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XCOM2 (TFTD) Unofficial Strategy Guide (Part 1/3)

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Eugen Woiwod

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Apr 21, 1997, 3:00:00 AM4/21/97
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Someone here recently mentioned they couldnt find the XCOM Unofficial
Strategy
Guide on the web, so im reposting both the XCOM and the TFTD Faq's here in
the
newsgroup by Kuo-Sheng (Kasey) Chang for those who have been searching for
either one, or both of the Strategy Guide's.

XCOM2: Terror from the Deep

The UN-official Strategy Guide

and

Answers to Frequently Asked Questions

Updated September 25, 1995

Edited / Maintained by Kuo-Sheng (Kasey) Chang


0. READ ME FIRST


0.1 Introduction

Thanks for the tremendous response for XCOM:USG and XCOM2:USG! I've
received feedback all over the world and I thank you all. This is the
fourth revision of the XCOM2:USG. Undoubtably lots of things are
missing despite plenty of feedback since the first version, but with
your help details will be filled...

This latest revision has more information than ever! Updated
information such as new XCOM Webpages have been added, slightly
expanded section on movement, and various other small enhancements...
This is probably one of the longest FAQs out there! (With exception of
the Official DOOM FAQ, of course...)

I am still taking your suggestions for XCOM3, though I felt obligated
to mention that MicroProse is ALWAYS taking your suggestions as well.
Send your suggestions to "sup...@microprose.com", with "XCOM3
Suggestions" as the topic. Any way, I still have indirect contact with
Mr.Gollop and I can pass on your suggestions. I already have most of
the common ones like robot/cyborg units, construction kits for weapons
and tanks, reorder troops, fix the 80-item limit, etc. etc. Think of
some UNIQUE ones and send them!


0.2 Purpose of this guide

USG was written to help fellow players survive and succeed in the
universe of XCOM/XCOM2. While it tries to do that, and it lists many
tactics, only YOU, the player, can implement those tactics. XCOM2 is
NOT an adventure or RPG game. There are no "keys" for you to "solve"
the game. One given tactic could work for several missions but fail to
gain you a victory the next time. EVERY mission is a little different,
and different things CAN and WILL happen each time you play it.

The tactics, strategies, and analyses in USG are compiled from a wide
variety of sources, and most have been tested by dozens of people (if
not hundreds and thousands). If they fail, it is probably because the
tactic does not apply to your particular situation.

Do NOT assume that you can beat the game just by going through every
page of this guide. It is NOT that simple. All I can do with this
guide is offer you some suggestions. Implementation is up to you.

This guide assumes that you are already familiar with the interface
(which button to click to go upstairs on a lift, etc). If you are not
yet familiar with XCOM2, please read the manual first.


0.3 Credits where credits are due

Thanks to MicroProse and Mythos Games for bringing us such a nice
game... I can't wait to see XCOM3! (Will the graphics be as good as
that new game from Origin?)

Thanks to all the people who have contributed to the previous edition
of XCOM2:USG. Donny Chan, LT; Robert Bellflower, Xenologist;
"FractalLaw", Researcher, and many many others.

Thanks to all the people who have contributed to previous editions of
the XCOM:USG, whom include but are not limited to: William Kang, CMDR;
Tim Chown, CMDR; Doug Osborne, SGT; Stuart Lamble, SGT; Seth Cohn,
SGT; Bill Soo, SGT; Jeff Shaffer, Economist; Rob Eiben, SGT; Jim
Muchow, SGT; Menachem Pasteich, architect; Paul Close, publicist and
simulation expert; JGrif36366, Researcher, and fellow XCOM players all
over the world discussing the game on USENET, America On-line and
elsewhere.

Lots of thanks goes to Jeff James (CGW columnist), who shared his
knowledge of the game (and the chapter scheme!) with me and provided a
lot of exclusive information (non-MicroProse), including the Julian
Gollop interview. We honor you as XCOM Admiral. :-)


0.4 Notes on the USG

XCOM: UFO Defense and XCOM: Terror From the Deep are trademarks of
MicroProse software.

This document's organization is mostly based on Jeff James's book,
_Totally Unauthorized XCOM:Terror From the Deep_, and is used with
permission.

This document is produced by "Print to File" from MSWord, based on a
Generic printer of 60 lines per page and 1 inch margin all around,
fixed pitch courier 10 font. If you loaded this into Windows or Mac,
try using Courier or other fixed-pitch font as the viewing font.

This document is available FREE of charge. You are under NO obligation
to send me ANY compensation. However, I request a small donation of
US$5.00 if you believe this USG has helped your game. If you don't
think so, that's okay too. As I said, it's voluntary. Non-US readers
can send some nice local stamps instead.

All readers, PLEASE let me know if there's a confusing or missing
remark... If you find an question about the game that is not covered
in the USG, e-mail it to me. I'll try to answer it and include it in
the next update.

PLEASE do NOT send me disks or requests for utilities mentioned mail
to you. All I CAN do is point you in the right direction (WWW pages,
FTP sites, etc.), and they are listed IN section 1. I have a VERY long
commute and I REALLY DO NOT HAVE TIME mailing disks (even when you
offer to compensate me for the disks...) Depending on availability and
time available, I MIGHT e-mail files, so include your e-mail address!

Regretably, some of you found that that I do not reply to regular mail
very well. I do respond to e-mail promptly though! So if you do
contact me via regular mail, include your e-mail address as well!


0.5 USG Distribution

The USG should be available at the Game Domain WWW

WWW : http://wcl-rs.bham.ac.uk/GamesDomain

FTP : ftp://wcl-l.bham.ac.uk/pub/~djh/faqs

Any quick updates for the USG can be found on my own homepage

http://userwww.sfsu.edu/~kschang

Also check the various XCOM/TFTD web pages listed in Section 1.

If you are on America On-Line, look in the PC Games Forum (keyword:
PCGAMES). Go into the file library, and search under XCOM or XCOM2.

If there is ABSOLUTELY NO WAY you can get this file (how did you know
about this in the first place? ) then send me e-mail (see below) and
I'll try to get back to you.

Please don't just mail me and ask "it's nice and do you have an update
and if so please send it to me". If I have an update I can release I
would have released it already.


0.6 The Editor

I am just a gamer who didn't like the existing FAQ's and strategy
tactics collection available out there, and decided to write my own.
Lots of people like what I did, so I kept doing it.

I also wrote XCOM:USG and Wing Commander 3:USG, with Mechwarrior 2:USG
coming soon!

You can contact me at:

Internet1 ksc...@sfsu.edu (preferred)

WWW Homepage http://userwww.sfsu.edu/~kschang

Internet2 ks...@aol.com (only if you must, see below)

America On-Line Ksc1 (that's a "one", not "ell")

US Mail Kasey Chang, 2220 Turk Blvd. Apt. 6
San Francisco, CA 94118, USA


If you contact me via Internet e-mail I usually reply within two
working days. Please use the preferred e-mail address if possible, not
BOTH. I only sign onto America On-Line (second address) twice a week
so you won't get a prompt reply if you contact me there.


0.7 Revision history

April 15th, 1995 -- Initial release, quick patch together job from
XCOM USG, missing lots of stuff

June 1st, 1995 -- Major revision, new chapter scheme and all that...
LOTS of details filled

August 17, 1995 -- "Minor" revision, though substantial! Lots of
rewriting, more filling in the details, and other stuff.

September 5th, 1995 -- "Minor" revision, added section on formations
and sweep tactics, plus misc fix-ups.

