Also see Isometric Battlefield (Deployed Missions)
Location Missions
Locations around the player’s base become accessible at a random interval from the previous mission completed or ignored in days. Players are notified about the available mission with a pop up dialog box. They can choose to conduct the mission or do nothing. The missions will remain open for a set period of time before it auto fails.
Dynamic Missions
Dynamic missions on the other hand come about from live game actions on the game board
- Crashed horde ship (from exhaustion) - see craft range.
- Crashed enemy craft after the player had intercepted and successfully knocked the craft out of the sky.
- Distress calls from horde/followers on their own missions - these happen at random after major game milestones are achieved. These missions give the player additional rewards.
Determining Mission Costs
Conducting missions cost resources. Mission costs increase with game progression.
Costs increase as player progresses.
Research Tier 1
RECON | SUPPLY | CONVERT | COLLECT | INFILTRATE | SIPHON | CAPTURE | RESCUE | |
alloys | 0 | 3-7 | 5-20 | 20-60 | 0 | X | O | 0 |
darkCrystals | 0 | 0 | 1 | 0 | 1-3 | X | 0-2 | 0 |
darkCrystalShards | 0-4 | 1-4 | 0 | 0 | 0 | X | 0 | 0 |
hordeCoin | 50-120 | 90-120 | 20-40 | 50-89 | 200-280 | X | 200-320 | 150 |
humanCoin | 20-50 | 15-40 | 30-80 | 10-45 | 20-100 | X | 150-300 | 0 |
powerCells_level_0 | 0 | 0 | 0 | 0 | 0-2 | X | 0 | 1 |
powerCells_level_1 | 0 | 0 | 0 | 0 | 0 | X | 0 | 0 |
flesh_small | 0 | 4-9 | 3-7 | 1-5 | 0 | X | 4-10 | 0 |
flesh_large | 0 | 0-3 | 0 | 0-3 | 0 | X | 0-2 | 0 |
Research Tier 2
RECON | SUPPLY | CONVERT | COLLECT | INFILTRATE | SIPHON | CAPTURE | RESCUE | |
alloys | 0 | 4-12 | 15-34 | 29-100 | 0 | X | 0 | 0 |
darkCrystals | 0-2 | 0 | 0-2 | 0 | 1-4 | X | 1-5 | 0 |
darkCrystalShards | 0 | 10-20 | 5-9 | 20-35 | 15-22 | X | 0 | 80 |
hordeCoin | 90-180 | 120-220 | 85-130 | 70-154 | 280-350 | X | 280-360 | 280 |
humanCoin | 40-90 | 35-60 | 44-109 | 22-80 | 90-140 | X | 180-390 | 40-100 |
powerCells_level_0 | 0 | 0 | 0 | 0 | 1-3 | X | 0 | 2 |
powerCells_level_1 | 0 | 0 | 0 | 0 | 0 | X | 0 | 0 |
flesh_small | 2-10 | 7-11 | 5-10 | 4-11 | 0 | X | 0 | 0 |
flesh_large | 0-3 | 1-4 | 1-7 | 0 | 0 | X | 0 | 0 |
Research Tier 3 to end game
RECON | SUPPLY | CONVERT | COLLECT | INFILTRATE | SIPHON | CAPTURE | RESCUE | |
alloys | 0 | 22-60 | 45-90 | 80-120 | 0 | X | 20 | 0 |
darkCrystals | 5 | 11-20 | 3-9 | 4-11 | 7-13 | X | 8 | 0 |
darkCrystalShards | 0 | 0 | 0 | 0 | 0 | X | 0 | 0 |
hordeCoin | 150 | 120-220 | 85-130 | 70-154 | 280-350 | X | 280-360 | 280 |
humanCoin | 110 | 35-60 | 44-109 | 22-80 | 90-140 | X | 180-390 | 40-100 |
powerCells_level_0 | 0 | 0 | 0 | 5-10 | 1-3 | X | 0 | 2 |
powerCells_level_1 | 1-3 | 0-2 | 1-3 | 0-2 | 2-4 | X | 2 | 1 |
flesh_small | 0 | 0 | 0 | 0 | 0 | X | 0 | 0 |
flesh_large | 0 | 0 | 0 | 0 | 0 | X | 0 | 0 |
Determine Mission Rewards
Players will need items, resources and followers to progress through the game. Need to ensure that the player is given the opportunity to find and recover such items.
- Difficulty sliders also affect mission manager
- As the player progresses through the game through research, resource collection, mission success rates etc, the frequency and difficulty of new missions increases.
Basic rewards for mission types
RECON | SUPPLY | CONVERT | COLLECT | INFILTRATE | SIPHON | CAPTURE | RESCUE | |
alloys | 120-620 | 250 -1450 | 75-325 | |||||
darkCrystals | 10-40 | 5 -25 | 5-10 | 0-49 | ||||
darkCrystalShards | 10-30 | 10-90 | 5 -45 | |||||
hordeCoin | FORMULA | FORMULA | FORMULA | FORMULA | FORMULA | FORMULA | FORMULA | FORMULA |
humanCoin | FORMULA | FORMULA | FORMULA | FORMULA | FORMULA | FORMULA | FORMULA | FORMULA |
powerCells_level_0 | 0-5 | 0-20 | 0-5 | 0-3 | 0-21 | |||
powerCells_level_1 | 0-10 | 0-1 | 0-2 | 0-8 | ||||
flesh_small | 5-10 | 35-75 | 35-45 | 0-9 | 12 - 41 | |||
flesh_large | 0-6 | 0-30 | 0-30 | 2 - 16 | ||||
horde_soldiers | 0-3 | 0-2 | 0-5 | |||||
horde_support | 2 -12 | 2-6 | 4-24 | 0-11 | ||||
liveHumans | 3-6 | 1-6 | 1-4 | 3-10 | 0-2 |
Game Progression items
Items picked up on missions that help progress the game.
Tech prerequisite | Facility needed? | Item preq. | |
intel_0 | Tier1_research_7 | ||
intel_1 | Tier1_research_4 | ||
intel_2 | Tier2_research_1 | ||
relic_0 | Tier1_research_5 | ||
relic_1 | Tier1_research_7 | ||
relic_2 | Tier1_completed | ||
vip_commander | Tier1 & 2 completed
Tier3 r0 complete |
Human containment | |
vip_informant | Tier2_Research_3 | Human containment | |
vip_pilot | Tier1_research_7 | Human containment | intel_0 |
Mission Results
See Monthly Performance Summary
Ignored Missions Have Consequences
If the mission is not undertaken in the allotted time, the mission vanishes. At the end of the month, penalties for not completing missions are applied to the summary. See Monthly Performance Summary for game impacts
Mission where the player must intervene have more than points affects:
- Stopping humans from recovering your downed crafts can lead to the discovery of your base and ultimately failing the game.
Production Roadmap
- Larger enemy craft touchdowns near your bases can lead to base discovery
- Enemy bases - if enemy bases are established, game difficulty drastically increases
Special Mission Objectives[]
Goal | Slot 1 | Slot 2 | Slot 3 | Type |
OBJ_RECON_GOAL_0 | Tile Bonus | Detected | Threat | Hack |
OBJ_RECON_GOAL_1 | Tile Bonus | Detected | Human mental strength | Scope target area |
OBJ_INFILTRATE_GOAL_0 | Tile Bonus | Detected | Sentiment | Place device |
OBJ_INFILTRATE_GOAL_1 | Tile Bonus | Human mental strength | Sentiment | Uncover Hidden Informant Connection |