 
[[File:UFO-1 Captured MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]
 
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== Jan 5th - Jan 8th ==
 
== Jan 5th - Jan 8th ==
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[[File:UFO Capture UFO-2.PNG]]
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[[File:Closing DIstance.PNG]]
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[[File:Aftifact runs can be very effective UFO-1 1.8 Million.PNG]]
  
 
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Latest revision as of 09:13, 27 June 2022

I am the greatest and best X-COM UFO Defense player of all time and I intend to show the proof.


ALL OF US Love this game, but what has really changed since 1994.....

Firstly there is proof of actual non-inertial craft in US Airspace in 2004 off the coast of California. And yet the rest of the tryst between us and the real users of the X-COM game remain unclear. This requires an un-reasonable use of personal time and expertise to prove without any doubt that we are in unclear territory.


I am an old school player from the early days of X-COM and having used this amazing website I have furthered my understanding and theory of this game. There is reason to realize that the terms in this game may be selected with use to clarify an argument which is ongoing. From here on I will allow you interest but not disapproval of my theory of science and technique. If you are not a sure person just doubt this theory of mass, and remove the mention of realty. I am going to further the understanding of the mythos of this game but I want you as the reader to remember this:

All these things I am considering here are my own thoughts on "X-COM UFO Defense" a product of entertainment & human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. 




These are my pre-cursors that I will use in this explanation of my ultimate X-COM UFO Defense strategy:




Reticulan Continuum - (read Sectoid via Reticulan) The theory of a long term reality-bending war-riding race that diversifies genetically through conversion of people via warfare and disintegration of cultures. In effect the Reticulian Continuum creates more types by conquering worlds like what is seen in X-COM UFO Defense. This is a well known but undefined topic I use loosely in my explanation of the theories I present.




(Elerium) 115 -

The theory that Elerium 115 is a densely located and proton-packed, heavy and stable element that can be used in resonance or repair of gravity waves. Useful in formation of standing waves to generate static structures or matter-waves relating to movement within formative masses composed of fluid gravity-mass movement via space-environment as a set standard.


Some Potential Theory Uses for Elerium 115: Powerful Force Fields, Foundry, Advanced Armour, Plasma Weaponry, 
(My own make believe theory about plasma fires) Static Removal Simulation via Plasma Fire Uncertainty.



Static-Removal Simulation Theory -

The idea that there is a simulated possibility that a theoretical near-maximum exists in terms of computational correctness, specifically in terms of forecasting simulated outputs. My proposed solution suggests this near-maximum relies on and exists in a lance or plasma or moving proportion of plasma in a state of near mass-efficient conversion into energy and/or potential mass-capable mass. (The Static-Removal Simulation Theory exists in virtual setting this.)

The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said "Plasma Fire" relationship to under-utilize the over-optimized lack of physical agreements in-virtu....



=====================================================================================================

Laser War - Game Dynamic and Build Order Flavor

Laser War - Early Game

===================================================================================
This is the best theory of the game as of 2022 that I have ever considered or encountered, and having made a maiden run which I completed X-COM UFO Defense and defeated the Cydonia Mission on May 29th with 98 Million USD excess fund prior to the mission. 

I am using various game bugs from X-COM UFO Defense (1994) base version with no Mods. 

Free Tanks

Available Tank/Laser Cannon in surplus at May 28th : 51

Tanks Stores at May 28th.PNG

1st - Use of the Workshop feature that allows the user to get workshop production without start-up cost ( both USD cost and materials ) IF the user has the cost and workshop space prior to production, and instead of incrementing either counter on the workshop screen ( engineers or units to build ) exits to the sub-menu.
 
Step 1
 
Free Tank step 1.PNG

User then returns to the item to be produced and sets the unit value up to 1 and adds engineers to build it. You will get the first increment unit for free but can continue from there if you want more at cost. 

Step 2

Free Tank step 2.PNG

Step 3 

Free Tank step 3.PNG

This is an increment bug on a UI element not a break or an exploit which was shipped to production 3 or more times (1994).

Use of Sale in Research and Multi-level Usage of Research Project Material

Available Research vs Stores 1-of-2 Feb 1st.PNG

If you didn't already know about this you can set up all your research projects like the Workshop bug, by clicking through you can set them stabily open and either sell or transfer the units of research project material to another scientific Laboratory location.
Available Research vs Stores 2-of-2 Feb 1st.PNG
You can even go so far as to say that the ordering of the research is component driven and specifically important in its permeative significance. The list is always in the same order at max research projects in terms of value. For example Laser Weapons will always appear on top, making it easy to believe it is important or should be researched earlier.

Light Fighters

2nd - Light Fighters: This is the use of a bug that seems to be that if the user has an air unit that is rearmed and refueled, it can be transferred to another location with another hanger and it will be set 0% fuel for the rest of the game -- until it is told to return to base for repair or rearm. 
Light-Fighters 1.PNG
I call this Light Fighters because it could be done conceptually with (...lots of legwork...) that the fighters could constantly cover the light side of the planet Earth in X-COM UFO Defense as time went on and wash over intercepting at will and potentially covering for sight on bases in maximized movement patterns at cost of user clicks and no refuels.

Light-Fighters 2.PNG

This is a simple technical reality that will occur in every game which is an exploit which was shipped to production 3 or more times (1994).

Light-Fighters 3.PNG

In reality fast AVENGER is the quickest and best way to open into mass light fighters because then you will have no need for higher tech engineering

vs Cost benefit-adding or profit-curve dynamic production.

Fastest to date AVENGER (trying this build 2 times so far) April 12th

Datestamp of assumed position in time : April 12th 11:06

AVENGER Complete.PNG 

View of the base at time : April 12th 11:06

AVENGER Complete Thule Base.PNG

3 Variants of the Covered Light Fighter Housing
#1
Covered Light FIghter 1.PNG
 
#2
Covered Light FIghter 2.PNG
 
#3
Covered Light FIghter 3.PNG
 
A Geometric take in Monument, with no UFO activity.

Monument take 2.PNG


In the Ultimate Late Game : May 8th 20:14 
 
Ultimate Late Game Timestamp May 8th.PNG
 
5 Variants of Late Game Covered Light Fighter Hanger space

#1
Ultimate Late Game Type 1.PNG

#2
Ultimate Late Game Type 2.PNG

#3
Ultimate Late Game Type 3.PNG

#4
Ultimate Late Game Type 4.PNG

#5
Ultimate Late Game Type 5.PNG

Monument
Ultimate Late Game Monument NM.PNG

Light Fighters Save Files

Formation and Horizon scanning technique
These are all save file trees for X-COM UFO Defense, Be sure you clear your save files folders so you don't have weird overlap, you can always just fill the folders with no data to clear them and the X-COM Game will build the files when you need them in a usual save file next time you save like in a blank install.

File:May Light Fighter Formations Part 1.zip
File:May Light Fighters Formations Part 2.zip
File:May Light Fighter Horizon Part 1.zip
File:May Light Fighter Horizon Part 2.zip

Laser War Save Files

Continuity save trees for the early game prior to the situation above

File:January - March.zip
File:March - April.zip
File:April - LaserWar Part 1.zip
File:April - LaserWar Part 2.zip
File:April - LaserWar Part 3 - May 1st.zip


3rd - Minor bug that will sell engineers if they are over 250 but it is a loss as a player to use it and it was accidental.


There might be more minor ones that do not seem important but this is all I can remember at this point in time.


There is only one way to play the game of X-COM UFO Defense, and I will give to you the raw save files!!! 


It is called Laser War, now let me walk you through it. Luckily there is such ease of use that it is drag and drop just like in 1994. After this I decided to take many more snapshots of the game but this one only has 10 saves as is normal for a typical X-COM UFO Defense file tree.



SAVE FILE 1 : Type 1

I typically name my first file "Type 1" and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it's 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.

SAVE FILE 2 : Type @

I typically name my second file "Type @" and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.

SAVE FILE 3 - 10 : Date and or Description

I typically name my other save files with the date and potentially a description in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.

This is the BEST game ever not theory practice. Mentioned in depth below. There are 2 games at least on here now so don't get confused.

File Name : File:June-18-2022 X-com Win-May28th.zip


================================================================================

Cydonia by May 29th Game Analysis


Base Theory


I have a very thought through and re-rationalized view of how to place the majority but not all of the bases in X-COM UFO Defense and I will be specific as to why I do this and how come this matters for the run.


8 Bases Total

Starting Base : Thule AFB

Thule AFB Cydonia-June-18-2022 X-com Win-May28th.PNG


This stands for "Thule Air Force Base"


Thule around the world

Thule around the world. "Thule around the world"


Thule is the pivotal and in my experience the best place to be, and to start, in X-COM UFO Defense.

There are 3 major advantages:


1: The arctic Tileset is the easiest to use in the early game due to brightness and the natural use of 1 part paths(paths in ice that must be connected but have broken away pieces of land and ice) that limit random movement into and out of the landed or crashes.


2: Thule's tactical movement advantage is apparent due to its presence nearer to the top of the globe making for in effect greater cornering for interceptors that leave from this location vs ranging. It is a tactical advantage but I am not an advanced map user that understands as to why.

Forget why this is and "Thule around the world". 

Just do that.


3: Thule is especially advantaged by nearness to scattered landmasses and also various slopes that encourage landed UFOs (For some reason?) and also all of the locations in the nearby area are in arctic tiles. This is good because this means the Alien Opponent will not have a good time hiding a building base on your nearby topological zone.


For reference the Alien computer opponent has different rules in effect than the player, and to build an additional base it needs to move nearby with 2-4 Flying and then landed UFOs which you will see if they are nearby in your sensor range, thus respond or detect the new nearby Alien Base (there can be numerous on the map at one time but may need to be constructed).


The downside of a sneaky base on an unscouted part of a continent you occupy with your first base, due to failure or other factors that the Alien opponent may optimize unevenly. is evident of location like:


In central Peru or in Western North America, or in Numerous places in disconnected Africa Bases or in south east Asia or Islands near continents.


The structure of this base is built off of the base model that is presented at the first part of the game and is not altered by deconstruction so as not to relay on a disadvantage in game.


Thule AFB : Type 1

Thule AFB Type 1-June-18-2022 X-com Win-May28th.PNG

Building Purchases:

General Stores ( Building for 10 days) x 2 Cost Each : $150,000

Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000

Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000

Workshop (Building for 32 days) x 1 Cost Each : $800,000


Material Purchases:

Tank/Rocket Launcher ( Transfer in 96 Hours) x 1 Cost Each : $480,000

HWP Rockets ( Transfer in 48 Hours) x 22 Cost Each : $3,000

Soldiers ( Transfer in 72 Hours) x 4 Cost Each : $40,000

Scientist ( Transfer in 72 Hours) x 18 Cost Each : $60,000

Stun Rod ( Transfer in 24 Hours) x 3 Cost Each : $1,260

Electro-Flare ( Transfer in 24 Hours) x 27 Cost Each : $60

Auto-Cannon ( Transfer in 24 Hours) x 4 Cost Each : $13,500

AC-HE ( Transfer in 24 Hours) x 8 Cost Each : $700

Proximity Grenade ( Transfer in 24 Hours) x 8 Cost Each : $500



SKYRANGER-1 : 8 Soldiers

Items:

Pistol x 3 | Pistol Clip x 5

Rifle x 8 | Rifle Clip x 20

Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1

Auto-Cannon x 1 | AC-AP x 6

Rocket Launcher x 1 | Small Rocket x 4

Grenade x 13

Smoke Grenade x 5



INTERCEPTOR-1

Weapon 1: STINGRAY

Weapon 2: STINGRAY



INTERCEPTOR-2

Weapon 1: STINGRAY

Weapon 2: AVALANCHE


Stores:

Stingray Missile x 25 | Space Used : 10

Avalanche Missile x 10 | Space Used : 15




Research:

10 Scientists | Motion Scanner | Unknown




Engineering:

10 Engineers | no work



Analysis - Thule AFB

The game requires at the first point in the session that you optimize space for your initial incursion response team to locate the first point of contact. There are largely 2 schools of thought but they require you to meet in the middle.
The two schools of thought are this - Bio or Mech -- this means that you think or an infantry or a supported armored unit and infantry combination. The technique of using solely armored vehicles is necessarily disadvantaged in the terms of X-COM's use of solely infantry access locations.
The possible Options are thus : 2 Tanks | 6 Soldiers , 1 Tank | 10 Soldiers , 14 Soldiers due to the SKYRANGER's maximums. 
This Build uses 1 Tank | 10 Soldiers but as the tech advances and the user gains money it is set up to use 2 Tanks | 6 Soldiers as a permanent mid-game structure prior to researching AVENGER. The Items that the user is missing to make this transition possible (other than money) is primarily the Laser Rifle. But in leu of the Laser Rifle, the teams of 2 Tanks | 6 Soldiers can use Auto-Cannons with AC-HE ammunition primarily. The other item I use is Motion Scanner, this item allows me to distinguish a termed "Squad-Leader" that will take AC-I and a motion scanner in night encounters for vision. You may need to use AC-AP for use inside the UFOs if the user chooses not to handle Rifles for entry. Once the player completes the required tech for both Tank/Laser Cannon and Laser Rifles you can rely on the 2 Tank | 6 Soldiers configuration for Terror Missions (using the Laser War Premise) and for actual craft encounters as they tech to the point of researching Alien Grenades and Personal Armour.