Table of Contents

0. READ ME FIRST
0.1 Introduction
0.2 Purpose of this guide
0.3 Credits where credits are due
0.4 Notes on the USG
0.5 USG Distribution
0.6 The Editor
0.7 Revision history
1. WHAT IS XCOM AND OTHER GENERAL INFORMATION
1.1 So what is XCOM2: Terror From the Deep?
1.2 What do I need to run XCOM2:TFTD?
1.3 What's the difference between XCOM1 and XCOM2?
1.4 Gameplay bugs/gripes
1.5 Future of XCOM, and related things
1.6 Where can I find XCOM related stuff?
1.7 XCOM General Information FAQ
2. GEOSCAPE AND BASES
2.1 How is scoring calculated?
2.2 How do I win? How do I lose?
2.3 Bases
2.4 Finding Alien Colonies
2.5 Target Selection
2.6 GeoScape Tricks and Tips
2.7 GeoScape FAQ
3. INTERCEPTING USOS
3.1 XCOM Crafts
3.2 Target Selection for USOs in transit
3.3 USO Attack methods
3.4 Multiple interceptors
3.5 Craft Weapons
3.6 Craft Weapon Notes
3.7 Special Craft Tactics
3.8 Interception FAQ
4. FINANCE
4.1 What really eats up money at XCOM?
4.2 How do I earn more money?
4.3 How do I cut expenses?
4.4 What do I manufacture to make more money?
4.5 The "Transfer Salary Savings" cheat
4.6 Aliens signed pact with XXX!
4.7 XCOM Finance FAQ
5. RESEARCH/INTERROGATION AND MANUFACTURING
5.1 What should I start researching first?
5.2 Overall strategy
5.3 Duplicate Research -- NOT!
5.4 Research Tree [probably incomplete]
5.5 Any hints on manufacturing?
5.6 Research and Manufacturing FAQ
5.7 Stuff that can be bought, hire, or leased
5.8 Stuff that must be researched and manufactured
6. THE ALIENS
6.1 Average Alien Stats on veteran (normal) level
6.2 Alien attack/defense summary
6.3 Alien Missions
6.4 Battle Notes on individual aliens
6.5 USO speed, range, etc.
7. SOLDIERS AND NON-COMBAT EQUIPMENT
7.1 Recruiting Aquanauts
7.2 How do I improve soldiers?
7.3 Soldier Specialties / Change soldier names
7.4 Missing in Action
7.5 Packing Advice
7.6 Basic Loadout for Transports
7.7 Equipment list
7.8 Other Action TU cost cross-reference
7.9 Equipment FAQ
8. GROUND WEAPONS, ARMOR, AND SWS
8.1 Armor
8.2 Firing mode selection
8.3 Pistol vs Rifle debate
8.4 XCOM Ground Weapons
8.5 Specific Weapon Notes
8.6 SWS Types
8.7 Molecular Control Combat
8.8 Weapons FAQ
9. BATTLESCAPE
9.1 General Combat Notes
9.2 Locating Aliens
9.3 Capturing Aliens
9.4 General Combat Tactics
9.5 Movement
9.6 Movement FAQ
9.7 Time Unit management
9.8 Retreat (Tactical withdrawal)
9.9 Alien Movement
10. SPECIFIC MISSION TACTICS
10.1 USO Recoveries and Assaults
10.2 Colony assaults
10.3 Artifact site assault
10.4 Anti-Terror Mission in general
10.5 XCOM Base Defense
10.6 Mastering T'leth--The Final Assault
11. MISC QUESTIONS AND THEIR ANSWERS
12. APPENDIX A: SOME TROUBLESHOOTING
13. APPENDIX C: TFTD BOOKS

1. WHAT IS XCOM AND OTHER GENERAL INFORMATION


1.1 So what is XCOM2: Terror From the Deep?


1.1.1 What is the "background" of XCOM2: TFTD?

XCOM had defeated the alien invasion which threatened Earth at year
2001. The conflict was then known as "The First Alien War". In a final
do-or-die attack, XCOM soldiers destroyed the alien homebase at
Cydonia, Mars.

But not all of it...

Deep in the ruins of the Cydonia base, a tachyon beam came to life,
sending out a signal...

To Earth, straight into Gulf of Mexico.

Deep in the oceans, machinery buried for millenia came back to life,
unseen by human eyes...

[cut to]

It is the year 2040. New aliens in flying subs (unidentified swimming
objects, or USOs) have appeared all over the world, often attacking
ships and terrorizing coastal cities.

Thus started "The Second Alien War", and only one force stand in their
way to conquest of Earth: the XCOM Underwater Experimental Facility.

You are in overall command of XCOM. You will launch and control
fighter subs to attack marauding alien flying subs, send aquanauts to
attack crashed or landed subs, raid alien colonies and other targets
on Earth (if you can find them), keep the sponsor alliances happy and
USOs out of their territories, buy the ammo and weapons you need in
the war, research and build better weapons as your aquanauts bring in
captured alien artifacts for analysis and eventually manufacture our
own copies, pay for everything by contributions from sponsor alliances
and selling stuff, and eventually figure out the alien threat's origin
and end the threat once and for all.

If you say "this sounds just like XCOM", you're absolutely right, but
this game is quite a bit harder.


1.1.2 How does XCOM2 play?

In three words, "just like XCOM". If you've never played XCOM, here's
a description:

The game is divided into two main segments: GeoScape and BattleScape.

GeoScape is a 3-D view of the globe, rotate-able and zoom-able. This
is where you control your various bases around the world (with
sonars), your fighter and transport subs (carrying your aquanauts),
your inventory at each base, the subs and alien bases/targets
currently in sight, and so on. Once ground contact is made (transport
landed next to subs, you attack alien base, aliens attack your base,
etc. ), the game switches to Battlescape.

Battlescape is an isometric tile-based 3-D combat with viewpoint
similar to SimCity 2000 and Syndicate but lower resolution. The combat
is turn-based with opportunity fire on the opponent's round (provided
you have enough TimeUnits [TUs] and reaction), with plenty of
different weapons and terrains. Every thing is mouse-driven so game is
very easy to learn yet hard to master.


1.1.3 If I already have XCOM, should I buy this game?

Yes! If you think XCOM is easy, you'll get CREAMED in this game! (At
least early on). Graphics are somewhat better, though some people
complained of clashing colors. There's more use of shading and
lighting effects, sound is better too, with more soundcards supported.
Even though the physics are goofy, it's still a great game. For
differences, see [What's the difference between XCOM1 and XCOM2?].


1.2 What do I need to run XCOM2:TFTD?


1.2.1 What type of PC do I need?

You need a 386 or better, minimum of 4 MB RAM, VGA, Mouse, MS/PC-DOS
5.0 or higher. A 286 won't work since XCOM uses a 386 DOS extender. A
386SX will work though.

If you have the bare minimum, 4 megs, do NOT use any SMARTDRV. In
fact, boot clean (If using DOS6+, press F5 during bootup) Low memory
is knwon to cause several bugs. Also, amount of lower memory IS
important, since there are TWO programs involved, one needs
conventional, the other uses DOS extender, so BOTH must be maximized.

Despite the box says SVGA, the game uses only VGA. This is a goof-up
on the part of MicroProse, and caused quite an uproar (charges of
"false advertising", etc. *sigh*)

It comes on four (4) 3.5" HD disks, and needs about 15MB of hard drive
space to install, more if using disk compression software such as
Stacker or DoubleSpace.

There is a CD version takes up only about 4 megs of hard drive space,
and comes with extneded animation/sound "cut scenes".


1.2.2 What's the difference between disk and CD version?

CD version has a much longer animated beginning and ending. Instead of
slideshows you get full animations.

You need a double-speed CD-ROM drive (minimum throughput of 280K/sec)
in order to see the animated beginning and ending, or you'll see the
slide-show instead. See TFTD's README.TXT file for details.

You CAN install the CD version onto the hard drive if you have enough
space. Run the INSTALL in the \HARDDISK directory on the CD.


1.2.3 What sound cards are supported?

All major soundcards including Gravis Ultrasound are supported. Gravis
owners must have FULL set of patches available on HD. If you don't you
WILL have sound problems.

Advice from MPS: be warned that some "Soundblaster compatible"
soundcards may not be really 100% compatible.


1.2.4 Any incompatibility problems?

Windows: The game may run under Windows but I have no information on
the PIF settings, sorry. Someone reported that default settings seem
to work.

Windows 95: Here's the report I got from a fellow reader.

From: os...@surfchem.kth.se

...You mention that you don't have any further details whether it
runs under Windows 95 or not. It does run fine under Windows 95
build 490c which is a release that's later than the final beta.
Just make sure that the DOS-Window you start don't notice that it
is running under Windows. There is a check box under Properties
for the Xcom2 shortcut. It seems that the game slows down
occasionaly but that might be a problem on other computers as
well, I don't know.

OS/2: There appears to be a problem with the intro running under OS/2.
The following is from another reader...

From: Decio Trinca MC5...@MCLink.it

Thanks for the answer but it seems I solved the problem ... I
changed the IRQ number in the Sound Blaster Pro settings of the
setup program and now it crashes only one every twenty-thirty
times I run the program. To avoid crashing I soon skip the
presentation with the esc key and the game never locks up: the
settings I'm using are the default for a dos session I have
increased only the dpmi memory and nothing more and the game has
never crashed anymore during playing...

I'm already Warped and TFTD runs very well crashing only rarely
and to avoid this I quickly skip with the esc key the intro. I
have a Sound Blaster Pro Sound Card. I've played the game for
hours without crashing, in a full screen dos session with the xms
and ems limits set to 0 and the dpmi limit set to 20, further
more I've changed only the dos back. exec. to off, the idle
sensitivity to 100, and the int during io to on. Thank again.

Other DOS: No compatibility claims was made to any other versions of
DOS such as DR DOS, Novell DOS 7.

