Difference between revisions of "Population (Apocalypse)"

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(rewrite and wip, more later, called away.)
(wip, needing better uncluttered scenery pics of various types, also a panoramic of all civilians on one pic)
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Humans, Hybrids, Robots, and ''friends''.<br>
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'''Humans, Hybrids, Robots, and ''friends''.'''
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<!--
  
==A Populated City==
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----UNDECIDED LOCATION----
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I'm thinking technical personel should be under "Research" or added to the bottom of "Agents" since these tech types are technically agents of X-Com by being employed ...and should not be here as 'randoms' found on a battelscape. I'm not sure since they are only found in bases just like guards and such. EsTeR
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-->
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=A Populated City=
 
[[Mega-Primus]] is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.
 
[[Mega-Primus]] is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.
  
 
===Interactions===
 
===Interactions===
A city that accomodates many, the majority are respectable citizens, some not so much, and others are just not welcome within the city walls. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace. X-Com's role is to remove these non-human aliens invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:
+
A city that accommodates many. The majority are respectable citizens, some not so much, and others are just not welcome within the city. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace. X-Com's role is to remove these non-human aliens invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:
 
* Investigation, detection, and removal of aliens within an organisation's building.
 
* Investigation, detection, and removal of aliens within an organisation's building.
* Forcefully raiding and pillaging any building belonging to any, allied to hostile, organisation.
+
* Raiding a company building belonging to any, allied to hostile, organisation.
* Retaliation for X-Com's hostile actions by an invading force attemping to destroy an X-Com base.
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* Retaliation for X-Com's hostile actions by an invading force attemping to destroy an X-Com base.<br>
* The option to hire citizens to assist with research of bioloicgal specimens, strange organic items and to build new things.
+
X-Com may also offer opportunities to anyone willing to help:
 +
* Citizens offering their willingness to fight any threat to Mega-Primus.
 +
* Anyone that can be hired as a professional '''Technical Personel''' to assist with research of bioloicgal specimens and strange organic items, and then to use that acquired knowledge to construct advanced technologies.
 +
 
 
====Building Defenders====
 
====Building Defenders====
 
A company building which is a target for a raid will use its own members as a defence force to defend the structure and to fight any aggressors:
 
A company building which is a target for a raid will use its own members as a defence force to defend the structure and to fight any aggressors:
 
* '''Police''' appear within any Megapol owned building.
 
* '''Police''' appear within any Megapol owned building.
 
* '''Cultists''' appear in any Cult Of Sirius Temple.
 
* '''Cultists''' appear in any Cult Of Sirius Temple.
* '''Gangsters appear in gang owned buildings, typically derelict slums.
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* '''Gangsters''' appear in gang owned buildings, typically derelict slums.
 
* '''Building Security''' are hired '''Guards''' that appear within all buildings which do not have a dedicated defence force.<br>
 
* '''Building Security''' are hired '''Guards''' that appear within all buildings which do not have a dedicated defence force.<br>
If an X-Com base is attacked by any hostile organisation, the same style of building defenders will appear inside the layout of the base. If a raid targeting an X-Com base (a base defence mission) is to be performed by any company which does not use a dedicated defence force, the hired Building Security will refuse to participate. These Guards will be replaced by others: '''Corporate Hoods''', which don't have a problem attacking X-com.
+
If an X-Com base is attacked by any hostile organisation, the same style of building defenders will appear inside the layout of the base. Any company which does not use a dedicated defence force, the hired Building Security will refuse to participate. These Guards will be replaced by '''Corporate Hoods''' which are less inclined to care, but only if the price is right.
 
 
Wip hidden <!--
 
*Stats are randomised, like your own soldiers', and each individual has a name.
 
*A bit tougher than [[Anthropod]]s and [[Skeletoid]]s, particularly against weak weapons like the [[Lawpistol]] and [[M4000 Machine Gun]]. The [[Toxigun]] is much less effective, for obvious reasons.
 
*Very prone to panicking; human enemies have 40-80 Bravery, while humanoid aliens have 70-80 and the rest are immune to morale entirely.
 
