Previously I've saved and loaded my game a lot. Didn't like losing soldiers I've used a lot of effort to train, and radar mechanics seemed to lose me the game due to RNG screwing me over. But now that I see that I can counter by using graphs I thought I'd test an Ironman challenge, and write about the game to boot, to try and motivate myself to sticking to it when the going gets rough.
It will not be a speed run. I will prioritize trying to win the game as safely as possible, making sure Earth is not overrun by aliens. Better not take any chances to reduce my chance of success. Feel free to comment the game if you want to.
It will be on Superhuman, Ironman, with options set to vanilla default, with the following changes that are purely cosmetic:
- 1280x800 windowed with 1/2 geoscape/battlescape scale. Shouldn't affect game play, but makes it easier to get an overview, easy to alt-tab to write about the game, and easy to scale screenshots as it's a perfect 4x4 scale of the orignal game.
- Show funds (in geoscape) UI option. Doesn't add secret info. Just a nice addition.
- Arrow, Time Units & Death Notifications in battlescape. Neither adds anything secret, but looks like a nice UI improvement.
- Maximize info screens.
- Inventory stats. To avoid going into soldier screen as often, to checkup stats. Sounds useful. Not secret info.
I will be using the following mods:
- XcomUtil: Statstrings - Again, not secret info, can check soldier screen at any time, but makes it easier to look for a fitting soldier for a task.
I was considering also using the
Limit Craft Item Capacities mod to make the game closer to vanilla, but I see that the Skyranger equipment counts agains the bases general store regardless which it didn't use to in vanilla, so if I'm going to take that hit regardless, I'll leave the 80 item limit off to get something back. (It's default off anyhow)
Building first base in San Marino. It will cover UK, Spain, France, Germany, Italy, Egypt and parts of Russia, and once I get a Hyperwave Decoder here it will cover all of North Africa, including Nigeria, and the whole Middle East and all the way up to the north pole. That's quite a few funding nations.
Looking through my 8 starting soldiers I have:
TU Sta Hlt Brv Rea Acc Thr Mel Str
Dolph 52 54 30 20 43 44 75 40 40
Wesley 55 51 29 10 49 53 54 34 26
Dwayne 59 63 30 50 32 42 54 38 33
Jason 58 65 34 50 47 43 67 26 30
Jean Claude 56 58 29 50 43 62 61 32 33
Bruce 50 53 35 60 56 46 76 29 23
Sylvester 58 64 31 50 33 62 67 35 22
Arnold 57 65 30 60 60 45 77 40 22I see firing accuracy will be an issue. With soldiers starting in the 40-70 range, this low rolls will be harsh and may end in disaster. We'll see. Bravery is a bit above average at least, which might come in handy with the losses I'll be expecting. TUs also start fairly high, 5 soldiers in the 56-59 range which will recover 14 stamina per turn. Arnold and Bruce starts with really good reactions and bravery, but sadly they need a lot of training to get their accuracy up. Anyhow. At least half this bunch is likely to sacrifice themselves for the common good in the first month alone.
To compensate for the lack of half decent radar in the beginning, we'll be analyzing reports on alien activity from around the world, and using our craft to patrol to try and discover UFOs outside of our radar coverage. We will also try to catch the UFOs on the ground, to try and steal alien tech rather than destroying it. While interceptors travel a lot quicker than the skyrangers and have good range due to their speed, the skyrangers have a massive fuel tank and can stay in the air to patrol for a long time. Thus we're planning to dump an interceptor for another skyranger. With only one interceptor, we'll not be able to shoot down any bigger UFOs but we'll try to fight these on the ground instead. We would really like to avoid night missions though. If we shoot down a UFO we can wait until daytime to attack the crash site. We will arm our interceptor with 2 stingrays to shoot down small UFOs when needed. That leaves us some chance of shooting down a very small UFO without destroying it too, and bigger UFOs we're not going to attack in the air regardless.
To begin with we'll have space for 50 crew, and we really want to prioritize scientists early on. We've got 10 engineers we don't currently need, but we'll hopefully need them before January is up so feels sad to just sack them. We're also expecting to lose soldiers, and with a second Skyranger it would also be useful to have two crews, so hiring some extra soldiers sounds good. We'll finish a new living quarter facility in 16 days, in which time we can fill our research lab regardless, so I guess a few scientists more or less those days won't make that much of a difference. We decide to hire 8 more soldiers and 14 scientists for now.
Sadly, the people that run XCom before I took over, didn't think of base defense when they built the base. To help the situation a bit, we're building two new hangars in north end of the base, to replace the ones down south. We plan to replace the general store they built with living quarters later, but we need to build new general stores before we can do that.
We decided to use up most of our money after hiring more people to start base changes:
With limited money, we decided to start of building two new research labs as these takes quite some time to complete. Keeping 150 scientists on the payroll will cost quite a bit, but we hope to find money for them as we go. The two new hangars are a cost it would be nice to avoid, but if we do get attacked, it is nice to at least avoid being surrounded in our base. We would like to only have one contact point with hangars/access lifts though, but as it is, the living quarter up there will likely be staying there, and we are likely also building a living quarter left of the access lift, so if we do get attacked, there's multiple entrance points to guard. We'll plan better for additional bases when the time comes. Building two general stores (thankfully they are cheap), we should be able to replace the one we already have and build a living quarter there in 10 days time. Then we'll likely also start building a living quarter left of the access lift, giving us 4 living quarters ready at the same time that the research lab completes. We also very much need an alien containment center, but as funds are limited, it'll have to wait until we get our hands on some additional cash. It'll be first priority when we do. And once we have some extra and the old hangars can be dismantled, we'll also want a workshop or two more.
With the current plan, we're selling 1 avalanche launcher with 10 missiles, 3 cannons and 9 cannon rounds. We've also have bad experience with the Auto-Cannon, and we're selling off that one too. In total we earn back $173.883 for those. Getting rid of that avalanche launcher with missiles also does wonders for our general store capacity.
Finally, we order some more gear for our soldiers, remembering we'll be getting 8 more. 8 rifles, 20 clips, 10 HC-HE ammo for cannon, and 4 HC-I. 1 extra rocket launcher, 4 small, 8 large and 4 incendiary rockets. 27 grenades, 35 smoke grenades, 30 proximity grenades, 8 stun rods and 40 electro flares. That costs us $93.830.
Selling gear, actually got us enough cash to build the alien containment center straight away, so we're adding that to the order too.
Naturally, our few scientists, are ordered to look into how to make Laser Weapons. Hoping for some quick progress here. That's it.. All orders given. I guess we can lay back and keep scanning activity reports, and see what happens.