Other EMM managers: Some have reported problems running with ANY EMM
manager such as EMM386, QEMM, 386MAX, Netroom, etc. For more info, see
APPENDIX A: Some Troubleshooting. I personally have ran XCOM2 under
QEMM 7.03/7.04 and 7.51/7.53 with no problems, but I have 16 megs of
RAM. Your mileage may vary.


1.2.5 Where can I find a demo?

There is a playable demo available on most on-line services such as
America On-Line in the MicroProse forum/ SIG/ roundtable/ whatever. On
AOL, try Keyword: MicroProse

For Internet access, try ftp.microprose.com. The URL is:

ftp://ftp.microprose.com/pub/mps-online/demos


1.2.6 What about any bugs? Any patches?

TFTDV2 patch has been released by MicroProse back in June.

ftp://ftp.microprose.com/pub/mps-online/new-versions/tftd*

Some freeze-ups and occasional "blue text bug" has been reported,
though not as pervasive as XCOM1. Some situation can be caused by
"hacking" of data files, so keep a backup if you "hack" files!

If you PERIODICALLY experience blue text bug, disable EMS and optimize
your memory again. Also try decreasing your SMARTDRV settings. You are
short on either conventional or extended memory. See [APPENDIX A: Some
Troubleshooting] for more help.


1.3 What's the difference between XCOM1 and XCOM2?

Quite a few... Here's a list:

Most battles are underwater -- And it LOOKS underwater too!
Shots trail bubbles. Aquanauts "leaks" air bubbles, etc.
Unfortunately there are no fish, currents, etc.
More terror sites -- you handle terror sites at ports, resort
islands, cargo ships, and cruise ships.
More two-stage missions -- Terror sites are now sometimes two
stage missions. So are the alien colony attacks and artifact
site attacks. Also, If you attack UFOs, you may discover an
alien colony nearby. Also see [Gameplay bugs/gripes].
Your weapons are punier -- Your guns and rifles carry smaller
magazines, and are really puny at first. Better research some
better weapons fast... Some weapons also ONLY work underwater.
Hand-to-hand weapons -- Vibroblade, Thermic Lance, and Heavy
Thermic Lance are CONTACT weapons, very useful, require
completely new tactics
Zrbite is more plentiful -- It's easier to find more Zrbite in
TFTD than Elerium in XCOM.
Terrain has more corners and cubbyholes -- Which also makes
game harder since aliens have more places to hide
Aliens are smarter and tougher! -- They use grenades and
disruptor torpedoes (i.e. blaster bombs) more effectively now,
not to mention harder to kill
Research is different -- Research tree is really weird now...
Research lots of dead bodies and live aliens for advances. You
also need a certain artifact to continue your research
sometimes...

1.4 Gameplay bugs/gripes


1.4.1 GRIPE: It doesn't FEEL underwater

Ever tried throwing ANYTHING underwater? Try tossing a grenade
underwater in XCOM2. You'll be AMAZED.


1.4.2 BUG: Two-stage missions item losses

In two-stage missions, all aliens stunned from the first part are
counted as DEAD. Any items not carried on the soldiers are NOT
available in the second part.

This is a bug since 1) it was not like this in XCOM1, at Cydonia's
pyramids. 2) the mission screen says that those items should be
available.

[Note: partial fix of this problem is in TFTDV2 patch]


1.4.3 BUG: Underwater Only weapons reaction fire on land

HydroJet Cannon can only be fired underwater, but when on land, a
soldier can reaction fire it...


1.4.4 BUG: Ocassional White/Blue text bug

This is similar to the "Green Text Bug" in XCOM1, usually related to
low-memory conditions.


1.4.5 BUG?: Losing scientists?

pju...@hawking.nhgs.tec.va.us wrote:

I have an odd observation for you on xcom2 tftd. Whenever I "mass
classified add" hire scientists (i.e. 200 at a time) my lab space goes
into the negatives (down to -266). Oddly enough, nothing much
happens. But if I try to put more than 265 (out of 350) on a single
project, the number resets to 0 and I lose those 266 scientists. Have
you ever heard of this bug? Maybe the scientists got a little violent
in their competition? (Survival of the fittest at it's finest!)


1.5 Future of XCOM, and related things


1.5.1 Any plans on sequels? Mission disks?

XCOM3 is in the works... See CGW's exclusive interview with Julian
Gollop, head of Mythos games, designer of XCOM. (http://www.ziff.com,
look under Computer Gaming World, back issues, April '95) Project
release date is sometime Christmas 1995 or early 1996. It will feature
SVGA graphics and a more detailed physical model.

No mission disk for XCOM 1 or 2 are currently planned.


1.5.2 Other computers?

There is current NO PLAN on porting XCOM2 to other computers. If you
want to see a native version, tell MicroProse. You can try
sup...@microprose.com.

If there is one, it'll probably be for the Amiga. There IS an XCOM (or
UFO, its European name) for Amiga. [Note: XCOM is the current name for
both Europe and US releases, there is NO UFO2. It's XCOM2.]


1.5.3 How about XCOM fiction? Can I write my own?

Here's the official word straight from MicroProse...

If you are interested in writing fictional stories for X-COM,
please write a letter which includes a clear outline and proposal
for our marketing and public relations staff. [see address below]

Understand that we have an in-house writer (John Possidente), so
you may want to see what track our stories have taken by looking
at our WWW page, at

http://www.microprose.com

Although we do our own stories, that is no reason you could not
submit a story to us.

Please include a rough outline of your story ideas, and your
intent for distribution (free, on web page, for money, etc.)

Tim Patterson, Spectrum HoloByte/MicroProse Software
sup...@microprose.com


1.6 Where can I find XCOM related stuff?

The MicroProse Homepage is at

http://www.microprose.com

This contains patches, updates, drivers, stories, and more. The
official ftp archive site is

ftp.microprose.com

The new, improved, and moved UN-official XCOM Archive is at

http://www.surfchem.kth.se/~aa/xcom/xcom.html

It is maintained by Alasdair Allan (a...@frodo.surfchem.kth.se)

For other cheats and editors, try wuarchive

ftp://wuarchive.wustl.edu/pub/MSDOS_UPLOADS/xcom2

Also Happy Puppy's Games Onramp XCOM cheat section

http://happypuppy.com/games/faqcht/xcom2cht.htm

And, the XCOM Sagas' homepage

http://www.cs.cmu.edu/afs/andrew/usr/gd2d/www/xcom.html

Plus Hakan Tandogan's XCOM: UFO Defense / UFO: Enemy Unknown homepage

http://www.franken.de/users/speedy/hakan/hobbies/games/xcom
==>/Welcome-e.html

And his XCOM2: Terror from the Deep homepage

http://www.franken.de/users/speedy/hakan/hobbies/games/tftd
==>/Welcome-e.html

1.7 XCOM General Information FAQ

Q: With the CD version, how do I do a full install to hard drive?
A: Run the INSTALL.EXE in the \HARDDISK directory on the CD. Note that
you will NO LONGER get the full animation intro and finale.

Q: Where is the TFTDV2 patch?
A: URL:ftp://ftp.microprose.com/pub/mps-online/new-versions/tftd*

2. GEOSCAPE AND BASES

"Dammit, Kaminski! Find me that alien colony!" Commander Gideon
vented his frustration, "That thing has been launching raids ALL OVER
Asia. It can't be that hard to find!"

Kaminski stood his ground and pointed at the global plot in the
base commander center. "Sir, I've had Barracudas and Tritons went over
North China Sea with a fine-tooth comb. It is NOT around Japan or
Hainan, or Taiwan. A Triton is patrolling India now, but if the
science boys can finish researching that toy that's supposed to
intercept alien transmissions I may have a better idea where to look."

WHOOOOP! WHOOOOP! Red lights started flashing in the command
center.

"Report!" Gideon snapped.

"S.O.S. signal sir! S.S.Bavaria, cargo vessel registered to
Panama, is reported under alien attack. Coordinates..."

"Launch Team Gold immediately!" Gideon briskly walked out the
door, pausing in the doorway, "And wake Team Blue now for alert five
status."

"And where are you going, sir?"

"To join the fun, Kaminski."

Gideon's footsteps echoed down the corridor.


2.1 How is scoring calculated?

Like XCOM, score is kept for both sides. You get positive score for

conducting successful research
capturing and/or killing aliens
grounding and/or destroying USOs
destroying alien bases
capturing alien equipment/artifact

You get negative score for losing XCOM aquanauts, crafts, SWS, and
civilians.

In terms of aliens, capture yields 200% of "killed" points. Of course,
interrogating the captured aliens also gives points, but only if you
learned something new.

In terms of USOs, destruction yields 200% of "shot down" points. Of
course, if you mount an recovery mission you may get more than the
points you "lost" by not completely destroying the USO.

For exact amounts, you need to consult the OSG.

