

I personally have found MECs to not be worth the investment. Prioritize Rapid Recovery, otherwise you can have soldiers out for a month. Take advantage of the Asia continent bonus in the Officer's Training School and Foundry. Only launch satellites over Asia if you can't afford additional air support. You can write-off North America and Europe. Once you have South America, I recommend getting Africa (if you can get the continent bonus). The instant interrogations and autopsies are the biggest benefit to research, considering what research credits can do. Sixth, start in Asia, and prioritize satellites over South America.

Taze aliens and steal their research credits (and weapons). Give them to your second-stringers.įifth, the Arc Thrower is your friend. Now, plasma weapons are hecka expensive, so researching laser weapons when they only take a few days of research is fine. They're not worth the time investment upfront. Once you have 6 or so sats in the air, then you can generally relax and wait for nexuses.įourth, skip Laser Weapons. You need sats in the air ASAP, and that means uplinks, quick as you can. Third, unlike in a non-Marathon game, you absolutely cannot afford to wait for Satellite Nexuses. Sure, it takes time for the new hires to arrive, but that is something you have plenty of. If they're slightly below par in one ability, but the other is significantly above par, I keep them on a provisional basis (and to find out their movement speed by taking them on a mission). What are XCOM's hiring standards? Personally, I dismiss anyone who doesn't at least meet par (65 Aim, 40 Will for a rookie). Second, you have Not Created Equal active. The lack of engineers because I couldn't build workshops also meant that I couldn't build more satellite uplinks for an aggravatingly long time. Until you do so, you can't build Laboratories or Workshops. I knew I wasn't going to lose in a strategic sense by that point.įirst and most important, take an abduction mission that offers engineers and one that offers scientists as soon as possible. That was after the tipping point, though. Tragically, I seemed to have stopped keeping records of satellites launches after July. Missions - 1 UFO landing, 1 Temple Ship assault. Rewards: 65 credits, 40 Elerium, 1 XCOM Operative KIA. Sectopod, Muton Elite, Ethereal encountered. Missions - 1 UFO landing, 1 Council asset recovery, 2 UFO crashes, 1 terror mission. Rewards: 241 credits, panic reduction.ĭecember 9 - Hyperwave Communication completed. Missions - 1 UFO landing, 1 Council bomb disposal, 1 terror mission. November 25 - Precision Lasers completed.

Rewards: EXALT eliminated, 135 credits, 2 scientists, panic reduction. Missions - 1 base raid, 1 UFO landing, 1 Council escort, 1 UFO crash. October 30 - New Fighter Craft completed. Rewards (total): 441 credits, 4 scientists, panic reduction. Missions - 1 Council bomb disposal, 1 UFO crash, 1 extraction, 1 Terror mission, 1 abduction, 1 UFO landing. September 9? - Light Plasma Rifles completed. Rewards: 4 scientists, 219 credits, panic reduction, Major (Heavy), 4 engineers. Missions - 1 UFO landing, 2 abductions, 2 extractions, 1 Council extraction, 1 base defense. Rewards (total): 400 credits, panic reduction, EXALT intel x2. Mechtoid, Cyberdisk, Drone, Sectoid Commander encountered. Missions - 2 abductions, 1 Council mission, 1 UFO crash, 2 extractions, 1 terror mission, 1 UFO landing, 1 Base assault. July 28 - Argentinan, Brazilian, French satellites launched. 1 XCOM Operative KIA.Įarly July - Experimental Research completed. Rewards (total): 8 engineers, EXALT intel x2. Missions - 2 abductions, 2 UFO crashes, 2 extractions. Rewards: 4 engineers, 200 credits, EXALT intel. Missions - 2 abductions, 2 UFO crashes, 1 terror mission, 1 extraction. Missions - 1 UFO crash, 2 abductions, 1 UFO landing. Floaters, Seekers, Thin Men and Crysalids encountered. Missions - 2 abductions, 2 UFO crashes, 1 terror mission.