Everything else in the starting inventory that was dismounted or not selected from the initial setup was sold for store space.

See ** UFOs represented as an Interior Battleground **

See ** Number of Tanks vs Infantry in SKYRANGER and AVENGER  **

Theory of Use - Thule AFB

The theory of the use of Thule AFB in this, my iteration of the "Laser War" premise in X-COM UFO Defense is key upon the prior point above concerning the need for a 2 Tanks | 6 Soldiers loadout in the early midgame moving into potentially making capture missions a priority or ideally forcing an engagement in alien base assaults.

The need thus revolves around the idea that the cost of armor is high (Read Heavy Weapons Platforms - i.e. Tank/Rocket Launcher as seen above) and because of this the cost of Laser Weapons as a profit source for your X-COM company is essential as a first step.

The reason I provide in terms of need for this premise to be the first correct statement, is that it reduces your potential of losses and allows for easier use of lower rank soldiers in useful combination with statistically static armored units -- in particular the Tank/Laser Cannon, in my position the best and most useful unit or weapon in X-COM UFO Defense. 
This is further the case due to the fact that Tank/Laser Cannon are profitable at cost of above 140% cost of use per engineer.

The use of the workshop feature of excess, is best for the high start up cost of the Tank/Laser Cannon and will net you $594,000 for holding the start up cost of $500,000 at point of proof. 


These funds are reducible into Engineers at $50,000 , Workshops at $800,000 and Living Quarters at $400,000 to reach theory maximum of 250 Engineers , 6 Living Quarters, and 6 Workshops capable of producing 1 Tank/Laser Cannon every 4 hours exactly.
Because of this initial need for Laser Weapons as a directive, you want to build the most technically heavy version of the research projects you have available. I choose Motion Scanner here because it has utility throughout the entire game and is a profit producing good that you can use while you are researching up to Laser Weapons. 


I do not need to go for Medi-Kit as a profit making technology early before producing Laser Pistols and Laser Rifles on the path to the first Tank/Laser Cannon, and therein using this technology to stabilize on the Theory Maximum which implies a lack of usable space on the floor of the initial base, thus forcing expansion or lack of use.

The build I use in this iteration of 'Laser War' is contingent upon a lack of usable time format in terms of researching correctly, I remained on a low number of Laboratory (at 2 maximum) until after the first alien base assault which gained me 2 captured aliens. (Save File 'April 11th') ( Sectoid Leader and Sectoid Commander) This is ideal and in a best possible mode for success which implies that there is an unsustainable advance of research project available after then.

Alien Base Standard

Standard at point in time of attack April 11th 
Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor

Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG

My actual limiting factor after the alien base mission is one of research speed as a constant and the cost of time being more relevant than money in terms of Laboratory production. 

Because of this I relied on a hotelling structure for Engineers or Scientist via Wright-PatAFB to Monument NM to optimize for my underutilization of living quarters in Thule AFB. This was needed to finish the Research and the AVENGER just before the end of May -- Which you can be capable of trying from various points and could potentially improve on a save file to bring the Cydonia mission earlier than May 29th.

Base 2 : Wright-PatAFB

Wright-PatAFB Cydonia-June-18-2022 X-com Win-May28th.PNG


Wright-PatAFB Stands for "Wright Patterson Air Force Base"


Wright Patterson is a historic and metered response option on the eastern seaboard all the way into Western-Africa ever since Jets were invented, it is a part of a defensive network of the first 3 bases I put down in the North American Region. These three bases are as follows : Thule AFB, Wright-PatAFB, and Monument NM.


This provides a 3 part series of movement that can be used in conjunction for overall security of your oldest X-COM base which is statistically more likely to be attacked by intruding UFO.



1: Intercept Base - Thule AFB covers this range of motion in the defense arc, it is well designed as a basic intercept base to begin with and houses SKYRANGER and at some points( in this case all points) Interceptor for initial ranging and air battles.


2: Air Superiority Headquarters - Wright-PatAFB is a functioning Air Superiority HQ because it has a General Stores and Hanger Space for refit and intercept but does not have a need for a SKYRANGER. Air Superiority HQ is capable to hold Soldiers, especially when they are being held to Cydonia for defense of Airfields in depth of Tanks via General Stores, as well as having Alien Containment in case of a mission failing base defense loss for redundancy in depth.


3: Hidden Detection, Shipyards and Engineering - Monument NM is a base that functions in this capacity, in that you make delayed construction on radar to further position the Living Quarters and Workshops around a single Hangar in hopes to quickly and more efficiently transition to theory maximum 250 Engineers to produce a Tank/Laser Cannon every 4 hours. The delay of radar as a constant is in effect limited by ease of construction not fear of detection or reprisal but is a constant in-theory-boundary reasoning.


Cydonia Standard and Orient

Final Alien Encounter Counts - note only 3 Mutons encountered. 

Final Alien encounter Count.PNG

Standard at point in time of attack on Cydonia May 28th
Note no Plasma-- 
 
I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.

Cydonia Standard.PNG

Cydonia Setup and Orient
2 Tank/Laser Cannon : 18 Soldiers : Lasers, Alien Grenades, and Power Armor
Cydonia Orient and setup.PNG

Endgame Arc - Wright-PatAFB


Typically there is a reason to keep Wright-PatAFB full with the first version of Light Fighters that you can afford because of the strategy arc used that it can be over-defended by your advanced soldiers and initial surplus Tank/Laser Cannon. 

The ultimate goal is to use it as a final point of departure when you have the equipment, soldiers and armor/craft that you need to move to the Cydonia mission in an AVENGER. Making it a convenient place to hold psi-labs if the game gets that far, because your advanced troop can hold there and benefit from additional months in psi-training while being less in danger of standard actions during those months.

Base 3 : Monument NM

Monument NM Cydonia-June-18-2022 X-com Win-May28th.PNG


Monument NM stands for "Monument, New Mexico"


Monument NM is a covert ship building platform, that is your main source of 2nd base engineering cause, which relies on the need for a technical and well thought through expansion pattern. There is a common obvious problem in base building that there are not any available open surfaces to build across from and thus locked out from building. This is helped and intermittently solved by the symmetry of a Living Quarters vs Workshop :

Living Quarters || Cost $400,000 || Build time in days 16

Workshop || Cost $800,000 || Build time in days 32


By my metric that this is a hidden underground install of a minor engineering effort as a prospect of ignorance, Monument NM is an engineering base used as a tank-factory in specific and should be visional and obscure but protected in its:

1 - Narrow entry
2 - Surrounded hangar


Base 4 : Pretoria

Pretoria Cydonia-June-18-2022 X-com Win-May28th.PNG


Pretoria "Pretoria" meaning exactly is a region not a cause.


Use of this location is mostly sensory area and closeness to a major area I can recall. 

Used at the end of the game for stores that I placed the alien technology into for scoring.

Base 5 : Pine Gap SB

Pine Gap SB Cydonia-June-18-2022 X-com Win-May28th.PNG


Pine Gap SB stands for "Pine Gap Sensor Base"


Pine Gap is usable as a forward use intercept base and sensor area. Pine Gap SB is mostly used for housing covered Light Fighters and potentially can be expanded later in game if you can produce Lightnings for early retrieval via teams with Blaster Bombs and roof entry - with Motion Scanners/ Flying suits. 

At the end of the game (May) I was producing Laboratory for final tech advance.

Base 6 : Stuttgart AFB

Stuttgart AFB Cydonia-June-18-2022 X-com Win-May28th.PNG


Stuttgart AFB stands for "Stuttgart Air Force Base"


Stuttgart AFB is a revival base that is useful as an early fallout revival plan if you lose your first base. 

It is set up as a bare bones intercept base that you can build heavier as a 2-4 Hangar Intercept and infantry base or a 1-2 Hangar heavier infantry and training center with psi-labs, due to the lack of overhead in terms of space of the initial base set up (3 Hangars, Laboratory and Workshop)


Stuttgart AFB is useable like a revival base as an intercept companion base that can handle terror missions or lone supply ships that can lead to an alien base attack if needed.

Base 7 : Mumbai AFB

Mumbai AFB Cydonia-June-18-2022 X-com Win-May28th.PNG


Mumbai AFB stands for "Mumbai Air Force Base"



This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.

I used a basic radar base with General Stores and 2 Hangars as a typical basic design.

Base 8 : Korea

Korea Cydonia-June-18-2022 X-com Win-May28th.PNG


Korea "Korea" meaning exactly is a region not a cause.



This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.

I used a basic radar base with no General Stores but Alien Containment for live alien storage and 2 Hangars as a typical basic design.


================================================================

Theory of Metagame and Research

Because I forgot to take snapshots for this run for the first 3 months I will have to explain here while I finish the current run I am creating beyond this one.

I plan to show Screenshots of specifics of tech movements in the early game and Battlescape Laser War strategy.



Laser Weapons in X-COM UFO Defense are special because they fire in X-COM Unit exclusive 3 shot vector groups. The advantage I am describing is use of Autoshot for both the Laser Pistol and Laser Rifle, These are X-COM specific weapons, and they have the smallest Time Unit usage per Autoshot(fires 3 shots in a Vector group) of any class of X-COM capable weapons.




This is a core principle of Static-Removal Simulation Theory: 'The amount of length to the user is continuum on the context at large'. 

The idea is that because of the conditions that the alien opponent's soldiers are under constraints in terms of tactics (material constraints in the game logic and operating system), showcases that the X-COM User is drawing from a larger set of simulative possible advances in their viewpoint on vector as aiming in a larger material context.

This proves out the dichotomy between X-COM Units and Aliens in terms of tactical advantages in tech and in my mind and more importantly - personal existential theory between individuals in either condition.


The Dichotomy is this : X-COM uses Lasers, Aliens are in the Plasma War and are enamored with 'Plasma Fire' on a Society level

I invite you to look around the prepared pages on this website concerning the Stats and Damage for various weapons and armor so you can familiarize yourself with the weakness and positives from a damage point standpoint of either tech types

(Conventional->Laser vs. Plasma).


Laser Weapons Class has lower damage per shot in terms of penetration, but maintains damage over range and has the maximum shots per turn per soldier. In addition if you use alien alloys to build armor of any kind you gain very large defensive benefits when fighting X-COM vs X-COM in terms of mind control or panic. Laser Pistols in particular are very low DPS vs X-COM in armor and a soldier can usually survive 5 or more shots point blank without being incapacitated.


These advantages in combination with the Tank/Laser Cannon are useful mostly in terms of cover and longevity of the correctly oriented Laser Range as a material orientation of warfare in X-COM UFO Defense.

The advantage of a Laser Range is that you as a larger context argument are capable of ranging your accurate movement into the surrounding area beyond what you can see and expect or preempt the movements of a set group convention. 
Laser Range 1.PNG
Laser Range is opposable and can be used indirectly to reduce cover from a safe orientation and range vs indistinct stragglers. 
Laser Range 2.PNG

By spreading behind the moveable cover of the Tank/Laser Cannon you can effect fire down range in effect limiting your own movement but reducing the comparable cause in cover as a concept. The X-COM User has ultimate cause of mission and correctness in terms of firing orders, and can in some ways correct the ranging in accuracy by using accuracy lensing ( this is intentionally removing the targeting reticule from the assumed target and placing it one square before them, or in a more complicated alter lensing.)



Use of these ideas imply that the Laser Weapons curve is the strongest capable plan vs obstacles and human-made structures in X-COM UFO Defense because it relies on you as an instantaneous context of individual-actor vector grouping in arrangement : side by side vs your stasis of the outer-war concept of 'Plasma Fire' as a simulation boundary in continuity with your standard outside of the iso.


This topic of using self in use to aid in confinement and stasis of the simulated 'Plasma Fire' certainty as a tech curve as you simulate into the final sequences in X-COM UFO Defense is a self directed and overweight process. Iconic aside to the correct usage of Laser Weapons implies that you use the advantages personally and provide further range through destruction of obstacles. These techniques as context are contextually related to higher outer reasoning in terms of game tactics and outer-world vector grouping. This advantage is iconic of the Laser Weapons Class in terms of range movement as a practicum of cover fire with reduction of 'cover over concept' as a winning side argument in embankment and design of architecture.