Aliens score points by

fly and/or touch down on Earth
complete a "resource raid" mission
build alien colony and keep them
opening up artifact (synomium) sites
conducting terror raids (terror sites)
sign pact with your sponsors

The BIGGEST scores by aliens are "artifact sites" and "terror sites".
You MUST respond to them. If you don't they score BIG and may put you
into the negative range.

[TRICK] If you don't have soldiers to deal with an artifact site or
terror site, send ONE soldier in. Land, then immediately abort the
mission. You'll lose a couple hundred points, but it's LESS than what
you would have lost had you not sent ANYONE.

Your net score is (your_score - alien_score), which is the score you
see on the monthly performance report (and the graph). The funding
changes are affected by your total score.


2.2 How do I win? How do I lose?

You win by finding the sources of the alien threat and "deal with it"
once and for all... For some ideas on what the threat is, see H. P.
Lovecraft's works.

You can lose by several ways:

1) You were in debt for over $1,000,000 for two months. Your
sponsors had had enough of your mismanagement and terminated the
XCOM project. Earth was conquered by aliens not long after.
2) You had two consecutive "bad" rating months (big negative
score), and your sponsors had had enough and terminated XCOM
project. Just how negative is "bad" depends on your difficulty
level. For details, you need to see the OSG.
3) You lost all of your bases to the aliens.
4) UNCONFIRMED: You lost a certain number of sponsor to alien
infiltration. (not sure of exact number, maybe all? All but one?)
5) You failed to destroy T'Leth after sending out the expedition.
You only get one chance.

2.3 Bases


2.3.1 Where should I put my first base? Later?

Remember that your bases now MUST be underwater, which limits your
choices.

Second, your first base has only 1 standard sonar, and even if you
start adding to it right away, you are STILL stuck with that sonar for
almost a whole month. You HAVE to pick a good start, or you won't
detect any USOs at all!

There are several things to consider while placing your first base.
Keep in mind that your first base will be your only base for a while,
so make sure you place it where you get maximum coverage of the
sponsors, who also pays the most. The problem is how to maximize the
country coverage WHILE maximizing the covered countries' total
payment. Therefore, any spot can cover multiple sponsors is good.

We know that the US pays the most (always), so a base near US is
usually a good idea. Eastern US seaboard, near Georgia, is good that
it can also cover parts of Eastern Canada.

Other good spots include:

Eastern Africa (covers Egyptian Cartel, Arabian Bloc, and
possibly Asian Coalition)
Western India (covers Asian Coalition and maybe Arabian Bloc)
Japan (covers Neo-Japan, Federation of Korea, and Free China)
Mediterranean (covers Euro-Syndicate and Egyptian Cartel)

2.3.2 How should I name my bases?

I personally name bases based on the ocean they are in, plus the COM
suffix (stands for Command). Ex: PacCom (Pacific), AtlanCom
(Atlantic), IndCom (Indian), etc. If there are more than one, one gets
Nor (North), Sou (South), etc. prefixes.

Naming bases is important because it means less confusion on the
Intercept screen on choosing which base to launch the fighters and
transports. Launching from the wrong one means the craft will not get
there in time, run out of fuel before getting there (never get there
since it will come back first), etc. This is important since XCOM2
crafts have shorter ranges than XCOM1.


2.3.3 What should I add to my base at first? Later?

Initial modifications you need for the main base are: alien
containment (prisoners), general stores (ammo and captured artifacts),
and wide array sonar (detection), preferably in that order.

Keep in mind that the initial base is PRACTICALLY undefendable. If you
have the money and the inclination to fix it, build a sub pen between
to two southern sub pens first, then dismantle the north one, then
dismantle the modules linking the sub pens to the base until only the
airlock is left, then build to the empty space to the north.

Alien containment is first since it takes longer to construct, and you
already have some storage space for the captured artifacts. Besides, a
"general stores" module only takes 10 days.

Later, with more money, add labs, living quarters, workshops, and
defense, in approximately that order.

Defenses comes last usually since you can defend with aquanauts and
SWSs. Of course, don't clog up the items list.

Note: According to the TFTD:OSG, the 80-item limit has been expanded
to 110 items, also there's a predetermined list of items you will get
during base defense, so you should not see any more "50 flares and
clips but no guns" scenarios.

If you have lots of money and the necessary techs to build a craft,
try to keep an sub pen available,


2.3.4 What types of bases should I build?

I use about 5 types of bases. You can "grow" from one to another, but
usually finances will limit your growth.

Some players prefer to have 2-3 large multi-purpose bases rather than
6-7 specialized bases. Both strategies can work, and I don't recommend
one or the other.


2.3.4.1 Sensor/Sonar Base
This is also known as a "listening post" to some players.

The sonar base just have sonars, and later, Transmission Resolvers.
Remember to put in a storage space (for SWSs and their ammo) and a
living quarter (for expansion and a few aquanauts as guards). Stock it
with a SWS and a few aquanauts for defense, add one defense station
when you can afford it.

Transmission Resolver detects 100% of alien traffic in the effective
range, which is slightly farther than Wide Array Sonar. Once you have
Transmission Resolver, you don't need sonars at the same base any
more. This also allows you to put up more and cheaper sonar bases.


2.3.4.2 Intercept Base
Intercept Base is a Sonar Base with a hangar housing a fighter sub or
two such as Barracuda or Manta. Watch the storage space since fighter
subs need its own weapons and ammo. Add one if needed.

Consider adding defense now (or assign more guards and SWS) since
aliens may get mad seeing their USOs getting destroyed in your area.


2.3.4.3 Strike Base
Strike Base is an Intercept Base with a second hangar housing a
transport. Remember to add alien containment (prisoners) and storage
(weapons and ammo, plus loot) when needed. Remember to transfer the
artifacts to a research base after the mission!

Consider adding more defense, esp. when the aliens will get really mad
as you attack more of their USOs and/or bases in the area.


2.3.4.4 Command Base
Your primary base, probably your also your first base, contains
EVERYTHING; workshop, laboratory, defenses, sonars, sub pens, etc. A
little too many eggs in one basket if you ask me... But usually
you're too busy to build the REALLY specialized bases. So if defended
successfully, this type of base is perfectly adequate of erasing alien
presence from Earth.


2.3.4.5 Research/Manufacture Base
A base should specialize in either research or manufacture, not both
(doing so is putting too many eggs in one basket). Add living quarters
and either workshop or laboratory as needed. Manufacture base needs
more storage space or an empty hangar (if building crafts) so make
sure you have enough or use TRANSFER a lot.

You shouldn't have to build a lot of defenses here, esp. if you build
the next variant.


2.3.4.6 Special Research/Manufacture Base
USOs will start looking for your base if their brethren keeps getting
attacked and destroyed in the area. If you build a base at North or
South pole, and wait until USOs enter a different zone before
attacking them, you can keep a base pretty safe. Many people have
employed this tactic and it seems to work quite well. This is also
great for MC labs location, for your aquanaut's MC training.


2.3.4.7 Sample Manufacturing base by Jim Vieira
Jim had designed a NICE manufacturing base that is easy to build. Of
course, he didn't put in any defenses... But you can drop a workshop
and/or a living quarters for defenses.

From: jay...@earth.execpc.com (Jim Vieira)

In my current game I decided to build a base strictly dedicated
to manufacture. Both to make money from selling goods and to
relieve the load on my other bases. I also wanted something of a
'storehouse'.

Here's how I have laid it out:
X- Airlock
SWWWWW S- General Stores
SWWrRL W- Workshops
SLLLLL L- Living quarters
S..... r- Sonar (to be replaced soon)
SXHHHH R- Wide Sonar (trans.resolver soon)
S.HHHH H- Sub pen
.- open space

The layout was based on strategic designs from the XCOM USG. [See
next section] The sub pens have no craft. Their purpose is for
building craft. The General stores take only 10 days, so they
were the best choice for that long hallway. I wanted to get this
base up and running very quickly.

As you can see this layout gives me 350 workshops, 300 living
quarters, and 300 stores. I wanted to go more but I have heard
you can only have 255 of any given worker type (soldier,
scientist, engineer). So with 300 living quarters, I can fit 250
engineers and a small 'strike' squad to defend the base. The 350
workshops gives me extra room for projects that require space.

2.3.5 How do I design a easy to defend base?

MPS appear to have gave aliens an extra turn to deploy before allowing
your soldiers to move, when compared to XCOM. Therefore you will find
aliens in modules adjacent to airlocks and sub pens, but these base
building hints are still valid.

