Difference between revisions of "Difficulty Levels (Apocalypse)"
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− | + | X-Com Apocalypse has five difficulty levels. The easiest being '''Novice''', increasing to '''Superhuman''' as the hardest. | |
− | == | + | ==Cityscapes== |
− | + | Each level has its own Cityscape design. The harder the game the larger the map, quantity of buildings, also being larger and prone of collapse, and more complicated the road layout.<br> | |
− | + | [[Image:Apoc_1_citymap1.png|200 px|Novice]] | |
+ | [[Image:Apoc_2_citymap2.png|200 px|Easy]] | ||
+ | [[Image:Apoc_3_citymap3.png|200 px|Medium]] | ||
+ | [[Image:Apoc_4_citymap4.png|200 px|Hard]] | ||
+ | [[Image:Apoc_5_citymap5.png|200 px|Superhuman]] | ||
− | == | + | ==Initial Funding== |
+ | At the start of a new game, X-Com's initial starting money: | ||
<table {{StdCenterTable}} width="50%"> | <table {{StdCenterTable}} width="50%"> | ||
<tr {{StdDescTable_Heading}}><th>Difficulty Level</th> | <tr {{StdDescTable_Heading}}><th>Difficulty Level</th> | ||
Line 17: | Line 22: | ||
</table> | </table> | ||
+ | ==Dynamic Funding== | ||
+ | The initial X-Com funding is added to with extra funds from the [[Government]] (The Senate) depending your performance in the previous week. Money given to X-Com can be decreased to zero if performance is substandard.<br> | ||
+ | The government may not have enough liquidity to continue paying for the good (or better) performance of X-Com's ability to deal with the Alien menace and may only give what is can spare, but no more than half of its total cash. It may be stopped if the government has negative cash flows. | ||
+ | Funding will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost. | ||
+ | |||
+ | ==Unit Stats== | ||
+ | Each difficulty level also modifys unit attributes, initial cash and funding, and the appearance of alien technology. | ||
+ | All enemy units, civilians and Security Station turrets have their stats [[Unit_Stats_(Apocalypse)#Difficulty Adjustment|increased on difficulties]] above Novice. | ||
+ | |||
+ | |||
+ | |||
+ | ==Organization Friendliness== | ||
+ | |||
+ | X-COM's interactions with other [[Organizations]] become more difficult as difficulty rises: | ||
+ | *Organizations' starting attitude is improved by 5% on Easy, but worsened by 5% on Hard and 10% on Superhuman. This can result in the [[Mutant Alliance]] and [[S.E.L.F.]] initially refusing recruits on Superhuman difficulty. | ||
+ | *The relations penalty for an unwarranted investigation (no hostiles found) is increased (~2x from Novice to Superhuman) | ||
+ | *The amount of money demanded for an increase in relations is sharply increased (~8-9x from Novice to Superhuman) | ||
− | + | ==Alien Technology== | |
− | The | + | The higher the level the quicker the aliens will bring their most advanced weapons and equipment to the battlefield, such as [[Devastator Cannon]]s or [[Large Disruption Shield (Apocalypse)|Large Disruption Shields]]. For more information check the specific page dealing with alien technology levels. |
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''Source: Roger Wong's Game Guide'' | ''Source: Roger Wong's Game Guide'' | ||
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==See Also== | ==See Also== |
Revision as of 08:45, 13 June 2022
X-Com Apocalypse has five difficulty levels. The easiest being Novice, increasing to Superhuman as the hardest.
Cityscapes
Each level has its own Cityscape design. The harder the game the larger the map, quantity of buildings, also being larger and prone of collapse, and more complicated the road layout.
Initial Funding
At the start of a new game, X-Com's initial starting money:
Difficulty Level | Starting Funding | Weekly Income |
---|---|---|
Novice | 140000 | 92000 |
Easy | 130000 | 89000 |
Medium | 120000 | 86000 |
Hard | 110000 | 83000 |
Superhuman | 100000 | 80000 |
Dynamic Funding
The initial X-Com funding is added to with extra funds from the Government (The Senate) depending your performance in the previous week. Money given to X-Com can be decreased to zero if performance is substandard.
The government may not have enough liquidity to continue paying for the good (or better) performance of X-Com's ability to deal with the Alien menace and may only give what is can spare, but no more than half of its total cash. It may be stopped if the government has negative cash flows.
Funding will be immediately cut off if the government becomes hostile to X-Com and if 100% infiltrated, funding will be permanently lost.
Unit Stats
Each difficulty level also modifys unit attributes, initial cash and funding, and the appearance of alien technology. All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice.
Organization Friendliness
X-COM's interactions with other Organizations become more difficult as difficulty rises:
- Organizations' starting attitude is improved by 5% on Easy, but worsened by 5% on Hard and 10% on Superhuman. This can result in the Mutant Alliance and S.E.L.F. initially refusing recruits on Superhuman difficulty.
- The relations penalty for an unwarranted investigation (no hostiles found) is increased (~2x from Novice to Superhuman)
- The amount of money demanded for an increase in relations is sharply increased (~8-9x from Novice to Superhuman)
Alien Technology
The higher the level the quicker the aliens will bring their most advanced weapons and equipment to the battlefield, such as Devastator Cannons or Large Disruption Shields. For more information check the specific page dealing with alien technology levels.
Weekly score | Base Funding Change (%) |
---|---|
12801 | 25.00 |
6401 | 20.00 |
3201 | 12.50 |
1601 | 8.33 |
801 | 6.25 |
401 | 5.00 |
-1 | - | 6.66
-401 | - | 10.00
-801 | - | 20.00
-1600 | - | 25.00
Source: Roger Wong's Game Guide