Herein lies the fundamental difference in sequence tune logic the aliens and the X-COM soldier in terms of 'individual fanatic' a.k.a category insane units vs ranging -- (read individual person soldier that uses direct curve logic to tune technological expansion. The logic of the game lore dictates that the prior arguments are in effect and the technology that is taken from the aliens is known to them at time.) As the user causes the X-COM to advance technologically they have entry in a larger argument schema. This allows the user to category in a larger sense the use patterns, inventory, and tactics of the carrier soldiers as they technique advancement via 'their eyes' philosophy. The opponent as a person soldier is disconnected, they will cover in pairs of symmetry not absolute tactic design. This is inherit on the basic game logic and paper design of scoring and player changes in X-COM UFO Defense.



THIS IN FACT IS THE PLASMA FIRE


As you encounter the alien soldiers on the UFO landed and crash sites, they approach with point of force consistent with a standard setting metric. The fact that 'Plasma War' aliens are encountered at large as an entry encounter is showing that the techniques of the soldiering have already approximated the Conventional Weapon Class's skill. In comparison you can abstract the reasoning of a 2 -3 digit integer in terms of manifold judgement on width of platforming.



Theory of International Navying vs Space Infantry as a Landmass Politic



As in X-COM UFO Defense there are other pop culture references :



(StarCraft - Protoss Carrier vs Interceptor : Infantry Marine) 
(Star Wars Rebel Space-fighting paradigm as a tactic in space vs International Navy) 
(Landmass as a moving concept of will-of-simulation in X-COM UFO Defense) 

of the topics and topics I wish to describe as 'International Navy', 'Space Infantry', and 'Landmass'.


Theory of International Navy Policy Type

The idea exists that an advantaged type of person soldier in midst would become further engaged in similarity processes and become further encumbered by stasis and stance change logic. In effect if Type battling person soldiers exist as they do in X-COM UFO Defense for example == Mutons vs X-COM Soldiers == There would in some ways be an effect-mentioning curve that would meet in policy dispersal into the surrounding cloud of meta-game-theory person soldiers in context that exist of said argument.
The concepts are at play in the Star Wars reason for rebelling vs an overarching Navy of indiscriminate size and complexity; As well as in the Protoss Space infantry superiority in Interceptors vs Terran Marines as a lost type battle on Terran side or encumbering ground logic. The idea that in terms of X-COM UFO Defense there are more destructive weaponry and armaments from the very beginning on January 1st, shows this dispersal and divide pattern in terms of effective use as a undone efficiency mechanic for profit driven professional warfare -- from an artifact-race standpoint in X-COM UFO Defense.
The advantage divide is pivoted in some sense locally in the future effect curve of the Blaster Bomb technology in terms of free move via the effect boundary in distance of near-maximum effect fire relationship via/vs. actor(X-COM). This is also effected by the constant move of Mind Probes, Small Launchers, And Plasma Pistols: 
Mind Probes are a basic scouting and harass mechanism, for the ability the surviving unit has n terms of tactics war-frame budget in an effect distance.
Small launchers and (type)grenades are overly effective at mass in depth across groups even in armor of some types.
Plasma Pistols are the most (mentally) expensive best option for a 1 unit inventory design with armor, very high damage relationship vs (type)armor of all types over time, vs Elerium cost component of clips as a constant use.

This makesdecent sense as a connection in 'my eyes' to Navy vs 'Space Infantry'. I see that the Sectoid is the alien person soldier that you encounter first in X-COM UFO Defense. In terms of all these things that you see at the first encounter as the Alien is initially optimized in a Navy or fleet configuration due to lack of effect. The idea revolved around the idea that based on the number of person soldiers in a X-COM encountered craft, there are files of types that auto-generate based on the depth and size of the effect outcome.

If you look at the Small Scout, it can have Navigators, Engineers, Medics, and Soldiers but not Leader or Commander.

This is in effect the grouping that is evident in the type small of a low level sub-system from a Reticulan Continuum model of your behavior in teams against the factor of flavor inside your right-arc politic.

The idea is that all grouping it has is optimized for the idea it has of a 'Plasma War' vs the encounter you have as a User vs it on context above.
If you look beyond onto the larger UFOs like Abductor and Harvester up to Terror Ship and even Supply Ship the user will encounter more Navigators and Leaders but not until 'Battleship' can you encounter a Commander. 


With this in mind you can comply with the feeling that the ideals of the entity (Sectoid) in the Reticulan Continuum vs you, it will allow you to glean or grok the knowledge needed to apply this grep typing as a factor of importance in it's factor-society. 
The idea basically comprises that you will see mostly Soldiers, Navigators, Medics, and Engineers ((Commander as abstraction)) vs 
X-COM's abstraction of Soldiers, Airmen, Engineers, Scientist, and ((Tactician as abstraction))


You as a team are in effect encountering non-effected grouping in the authority curve of a professional autonomy, via yourself in 'Innervex' comparison : 'Innervex' is a true comparison derived by the context grouping vs type itself. The idea is that in a dual comparison the re-grouping would abstract in a directed pivot but the advantages would be person-evident and orient.


So this follows up as the first take of 'them' as Navy in orientational grouping and mainly derived in Navigation at net-benefit maximum. It would also follow that the 3 items above would be non-effected re-grouping and in effect more profit oriented as a result of its non-effect status in interior grouping standoff standpoint 'initial'.

As the game advances they move steadily into other races with advantages, and also Plasma Rifle, Heavy Plasma and Blaster Bomb***(effect theory curve))

In effect you can see this as a direct continuum in response of depth-of-orient Navy group space-and-land battles vs a grouped 'Space Infantry' package from X-COM's Units and Technology in Laser War Premise regarding X-COM UFO Defense (1994).

'Space Infantry' as a 'Landmass Politic'

The need for an outside prism of context as a statement is unknown to the visual user. This similarity of the world at 400m by 400m range is specific and advantaged as in the isometric representation via X-COM UFO Defense (1994). 

The need for advantaged vector calculation vs a statistic opponent with rated advantages that had been constant since release (1994). 


(In my words I call this a "falling stack" AI, because it falls through tollgates using a formed calculation barrier and ongoing updates via a programatic incrementally implemented scoring system.)


( This AI is not incurring ongoing change in any real regard but it has sense in depth of minor data storage and is in effect capped by inflexible game-engine constraints.)


(The AI movement is specific to it, and in effect is propped up by the actual work from the design team and implementation of art as well as the specific game rules and engineering effort made to represent this topically to the user.)


In X-COM UFO Defense, this concept can be abstracted into the depth of the voxel group isometric areas that you engage the aliens in (BattleScape), and also the abstractions onto the gameboard representations of the Geoscape and Base areas.

'Landmass' in this context refers to the similarity in structure on a scheme. In this example :as Greenland in X-COM UFO Defense --- over a period in time as a moving set of subset snapshots via an ordinary-bounds-movement that is simulated in series, in sequence, over parallel unit distance pairs through virtual 'Plasma Fire' relationship AND real-world dual-sided constraints in an ordered continuum subset.

The idea is that you will encounter non-effect grouping and when it is explored or defeated, you gain a further cause benefit from the effect-capable increasing.

A X-COM Unit race grouping that is bounded by re-grouping on the every 5 seconds timeframe at maximum encounters the aliens on a counter operating dynamic level. Every loss you have be it speed of success or military losses in context, will gain the near-maximum grouping of the alien opponent.

As it fears a direct curve of heat at you in losses, it has baseline control.
There is a direct benefit from the standpoint of the X-COM Soldiers to make a jump up into Plasma Weapons as soon as possible to counter the gains of the oppressor alien opponent via their stabilist control arm of accurate near-group depth and cover-in-increasing-weight as a direct in-plane moveable.


Artifact Universe via 'Plasma War' in context of X-COM 'Space Infantry Infraction' : Mission Statement and Cydonia

In the take as to see this as a story line dispersal, I want to remind you of the aforementioned that :



 All these things I am considering here are my own thoughts on "X-COM UFO Defense" a product of entertainment & human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality.


Now that I have introduced the concepts in play prior to the artifact of Plasma Weapons, I want to introduce a further continuum pointer in that of an overarching 'Plasma War' in which the alien factions are in some way represented throughout and within the struggles of the alien invasion of earth. 

The idea that I want to provide is that it is a parallel struggle going on in a similar way to the other parties in X-COM UFO Defense, in order that 'Laser War' and 'Plasma War' meet (in X-COM UFO Defense (1994) ) as a Premise.


You can at some point prove to theory the take that due to the articles of warfare in the aliens and X-COM faction's loadouts they are effectively similar in terms of depth due to usefulness over each other's usefulness in tandem or over effect.


The Mission element of the X-COM faction is not evident prior to research of alien origins, but as the game progresses you can see that the ultimate goal requires (1) thing :

Capture of a very large craft. 

That being a need to capture a Commander, Leader, 1 other alien of any type alive -- as well as Navigation, Power Source, Alien Alloys, and Elerium(115).

- this specifically does not require use or research of Plasma Weapons

Laser War Part 1 : January - March (Early Game)

Consider an increasing full theme of early game techniques, to open into Laser Cannons etc. Here is the full list available as of today:
================================================================================

Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank

==================================================================================
Conventional Terror - Mission 1 Turn 2 - Battlescape - Feb 4th.PNG

This is an example of the direction you can go to showcase the initial advantages that the 'Conventional' Weapons Arc is capable of producing in the early game as I see it.

Conventional Terror-Mission 1 Turn 2 Feb 4th.PNG

The idea is that you want to initially convert money into Workshops and Living Quarters in the hope that you can then move up into the tech need of 4 Laboratories (2 of which I am deciding to use in a separate location for this play through I am using my Pine Gap XSB Base) and FIRESTORM, LIGHTNING, and AVENGER advanced craft.

Because the units on the ground are so advantaged by unit depth in the early game the SKYRANGER configuration:

14 Soldier

is the most effective and useful for cost efficiency and construction cost in terms of time to research.

Jan 1st - Jan 7th Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Jan 1st - Jan 7th Save Tree for Infantry First Mech-Laser Tank Strategy in X-COM UFO Defense.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Infantry First Mech-Laser Tank : Type 1

Thule AFB : Type 1

Building Buy Type 1.PNG

Building Purchases:

General Stores ( Building for 10 days) x 2 Cost Each : $150,000

Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000

Laboratory ( Building for 26 days) x 1 Cost Each : $750,000

Workshop (Building for 32 days) x 1 Cost Each : $800,000

Large Radar Array (Building for 25 days) x 1 Cost Each : $800,000


Sells:
Sell - Type 1.PNG

Material Purchases:

Soldiers ( Transfer in 72 Hours) x 8 Cost Each : $40,000

Scientist ( Transfer in 72 Hours) x 11 Cost Each : $60,000

Maintenance Buy Type 1 - Part 1 of 2.PNG

Stun Rod ( Transfer in 24 Hours) x 26 Cost Each : $1,260

Auto-Cannon ( Transfer in 24 Hours) x 6 Cost Each : $13,500

AC-AP ( Transfer in 24 Hours) x 4 Cost Each : $500

AC-HE ( Transfer in 24 Hours) x 14 Cost Each : $700

AC-I ( Transfer in 24 Hours) x 1 Cost Each : $650

Proximity Grenade ( Transfer in 24 Hours) x 10 Cost Each : $500

Rocket Launcher ( Transfer in 24 Hours) x 12 Cost Each : $4,000

Small Rocket ( Transfer in 24 Hours) x 61 Cost Each : $600

Maintenance Buy Type 1 - Part 2 of 3.PNG

Incendiary Rocket ( Transfer in 24 Hours) x 1 Cost Each : $1,200

High Explosive ( Transfer in 24 Hours) x 11 Cost Each : $1,500

Smoke Grenade ( Transfer in 24 Hours) x 70 Cost Each : $150

Electro-flare ( Transfer in 24 Hours) x 31 Cost Each : $60

Cannon Rounds(x50) ( Transfer in 24 Hours) x 42 Cost Each : $1,240

Maintenance Buy Type 1 - Part 3 of 3.PNG
Loadout of SKYRANGER after Transfers (Jan 5th)

1st Loadout.PNG

SKYRANGER-1- 1st Loadout 1 of 2.PNG


SKYRANGER-1 : 8 Soldiers

Items:

Pistol x 3 | Pistol Clip x 5

Rifle x 8 | Rifle Clip x 20

Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1

Auto-Cannon x 1 | AC-AP x 6

Rocket Launcher x 1 | Small Rocket x 4

Grenade x 8

Smoke Grenade x 3



INTERCEPTOR-1

Weapon 1: CANNON

Weapon 2: CANNON



INTERCEPTOR-2

Weapon 1: CANNON

Weapon 2: CANNON


Stores:

Cannon Rounds(x50) x 1 | Space Used : 0

Grenade x 5 | Space Used : 1

Smoke Grenade x 2 | Space Used : 1




Research:
Research Type 1 - 1 of 2.PNG

Research Type 1 - 2 of 2.PNG

10 Scientists | Medi-Kit | Unknown




Engineering:

10 Engineers | no work



Jan 1st - Jan 7th

There were no UFO units in the early game prior to Jan 5th except the Extra Small UFO --

I am of the opinion that the XS UFO is best left alone in the very first days of January in X-COM UFO Defense (1994)
The best you can do is shoot it down based on the speed it is traveling at when it presents on the map.