XXXXXX This base has only ONE access point: by the lift.
X.XXXX Any other way (such as through the hangar) actually
X.XXXX takes LONGER. And the long corridor spanning FOUR
A..... sections makes EXCELLENT choke points and impromptu
HHHHHH minefields with par.dis. grenades are great for
HHHHHH defense in this kind of situations. If you don't
need three hangars, you can trade the right one for
XXXXXX three more structures down the right side.
X.XXXX
X.XXXX Basically, put the access lift off to one side of
A....X the map and try to isolate that and hangars from the
HHHH.X rest of the base. This should ALWAYS be the primary
HHHH.X base design principle you use...

There is one catch: sometimes, there's a bug in the game that
eliminates some doors that leads you to the rest of the base. Without
grenades and heavy weapons to "dig", you can't kill the aliens in the
other section and thus cannot finish the battle at all.

[Note: If any of you has the TFTD:OSG, compare this section with the
OSG section on the same topic, pg 80-82. Notice any similarities?]

2.3.6 How should I defend a base?

Defending a base against alien raids is tough. Fortunately, unless you
are doing terribly well, aliens usually don't bother your bases for a
while. But near the end, alien battleships and dreadnoughts will come
after your bases, then you have a problem...

To defend against that, you need a high defense rating. I don't know
how much is enough yet, but I would suspect about 3000, which is what
I recommended for XCOM1. That rating should be able to destroy over
90% of incoming dreadnaughts.

On the other hand, if you don't have fighter subs to fight off large
USOs, you may want to let it land and take it out in water (i.e. at
your base). Remember you will see A LOT of aliens on a base raid, I
hope you have a lot of USABLE equipment.

Small USOs usually scout ahead of the large USOs that will actually
raid your base. If you can destroy the scout before it detects your
base, you can prevent the base attack. MC Generator will also decrease
chances of detection.

Inventory in transports now are available for base defense. This is
DIFFERENT from XCOM, in which your transports are yet a separate place
of storage.

Particle Displacement Grenades are vital in base defenses. Dump a few
near entrances and doors, and get ready for the alien death screams.
Of course, aliens are now tougher...

Remember that it's now almost impossible to get rid of particle
displacement grenades once you've thrown them, see the grenades
section, [Various Grenades and Magna-Pack Explosive]


2.3.7 Base Management

Since it takes several weeks before additional modules to the base can
be brought on-line, you need to build them ahead of time. See the base
status often to see how full are your facilities getting. If they are
getting close, start building additional facilities so that they'll be
ready by the time you need them.

Watch the STORES list to note which items takes up the most space.
Those numbers may come in handy when you run out of space and have to
conduct a sale of existing inventory.

Examine "Monthyly Costs" several times a month. One possible end to
the game is overextending yourself financially, and keeping track of
your expenses before the end of the month to make sure you have enough
cash to cover them all is important.

Examine base information screen at least twice every month, check
living quarters, workshops and labs, etc., and determine your
expansion schedule. See above. Dismantle extra stuff before end of
month so you don't pay maintenance on them.

This screen also gives you "utilization ratio". You want to keep
everyone "in use" as not to pay "idle" salaries. If a lot of your
scientists or technicians are sitting idle, something is wrong, and
you better deal with it.

Hire engineers and scientists at the very end of the month so that
they get delivered early NEXT month, so you get maximum research from
them while not paying an extra penny in salary. If you fire then, do
it BEFORE end of the month.


2.3.8 Base modules

Name Days Cost Mant Remark
------------------------------------------------------------------
Airlock 1 300k 4k Entrance to floating base
Alien Containment 18 400k 15k Holds 10 aliens TYPES
Bombardment Shield 38 1200k 15k Gives defense an extra shot
Gauss Defense 24 400k 10k Def value 600, Accuracy 60%
General Stores 10 150k 5k Holds 50 units of equip. (2)
Laboratory 26 750k 30k Allows 50 research
Living Quarters 16 400k 10k Sleeps 50
M. C. Generator 33 1300K 5K Makes base harder to find
M. C. Lab 24 750k 16k For troop MC training
P. W. T. Defense 34 800k 14k Def value 1200, Accuracy 80%
Sonar Array 12 500k 10k 500 nm rng, 5% detect/10 mins
Sonic Defense 34 600k 12k Def value 900, Accuracy 70%
Sub Pen 25 200k 25k Maintains 1 craft
Torpedo Defense 16 200k 5k Def value 500, Accuracy 50%
Trans. Resolver 26 1400k 30k Evaluate USO missions
Wide Sonar Array 25 800k 15k 750 nm rng, 5% detect/10 mins
Workshop 32 800k 35k Allows 50 manufacture (1)

(1) In a workshop, the object being manufactured takes up some space.
So you will not be able to cram all 50 technicians in there.

(2) For exact composition, see [base information]>>[stores]

NOTE 1: Defenses are noticeably cheaper to build in XCOM2

NOTE 2: You can dismantle a facility, even when it is under
construction. Simply click on the facility, and the program will ask
you do you wish to dismantle it, select OK

NOTE 3: To dismantle a base, you must remove all facilities
(transferring all people and equipment elsewhere if needed) then
finally remove the airlock itself.

NOTE 4: Transmission Resolver outranges Wide Array Sonar, and is 100%
effective in detection.


2.4 Finding Alien Colonies

Finding alien colonies is the first step to win the second Alien War,
so find those critters' home or else...

Of course, you do NOT have to take out that colony... You go after the
supply subs instead, repeat as needed. Gain a few million bucks of
loot if you can pull off the raid successfully.


2.4.1 XCOM Agents

XCOM agents have a chance of finding an alien colony for you, but
chances are pretty slim. So do not rely on that. Usually the game will
reveal an alien colony only if you did VERY VERY BAD that month.


2.4.2 Watch the graphs

Watch for high alien activity (check the graphs) yet no interception:
there's probably an alien colony in the area.

Note: alien colonies can be VERY CLOSE to each other, which should be
a bug, but is not.


2.4.3 Slow patrol

Send something slow like a Triton to patrol the area. An empty Triton
has pretty good range and therefore is good in spotting alien bases.


2.4.4 Follow Them Home

Watch USOs, esp. where they land. Trail it and follow it to their
base. After it lands, patrol nearby and you should see the alien
colony. If there are multiple subs landing of appearing at the same
locations, there is probably a base nearby.


2.4.5 Eavesdrop

Transmission Resolvers can find USOs on supply runs. Follow that will
usually lead you to a base. This is a refinement of Follow Them Home.


2.5 Target Selection

If several targets presents itself, which one should you attack? Here
are some of my general guidelines:


2.5.1 USOs in flight

Attack the biggest subs you can handle. Ajax and DUP launchers can
handle small, MAYBE medium USOs. Sonic Oscillators and PWT Torpedoes
are needed for the very large and huge USOs.

Launch from the closest base FROM USO'S INTENDED TARGET if it is known
or can be deduced from its path. Launching from the closest base at
the time of contact will result in a tail chase, resulting frequently
in lost tracking and waste of fuel and time.

If the landing site is on the dark side (i.e. night), you may want to
patrol nearby and wait for light. Of course, in the meanwhile the
landed USO may take off again.

Keep a fighter sub on top of a landed USO in case it takes off before
your transport sub can get to it.


2.5.2 Downed/Landed USOs

[Downed = shot down, Landed = landed by itself]

Attack the biggest USO you can handle. (How many times did I say
that?) Don't bother attacking battleships and dreadnoughts before
getting MC

Larger subs have more aliens and more artifacts to recover, so risk
and reward are proportional.

If you have a choice, attack a landed USO instead of a shot-down USO.
Landed subs are undamaged and therefore have more artifacts (plus
Zrbite). Of course, it also has more enemies.

Some veterans have reported that they can finish game faster by
attacking landed subs only. While score may not be as spectacular,
they also have less risk of retaliation and can get more research done
and have more money (from the extra booty).

Try not to follow an USOs around with a loaded transport (with
soldiers and equipment) unless it's a Triton. The transport is wasting
fuel and time and it may not have enough endurance to finish the race
and thus not able to respond to a different emergency (such as a
terror or artifact site suddenly popping up elsewhere)


2.5.3 Terror sites and Artifact sites

Attack one ASAP, no exceptions. Divert from other subs or base attacks
if necessary. The penalty for ignoring a terror site is simply too
large to ignore, and can cause loss of sponsors.

A site will NOT disappear if you have a ship en route to it. I've been
told by reliable source (Jeff, that is) that he was able to keep a
terror site on the map for three days until he got bored by keep
targeting it with Tritons. :-)

Some terror sites are now "long missions" (two-parter), so take along
LOTS of reloads... Or grab every alien ammo you can. (One more reason
to research fast and furious, so you can use alien weapons)


2.5.4 Alien colonies

Depending on your soldiers, you should attack an alien colony as soon
as you are able to (don't take rookies) or people have low MC ability
or bravery.

According to some reports, a "newly established" alien colony is NOT
as well defended as an "well established" one.

