![]() Once a continent has full satellite coverage, abduction missions will no longer spawn for that continent. A satellite already deployed over a Council Nation has a chance (depending on game Game difficulty) of reducing the panic level by 1 at the end of each month, if the panic level is at least 4 bars. Launching a satellite over a Council Nation will lower its panic level by two. If at least eight Council Nations pull out of the XCOM Project, the game ends in a defeat. Losing any Council Nation is detrimental to the XCOM Project.Īside from the loss of potential income, losing any nation disqualifies the player from the continental bonus of the continent the nation was part of the host continent the XCOM Project is based in being the exception, as all Council Nations in the host continent need to pull out before its continental bonus is lost. Council Nations with critical panic levels for at least 14 consecutive days including the end of the month will pull out from the XCOM Project permanently upon the Council Report and all other Nations with critical panic levels will have a high chance to pull out too. Once the panic level of a Council Nation reaches 5 bars, the player will be warned that their panic is at a critical level. Once the report screen is dismissed, the clock is unpaused. Upon receiving this report, the in-game clock is paused while the transmission is decoded and the player reads the results. ![]() The Council Report is transmitted to XCOM at 0000 hours (12:00AM) on the first day of each month. This scale can never go below 1 bar or go beyond 5 bars. ![]() Each council member nation has a 5 bar panic level scale which increases if alien activity occurs in that country or parent continent that the player ignored or failed to contain. At the end of each month, The Council issues a report that details the XCOM Project's successes, failures and the global panic levels.
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