If you shoot it down there will likely be a Battleship attack on your base prior to Jan 10th. Just leave it alone.


Because there was no contact I checked the graph and there was reason to believe there may be UFO activity in North Africa.

The Aircraft in X-COM UFO Defense cost nothing to refuel, so manual scouting can be an edge in the very early game.

Scouting into North Africa - Jan 5th.PNG


1st UFO - Landed
Always try to tail the 1st 3 UFO smalls and they will be more likely to land, which is a better economy statement for you X-COM Company in January.

I was using Cannons in this run. There is some exchange of fire before the landing, which I am unsure of how it effects the alien's scoring but I effect the reasoning that it makes the alien more likely to engage more heavily as an increasing weight-of-combat arc.

The effectiveness of the Conventional class is much about overkill and avoiding overlapping fire in the initial encounter when moving outside of the SKYRANGER:

Rocket play UFO-3 January 7th.PNG

When your units approach the craft, you want to drop the Rocket Launchers on the units that will breach the entry. You can potentially hazard 1 in the back behind the door to fire into the UFO in case of a large number of alien crew in a group (3 or more that will defeat the soldier that opens the door almost 100% of the time)

I choose to use an alternating system of Rocket/Rifle Soldiers in terms of 2 types for item loadout: Both have a rifle - 1: 1 loaded Rocket Launcher and 1 Electro-flare, 2: 1 loaded Rocket launcher and 1 additional Rocket.

This allows you to drop them on the field if you are breaching entry or if you run out of rockets via use.

FInal Approach UFO-3 - Jan 7th.PNG

FInal Approach UFO-3 - Jan 7th top-down.PNG
Additional Buildings January 7th:

Workshop (Building for 32 days) x 1 Cost Each : $800,000
Living Quarters (Building for 16 Days) x 1 Cost Each : $400,000

Building purchase after Selling tech from UFO-3 Jan 7th.PNG

Jan 7th - Jan 12th Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Jan 7th - UFO-4 Jan 12th.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Jan 7th - Jan 12th

During the Early day Jan 11th and 12th there is an intercept via UFO-4 : on encounter the craft is forced down with cannon exchange. Landed at Arctic tile and was engaged via
SKYRANGER : 14 Soldiers : Conventional


The engagement now relies  on the random arcs that are fit by the initial tiles of movement and directness of angle vs the alien craft. You can be a good position logically every time on arctic tiles because there are no banks or high obstructions. Also light and vision benefits of color white via/vs. user vision.

UFO-4 Last stand Battlescape top-down.PNG
Moving at mass the Rocket Launcher is a formidable use against 1: Sectoid and 2: Arctic Tiles

I start holding more and more Stun rods as the research transitions the affordable engineering factor from Medi-Kit to Laser Weapons Technologies(Laser Pistol, Laser Rifle, Heavy Laser and then to Laser Cannon) : Where this section concludes.

All Laser Weapons Technologies are profit generating technologies without use of free factory production increment bug. You can potentially scrap up toward theory maximum 250 engineers through use of pre-(Laser Cannon) Laser Weapons Technologies only(Laser Pistol, Laser Rifle, Heavy Laser).

UFO-4 Last stand Battlescape.PNG


You can see that with lower than average alien response you can deploy in smaller more limited numbers of soldiers-- and thus smaller amounts of rocketry to delay overlap of defended positions in flanking locations.
Stockpiling with Rocket Launcher technology is easier if you simplify your loadouts by buying 6 or more and dropping similar arms. I typically want at least 1 front line fighter with a non explosive weapon. This will become a squad leader (used with a Motion Scanner, AC-I or other tactic) when you advance during the midgame into 
1 Tank/Laser Cannon : 10 Soldiers


UFO-5 Encounter Jan 21st.PNG


Theory of Overlapping Bases

After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.
If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. 

It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.
The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). 

You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.


Wright-Pat AFB Base build on Jan 12th.PNG
Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.


Jan 12th - Jan 21st Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Jan 12th - UFO-5 Turn 4 Jan 21st.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Jan 12th - Jan 21st

Med-kit completedLaser Weapons Jan 17th.PNG

On Jan 17th the first profit producing technology is researched: Medi-Kit.
you want to leverage the cost of such and some minor goods to produce a gain of 1 engineer per cycle, while leveraging the cost of the Medi-kit - ~$2,000. It was originally 1 Day 6 hours or more but moves steadily downward to minimal with theory max 250 engineers capable as a throughline-metagame in terms of macro in space efficiency.
When you are done with Medi-Kits you move up to Laser Pistols on Jan 17th.

Laser Pistols Jan 19th.PNG

Onward to Laser Rifles on Jan 19th.

General Stores in Base 2 as an Economy Grouping

General Stores in Base 2 Jan 20th.PNG

Due to the unease of use in the mechanics at play in terms of the alien attacks in X-COM UFO Defense, I find the amount of money and stores that it takes to hold alien corpses all game in-substantive in terms of gameplay. The idea that you can make $594,000 per 4 hours at theory maximum 250 engineers makes it a user luxury if you see it that way. 
I therefore as a user declare this to be the way I want to score my own rates easily in terms of speed and dynamic grouping.
There is also mention on the theory of reality in terms of W. Glenn Davis Interview, recorded interview in 11/19/1990(Nation Archive) in that there could have been movable units of alien corpses in Wright-PatAFB as a intermediate statement (in X-COM UFO Defense : Alien corpses are considered an item that is stored as any other in the general stores) into the holding of a greater principle based around need. I have a theory of a proton shower that in context could have been related to down-cycling of a step-wise gravity pump (and stasis object) as described by Stan Deyo, surrounding the compelling evidentiary story line about his working in Pine Gap or near there on UFO Simulators (See Bill Uhouse on UFO Simulators) but do not have compelling evidence in this theory to fall back upon, but it is greater in competency to see the proton shower ideation from a StarCraft BroodWar typic circumstance level from the aside of 'Plasma Fire'. tbd if I make this interesting side story about StarCraft narrative theorizing a further topic of discussion in bleed-through.


Please do not take this as anything more than a context argument in valid use of the topic consequence of science fiction as a divide and entertainment. These minor points are not valid truth or proof but my addition to the visitation of proof. To compel my play in a further forward competitive and contemplative meta-game of X-COM UFO Defense, not a search for proof nor recognition or confirmation surrounding said mentions prior.
Fall Back interceptor in Thule as an air argument Jan 21st.PNG

I find that there is value in overshooting one of two moving ground based interceptors, and moving the second to intercept. Here I notice another one of the unmarked advantages of Thule AFB as a location statement in X-COM UFO Defense. 
When you engage a UFO in the surrounding areas in the minor islands and parches near Thule AFB, you will find that it is greater than average, potentially overstandard that there will be land to fall on in a landed or crashed UFO. More than you might realize it is defended in X-COM UFO Defense via game logic.
Landing UFO-5 Jan 21st.PNG
I eventually forced the UFO-5 to land but again there was an exchange of fire, Neither craft was discernibly effected and it landed to a SKYRANGER Mission. It helps to deploy your SKYRANGER directly against the UFO in intercept because they will not fire-in-the-lead on your SKYRANGER in this instance.

Conventional Spread Army in UFO-5 Jan 21st.PNG
Saved Files show some interesting Conventional Weapons Soldier tactics and orientations and the reality of the misfiring danger in average use with lowly or untrained Soldiers(Rookie-Squaddie).

Jan 21th - Jan 30th Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:UFO-5 Turn 5 Jan 21st.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Jan 21st - Jan 30th

This Section is mostly Snapshot devices in BattleScape. This is the same in-game battle as the previous section for the most part in terms of X-COM UFO Defense (1994).

Weird Geometric arguements UFO-5 Turn 5 Jan 21st.PNG
Sell Funds Jan 21st.PNG

The sold funds buy 2 Workshops

Workshop || Cost $800,000 || x 2 Build time in days 32

Laboratory Jan 27th.PNG
Large Radar complete Jan 26th.

Laboratory complete Jan 27th.

Living Quarters Jan 30th.PNG
Not clearly pictured, but there is a new Living Quarters on Base 2 on Jan 30th.

Jan 30th - Feb 5th and Terror Mission Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Jan 30th-Feb 4th Terror Mission Turn 2.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Jan 30th - Feb 5th and Terror Mission

Theory of use with Use of Sale in Research and Multi-level Usage of Research Project Material feature

Available Research vs Stores 1-of-2 Feb 1st.PNG

Available Research vs Stores 2-of-2 Feb 1st.PNG

January End and Score update.

Funding Change January.PNG

Cannon rounds were sent to Wright-Pat AFB for rearm of a 2 INTERCEPTOR via 3 Hangar response with cannons as an-anti-small craft setup for defense.
Laser Rifle Feb 4th.PNG

Started Laser Rifles Feb 4th.

Opening Monument Covered Hangar-Feb 1st.PNG
Added 1st step covered Hangar on Monument - needs to be surrounded by 1 square of other structure buildings to maintain security, despite connectedness to access-lift making it a 5 square weak point.  Isolated access entry via 1-square-connected access-lift is safer vs attacks but slower in 2 base especially if diffuse management of engineering assets is needed for Faster Alien Alloy Production.
Alien Alloys have a max worker budget per base at 100 Engineers Maximum per Base, so 2 Bases could both do 100, and you could produce at 200 at a time collectively, while 1 Base is capped at 100 even if there are theory maximum 250 engineers present.

Pine Gap-XSB Laboratory-Feb 1st.PNG
Pine Gap is XSB in this instance, this is a Xenoscience Base -- which is flexible except a need for 2 Laboratory and 2 Living Quarters, as well as at least 1 General Stores. Set Down Living Quarters and Stores on Feb 1st. XSB is in this instance also a working intercept/covered light fighter housing in depth of all size minus 1 2-by-2 Hangar-sized comparison.

Start Producing Laser Pistols asap, During Terror Mission 1 Deployment - Feb 4th.PNG
Throughout this timeframe Laser Pistol, Rifle, and Heavy become produced and your conventions shift to a step-stance between
(Conventional -> Laser)
Workshop Complete - Feb 2nd.PNG
Another Workshop complete but lack of Workers means looking for UFO contact to intermittently finance Engineers pre-(Laser Cannon)

Wright-Pat Transfer 1-of-2 Feb 1st.PNG
Intermittently housing alien corpse in Wright-PatAFB continue until a tech pattern expansion and stores under-utilization in XSB used only for research.
Wright-Pat Transfer 2-of-2 Feb 1st.PNG

Feb 5th to March 5th and Laser Cannon Tech Complete Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Feb 4th Terror Mission Mission Turn 3-Feb 5th.zip

File:Feb 5th - Feb 26th.zip

File:Feb 26th-Laser Cannon Complete.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Feb 5th to March 5th and Laser Cannon Tech Complete

This is a long tactics section that highlights the topic circumstances and techniques-advantages of the Conventional Weapons Class in X-COM UFO Defense (1994) in the Terror Mission vs Floaters and in specific Reapers and Floaters as a joint-army type vs 14 X-COM Soldiers with no armor support.


Due to the disadvantages of 2-by-2 units such as Tanks(X-COM) and Reapers(Floater army) you have a very positive and potentially direct movement for any Soldier in 1-vs-all decision making in the early game as X-COM.
By use of the tech tree that is described you can make use of AC-HE and Small Rockets to clear partial alleyways into the embankment architecture with overly negatively-efficient means. This meaning that you have too much single firepower vs group motion of firepower, but it is spread in a dangerous direction due to the in-accuracy and need of movement of lowly or untrained staff (Rookie-Squaddie).

Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon)

To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.

Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.
Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.



The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). 


Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). 

The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.


In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 'Reaper'(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.

Cover in houses Terror Mission 1 Feb 4th.PNG

As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the 'Reaper' and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-"Laser Fire" in Ranges vs Obstacles and alien units).


Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:
HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.
 
HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).
Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in 'scoring' (in X-COM UFO Defense (1994)). 
Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).

Imagine this alternate composition in place in 3 soldiers in screen vs 'Reaper' unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs 'Reaper' not useless but disadvantaged in most cover engagements.

Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG

The Soldier further away from the 'Reaper' unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.



Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)
2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.

Overhead Reset Reaper.PNG


The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).

Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG


Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs 'Plasma War'.

Second side Reset Reaper Part 1 of 2.PNG


As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.

Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG


As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).

Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG 


Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.

Last Save of Terror Mission 1.PNG


``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``
But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed 'waypoints' based on calculation and correctness of game logic in values. (Civilian Faction in Red)
Cover in Terror Mission 1 Feb 4th.PNG


Win and Score:

Terror Mission 1.PNG


Bought 19 Scientists: Feb 5th

Transfer Feb 5th.PNG

Cannon Light Fighter Feb 6th : 2 INTERCEPTOR by 3 Hangars

Day 1 fastest Light Fighter - Feb 6th : Cannon
The good thing about Cannons is that it will scale about directly in an appropriate manner to the UFO Scout-superclass(Small Scout, Medium Scout, Very Small) in terms of damage to the craft vs Usable Cannon(x50) rounds per craft.