*Most of their weapons are low-powered and will bounce off [[Megapol Armor]], but a few will have [[Marsec Heavy Launcher]]s (and, later on, [[Devastator Cannon]]s) which are far more lethal. They're generally comparable shots to Skeletoids or even slightly better. Grenades are another danger.
 
*Very susceptible to the [[Mind Bender]] (usually more so than Anthropods), but do not spawn with Mind Benders of their own.
 
*Intelligent enough to pick up a weapon on the ground nearby if disarmed or out of ammo.
 
**Guards will also pick up loose and valuable goods such as armor parts, [[Elerium (Apocalypse) | elerium]] pods and [[Psiclone]]s and flee the battle with them. Whether by coincidence or design, this acts as minor but effective foil to an X-Com raid by reducing the amount of goods that can be recovered. If conditions allow, tool using aliens may also exhibit this behaviour. -->
 
  
==X-Com Technical Personnel==
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==The Population==
 +
Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose.
 +
===X-Com Technical Personnel===
 
[[Image:TechPers_Invt_(Apocalypse).png |left]]
 
[[Image:TechPers_Invt_(Apocalypse).png |left]]
 
[[Image:Apoc-Sciences.png|right]]
 
[[Image:Apoc-Sciences.png|right]]
Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com [[Research_(Apocalypse)|laboratories]] and [[workshops]].<br>
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Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com [[Research_(Apocalypse)|laboratories]] and [[workshops]] as skilled professionals and only appear if present at a base which is being attacked (a base defence mission).<br>
Any technical personel will use the people tubes or use a Transtellar Autotaxi to move their new base. Some problems may arise: [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|damaged people tubes]], [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|too many people]], and [[Known_Bugs_(Apocalypse)#Sell_Agent_Transfer_Swap|odd transfers]], since they cannot be manually moved like X-Com agents and cannot be placed into a vehicle.<br>
+
Technical professionals do not engage in combat and do not have an inventory. Their attributes are similiar to other simple units such as Civilians. All technical personel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the [[Battlescape_Overview_(Apocalypse)|battlescape control panel]] look identical to those of rookie human agents. Do not confuse the two when issuing orders.<br>
If personel are present at a [[Bases_(Apocalypse)|base]] and that base is attacked, causing a [[Base Defense (Apocalypse)|base defense]] mission, they will be vulnerable to hostilities since they are weak, have no inventory, do not engage in combat and do not wear armor. All technical personel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the [[Battlescape_Overview_(Apocalypse)|battlescape control panel]] look identical to those of rookie human agents. Do not confuse the two when issuing orders.
+
Any newly hired professional will use the people tubes or use a Transtellar Autotaxi to move their new base. Some problems may arise: [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|damaged people tubes]], [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|too many people]], and [[Known_Bugs_(Apocalypse)#Sell_Agent_Transfer_Swap|odd transfers]], since they cannot be manually moved like X-Com agents and cannot be placed into a vehicle.<br>
 +
 
 +
 
  
==Civilian==
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===Civilian===
 
[[Image:Civilians - lower class (Apocalypse).png|right]]
 
[[Image:Civilians - lower class (Apocalypse).png|right]]
  
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==Police==
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===Police===
 
[[Image:Megapol_officers.png|right]]
 
[[Image:Megapol_officers.png|right]]
 
[[Megapol]] police officers are responsible for enforcing law and order on the city. Since they are also well armed they would be of a great help during [[Battlescape Overview (Apocalypse)|Battlescape]], but unfortunately they will not aid X-COM Agents during investigations.
 
[[Megapol]] police officers are responsible for enforcing law and order on the city. Since they are also well armed they would be of a great help during [[Battlescape Overview (Apocalypse)|Battlescape]], but unfortunately they will not aid X-COM Agents during investigations.
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Megapol officers are fairly well-armed (starting Tech Level 3), and have marginally better Reactions and armor than average (though they do not wear [[Megapol Armor]]). However, they are also more vulnerable to Psionic attacks. Police will be encountered in large groups of 12-20.
 
