Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Merging Europe and Russia : both have claims on Ukraine. Take control of Europe and Russia, conquer ukraine as russia, then gift it to europe, then leave the Eurasian union. After a while, Russia can join Europe.
Merging USA and Russia, then Europe : Take control of both countries, disarm nukes of one of them and send its armies in an allied country (to keep them intact). Conquer the Capital territory (Moskov for exemple). Moskov become parts of USA. The rest of Russia becomes an allied state under your control and USA now has claims upon this new state. Then, after a year or two, you can federate both territories.
If Russia took Ukraine, Europe still has claims upon it, which now belongs to USA, so USA/russia and Europe can federate, then merge.
BAM ! Nothern Blob FTW
First one is tested and worked for me, second one is only theorical but if rules are correct in the codex, it should works.
During my final game, all my counselors were either in space or fighting against subversion ? PR campaigns inside my own nations. Well.. those that were not fighting acres of spreading xenofauna the Congo kept ♥♥♥♥♥♥♥♥ out every other month, that is.
Halfway though my army's annual purge and pillage of South America, the servants kicked the initiative out of India with a coop, joined the war on the S.A. servants side, and started chucking nukes everywhere.
I had to nuke India COMPLETELY off the map as my armies were engaged elsewhere to save the major cities of my holdings. I even double tapped the capital, just to be sure.
Millions died, nuclear winter ensued, and a good chunk of the world's economy was converted to ash.
8/10
I always found silly the fact states cannot defend themselves in XCOM and xenonauts games. I mean, yeah your cities are raided, maybe call the freaking army instead of only relying on a small paramilitary group ?
well, you have an upkeep cost of infrastructure point (or whatever the name is for the 'point' that are put into eco/welfare/boost etc ... each turn) so you would want to only keep the minimum necessary army so that those point wasted into upkeep are used to grow your country. each army on home ground cost 0.5 upkeep, each deployed is 1 so if you have a country with lot of them like USA/Russia it cost you a few point.
though imo disbanding all of them is viable only if you are not planning on using any and are sure nobody is going to war you (not sure if the AI weight the existence of army in it's calculation to know if they declare war or not but they should), they save you tons of time in the early unification agains't small country.
The reason of course is that the setting is an excuse to have a tactics based game. The xcom reboot handwaved it by letting some missions take place at overrun military bases.
Terra invicta shows another reason; considering some of the nations fall under control of the aliens, all out war between countries goes in their favor. It weakens humans overall capacity stragetically.
In each of the xcom games, you are fighting an essentially losing war, and are only able to win because you manage to do an impossible coupe d'etat by hitting their homebase (in your solar system).
Fact 1. The game contains a "troop transport" template selection in the ship designer.
Fact 2. Stretch goal 5 for the kickstarter involved 3d models on the globe. Specified items included armies, megafauna, and alien walkers.
Considering the presence of alien walkers and troop transports, I would hazard a guess that it would be an exceedingly BAD idea to cash in all the armies in the actual full game instead of the demo.
As an aside, it "might" be mildly profitable to disband some armies, but it depends on a fairly simple formula. If time to needing army is greater than 10 years, disbanding the army and rebuilding it before you need it will turn a profit. If time to needing army is 10 years or less, you are actively hurting yourself by disbanding it.
Replacing the army is 60 development points, you save half a point a month by disbanding an army.
TL;DR You don't break even until the army has been disbanded for 120 months, and if you get caught with your pants down by alien troops landing outside the demo...have fun.