(type)Cannons are not appropriate vs Medium UFO Class and above,

in terms of 1-off 1-and-all air battles, in 'point battle' as a simulation abstract-exclusive term:
of point battle warfare as a war-frame budget or type of war-frame warfare.

1st Light fighter Feb 6th.PNG


Placed Workshop : Feb 6th

Workshop || Cost $800,000 || Build time in days 32

6 Workshops placed - Feb 8th.PNG


Placed Living Quarters(2) : Feb 21st

Living Quarters x 2 || Cost $400,000 || Build time in days 16

Heavy Laser and 2 Living Quarters Feb 21st.PNG


Heavy Laser Complete -> Laser Cannon : Feb 17th

Heavy Laser Complete Feb 17.PNG


Inventory of Thule AFB in Post-Research Reasoning

It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.

With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.
You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense
You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -> Laser 
I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.

Inventory in Thule After Terror Mission 1 - Feb 5th.PNG 
You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -> Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).


Laser Transition from conventional.PNG


As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.
in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.

I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for '0' and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.

Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG


Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon 
UFO-6 Lands:

UFO-6 - Feb 7th.PNG


Landed Mission UFO-6
UFO-6 Landed-Feb 7th.PNG




Final Steps to Laser Cannon Technology and Approximate Scoring

I made a minor user error in losing a Terror Mission and all the points associated but survived in a month (Superhuman is the only one I use and you need better than -500 to 'Survive' the month in (boolean null standard territory of 0 or -1 when -3 will lose) you vs./via the game via (alien)minor changes on the game map globally, despite intermediate player-losses.

Feb Month Summary-lost Terror mission.PNG

Placed Living Quarters(2) : March 1st

Living Quarters x 2 || Cost $400,000 || Build time in days 16

Thule AFB Base March 1st.PNG
Update your Laser System as you produce engineering goods for profit over the period in time prior to Laser Cannon Research being complete in your play-through, despite date in game.
I added Heavy Rockets, and Heavy Laser in approximately the same timeframe of advancement. When you are moving away from Conventional Class weapoins and into Tank/Laser Cannons, this also means moving away from AC-HE by using Rocket Launchers around it at last stand of logic before transition to 'pure' Laser Weapons Class. 

This, : in effect : continuously increasing weapon standard : requires a mixing of conventions to move equitably and not ever using AC-I but holding it, relates to overstaff as a training but not a budgeting-standard not a game(read game logic) mechanic. if there were night missions. I still do not have Motion Scanner, which is an early game advantage and mid-game -tech stable as your team transitions into lower counts of X-COM Soldiers in tune of Tank/Laser Cannon via

1 Tank/Laser Cannon , 10 Soldiers : Laser Weapons and Personal Armor 

OR

2 Tank/Laser Cannon , 6 Soldiers : Laser Weapons and Personal Armor

Ultimately there is less of a choice in AVENGER(2 Tanks, 3 Tanks or 4 Tanks) in the mid-game and beyond as your range is in question to your liability in the game vs the use of it as a profit organism that required tech and 
(Elerium 115 Secret plot device): Free Tanks/Workshop products as mentioned far above in tips -- see Light Fighters etc.

Update your Laser System March 1st.PNG
Further advance in my Bases as 2 set Units moving up to the Top over time from Bottom as transposed/connected with Base 1 'Thule AFB' placing 4 Hangar for covering Light Fighters primarily in mid-game as a Single Air Command structure vs range and radar depth March 5th - > beyond

Wright-PatAFB Base March 1st.PNG
LC Completed on March 2nd
Laser Cannon at March 2nd.PNG

LC Deployed March 5th:
Tech is next standard Question - When to advance

Laser Cannon Tech Complete and open field - March 4th.PNG


=============================================

Mixed Conventional : 1 Tank/ Rocket Launcher and 10 Soldiers : Aggressive Tech Advance vs Sectoid

=============================================

Initial Theory of Aggressive Tech Advance and Theory of Use

This build order variant is the most high technology leaning flavor of the 3 sub sets that are presented.

These being - 
14 Soldier : 1 Tank/ Rocket Launcher and 10 Soldiers : 2 Tank/ Cannon and 6 Soldiers 


This is a technology race build in that you move into Laser Cannons after Researching the first alien technology that you can find. The build I go here initially involves Researching Plasma Pistol and Clip as well as Mind Probe early. You can then use the 'Free Tanks' Engineering efficiency window to make these your primary profit producing goods for no material costs. 
This build will be more advantaged in the mid game and late game as a Technology-heavy option for the highest soldier preparation including Hovertanks/Flying suits and Blasterbombs. The curve the tech takes involves scouting for alien base early which relies on a good match with the race that you encounter first, with advantages in early high tech as a set-up at first take in January.
This orientation is the ideal set up for an early capture plan to rush into Sectoid Leader and Psionics in the early game before late April, and could be a quicker date-time based opening into advanced tech, than a more macro oriented strategy in terms of building Laboratories, Workshops( Or additional Hangars) as a step-up building plan for mid game.  
The main power of the build revolves around the use of the opening equipment(deemed Mixed Conventional) which is in effect Ac-AP and HC-AP primarily. This allows the need to make only very small purchases other than Tank/Rocket Launcher (x 2) which is a powerful, more highly efficient HWP than Tank/Cannon. On average the Rocket Tank is the best opening in terms of raw power, vs opening Plasma Pistol fleet Sectoid. The advance topic of high technology as the goal is also apparent in this build by use of an opening Large Radar Array, which is a net benefit in Artifact recovery rates and number of detected UFOs in the early game.

Thule AFB anti-Type 1

For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.

Anti-Type 1MixedConventional 1Tank Rocket Launcher and 10 Soldiers-.PNG

Thule AFB Type 1


Type 1MixedConventional 1 Tank Rocket Launcher and 10 Soldiers.PNG


Building Purchases:

Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000

Laboratory ( Building for 26 days) x 1 Cost Each : $750,000

Large Radar Array ( Building for 25 days) x 1 : $800,000

Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000


Material Purchases:

Soldiers ( Transfer in 72 Hours) x 2 Cost Each : $40,000

Scientist ( Transfer in 72 Hours) x 20 Cost Each : $60,000

Tank/Rocket Launcher (Transfer in 96 hours) x 2 Cost : $480,000

HWP Rockets(Transfer in 48 hours) x 30 Cost : $3,000

Transfer Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG

Stun Rod ( Transfer in 24 Hours) x 6 Cost Each : $1,260

Electro-flare ( Transfer in 24 Hours) x 26 Cost Each : $60

Loadout of SKYRANGER after Transfers (Jan 5th)

SKYRANGER 1 item Loadout.PNG
SKYRANGER1Loadout.PNG


SKYRANGER-1 : 1 Tank/Rocket Launcher and 10 Soldiers

Items:

Pistol x 5 | Pistol Clip x 5

Rifle x 8 | Rifle Clip x 11

Auto-Cannon x 1 | AC-AP x 8

Heavy Cannon | HC-AP x 8 | HC-HE x 1

Rocket Launcher x 1 | Small Rocket x 4

Grenade x 13

Smoke Grenade x 5

Stun Rod x 4

Electro-flare x 6



INTERCEPTOR-1

Weapon 1: CANNON

Weapon 2: CANNON



INTERCEPTOR-2

Weapon 1: CANNON

Weapon 2: CANNON


Stores:
Stores MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG 

Base Information Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG



Research:
Research Medikits.PNG

30 Scientists | Laser Weapons | Unknown




Engineering:

10 Engineers | no work



Jan 1st - Jan 5th

From my point of view in comparison, this mixed Conventional(Auto Cannon - AC-AP, Rocket Launcher, Heavy Cannon - HC-AP) loadout with Tank/Rocket Launcher, is the best inventory for the price, without advanced tactics related gameplay.

It is most of what you would need in just the standard equipment and 1 Tank/ Rocket Launcher but I will buy 2 because it takes so much more time than you can afford in the early game to transfer them. The Standard Equipment Jan 1st in X-COM is the easiest to use, but not always best(for advanced tactics).

The use of Tank/Rocket Launcher is very efficient and effective in 1st strike opportunity vs 'Plasma Pistol fleet Sectoid'.

It eventually produces an overmatched strongside vs the alien lines when in effect, which relates to your effective tactics being overwhelming even vs larger groups of Sectoids in the early game (Superhuman Difficulty).
Open tactics as high-tech.PNG

Difference in use of Rocket Launcher vs open or 'locked' voxels at Range

You'll notice that if I point out that this was a direct hit on this Sectoid, the (actually really unlikely in my experience) 2-voxel wide bridge causes a weird field-of-fire inconsistency, where the number of squares effected move outwardly in multiple directions from a different pace based around the logic that only some blocks can be effected by explosion. I refer to the voxels this water case-state as 'locked'

The main effect is that the water does not have a cratered appearance and thus will not be effected by explosion in the same way as walkable path ground.


Rocket-tank as an overpower 1 of 3.PNG


Rocket-tank as an overpower 2 of 3.PNG



You can see that the overall group of Soldiers is outpaced by the effective use of Tank/Rocket Launcher. If can aim correctly in lead, you can be almost sure of 1-2 kills per turn. If the Tank/ Rocket Launcher is a failure in the lead, the redundancy of group that made up the Soldiers contingent will use the overlap of the (available)Rocket Launcher that is a unit-item not attached as a HWP.

You can see logistic and control issues using the unit-item Rocket Launcher as well as the Tank/Rocket Launcher in tandem terms of group dynamics as a 'Sensor'.


Rocket-tank as an overpower 3 of 3.PNG


Concealment to cover advance for a one man straggler.PNG


Over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense

Point of View here is that there are not options to keep the opening soldier alive in the need to open the Plasma Door of the Small Scout UFO. This opens the idea in terms of effective tactics in terms of over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense (1994)

Door open dilemma.PNG


You have many available soldiers and the inevitable loss of the opening door soldier is very certain, but be sure to see if this is the case, if you have a better idea,  as to how to do this with the initial options available Jan 1st : please let me ProspectOfIgnorance know via, the location on bottom by the other messages(?), I will try to find.

Ice Bridge as a protected throughway 1 of 2.PNG


By opening the door you have a very large advantage that will if you are ordered correctly guarantee you will lose in exact (1) X-COM Soldier-- regardless of Difficulty level(usually 1 - Max 5 Sectoids)

Ice Bridge as a protected throughway 3 of 3.PNG



Once you open the door it is an open advantage that you can easily handle with the remaining soldiers and equipment if you have a good arc of fire located around the door, and you scout to the corners before entry.

Series of fire vs Small Scout 1 of 2.PNG


Clearly a profitable encounter, on the back of the Tank/ Rocket Launcher as an initial and unhandled effective threat to Sectoids in 'Plasma Pistol fleet' set-up.

Series of fire vs Small Scout 2 of 2.PNG



The score of the landed UFO-1

UFO-1 Captured MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG


Jan 5th - Jan 8th

Mid-premise 1 of 3.PNG
Mid-premise 2 of 3.PNG

Spaceman journal 1.PNG
Spaceman journal 2.PNG

Mid-premise 3 of 3.PNG

Geometery 1 of 2.PNG
Geometery 2 of 2.PNG

UFO Capture UFO-2.PNG

Closing DIstance.PNG
Building improvements at Jan 5th.PNG

Aftifact runs can be very effective UFO-1 1.8 Million.PNG
=============================================

Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank

=============================================

Jan 1st - Jan 13th Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Conventional and 2TankCannon 6 Soliers Opening Jan1st-Jan13th.zip
File:Jan 13th Crash Site UFO-2.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Conventional and 2 Tank / Cannon 6 Soldiers Opening : Type 1

Thule AFB anti-Type 1

For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.