Megapol officers are fairly well-armed (starting Tech Level 3), and have marginally better Reactions and armor than average (though they do not wear [[Megapol Armor]]). However, they are also more vulnerable to Psionic attacks. Police will be encountered in large groups of 12-20.
 
<br clear="all">
 
<br clear="all">
==Cultists==
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===Cultists===
  
 
[[Image:Cultists.png|right]]
 
[[Image:Cultists.png|right]]
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Cult of Sirius members are moderately armed (starting Tech Level 2). Their Accuracy and armour are somewhat poorer than average - the Cult is a civilian organisation - but their Psi-defense is better than other humans' (typically on par with Anthropods). Cultists fight in groups of 7-12.
 
Cult of Sirius members are moderately armed (starting Tech Level 2). Their Accuracy and armour are somewhat poorer than average - the Cult is a civilian organisation - but their Psi-defense is better than other humans' (typically on par with Anthropods). Cultists fight in groups of 7-12.
 
<br clear="all">
 
<br clear="all">
==Gangsters==
+
===Gangsters===
  
 
[[Image:Gangsters.png|right]]
 
[[Image:Gangsters.png|right]]
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Gangsters are very well-armed (starting Tech Level 4). Their Accuracy and Psi-defense are a little poorer than average, but their Reactions are better. Gang members fight in groups of 8-20; Osiron groups are the largest, Psyke groups are the smallest.
 
Gangsters are very well-armed (starting Tech Level 4). Their Accuracy and Psi-defense are a little poorer than average, but their Reactions are better. Gang members fight in groups of 8-20; Osiron groups are the largest, Psyke groups are the smallest.
 
<br clear="all">
 
<br clear="all">
==Building Security==
+
===Building Security===
  
 
[[Image:Security_guards.png|right]]
 
[[Image:Security_guards.png|right]]
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Security guards' Accuracy is a little poorer than average.
 
Security guards' Accuracy is a little poorer than average.
 
<br clear="all">
 
<br clear="all">
==Corporate Hood==
+
===Corporate Hood===
  
 
[[Image:Corporate_Hoods.png|right]]
 
[[Image:Corporate_Hoods.png|right]]
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==Sectoid==
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===Sectoid===
 
[[Image:Apoc-Sectoids2.png|right]]
 
[[Image:Apoc-Sectoids2.png|right]]
 
Only present in the Alien Dimension, X-COM's old enemies have become an alien delicacy, and some are being held captive in their [[Food Chamber]]. Rescuing them will give a huge boost to X-COM's relations with the [[Mutant Alliance]] and will also make the Mutant Alliance hostile to the Aliens if it wasn't already.  
 
Only present in the Alien Dimension, X-COM's old enemies have become an alien delicacy, and some are being held captive in their [[Food Chamber]]. Rescuing them will give a huge boost to X-COM's relations with the [[Mutant Alliance]] and will also make the Mutant Alliance hostile to the Aliens if it wasn't already.  

Revision as of 02:05, 24 July 2022

Humans, Hybrids, Robots, and friends.

A Populated City

Mega-Primus is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.

Interactions

A city that accommodates many. The majority are respectable citizens, some not so much, and others are just not welcome within the city. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace. X-Com's role is to remove these non-human aliens invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:

  • Investigation, detection, and removal of aliens within an organisation's building.
  • Raiding a company building belonging to any, allied to hostile, organisation.
  • Retaliation for X-Com's hostile actions by an invading force attemping to destroy an X-Com base.

X-Com may also offer opportunities to anyone willing to help:

  • Citizens offering their willingness to fight any threat to Mega-Primus.
  • Anyone that can be hired as a professional Technical Personel to assist with research of bioloicgal specimens and strange organic items, and then to use that acquired knowledge to construct advanced technologies.

Building Defenders

A company building which is a target for a raid will use its own members as a defence force to defend the structure and to fight any aggressors:

  • Police appear within any Megapol owned building.
  • Cultists appear in any Cult Of Sirius Temple.
  • Gangsters appear in gang owned buildings, typically derelict slums.
  • Building Security are hired Guards that appear within all buildings which do not have a dedicated defence force.

