Kind of remembered I've read somewhere that artifacts isn't artifacts once researched but have never noticed the effect before. I guess we could have gotten some extra point by not researching stuff we don't need then, but we don't really need those points anyhow, so no worries..
September started pretty quiet. A few scouts here and there to take care of, most on retaliation missions so we had to shoot them down. I think there was a harvester or two in the mix too..
I'll stop showing a report for every mission, but now that we have psi-control the missions are fairly easy to handle. The once dreaded start of seeing aliens from the transport is now ideal instead, as we can mind control them and use them to ensure it is safe to get out of the transport.
Most have been versus floaters and snakemen though, which limits reaction/accuracy training as the aliens die before all has trained. In latest half of the month we finally spot a muton supply ship in North America. Have been waiting for a chance of better training.. However, to our surprise they don't fly directly towards the base, and then we see a battleship on alien base mission too.. They're building a second muton base there, instead of supplying the first..
Then we decide to just shoot down the supply ship, and let the strike team follow the battleship to take it when it lands. A battleship of muton's is enough resistance for everyone to train reaction and rifling, alongside psi and general skills.
Here we have created fire corridors to not shoot our own soldiers. This is final part when we execute the rest though. We've emptied pistol clip for everyone with reaction shots first, and then we don't need fire corridors as our troops are immune to pistol shots in armor.
Two alien bases.. About time to take one out. I guess underground alien base mission is underground regardless, so we can just go for it as soon as the strike team is ready again..
We've prioritized using the psi-team in Harare for all missions to train the new members that we collected from all our bases due to their psionic strength. That way we can train a lot of psionic skill.. We now have working squads elsewhere, but with quite a few members not identified psi-strength of yet, so if we used them we could not train psi skill there yet.
I've created a small perl script that scans my savefile and creates a csv file of all soldiers in all bases, which I can use to easily cut/paste into excel sheet with more bits. This is how the Harare team currently looks:
The potential score is a simple formula dominated by psionic strength, getting a good bonus for high starting TU, and some points for starting of with high reaction/bravery/accuracy which is harder to train than the secondary stats. The current score is basically the weighted sum of the current attributes (with some minor tweaks to not count psi skill at all if psi strength is low for instance),a nd the total is the weighted sum of potential and current score, divided by a number to get values going up to around 100%.
The formula is not intended to be perfect in any way, but is just a way for me to quickly decide order in transport and who are most expendable, rather than having to evaluate manually.
Oh.. And you may notice that some of the new recruits have fairly similar names to ones that got kicked out or died earlier. Have started giving using enough of last names to make them unique. Haven't figured out names for everyone yet, so waiting a bit to show the troops in other bases