Counter theory for theme building Radar anti-type Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG

Thule AFB Type 1

No Radar True Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG
Building Purchases:

General Stores ( Building for 10 days) x 1 Cost Each : $150,000

Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000

Laboratory ( Building for 26 days) x 1 Cost Each : $750,000

Hangar (Building for 25 days) x 1 Cost Each : $200,000

Living Quarters (Building for 16 days) x 1 Cost Each : $400,000


Sells:
Type 1 Sell Jan 1st Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG

Material Purchases:

Soldiers ( Transfer in 72 Hours) x 9 Cost Each : $40,000

Scientist ( Transfer in 72 Hours) x 13 Cost Each : $60,000

Tank/Cannon (Transfer in 96 hours) x 2 Cost : $420,000

HWP Cannon Shells (Transfer in 48 hours) x 79 Cost : $200

Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 1.PNG

Rifle ( Transfer in 24 Hours) x 4 Cost Each : $3,000

Rifle Clip ( Transfer in 24 Hours) x 29 Cost Each : $200

Stun Rod ( Transfer in 24 Hours) x 9 Cost Each : $1,260

Proximity Grenade ( Transfer in 24 Hours) x 6 Cost Each : $500

Small Rocket ( Transfer in 24 Hours) x 5 Cost Each : $600

Large Rocket ( Transfer in 24 Hours) x 1 Cost Each : $900

Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 2.PNG

High Explosive ( Transfer in 24 Hours) x 40 Cost Each : $1,500

Smoke Grenade ( Transfer in 24 Hours) x 19 Cost Each : $150

Grenade ( Transfer in 24 Hours) x 14 Cost Each : $300

Electro-flare ( Transfer in 24 Hours) x 105 Cost Each : $60

Cannon Rounds(x50) ( Transfer in 24 Hours) x 44 Cost Each : $1,240

Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 3.PNG
Loadout of SKYRANGER after Transfers (Jan 5th)

SKYRANGER Loadout Jan 5th - Items Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG
SKYRANGER 1st Loadout Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG


SKYRANGER-1 : 2 Tank/Cannon and 6 Soldiers

Items:

Pistol x 4 | Pistol Clip x 4

Rifle x 8 | Rifle Clip x 20

Auto-Cannon x 1 | AC-AP x 1

Rocket Launcher x 1 | Small Rocket x 3 || Large Rocket x 1

Grenade x 13

Smoke Grenade x 5

Proximity Grenade x 4

High Explosive x 9

Electro-flare x 6



INTERCEPTOR-1

Weapon 1: CANNON

Weapon 2: CANNON



INTERCEPTOR-2

Weapon 1: CANNON

Weapon 2: CANNON


Stores:
See above or load file(too much legwork currently)



Research:
Accidently Delayed Research Jan 3rd Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG
I delayed research projects until scientist arrived Jan 3rd(inadvertantly).

Base defense and Capture Defense in Detail Jan 5th Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG
There are also 11 more Soldiers to defend the 1st Base during SKYRANGER Missions

23 Scientists | Laser Weapons | Unknown




Engineering:

10 Engineers | no work



Jan 1st - Jan 13th



There was an initial delay in the use of researchers until Jan 3rd when the entire team arrived at (23 Scientists). I choose to use Laser Weapons at the first point but I think this may have been an over commitment t the 1 base version of the mid-game.

I therefore purpose that the 2nd file anti-Type 1 above be used in theory with a Motion Scanner as 1st technology before Alloys -> Personal Armor due to displayed weakness (in Terror Mission 1).

Initial Orientation as a Prototypical Structure vs Plasma War Jan 13th.PNG

The disadvantages of the Class:

2 Tank/Cannon : 6 Soldiers

is not apparent by the advantaged position of the entry vs the UFO (Medium Scout) positionally.

In times there is an advantage to using this smaller group but it can be much more time-intensive as a theoretical mission-type(Artifact Raid as Mission or control Maneuver) in that you revert to a profit model.

Stockpile retrieval and disarming-engagements become the initial goal of use-cover to cover the area tangible for stockpiling person soldier Carriers vs heavy response of loitering alien units(Sectoid) and unit-companions(Cyberdisk) in Terror missions in particular.

1
2 part infantry motivation manuever - 1 Jan 13th.PNG
2
2 part infantry motivation manuever - 2 Jan 13th.PNG
3
2 part infantry motivation manuever - 3 Jan 13th.PNG

With low scout patterns due to the use of tanks as a frontal process, you will gain a lot by grouping all 6 behind a tank and by obstacles, If you can not see them near the UFO : 
It is much less likely they will have a free-shot Alien Grenade in window of your open units at maximum angle and range, as AI tends to dictate.

You can move in pattern behind both tanks as the inital non-effect movement of the Sectoid fleet setup is more plasma pistols but not in depth of range and reason. They use them as a defended harass type without reason of outward cause. One one or two will pick at your weaknesses with 1-2 per turn Plasma Pistols.

This is the weakest use of Plasma Pistols and shows a hardware checkpoint in terms of depth to the player. Tank/Cannons are able to hold 6-10 shots vs Plasma Pistol in this orientation due to (type)(Alloy or pseudo Alloy Armor)

In this use of cover as a tactic of containment, you want 3 moving units to breach the door for the UFO (Medium Scout). You will see the main disadvantage to using 
2 Tank/Cannon and 6 Soldiers
is the Capture of the interior craft : UFO Craft Represented as an Interior Battleground :
So you need to drop the only Rocket Launcher to cover the 3rd man with 2-by-2 defense of the outside of the UFO(1st use of this is important as in this build you do not have to build or buy them, but I would not sell the ones you get at Jan 1st.)

Dropped Rocket Launcher Jan 13th.PNG

Unit groups as 'Sensors' in Arbitrating distance-in-group vs Mass in Depth

Theory evident 2 Tanks/Cannon and 5(5 of 6) Soldiers can be represented as a 'Sensor': this is how.
Consider a 8 wide grid as 'o' as open and 'X' as a unit just as to abstract a tank as 4 2-by-2 'X' and Soldier is just 1 to make this clear in 1 step and not stay on nomenclature.
'o - o - o - o - o - o - o - o' would represent a 8 wide path of nothing in it.
'x - o - o - o - o - o - o - o' would represent , 1 X-COM Soldier at front with 7 consecutive iso squares with nothing.

Consider: Placing 2 tanks like this:

o - o - o - o - o - X - X - o
o - o - o - o - o - X - X - o
X - X - o - o - o - o - o - o
X - X - o - o - o - o - o - o

also consider this:

o - o - o - o - o - o - o - o
X - X - o - o - o - o - X - X
X - X - o - o - o - o - X - X
o - o - o - o - o - o - o - o

with Soldiers spaced in:

o - o - o - o - X - X - o - o
X - X - o - X - X - X - X - X
X - X - o - o - o - o - X - X
o - o - o - o - o - o - o - o

leading to the ideas in play here, this is a 'Sensor' via the directly above graph of width, see 3 steps of superior ->

1:

o - o - o - o - o - X - o - o
X - X - o - o - o - X - X - X
X - X - o - X - X - o - X - X
o - o - o - o - X - o - o - o

2:

o - o - o - o - o - X - o - o
X - X - o - X - X - X - X - X
X - X - o - o - X - o - X - X
o - o - o - o - o - o - o - o

3:

o - o - o - o - o - X - o - o
X - X - o - X - X - o - X - X
X - X - o - o - o - X - X - X
o - o - o - o - X - o - o - o


I do not want to dwell on this at drawing at-hock array descriptions, I always see this as negative to the flow of the article. It is easier to represent in game but see the packet of tag-fire marines as the moveable vs the holding embankment of the 2 tanks as barrier reason at-as opposed in 2 Tank and 6 Soldiers -- more widely.

2 part infantry motivation manuever - 2 Jan 13th.PNG

Tank maneuvers can occur after the infantry steps in X-COM making it variable in terms of use, in Mission 1 UFO (Medium Scout) Tank/Cannon can engage at will and is the Hunter vs 'Plasma Pistol fleet' Sectoids without cover or array logic in terms of adequate ranging via person soldier movement as array logic via (the opponent in X-COM UFO Defense 1994).
2 part infantry motivation manuever - 3 Jan 13th.PNG
The weakest position in the 2 Tank/Cannon 6 Soldier(Rifle/HE) Conventional variant-mix is opening down the ramp of your SKYRANGER and engaging cover as a compact negative of fire as warfare-vs-contend logic of own-decision making(Vs 'Arbitrary Reticulan Advance'(the idea the alien is fighting you in the game and in real) via the material noise between subject-reality in terms of 'Sectoids' as a tech variant in X-COM UFO Defense and : You needing to know why that is via/vs. operating the game tangibly)


Boundary Theory: UFOs represented as an Interior Battleground

=======================================================

Small Craft represented as an Interior Battleground



THEORY AT LARGE


Consider the casting of this boundary theory in terms of the highlighted X-COM Soldier referred to as 'Arthur Hill' from a 'this-time' standpoint. In fact that it is this time currently and you are framing in your mind a theory concerning said X-COM UFO Defense Soldier named 'Arthur Hill' as depicted.
If you consider his position, which was pictured above at the same time 'Drop the 1 Rocket Launcher' (image above). Soldier 'Arthur Hill' is kneeling and had 4 Time Units at this time. He is unable to walk in any direction but can use the kneel option to toggle Soldier 'Arthur Hill' to a standing posture so that the 4 Time Units to make this move will not be needed in investment to make a meter move in any of the 4 walkable directions.

Consider the Option as 'Arthur Hill' in the terms of his selective consciousness: He can consider a positional arrangement of his own in terms of 'their-eyes' selective segmenting from a conscious-drive selector-administrator pairing lively.

As 'Arthur Hill' looks around at the next two X-COM-empty reticles, he can consider the arrangement from the idea of 'Arthur Hill' perspective on positional advantages as the turn is over minus 4 Time Units as described earlier in statement.

Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG
Small Craft as Interior Battleground Jan 13th.PNG
If you consider the two places in mention as a similar sequence timeframe, you can assume that there are two supposed advantages that he might suppose to have in theory impenetrable 'Arthur Hill' Logic.
One is a straight away: There is a theory over movement here in terms of his position into and in fact out of the 'glowing' time shaped spheroid craft, as it represents to him as a general structure, in-repair and constant progress through time in 'him' as 'Arthur Hill'.


At this point the decision  

decision is made by type as an object in presentation in the internet as of 2022 so reading down is assumed and pathed downwardly in logic: 
Straight away judgement allows you to pass with an even pace of 4 Time Units per cost of distance, except when you have negative modifiers like (Injury or Encumbered) So as you the 'Arthur Hill' crosses into the judgement plane of the vehicle, the assumed judgment seems real in constant as a status of reliance. Whether or not 'Arthur Hill' knows this he is to cost 2 times the average 4 Time Unit cost at 8 Time Units when he crosses this barrier threshold into the alien craft (Medium Scout) at point over time-distance of crossing, instantaneously and over time-constant of use-period 1.

So you can represent the Ideation being that 'Arthur Hill' moves into the craft and in time is circled in judgement apparent to the negative waveform of the craft you: system 'Arthur Hill' is unprepared and enters it in time-value apparent to individual circumstances.

The next level evident Idea is to pass on the other case before logic so I will oblige for period specific reasons.

2 - Second judgement is the ability to either, be protected by the cover of the embankment of the vehicle(in the Game logic of X-COM UFO Defense 1994) or to cross into a cover-sided defense on the opposite side of the craft(Medium Scout).

The theory to generate the correct thing is to understand the judgement of reality in terms of 'gravity-wave-gravity-well' phase or phase-of-force analysis: defenses in terms of depth vs gravity dynamic pattern at depth of society vs Naval fleet 'Plasma Pistol Sectoid': in Reticulian Continuum (model this) - (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core))) as a movable 'framing' field-or-force that will actually relay gravity as a force to resist the movement into the center of the hyper-imposed similar designed craft as you walk into the center. see M as Man  the theory would be this in terms : 
M -> (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core)))
(Medium Scout M ->(Small Scout Boundary (Medium Scout Core and Small Scout Core)))

(Medium Scout (M -> Small Scout Boundary (Medium Scout Core and Small Scout Core)))
(Medium Scout (Small Scout Boundary (M -> Medium Scout Core and Small Scout Core)))
this could be used as an abstraction of machined or hyper-Industrial smoothness of a metallic near-spheroid from the depiction of the Man 'M' - both inside and outside the generated example at point of entry to (Medium Scout UFO)
`` you can also go into depiction as a design and say that the plasma wall panels on the UFO (Medium Scout Core) have an apparent similarity in distance to the idea of a theoretical 'Navigation' device I refer to as a 'mass-wasting' 'image-material-metallic' Interface :

This is the idea that through metered construction based on height, a theoretical technology exists that there are capably possible solutions to turn 'theoretically pure' 'Alloy' under guardian of Elerium 115 as material substance in unison that will:

(**theoretically pure Elerium-115** see 'Elerium 115 elemental-material behavior as a material falloff due to 'expansive' positive-depth gravity-width by intrinsic device created solely of elemental (in Theory in 'game'(X-COM UFO Defense 1994) stable-substance Elerium 115 in groups') :

over time in gravity and material edge expansion as a geometric divided-gravity-boundary for a form of operating a simple or native 'step-lever' 'gravity charge pump'(as an abstraction of an anti-matter gravity-wave generator (use UFO Power Source as a model or metric of abstraction) in waveguide as a energy/engineering theoretic**) metallically pure alloy metal in a prepared composition(via formed theoretic and gravity waveguide, in place of, in play theoretical distance to Elerium 115 related to it's ductile capacity as a 'power-metal') into a transparently shifted image and 'loaded' in lensing architecture from a compression or logic-comparison on-place of the alloy-panel wall translucency. ``

