Unlock XCOM: Enemy Unknown's secrets in Part 3. Learn about the tutorial, country selection bonuses, and long-term strategic planning for base management and alien conquest.
- 1The Tutorial (TUTO): It is strongly recommended to turn off the in-game tutorials. While they guarantee a Heavy class soldier, they also lead to soldier deaths and wasted resources. The Meld Tutorial's effect is random, with Dr. Valhen explaining Meld when encountered. Turning off the tutorial provides a starter mission fighting Sectoids based on difficulty (Impossible has 8, Classic has 6, Normal/Easy have 4). After the opening cutscene, follow Bradford's instructions in Germany. Expect to lose 3 soldiers before the main game begins, but you will receive a Heavy.
- 2Base Structure and Long-Term Goals: This section focuses on base management and long-term planning. The key to an easier experience is to take your time. Rushing will empower the enemy while your soldiers lack necessary weapons, armor, and experience. For example, refusing to capture the crystal energy alien will cause the advisor to admonish you, and the game will ramp up difficulty. Prolonged refusal may lead to this alien appearing in groups of up to three, but by then, you should be equipped to handle them. The proposed strategy prioritizes early-game risk for minimal nation withdrawal due to high panic.
- Second Wave Modifiers: These can be altered in the pause menu but may disqualify you from achievements.
- Power Generating Facilities: These cost more to build, and nuclear power is not an option.
- Soldier Equipment: If a soldier dies, their equipment is destroyed. Aliens design their weapons to self-destruct.
Country Selection (PICK): Choose your base location carefully, as the starting continent provides a permanent bonus, achievable only with full satellite coverage and no withdrawn nations. These bonuses are difficult to earn, with most players obtaining only 2-3. Recommendations are South America or Africa.
- North America - 'Air and Space': Aircraft and their weapons cost 50% less to build and maintain. Diagnosis: Fairly useless unless acquiring late-game; early-game savings on single interceptors are minor.
- South America - 'We have ways': Interrogations and autopsies complete instantly. Diagnosis: Extremely useful. Faster analysis leads to research credits, speeding up research. Also enables gene mods and enhances MEC Trooper damage.
- Asia - 'Future Combat': Foundry projects and Officer Training School programs cost less. Diagnosis: Mostly useless as a first bonus. Foundry projects require research and pay off late-game. OTS programs are not overly expensive, and essential skills can be acquired later.
- Europe - 'Expert knowledge': Laboratories and workshops cost 50% less to maintain and build. Diagnosis: Useless unless planning an elaborate base with many labs/workshops. You'll likely build only one or two workshops. Labs are generally useless, though they can prevent EXALT research raids.
- Africa - 'All in': All nations provide 30% more money. Diagnosis: Absolutely useful. This bonus fuels satellite construction, base expansion, better nation coverage, more bonuses, and ultimately, superior weapons and research, leading to victory.
Managing the World and Long-Term Strategy (STYU): This section is for players new to XCOM: Enemy Unknown who need guidance on game mechanics and long-term planning. The strategy proposed involves taking risks early to minimize panic and nation withdrawal.
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