You may want to consider leaving an alien colony alone nearby so you
can keep attacking the supply subs that drops by. Just make sure you
can handle the subs AND possible alien retaliation.

On the other hand... Aliens build colonies like CRAZY in XCOM2. They
build MORE THAN ONE PER MONTH, almost geometric growth! You have to
take out a few or else...

(I have a saved game where there's OVER TWENTY alien colonies on the
map, and I kill at least two a month...)

Alien colonies are A LOT TOUGHER in XCOM2. It's a "two-parter",
meaning you have to fight your way INTO the base, then fight to
destroy the heart of the base. You'll see LOTS of enemies, including
the really deadly ones. Take no mercy... No stun weapons, at least in
first half.

See [Colony assaults] for more information.


2.6 GeoScape Tricks and Tips

Many people don't realize that click on the USO's icon will bring up
all known info about the USO, even crashed ones. If you detected it
via Transmission Resolver, you'll know A LOT about it.

USO crash sites usually disappear in a few days. If you have no
soldiers available, you can let it sit for a day or two.

Landed subs will take off in a few hours (less than a day).

Terror Sites disappear in less than a day (which mean you have to get
to one ASAP, even if it means skipping subs and landing at night!) On
the other hand, you can keep terror sites on the map if you can keep
it targeted by a craft, any craft. If you have several Tritons, you
can probably keep it targeted almost indefinitely, and it will not
disappear! Or use one of those "no-fuel" crafts. See [Unlimited fuel
craft cheat (built-in)].

UNCONFIRMED: There appears to be a bug that if you went into a non-
terror battle while the terror site is on the map, when you come back
from battle the terror site will have disappeared.


2.7 GeoScape FAQ

Q: Can I dismantle a base?
A: To dismantle a base, you must remove all facilities (transferring
all people and equipment elsewhere if needed) then finally remove the
airlock itself.

Q: Do I need sonar modules if I have Transmission Resolver?
A: No. Transmission Resolver outranges even Wide Array Sonar, and is
100% effective in detection. You need NO SONARS if you have a
Transmission Resolver.

3. INTERCEPTING USOS

"Beta-One, your target is at bearing 335, 150 klicks, little
low." AtlanCom's combat controller said, "Should be coming onto your
scope any second now. Beta-Two is enroute, ETA 2 minutes."

"Tally-ho, AtlanCom, going Judy," Barracuda's pilot replied. He
has sighted the target and is taking over the intercept, "arming
DUPpers." Circuits started to feed target information into the twin
Depleted Uranium Pellet Torpedo launchers nested under the fuselage.

"Target large sized, AtlanCom, continue closing to firing range.
I see three levels on this baby, haven't seen this one before."

"Proceed with caution, Beta-One."

"Don't I always, AtlanCom?" Beta-One's pilot chuckled. "Entering
firing range in five seconds. Four. Three. Two. One... Firing!"

Two rocket-propelled torpedoes dropped free of the launcher, and
their motors ignited two seconds later, charging toward their target.
They connected five seconds later, and explosion was visible even at
this distance. Alien modules fell out through the tear in the hull,
and Beta-One swerved to avoid the debris.

"Firing again... He's returning fire! Evading...<static>"

"Atlancom to Beta-One. Beta-One, please reply..."


3.1 XCOM Crafts

XCOM crafts are divided into two classes: conventional, and advanced.
Conventional crafts are based on "normal" Earth technology, while
advanced crafts are based on captured alien technology and components.

There is no "ideal craft", though the Leviathan comes close. As in a
navy, you probably need a "mixed fleet" of crafts in your war against
the aliens.


3.1.1 XCOM Craft Summary Chart

Speed Accel Fuel Wpn Hull Cargo SWS
----------------------------------------------------------
Triton 790 2 1400 0 160 14 3
Barracuda 2400 3 800 2 120 0 0
----Research required----
Manta 4600 10 30(Z) 6? 2 400 0 0
Hammerhead 4030 9 60(Z)12? 1 960 12 0
Leviathan 5400 9 50(Z)10? 2 1250 26 4

(Z) Uses Zrbite for fuel

Speed : maximum speed of craft, determines if it can keep up
with subs during interception.
Accel : maximum acceleration of craft, determines whether subs
will stay in range
Fuel : amount of fuel carried, determines endurance
Wpn : number of weapon pod mounts available
Hull : amount of damage the craft can take
Cargo : number of "spaces" craft can carry. Each soldier is one
space and each SWS is four spaces
SWSs : maximum number of SWS this craft can carry.

NOTE: in Fuel, 30(Z) 6? means 30 units of fuel (from UFOpedia,
Zrbite), and 6? means estimated Zrbite units used.

3.1.2 Triton

Pro> always available
use regular fuel
transport
very long range

Con> no weapons
easily destroyed
VERY slow
requires monthly lease

Recommendation> This transport should be okay for most purposes, since
10+1 is a normal assault configuration and enough for most purposes.
On BIG jobs you may want to send a Hammerhead or Leviathan, of course.

Trick> Consider intercepting an USO with it. Without weapons, it will
just follow the USO around until the USO lands, then the Triton lands
on top of it and starts assault immediately.


3.1.3 Barracuda

Pro> 2 weapon pods
always available
use regular fuel

Con> easily destroyed (esp. by large USOs)
slow (cannot catch smaller USOs)
requires monthly lease

Recommendation> Keep one around for the "easy" targets


3.1.4 Hammerhead

Pro> faster and takes more punishment than Barracuda
transport
no monthly lease since it was built by XCOM

Con> Only 1 weapon pod
large initial expense due to construction

needs Zrbite for fuel
cannot carry SWS

Recommendation> You really need the Manta instead for intercept jobs.
As a transport, the lack of SWS can be crippling earlier in the game,
but later in the game, when soldiers are more powerful, Hammerhead may
be useful.


3.1.5 Manta

Pro> Next fastest sub (to Leviathan)
2 weapon pods
it is rather cheap as an advanced sub
no monthly lease since it was built by XCOM

Con> Large initial expense due to construction
needs Zrbite for fuel
horrible range
cannot stand alone against the largest USOs

Recommmendation> Send a pair or more against the largest USOs, a
single against smaller targets. This should be your primary
interceptor at all times, with maybe a Barracuda or two as backup.
Make sure you launch from closest base...


3.1.6 Leviathan

Pro> fastest XCOM sub (keep up with anything!)
huge damage capacity (can stand up to the largest USOs)
2 weapon pods
holds plenty of Aquanauts and SWSs
can go to any depth
the only vehicle that can take you to T'Leth

Con> VERY EXPENSIVE (including construction costs and materials)
lots of eggs in one basket if aliens bag one of these
needs lots of Zrbite for fuel

Recommendation> You only need one (maybe two) of these, and reserve
them for anti-battleship or -dreadnaught missions, and the final
assault. Send Tritons on other missions instead.


3.2 Target Selection for USOs in transit

Attack the biggest USO you can handle, and that depends on the weapons
you have on the crafts.

Ajax and DUP launchers can handle small, MAYBE medium USOs (expect to
take some damage). Sonic Oscillators and PWT Torpedoes are needed for
the very large and huge USOs, and even then you need something that
can stand up to a few hits, and that means at least Mantas.

Launch from the closest base FROM USO'S INTENDED TARGET if it is known
or can be deduced from its path. Launching from the closest base at
the time of contact will result in a tail chase, resulting frequently
in lost tracking and waste of fuel and time.

If the landing site is on the dark side (i.e. night), you may want to
patrol nearby and wait for light. Of course, in the meanwhile the
landed USO may take off again.

Keep a fighter sub on top of a landed USO in case it takes off before
your transport sub can get to it.


3.3 USO Attack methods

Once you got a fighter sub in range of the USO, it's time to attack.
Here's what different attacks mean, according to me:

Cautious Attack: causes least damage per attack but remains at
the longest range and therefore has the least chance of getting
counter-attacked. Cautious attack is useful when you want a not
too badly damaged USO (just enough to "sink" it) and your weapon
outrange the USO's.

Normal Attack: average damage per attack, close at steady rate,
enough for most attacks if your weapon outranges the USOs. Normal
attack is useful as a general purpose attack. [Interestingly, the
OSG claims that Cautious Attack is virtually identical to Normal
attack, only in that Cautious attack attempts to use the longest-
ranged weapon first, while normal attack just shoot in range]

Aggressive Attack: close to point-blank and let them have it in
the face! Causes the most damage per attack, but exposes craft to
counter-fire. Aggressive attack is good for brave/suicidal
charges (toward an alien battleship or dreadnought, for
instance). You want maximum amount of damage done in the short
time the fighter sub may live under fire, so aggressive it is.


3.4 Multiple interceptors

You can send multiple fighter subs to intercept a single USO. In fact,
you should do so when intercepting large or very large USOs before you
develope the Leviathan (which can take the damage). It is the ONLY way
to keep your fighter subs alive against superior enemy firepower.