(Another copy of images so you can scroll less in this - as a standalone section)

Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG
Small Craft as Interior Battleground Jan 13th.PNG
((This is an image from another file mentioned in 14 Soldier Conventional Rocket Launcher Build))
FInal Approach UFO-3 - Jan 7th.PNG
1: Curve the outside beyond the Tank in depicted image 2(above) in terms of blending the two flat sides into a bounded range that would in some way be abstract to the user but could be assumed a curve in representative logic a Spheroid Mass Object of metallic luster and hyper-Industrial smoothness and texture or other values that result in smoothness.
2: You then have a system evident minor, in terms of the outgoing initial judgement of the pattern of (Small Scout) via (Medium Scout) is an intermediate distance between them in terms of overall averages in size. So if you see the Small Scout UFO being behind in terms of value(profit-arm dynamics), but ahead in terms of time vs distance to the maneuverable user(in this sense the 'Navigator') in the smaller force distance to the user(X-COM assumed-Soldier in Unbroken Craft). You then from here maintain the outside wall intermittently in your judgement but look on the center of the Small Scout being overlay transfixed on-top of the medium at the centered point of value at the UFO Power Source.
If you maintain the abstracted curve in the negative and flat area on the outside walls of the Medium Scout UFO (vs interior), you can see a slightly larger exterior wall(On Small Scout in reference to Medium Scout Core section) but similarities to the interior core of the Medium Scout are apparent plainly.
You can thus conclude that the metered in-breaking of the units in some format enables them as a construct vs./the either craft (Small Scout),(Medium Scout). So You can see this as an actual entry to a small spheroid craft-interior with a small setting in the middle and potentially 3 seats smaller than what an X-COM would use, the reason behind this is that 3(Seats), in a spheroid series curve could generate any comparable surface in expansion of any chair arrangement in-terms of depth over time. The context of which is that there is an increasing gravity wave boundary that relates to step-curve Powerful Operating Force Fields which relate directly to my 1st introductory theory of (Elerium) 115 as a Proton packed 'power-metal' in stability and outcome.



If you consider the earlier topic presented Theory of ('Overlapping Bases' assumed Geoscape):

in unison with a smaller vision as present in BattleScape.
An experienced use can image-locate the very smallest UFO - not probe (Small Scout) and hyper-impose it on top of and within as locate of the (Medium Scout) UFO at core in terms described prior:




=======================================================

Boundary Theory - 'Small Craft represented as an Interior Battleground'

Here is where you get really crazy and I give you some funny internet tid-bits, think 'So Long and Thanks for All the Fish'!


Like Mole, like Crow 
I Can't See:Like No Lights On(trap city)

That subset hype: trap city mole


and the almighty crowd pleaser : it's the Spalacopusssssss!!!! https://en.wikipedia.org/wiki/Coruro

Music: (go for the ) Gusto - Disco's Revenge (Mole Hole Dirty Mix 1995)
I have a picture of a Golden Mole wearing an A.J. Green Hat on that I would share -
BUT I DON'T HAVE THE RIGHTS TO THE IMAGE; I WILL NOT STEAL THIS MOLE'S COPYRIGHTS!
IT IS THE TRAP CITY MOLE!
(...if I had rights I would share this, the mole)
(Laser tanks also called 'moles' in my ideation of facts in jargon/jargoning)


Resume Theory in Progress


If you look at the UFO as a point of play(Interior Battleground) and (UFO Medium Scout), you can see the more defended place to move is actually at the bottom and moving around from left to right, in an isometrically abstracted route, you choose as user. This is in effect the light-trail(suntrail) in Native American Spirituality in a simple take, you want to go sunwise...If this is important.  Rightward or 'sunwise' is in effect clockwise, but can be confusing to consider in top down abstraction vs person life, if this is apparent.
To explain my reasoning in the south path being easier to secure, rightward motion from the X-COM is stronger vs the invalid supremacy of the Sectoid as a Simulation Framer and person soldier. 

You can see that there are actually 2 doors that open into walls that could be used to limit encounters
:or delay a troop that is moving alongside into the outer sections
:to make their all-around-cover more accurate around the top side(in effect by passing counter-operate in anti-sunwise motion(movement) across the double door at south). 
The North open doorway has a similar disadvantage in that if you open the door at top it will be a movement at cost to 'open overwatch', sometimes as many as 3-4 person soldiers in open positions with type'Plasma War' indeterminate fleet. The group alerted will fire in sequence vs. X-Com Soldier one(1) threshold movement through the 'Automatic' doorway also costing you additional time units(assumed 8 Time Units as in the doorway to enter but it could be less) as well in advance of risk to Soldier in Health Points as a metric of success.

Small Craft as Interior Battleground Jan 13th.PNG
Consider This idea of vision as user freedom, from a strategy of the environment not on distance person soldier.
Tank Cannon Jan 13th.PNG


Tanks are very effective at this point at range an in effective tactics in breach and operate settings (Medium UFO) despite loss on outlay movement from the craft and indiscriminate fire angles- more apparent in Terror Mission 1 to follow -
Tanks At range Jan 13th 1 of 2.PNG

Even at range when thrown Conventional type Weapons are in-effective or inaccurate, due to Plasma Pistol Sectoid being ineffective vs 'Alloy and pseudo-Alloy Armor' in place at Tank/Cannon, in example et all.
Tanks At range Jan 13th 2 of 2.PNG


2 Tank/Cannon and 6 Conventional(Rifle/HE) Initial Judgement of Loadout Variants

Rifleman HE Conventional(HE/Rifle)
Most basic and usable technique soldier for the (HE-Rifle) Conventional build 2 Tank/Cannon 6 Soldiers.

2- grenades for overall power at distance(obstructed by barriers at height)
1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)
2- Rifle Clips: You Can use 1 if lack of use.
1- Electro-flare: night
1- Smoke Grenade for concealment
1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))

Grenadier Type 1 Jan 13th.PNG
Grenadier 1 HE Conventional(HE/Rifle)
Useful as a utility argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien 'AI' game logic.

3- grenades for overall power at distance(obstructed by barriers at height)
2- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)
1- Rifle Clips: You Can use 1 if lack of use.
1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))

Grenadier Type 2 Jan 13th and Lead Man pseudo-Squad Leader.PNG
Grenadier 2 HE Conventional(HE/Rifle)
Useful as a heavier and more densely efficient (Rifle/Pistol) version of the argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien 'AI' game logic.

2- grenades for overall power at distance(obstructed by barriers at height)
1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)
1- Rifle Clips: You Can use 1 if lack of use.
1- Electro-flare: night
1- Smoke Grenade for concealment
1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))
Light Rifle Utility Jan 13th.PNG
Light Rifle Utility - Rocket Launcher - Conventional(HE/Rifle)
Useful as a last resort - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.

1- grenades for overall power at distance(obstructed by barriers at height)
1- Small Rocket
1- Rifle Clips: You Can use 1 if lack of use.
1- Electro-flare: night
1- Smoke Grenade for concealment

Rocket User Jan 13th.PNG

Typic HE Conventional Soldier Jan 13th.PNG
Light Rifle Utility - HE - Conventional(HE/Rifle)
This was not used correctly and might be an inefficient or incorrect Class argument, it resulted in misuse and loss of the unit in question in Terror Mission 1 - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.

1- grenades for overall power at distance(obstructed by barriers at height)
1- Small Rocket
1- Rifle Clips: You Can use 1 if lack of use.
1- Electro-flare: night
1- Smoke Grenade for concealment


Pressing Basic advantages on Artic Tiles with (type)Tank

Topic : Overload as a Method of use for SKYRANGER

I am moving around the opinion that the idea of an artifact-race and retrieval on 2 Tanks 6 Soldiers SKYRANGER, regardless of unit's Weapon Class, is the term evident correct plan in terms of overall distance advantages as the human user. 

The idea that you could on retreat have already spent the extra (10 or less) turns to cover the ground to the fallen aliens and X-COM Units that can hold equipment and move them into  the SKYRANGER, and in-effect slowing the turn usefulness of the proposing party alien person soldier in depth vs in single file by your own advantaged decision making.
This is the better of the options but cost more Personally motivated(need of food and electricity and time) vs a psychological theory and sublimative control in terms of your technique terms as user : in X-COM UFO Defense : and the theory of the X-COM Soldier as a useful topic of control vs your human time in clicks as human user. In effect you vs the topic of you in theoretical terms to the X-COM soldier as an archetype of your own reasoning vs them as a shield of will in terms of impenetrable (type)'Arthur Hill' logic.
Method Overload Topic Jan 13th.PNG
In this you need more use of the :

Utility Weapons as a Contain Mode of Control

Utility Weapons I am putting in it's own Class as a use oriented additional Weapon of the primary used type or another type that is not equipped in the start of handled by a Carry-Operable User in terms of a person soldier, in such as this X-COM Soldier in X-COM UFO Defense (1994)


Moving tanks vs Plasma Pistol Sectoid 1 of 2 Jan 13th.PNG
In this the Conventional(HE/Rifle) configuration I would include the use of:
Auto-cannons: Useful for extra firepower as a loss of unit demands from a use vs usefulness standpoint. Losing a Tanks/Cannon or 1-2 Soldiers would necessitate use of an upgrade to this or another Utility Weapon to hold steady to advancing fire, or use of context over the cover in depth weakness of the Weapon Class evident weakness vs obstacles (if there be any or none). Useful as AC-AP to double a Rifle without overlap.
Rocket Launcher: Always use the Rockets you get for free, it is the best use for cost, if for free. Someone should carry it but don't carry it inside. In this build there will be no further investment into Rockets so use per 1 is an evident change on the game as an opposing set-up and (at random)/(at large) vs. you in terms of panic as a player(or mis-judgement).
Moving tanks vs Plasma Pistol Sectoid 2 of 3 Jan 13th.PNG


Jan 13st - Feb 20th Save File Tree

I put a bunch of files in one section because the screenshots became confusing to organize over saves.
Here is the save data for the point in time that is depicted in this tutorial: 
File:Jan 13th Crash Site UFO-2 Continued -Jan 24th Terror Mission.zip
File:Jan 24th Terror Mission Continued.zip
File:Jan 24th Terror Mission Continued part 2.zip
File:Jan 26th - Jan 28th.zip
File:Jan 28th - Feb 20th.zip
File:Feb 20th - Laser Cannon Feb 24th.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Jan 13st - Feb 20th Laser Cannon Complete

Recovered UFO-1 Jan 13th - Jan 17th

Purchased :

Living Quarters || Cost $400,000 || x 3 Build time in days 16
in Selling all of the alien Artifacts(except mostly all clips in size (Plasma Pistol-Plasma Rifle | Stun Bomb)
enough money for a Living Quarters expansion, note the Extra hangar, this is for an ultimate movement into 
2 SKYRANGER(s)
2 Tanks/Laser Cannon and 6 Soldiers : Personal Armor, Laser Weapons and Alien Grenade/Motion Scanner
As a series expansion of mass as a larger Infantry concept as a work-up to a unity environment when AVENGER is completed in 3 and 4 Tank AVENGER loadouts -> Power Armor as a standard of late-game need.

Living Quarters after Sale Jan 13th.PNG

UFO Score Screen, no Elerium because shot down by INTERCEPTOR : Cannon

No Elerium UFO Jan 13th.PNG

Essential Technologies at this Juncture Jan 13th.PNG

Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th

== Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==

Squad Armor also called 'Personal Armor' (even in misstep) is the main advantage of cheaper : Rifle and Tank/Cannon Squads in SKYRANGER as terms of 'Tank First Heavy Infantry' follow-up tech patterns into AVENGER Class advance in X-COM UFO Defense.

Squad armor is the main advantage of this set up earlier than Laser Weapons Jan 13th.PNG


Scientists at Jan 17th.PNG

Jan 17th - Terror Mission(1)


Finished the Alien Containment in the days before the 1st Terror Mission I engage, I avoided one accidentally, because of the X-COM UFO Defense game bug that relates to the reload of your status causing some issue if you do not reload your program at some point in that it will :

1: Blink Nation Boundaries
2: Lock the selected Speed after certain clicks
So I just reload the game it is seems to clear init(for some reason_)


The theory of Conventional (Rifle/HE) Squads in 2 Tanks and 6 Soldiers SKYRANGER is tested here :
I do not think it has the initial firepower advantages needed, in (Sectoid-Cyberdisk) Terror Missions and I think the average upgrade to Auto-Cannon as a 5-6 man standard could be ultimately necessary.

Alien COntainment Jan 19th.PNG

Tanks 1 Terror Mission 1.PNG
At initial, the Tank/Cannon(s) can clear and are at advantages in terms of range and armor in lit areas(even at night).

Tanks 2 Opening push out of SKYRANGER Terror 1.PNG
I open up concealment with Smoke Grenade in the area opened by an initial tank area decided round 1. The tanks are effective vs multiple Sectoids in response to lack of security and load bearing relationship loss in an early loss of Soldier as a Carry-Operable person soldier in :
2 Tank/Cannon and 6 Soldier Conventional(Rifle/HE)
TANKSC~1.PNG 

TANKSC~2.PNG

Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect

After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.
Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG

Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG

The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.

Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG

Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG


Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE)

Average Cover in Depth 1 of 3.PNG 

The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.

Average Cover in Depth 2 of 3.PNG

The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. 

The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for 'Laser War' as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)

Average Cover in Depth 3 of 3.PNG



Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :

1 Tank Lost 5 Man.PNG

HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival

User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: 
the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)

HE Misfire.PNG
I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)

HE Misfire 2 of 2.PNG

This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)

HE Misfire +1 turn.PNG

Tank Constriction in Range Setting

Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of 'Laser War' as an arc of Technology in X-COM UFO Defense (1994).

Cover Clearing Vs Sectoid 1 of 2.PNG

Cover Clearing Vs Sectoid 2 of 2.PNG

Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory

X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG

X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG


This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall

(there is a weird inefficiency vs person soldiers behind 'double-slit-window' tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to 'https://en.wikipedia.org/wiki/Double-slit_experiment')

Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison

2 Man risk and retreat 1 of 2.PNG


Full failure of edge in attack.

2 Man risk and retreat 2 of 2.PNG

You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.

3 Man Risk Terror 1.PNG

1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.

Last Ditch to retreat at a loss.PNG

Lost Terror Mission Score:

Failed Terror Mission.PNG

Jan 21st- Late January and Personal Armor


General Stores complete on Jan 21st

General Stores Complete Jan 21st.PNG


Laboratory complete Jan 27th


Laboroatory Complete 27th Jan.PNG


Living Quarters complete on Jan 29th


Living Quarters Jan 29th.PNG


Personal Armor completed at Feb 1st

I lost 2 Tank/Cannons and did not buy any more, so this covered Soldier model of using Personal Armor is an advance of weakness toward the point of view that there is a goal to use your stable Alien Alloy in 'Free Tanks' Engineering bug to produce 1 at a time as many as possible while advancing Research up to Laser Cannon.



Personal Armor.PNG

Personal Armor First on Feb 1.PNG

Failure as an option and turn to 12 Soldier (mixed)Conventional AP as a response to lost tanks in lowly or untrained(Rookie-Squaddie) X-COM Soldiers

Due to a lack of available force I was forced into a Soldier transition that used all of my available Conventional Class weapons including Pistol and HE.

Formations 1.PNG
You can see how covered it looks vs a Medium Scout in terms of available context vs alien. Remember this as a repair step with Tank/Cannon as on opening in January - early February. 12 Soldiers is a very strong and almost overpowered around vs 'Plasma Pistol' fleet Sectoid and remains effective and profitable until Medium UFO Craft size(usually in month 3 (March) as a standard).

Formations 2.PNG
There is more to talk about here in terms of the programatic portrayal of the terrain options and how to engage with Tanks vs./or Infantry in mass. But will forgo analysis this here-  

Formations 3.PNG
Relatable subset-squares of familiar terrain series blocks example.

FOrmations 4.PNG
Basic overpower and overthrow as 12 Soldiers even after unprofitable loss of 2 Tanks and 5 Soldiers in lost Terror Mission 1.

Formations 5.PNG

UFO Capture Score Screen

Capture.PNG


Options Above in Group Thinking with Overly Positive Unit-relationship vs Plasma Pistol 'fleet' Sectoid

Built 2 more workshops and numerous engineers for transition into Laser War and 2 SKYRANGER into AVENGER in Midgame.

Workshop || Cost $800,000 || x 2 Build time in days 32

Workshops and 5 Engineers Feb 1.PNG
You basically had many advantages vs Medium Scout so moving up to Laser Pistol is all Positive in terms of Profit and Survivability : which is helpful in mid game as you hold experienced Staff for Cydonia in late game. 
Science on a house level.PNG

Up The Laser Weapons Tree After Personal Armor.PNG
Worthwhile sale of Artifacts after Medium UFO Capture - holding only Stun Bomb as the build becomes more narrowly specific to need in March and beyond and overall depth of 'Laser War' Technologies increases.

Selling Artifacts after UFO Mission.PNG

Theory of Armor Expansion in a system vs. and opposed in terms Personal Armor as a subtype variable vs Guardian G.I. and Unarmoured X-COM Soldier as G.I. as a unit comparison

Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.

You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.

Personal Armor as a armor type Feb 20th.PNG

They shift in mass and are best in front line fighters in case X-COM Soldiers.
Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.
They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).

Personal Armor as a armor type Feb 20th 2 of 2.PNG

Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction's basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction

I wish to further purpose a following addition to the initial theory to keep my points abstract and person-oriented in terms of depth, please do not think this is a statement about reality but about theory in abstract via general examples of entertainment and sci- fi culture;  

Gi as light capture devices in Covered light G. GI.PNG


All these things I am considering here are my own thoughts on "X-COM UFO Defense" "BattleTech(2018)" 'StarCraft 2" "Grey Goo" "StarCraft : Brood War" and "RED ALERT 2", all products of entertainment & human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. 
Now I'm not a Particle Physicist...But I have some pretty weird game related ideas about 'Material-Wedge Dynamic' As a political warfare reasoning in an advance topic as a reasoning-of-theory-specific Advanced Races 'point-out' in Video Games available in 2022 (in effect)with what is presented above.
The next premise requires some background as a concept for people that have no experience in certain exact representations in terms of theme and tune of emotion and Design as artistic output that I am personally aware of and are esoteric and secondary to the point at large:
These are all maps for games you may not be aware of that have multiple players per use of the map, these players being either Computer Opponents or Human players by design(1 or all). I will mention the name of the game in question, then the map(if there is one) and then the link to the 3rd party site you may visit if you wish on where I am referring to: this is a point of time search so the links may decay as time goes on.

StarCraft 2 (2010) : Maps - 
Abyssal Reef LE https://liquipedia.net/starcraft2/Abyssal_Reef_LE
to a lessor extent 


King's Cove LE,
https://liquipedia.net/starcraft2/King%27s_Cove_LE


and Bel'Shir Beach 
https://liquipedia.net/starcraft2/Bel%27Shir_Beach


Grey Goo (2014) : Maps -
2 Maps 1 Called 'Lost Plains' I can not find even a good picture of and to a lessor extent maybe one in newer map pack called
'Canyon'(this is not a great example, but the blue green yellow, ore placements and geysers have a similar color I was trying to point out:  are clearest in the thumbnail images on product website below)
https://www.greybox.com/greygoo/en/info/features/map-pack-1/
Image Concepts that I can not provide:
StarCraft Brood War (1999) - 
The image of the Protoss Campaign info screen at tutorial distance with spoken introduction by the Characters in the Original StarCraft ( not Brood War, I just mention it for consistency as a standard due to superset overlap)  - The look of the 'post-clear' weapons efficiency war power as a movable galaxy spanning armada.
BattleTech (2018) - 
Jungle Biome - if you look at this there is a similar coastal theme in terms of warm blue and rocky outcrops that look clean in volume and low in disrepair vs the destruction context or 'Human or Terran-like' Tech species as advance of modern Mechanized Bi-pedal Warfare in topic BattleTech (2018).
The other 2 references are apparent in the title at 'Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction's basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction'


X-COM UFO Defense with/vs. Red Alert 2 'Light Specific Alloy' Theory Reasoning

This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft 'Races' to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow 'power-option' flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.

The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.

Personal Armor interior.PNG

Include a theory at present related to this:

There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.

If you consider that in all of these examples there are character physics models of average 'Hero' Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a 'Human User' is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.

You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of 'men' thus 'lightmen' as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).

If you think like a new-age hippie or someone corrected in science as a woo-science 'foodie', you might consider yourself in line with the Carl Sagan 'we're made of star stuff'. 

This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact 'lightmen' in personal form, although shielded by geologic biologic format on top of said democracy light as an object.

So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: 

that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in 'disguise' but in virtue 'real' as a format of your average decision-making orthodoxy in 'obvious cultural terms' : "your take on life".


This becomes an obvious downgrade idea about interior space as a dynamic...don't be a dry academic and just consider---


The theory of lightman politics as a concept abstraction of 'Light Specific Alloy' Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific 'lightman'.
This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say 'reproducible' in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from 'inside' 'into' 'the outer' 'universe' from a ray spectra..(maybe that's wrong with#fuzzyNumbers).

(link for people who are not in line with this 'next level bureaucracy' -> this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)



Continue on to Format Logic given reduction of math-to-humor regarding Interior Light as a vector grouping

The idea that an unarmored group in logic as a standard along 2-D height among several pair prototype meta games in exodus via 'large set apparent' and subset( 'X-COM UFO Defense'(1994) and 'RED ALERT 2'(2000) ) is personal in depth but schematically abstract-apparent in usage as a nexus concept of reason:

As you see from the Idea of Depth in terms of a valid constructive armor(no subtype) that relies on an inner drive and individual representation of overall worker-warfare in terms of the concept of a X-COM Soldier with the Unarmored type of 'Coveralls' and G.I. as a unit drive of 'species' (Let me explain this term in next sentence) lightmen or a given type as abstraction in reference to large set ((G.I. and Guardian G.I),(X-COM Soldier and Individual Personal Armor per Deploy)).
The Idea of species in text term of a compound interest statement 'species of lightman' is a term boundary that exists in American English : this is the idea that any thing you can change will alter the species of 'lightman' further used in this example as X-COM Soldier. 

For example you may have two species of 'X-COM Soldier' that rely on additional game data to allow you to see the type of ammunition on Heavy Cannon(in X-COM UFO Defense 1994) is color and type coded to the visual user. Of potentially many occurrent examples, you could have color morph as primary concept in that they could have a matte or metallic mixture of color patterned light in any occasion set size.



This is in effect happening any time that the advancement of a game allows for additional 'skins' or 'textures' for use outside of option laws of a certain negative in terms of term boundary 'Standard Setup and Keybindings'. 


Any change whether they be gameplay specific or obtuse per environment allows the change of a lightman to a ("light man species":"lightman species").



The Idea is that the theory specific lightman politics and enterprises are in some ways academically located in an accuracy from a judgement-by-deception-benefit that the Game Producers and Storyline Authors will manage as a team effort at one point initially. The idea is that by pulling the interior light outwardly if you will the armored compound concept reasoning is counter-effective in mass from the opposing counter located force per side.
In effect Armor is generated by direction (in potential opposite or opposition) as a counter effect of greater 'lightman mass'. The idea is that as a lightman is generated it does not have a differential type grouping, type as standard as another besides ordering(seen both ways as 'issuance' and sequence vs. consequence). You can see this in the StarCraft 2 Marine Quote : "You ever notice that nobody ever comes back to the barracks?".
The idea is not constant and can be a benefit based on use of the object lightman as a user in flow of control as well as on top game logic of progression or advancement. You can see that the X-COM Soldiers make adequate advancements of their ability based by use, and are profit driven, and progress oriented as they progress to X-COM Soldiers with Personal Armor.
You can see the abstraction as a set of steps in the tutorial given above to exact the move into Personal Armor. This is all talking about straight-through-runs and not reloads for optimization or space saving.
In context the G.I. and Guardian G.I. are also in abstraction in terms of cost: 'Guardian G.I.' being more expensive. But if you see the representations in terms of game engine driven by shutter speed in X-COM and is step-wise turn based. RED ALERT 2 being a true constant RTS designed past the point of StarCraft BroodWar's development, there is a similarity as the use of both in time necessitates : the more armored version Guardian G.I. as a complete stand alone class that exists and is generated in 1 step unlike the slower piecemeal advancement of Standard as a material object in X-COM UFO Defense.
I hesitate to explain but want to point out the similarities in Armor as a continuum in basic practice in:
1: Red Alert 2 | Infantry ( G.I. -> Guardian G.I -> IFV(Infantry Fighting Vehicle)) Tank |

2: X-COM UFO Defense | X-COM Soldier(Personal Armor -> Power Armor -> Tank/Laser Cannon) X-COM Tank |
Ultimate truth 1 liner is: 'the armor is produced by the sheltered light among the sheltered lightman as they generate armor'

End of Cycle - Complete Laser Cannon - and subset approximate Scoring Feb 24th


After the Mission and completion of the Laser Cannon Research, I moved on to UFO Power Source as a move into AVENGER via UFO Construction and Flying Suits. The Goal is to use 2 SKYRANGER(s) as a gap until AVENGER when you use all the units from both in 1 deployment step from then on for cost at Elerium 115.

UFO Power Source - Laser Cannon Completed.PNG

LC Completed on Feb 24th
Laser Cannon at March 2nd.PNG


Full subset-build point in time snapshot at Feb 24th below: 
Thule AFB at point of completion of Laser Cannon.PNG

Stores at time of Laser Cannon.PNG

Base information at time of Laser Cannon.PNG

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Laser War - Mid Game