If an X-Com base is attacked by any hostile organisation, the same style of building defenders will appear inside the layout of the base. Any company which does not use a dedicated defence force, the hired Building Security will refuse to participate. These Guards will be replaced by Corporate Hoods which are less inclined to care, but only if the price is right.

The Population

Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose.

X-Com Technical Personnel

TechPers Invt (Apocalypse).png
Apoc-Sciences.png

Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com laboratories and workshops as skilled professionals and only appear if present at a base which is being attacked (a base defence mission).
Technical professionals do not engage in combat and do not have an inventory. Their attributes are similiar to other simple units such as Civilians. All technical personel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the battlescape control panel look identical to those of rookie human agents. Do not confuse the two when issuing orders.
Any newly hired professional will use the people tubes or use a Transtellar Autotaxi to move their new base. Some problems may arise: damaged people tubes, too many people, and odd transfers, since they cannot be manually moved like X-Com agents and cannot be placed into a vehicle.


Civilian

Civilians - lower class (Apocalypse).png

Civilians will be found on some building investigations (typically those of more populated buildings, like schools, offices, shopping malls, hospitals and apartments). They will mostly run around in panic and won't take cover. They cannot pick up or use any equipment.

X-COM will receive a 10-point penalty for each civilian death. However, unlike in the first two games, aliens do not actively attack civilians.

The appearance of civilians will be different depending on in which building they appear; they can be lower, middle, or upper class.


Police

Megapol officers.png

Megapol police officers are responsible for enforcing law and order on the city. Since they are also well armed they would be of a great help during Battlescape, but unfortunately they will not aid X-COM Agents during investigations.

Megapol officers are fairly well-armed (starting Tech Level 3), and have marginally better Reactions and armor than average (though they do not wear Megapol Armor). However, they are also more vulnerable to Psionic attacks. Police will be encountered in large groups of 12-20.

Cultists

Cultists.png

Cult of Sirius members are moderately armed (starting Tech Level 2). Their Accuracy and armour are somewhat poorer than average - the Cult is a civilian organisation - but their Psi-defense is better than other humans' (typically on par with Anthropods). Cultists fight in groups of 7-12.

Gangsters

Gangsters.png

Gangsters are very well-armed (starting Tech Level 4). Their Accuracy and Psi-defense are a little poorer than average, but their Reactions are better. Gang members fight in groups of 8-20; Osiron groups are the largest, Psyke groups are the smallest.

Building Security

Security guards.png

Security guards' armament and numbers depend on which organization employs them (starting Tech Level can be as low as 1 or as high as 4, and there can be anywhere between 5 and 17 of them). In particular, the Government, Marsec, Solmine, Cyberweb, S.E.L.F. and the Mutant Alliance use better-equipped and larger groups of guards.

Security guards' Accuracy is a little poorer than average.

Corporate Hood

Corporate Hoods.png

Corporate hoods vary in numbers and equipment depending on who employs them in the same fashion as building security. They have a bit better Accuracy than average, though.




Sectoid

Apoc-Sectoids2.png

Only present in the Alien Dimension, X-COM's old enemies have become an alien delicacy, and some are being held captive in their Food Chamber. Rescuing them will give a huge boost to X-COM's relations with the Mutant Alliance and will also make the Mutant Alliance hostile to the Aliens if it wasn't already.

For all intents and purposes, the Sectoids in this game are treated exactly like civilians, and display similar behaviour. The Aliens will not deliberately target them during the mission, and X-COM will receive a 10-point penalty for each Sectoid death.

See Also


Apocalypse InsigniaX-COM: Apocalypse All Units
X-Com: AgentsTechnical Personnel
Aliens

BrainsuckerMultiworm EggMultiwormHyperwormChrysalisAnthropodSpitterPopperSkeletoidMicronoid AggregateMegaspawnPsimorphQueenspawnOverspawn

Population PoliceCultistGangstersBuilding SecurityCorporate HoodCivilians
Others Sectoid
Reference Attributes Of All Units