You can launch up to FOUR fighter subs at a single target. Just pick
the same USO as the target. As each get within range, they will hang
back, and each will get its own intercept windows. When all four shows
intercept, select attack on each one.

The USO is stupid in that it divides fire among the fighter subs you
send. So while you double/triple/quadruple the firepower you brought
to bear, each of your fighter subs will receive half/one third/one
fourth of the damage it would receive had it attacked alone.


3.5 Craft Weapons

These weapons ONLY work underwater. If your fighter subs managed to
intercept an USO in the air, weapons are useless. You'll have to wait
until the USO re-enters water.

Damage Range Accuracy Reload Shots
---------------------------------------------------------------
Craft Gas Cannon 15 8 25% 3s 200
Ajax torpedo 60 32 70% 17s 6
D. U. P torpedo 110 50 80% 21s 3
----Research required------------------------------------------
Craft Gauss Cannon 90 20 35% 4s 50?
Sonic Oscillator 150 55 50% 5s 99
P. W. T. Launcher 200 60 100% 28s 3

Damage damage done to target if hit
Range max range of weapon, Kilometers
Accuracy hit probability when fired
Reload seconds needed to fire next shot
Shots number of shots available

Note: some of the descriptions below may differ from those that
appeared in the game and the OSG as well. Tell me if mine makes more
sense. :-)

Craft Gas Cannon: large version of the gas cannon carried by
Aquanauts, this one uses gas pressure to shoot armor piercing bolts.
It is fast loading, but it causes very little damage. You need
something with more PK (probability of kill) than this.

Ajax Torpedo: high-speed torpedo for underwater use, carries explosive
warhead, uses water pressure for the hull cracking. Okay for early
use, but won't work against medium USOs.

D.U.P. Torpedo Launcher: new type of torpedo with a ultra-dense
depleted uranium pellet as an armor piercing nose cap backed by hi-
tech explosive BEHIND the cap that explodes AFTER the penetration,
causes 90% more damage than Ajax torpedo, but only three shots per
launcher instead of 6 of Ajax.

Craft Gauss Cannon: extension of the hand-held gauss weapons, this one
uses super-conducting technology to create a heavy gauss field, which
is used to guide a particle stream onto the target. Unlike laser, this
"gauss beam" is NOT attenuated heavily by water. Unfortunately, this
weapon is NOT very accurate at craft fighting range, and overall is
not that much more effective than the Ajax torpedo. On the other
hand, this is a DEFINITE money maker. See [What do I manufacture to
make more money?]

Sonic Oscillator: extension of the alien "sonic" technology, which
uses an energy field to guide a high-frequency resonance-inducing
sonic wave onto the target, causing molecular disruption, sonic
oscillator is probably the best craft weapon, and has a huge ammo
capacity of 100 shots.

Pulse Wave Torpedo Cannon: the ultimate synthesis of Terran and alien
technology, this one combines a radiation seeker, Zrbite based "pulse
wave displacement" propulsion for incredible underwater speed,
depleted uranium pellet for target armor piercing, and Zrbite-based
explosive for the biggest bang of any XCOM craft weapon. On the other
hand, you can only carry three torpedoes per launcher, and they cost a
lot, both launcher and ammo.


3.6 Craft Weapon Notes

Match the weapon to the target. You want to force the alien to land so
you can board it and recover artifacts and prisoners, not blow it into
smithereens (though it might make you feel good)

Replace Ajax and Craft Gas Cannon with DUP launchers ASAP. They are
too weak and can only handle SMALL USOs, and they tend to disable
instead of destroy them instead.

Gauss cannons are okay but I would wait for Sonic Oscillators
(equivalent to Plasma Cannon in XCOM, though far less accurate)

I would not recommend PWT launchers, since, like Fusion Ball Launchers
of XCOM, they don't cause enough "total" damage. Though if you feel
like it, arm a craft with 1 PWT and 1 Sonic Oscillator.


3.7 Special Craft Tactics

Here's some Tactics and tips from Master XCOM commanders to help you
get the most out of your crafts.


3.7.1 Go Home Early

When you send multiple crafts after one USO and the USO was shot down,
the shooter will go home, but other crafts will continue onto the
crash site and THEN return. Instead, click on them and turn them back
early (Return to base). They will return earlier, thus be refueled and
rearmed faster for the next mission.


3.7.2 Keep Landed USOs covered

Even if the USO landed, keep a fighter sub on top of it until your
landing craft arrives for the action. That way, if the USO takes off,
you still have a chance to shoot it down before it escapes.


3.7.3 Weapon vs. subs analysis

Before attacking, click on the VIEW subs button to take a look at your
target before deciding whether to attack or not. Attacking with wrong
weapons means either the loss of your fighter sub or the USO totally
destroyed so that nothing can be recovered.

Corollary: If you WANT to go after the smaller USOs, keep a fighter
sub around with "wimpy" weapons.


3.7.4 Unlimited fuel craft cheat (built-in)

Transfer a Barracuda or Manta to another base. Send it out on patrol
IMMEDIATELY. Its fuel would be zero, but it will fly, and in fact, it
will fly FOREVER! If it returned to base, then it must wait to be
refueled, but then, just transfer it again.

Using this trick to keep terror site targeted continuously can keep
the terror site on the map until you can deal with it!


3.7.5 Don't run away!

If you use cautious attack with missiles, the alien USO will JUST pull
out of range as your last salvo is launched. To get that last hit, hit
aggressive attack BEFORE your last salvo is launched so you get
closer. This is especially important since the more powerful missiles
have limited reloads and you can't afford to waste a shot.


3.8 Interception FAQ

Q: How do I remove the weapons from a craft I plan to scrap?
A: You can't. (Arrrggh!) Put the cheapest weapon on it (craft gas
cannon) and then scrap it

4. FINANCE

"We are WHAT?" Commander Rogers gasped. He had just been promoted
after the loss of Commander Gideon on that last terror raid, and not
even before his seat warmed to him did the first crisis hit.

"I am telling you, commander. We are out of money," the
accountant stabbed emphatically at the datapad he wielded in front of
him as if to shield himself from Rogers.

"Last I checked we had ten mil in the Bank!"

"Aye, but it's end of the month. Salaries and maintainence to pay
as always."

Rogers sank back into his chair. "Great. So what do we do?"

"Have a sale."

"What?!?!"

"You'll be surprised how many people will buy these alien gadgets
and carcasses you've recovered. I heard they do WEIRD things with the
alien bodies we dispose of. Ever tried Xarquid sushi?"

Rogers grimaced and shuddered at the thought.

The accountant shrugged, "I heard it tastes very good, but any
way, you brought back a dozen bodies from that last raid, and the lab
boys only need the two new ones. Sell the rest, plus some of the
gadgets you found, and we can recover a few mil, especially if you
want to sell one of those Ion Beam Accelerators. I've heard that quite
a few corporations are interested in a sample..."


4.1 What really eats up money at XCOM?

The answer is: maintenance and salary. If you have 100 scientists,
their monthly salary is $3 million (!). Add that to your bases, and
you will go broke pretty quick. Sponsors' money will barely make a
dent in your expenses, as they only pay you a few million, probably
not even enough for base maintenance once your base grows.

Remember that expenses are deducted all at the end of the month. So if
you don't have enough money in the bank for monthly maintenance, you
will end the month with a NEGATIVE balance, and two months of >1 mil
of debt will result in your DISMISSAL as XCOM commander!


4.2 How do I earn more money?

Three (real) ways to make money in XCOM:


4.2.1 Make your sponsors happy

So they will increase their payments? Sure... The problem is: they
don't pay much to start with, and the increase is just enough to
sneeze at. Their payments may be enough to buy some ammo and stuff,
but don't expect much of an increase.


4.2.2 Manufacture arms for sale

See [What do I manufacture to make more money?] Craft Gauss Cannon
takes the top prize as the top TFTD moneymaker, and you are almost
guaranteed a profit by manufacturing it and selling it.


4.2.3 Sell captured/surplus equipment

Most of your money will be made this way. General guidelines:

Dump off all your obsolete equipment (harpoon rifles when you have
gauss weapons, etc.)

Dump off all your surplus equipment. (You will usually end with plenty
of surplus sonic cannons, etc., and those fetch very good prices on
the market.)

[Trick] once the research has started on the item, you can sell the
item for more money.

Dump the Alien equipment too. "Alien Cryogenics", "Alien Cloning",
etc., are just research items, so dump them ASAP and research them
when you have time and extra money.

Alien corpses, yuck. All that green blood ice in the freezers. Sell
them all, as they keep accumulating after each mission. Just kinda
makes you wonder what do people DO with those bodies...

