here is the prototype for the Strategic Rules all feedback welcome
each strategic turn covers a period of a week, all orders are to be posted in the thread. Each strategic turn ends when central decrees it ends, or after deadline.
The XCOM project has the following Stats in the strategic phase:
- Money = the current capital available to the XCOM project
- Income = the amount of money added when the month ends
- Elerium = the amount of Elerium collected from Alien Sites
- Alloy = the number of Alien Alloy collected from Alien Sites
- Meld = the amount of Meld Collected
The project will also have several other miscellaneous items that i will track and can be checked by simply asking me. however the above ones are the main ones.
The following players have orders in the strategic phase.
Central:
- can end the turn early
- may choose when to intercept
- Launch Satellites
- Scan for Exalt
- Buy OTS upgrades
- choose which tactical missions to respond to
Chief Engineer:
- Build Facilities
- Build/Buy Items
- Research Foundry Projects
Chief Scientist:
Soldiers:
- may undertake Mechanisation
- may undertake genetic modification
- may undertake Psionic Testing
Resources:
XCOM gains money at the end of every month or by selling equipment on the grey market for the following prices
Equipment
Price
Alien Body
$5
Elerium
$3
Alloy
$2
Weapon Fragments
$1
UFO flight Computer
$40
UFO power source
$75
Alien Stasis tank
$10
Alien Surgery
$25
Fusion Core
$125
Damaged flight computer
$30
Damaged Power Source
$40
EXALT weapons
$1
Interceptions:
- when i announce an alien craft has been detected central has the option to intercept, if it is done so i will give a play by play recap of the interception results.
- you can have up to four interceptors on a continent
- if the interceptor loses there is a 33% chance of it having successfully aborted and returned to base
- if the Interceptor wins, an optional ufo crash site mission is generated
- if the first interceptor is unsuccessful, attempts can be made to try again, however they each have a lower chance of successful interception, (the first is guaranteed) you may keep doing this until you fail an interception or all your interceptors are destroyed/damaged
- if an interceptor takes damage it will take time to repair depending on how much it took:
- light = 1 week
- Heavy = 2 weeks
- Severe = 3 weeks
Scan for Exalt:
- an exalt scan costs $75 and will reveal an EXALT cell, giving you the option to launch a covert mission
Covert Missions:
- one soldier must be selected to be the operative, and they will be unavailable for any other actions for two weeks, after that period a mission is created to extract the operative, as a reward success will reveal new information about the EXALT base.
Officer Training School Upgrades
- the officer training school allows for the purchase of the following upgrades
Name
Function
Cost
Prerequisite
Wet Work
reduces the kills for a rank up by 25%
$125
Soldier at Sergeant level
Squad Size 1
squad size increased to 5
$50
soldier at sergeant level
Rapid recovery
halves wound recovery time
$150
soldier at Lieutenant level
Squad Size 2
squad size increased to 6
$75
Soldier at Captain level
Iron Will
soldiers gain more will when they rank up
$200
soldier at sergeant Level
Don’t Die on Me
increased chance of a soldier being in a critical state instead of killed when health reaches 0
$275
soldier at colonel rank
Build Facilities
XCOM uses the ant farm style as the game does.
to build a facility the tile must be excavated at the cost of $20, and the level accessible by building an access lift. facilities grant buffs and bonuses to XCOM and each facility takes 2 weeks to build, access lifts and excavations each take 1 week.
the facilities in XCOM are:
Name
Role
Cost
Access Lift
Allows Access to new level
$50
Excavation
allows construction of other facilities
$20
Satellite Uplink
can control 2 satellites
$150
Satellite Nexus
Can control 4 satellites
$300, 25 alloy, 2 UFO flight Computers
Laboratory
Speeds up Research
$125
Workshop
Decreases facility and Item cost
$125
Foundry
Allows research of foundry Projects
$75
Officer Training School
unlocks OTS upgrades
$125
Psionic Labs
Allows testing for psionic powers
$200
Cybernetics Lab
allows creation of MEC troopers
$50
Genetics Lab
allows creation of Gene-Modified Soldiers
$50
Items:
items can be bought by XCOM at various costs, more items are unlocked, unless otherwise stated all items are completed instantly, e.g satellites which take 3 weeks to build, the starting list of items is as follows:
Name
Time to build
Cost
MedKit
N/A
$35
Ceramic Plates
N/A
$25
Interceptor
1 week
$40
Sattellite
3 weeks
$100
Research:
the chief scientist may research one tech at a time, depending on the number of labs and how advanced the current research is, the tech will have 1 of 3 ratings, fast, normal or slow, these effect how fast research occurs.
Fast = 1 week
Normal = 2 weeks
Slow = 3 weeks.
any feed back is welcome