Alien sub components such as "magnetic navigation" and "ion beam
accelerator" fetch good prices. Since you usually have a surplus of
them not needed for your sub construction, sell them and use the money
on something else. (Aqua Plastic and Zrbite should NOT be sold as they
are used in almost everything, and Zrbite must be captured)

Doing all these also means you need less storage space (and less
maintenance). Keep only one item of each type for research, sell the
rest. You need the money and the space for more useful stuff.

Consider keeping an alien colony around so you can keep raiding its
supply USOs. It's a good training ground for rookies too.


4.2.4 As a last resort...

You can always cheat. See [The "Transfer Salary Savings" ].


4.3 How do I cut expenses?

Many many ways. Just like governments find ways to cut meat from their
budget, you will find where to cut your expenses.


4.3.1 Cut Maintenance

Dismantle any unused facility. Here are some things to look for:

Transmission resolver detects 100% of USOs in range, so get rid
of all sonars once you have one. (Also use the chance to
rearrange the base into something defensible...)
You don't EVER need more than one Alien Containment module. See
[Special notes on Alien Containment Facility].
Don't have too many "general stores" modules. ALWAYS sell the
excess stuff so you don't need to build extras.
Replace defenses ASAP. One of the latest defenses is often worth
two or more of the older ones.

4.3.2 Build your own crafts

Tritons and Barracudas have a monthly rental fee, XCOM crafts do not.
Of course, this means you have to research subs construction and
things and spend money to build them, but their advanced capabilities
such as ability to take more damage is worth it.

On the other hand, Tritons and Barracudas don't use Zrbite... So you
may want to keep a few around, in case you run short on those.


4.3.3 Minimize salary

Legally: Minimizing the people XCOM employ.

Illegally: use the salary transfer cheat!


4.3.3.1 Aquanauts
Except for the base garrison, all aquanauts should be assigned to a
transport sub, and be ready to go at a moment's notice. Any unassigned
aquanauts not needed for base garrison should be transfered to another
base and put to use, or be sacked.

Consider sacking the "wounded", unless their abilities made them worth
retaining despite the time they will not be available. Yes, it's cold-
hearted, but such is war.


4.3.3.2 Scientists
Every scientist at every base should be assigned to a project all the
time. You can check this easily by looking at the Base Information
Screen. If no projects are available, keep about 20-25 scientists and
sack the rest. Remember that you can rehire scientists with only a few
days' delay.

You should not have more scientists than lab capacity. If you do, sack
the excess.


4.3.3.3 Technicians
You usually don't ALWAYS build new items, so it is harder to determine
just how many technicians you should keep during the "down" period. On
the other hand, most players use the "profitability study" below and
keep the techs busy building something that will fetch a good price.

Remember the item being manufactured takes up space in the module, so
you do NOT need 50 techs per workshop on the base. I would keep about
45 per workshop.


4.3.4 Don't overextend

Building too many bases is a sure way to early bankruptcy. Pick GOOD
locations first, then SLOWLY grow them. Do NOT spread all over the
world immediately. Cocentrate on holding at least ONE part of Earth,
then spread out cautiously. Overextending yourself is a good way to
put you in debt.


4.4 What do I manufacture to make more money?

TOP SECRET -- XCOM2 Profitability study -- TOP SECRET

by Kasey Chang original (XCOM1 version) by Jeff Shaffer

We assume that you, as XCOM supreme commander, are willing to support
technicians long-term in order to make a profit. I calculated results
for a hypothetical 2 workshop operation. You would get slightly better
results with larger facilities, due to the economy of scale.

Technician actually costs $25000 a month, and scientist $30000 a
month. Check your base information screen.

NOTE: Some numbers are rounded down to nearest 1000 (K) for space


Work Eng Raw Sale Unit|Monthly|Net
Item Space Hrs Material Cost Price P R O F I T
-----------------------------------------------------------------
Par. Disp. Sensor 4 220 - 34K 45K 11K 3765K 1275K
Medikit 4 420 - 28K 46K 18K 3146K 656K
M.C. Disruptor 4 500 1Z 160K 194K 29K 4242K 1752K
Aq.plas. Armor 12 800 4A 22K 54K 6K 491K -
Ion armor 16 1000 5Z+5A 42K 85K - - -
Mag. Ion armor 16 1400 16Z+5A 58K 115K - - -
Aqua Plastic 10 100 - 3K 6K 3K 2343K 3K
Gauss Pistol 2 300 - 8K 20K 12K 2916K 376K
Gauss pistol clip 2 20 - 1K 1050 -
Gauss Rifle 3 400 - 20K 36K 16K 3049K 534K
Gauss rifle clip 4 45 - 2K 1950 -
Heavy gauss 4 700 - 32K 61K 29K 2958K 468K
Heavy gauss clip 4 70 - 4K 3220 -
Sonic Pistol 3 600 1A 56K 84K 21K 2586K 71K
Sonic Pistol Clip 4 60 1Z 2K 4K - - -
Sonic Blasta Rifle 4 820 1A 88K 126K 32K 2787K 297K
Blasta Power Clip 4 80 2Z 3K 6K - - -
Sonic Cannon 4 1000 1A 122K 171K 43K 3078K 588K
Cannon Power Clip 4 80 3Z 6K 9K - - -
Dis. Pulse L'cher 5 1200 1A 90K 144K 47K 2797K 332K
Dis. Pulse ammo 3 220 3Z 8K 17K - - -
Thermo Shok l'cher 3 900 1A 78K 120K 35K 2846K 331K
Thermo Shok bomb 2 200 1Z 7K 15K 3K 1166K -
Sonic pulser 2 200 2Z 6K 14K - - -
M.C. Reader 4 1200 1Z 262K 304K 37K 2202K -
Ion beam accel. 22 1400 16Z+5A 130K 250K 7K 310K -
Mag Navigation 18 1600 3A 150K 80K - - -
P.W.Torp l'cher 6 400 1A 242K 281K 36K 6294K 3874K
P.W.T ammo 6 600 4Z 28K 53K 5K 617K -
Gauss Craft Cannon 6 300 - 182K 211K 29K 6904K 4434K
Gauss Cannon ammo 2 5 - 200 200 - - -
Sonic Oscillator 8 500 15Z 226K 267K - - -
Coelacanth/Gauss 25 1200 - 500K 594K 94K 4371K 2406K
Displacer/sonic 30 1200 30Z+5A 850K 980K - - -
Displacer/P.W.T. 0 1400 25Z+8A 900K 1043K - - -
P.W.T. SWS ammo 25 400 5Z+8A 15K 31K - - -


The "Unit Profit" column is sale price minus cost, minus the cost of
any Zrbite/Aqua plastic used in manufacture. A '-' means a net loss,
no further analysis. Of course, Zrbite is of alien manufacture and can
be hard to find...

"Monthly Profit" column is based on an "XCOM Month" of 24*31 = 744
hours. The calculation is number of technicians that fit in two
workshops times 744 times unit profit, divided by the hours required
to make one item. For example, the monthly profit for Motion Scanners
is 96*744*11600/220 = 1275993 (1275K). Of course, that is not quite
accurate since TFTD does do months more correctly now (Feb has 28
days, etc.)

"Net Profit" column is the bottom line. Monthly expenses are the
salaries of as many engineers as fit in the workshops times $25K, plus
the maintenance on 2 workshops and 2 living quarters (70000 monthly).
(Note I wrote 25K, not 50K as advertised)

As you can see, Gauss Craft Cannon is the winner, closely edging out
PWT Launcher. A profit can be made early in the game on particle
displacement sensors, however.

One final note: It costs roughly $7M to hire technicians and build the
facilities, so you'll need to "borrow" some money (preferably from
alien supply ships :) to get started.

[Editor's note: don't forget the "transfer salary cheat" below]


4.5 The "Transfer Salary Savings" cheat

Have two bases approximately equivalent to each other, like both
research (or manufacturing), about same living quarters, and
scientists (or engineers). Just before end of the month (last day,
last hour), leave only ONE scientist/engineer on the job, and transfer
the rest to the other base, and do the same on the other base (i.e.
they swap their contingent). When the end of month comes along,
NEITHER side has their scientists (engineers) (they are in transit),
no salary is paid (except for the 2 left behind at each base). If you
have like 100 scientists moving each way, you save $30,000x100x2 = $6
million!


4.6 Aliens signed pact with XXX!

Nothing you can do. One of the Infiltration subs got through and now
the sponsor stopped paying you. Consensus on the net is you canNOT get
them back (i.e. nullify the pact).

If enough sponsors left you, you will probably lose.


4.7 XCOM Finance FAQ

Q: Can I get back a sponsor who was infiltrated by aliens and stopped
funding me?
A: See [Aliens signed pact with XXX!] above.


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