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- When <span id = "supportive"><u>'''Supportive'''</u></span> the [[#factions|faction]] will share the location of all of its [[#haven|Havens]] with [[file:1pp.png|30px|link=phoenix Project|Phoenix Project]] [[phoenix Project|Phoenix Project]]. [[#haven|Havens]] revealed this way but not yet visited by the player will appear with this sign [[file:haven not visited.png|30px|link=]] in the top right corner. | - When <span id = "supportive"><u>'''Supportive'''</u></span> the [[#factions|faction]] will share the location of all of its [[#haven|Havens]] with [[file:1pp.png|30px|link=phoenix Project|Phoenix Project]] [[phoenix Project|Phoenix Project]]. [[#haven|Havens]] revealed this way but not yet visited by the player will appear with this sign [[file:haven not visited.png|30px|link=]] in the top right corner. | ||
| − | ''This is important as unvisited [[#haven|Havens]] can generate 'events' '' | + | ''This is important as unvisited [[#haven|Havens]] can generate [[Getting Started#haven events|'events']]'' |
- When <span id = "aligned"><u>'''Aligned '''</u></span> the [[#factions|faction]] will share all its completed faction research with [[file:1pp.png|30px|link=phoenix Project|Phoenix Project]] [[phoenix Project|Phoenix Project]]. | - When <span id = "aligned"><u>'''Aligned '''</u></span> the [[#factions|faction]] will share all its completed faction research with [[file:1pp.png|30px|link=phoenix Project|Phoenix Project]] [[phoenix Project|Phoenix Project]]. | ||
Revision as of 13:45, 24 October 2020
|
|
Getting Started |
| Geoscape | |
| Combat | |
| Character Development | |
| Mission Types |
Contents
Overview
The pace in Phoenix Point on the Geoscape is very fast: on any day you can do any number of missions with the same squad, and as you assemble more squads, you will do even more missions each day. The War against the Pandorans can be won within around 2 months, and in that time you can do a hundred tactical battles, or even more. Chances are you will never press the fast forward button.
Time is the most important commodity in the game not only because you are running against the Doomsday Clock, but also because you need time to explore the world, acquire resources, build facilities, manufacture items, research technologies, etc.
You also want to be always doing those things that don't cost any resources, like exploration , improving diplomacy rating through Special Missions, Scavenging ops, and Research.
When considering on what to spend resources, such as whether to Activate Bases, Build or Repair Facilities in them, manufacture equipment or vehicles, or recruit additional operatives, you should bear mind that you want to invest in that which allows you to do more in less time, and that means fielding a second team with its own aircraft as soon as possible (and later a third and possibly a fourth): you can do twice as many things in the same time with two teams.
Some players have reported beating the game with a 1.5 team setup - one full team to go on a missions and a single aircraft with an
Infiltrator or just a disposable operative to explore the Geoscape (so that if they run into an ambush they will either hide, or lose an operative they don't care about). Beating the game like this without ever reloading a save or restarting a mission must be quite a feat!
Where do resources come from?
There are specific missions for acquiring resources: scavenging ops and raids.
Resources are also given as rewards for sabotaging, defending Havens and completing special missions (main, diplomacy and side missions) and achieving certain reputation milestones with the Factions for the first time.
You also have a chance of acquiring resources from Exploration Events and
Anu Haven events,
New Jericho Haven events or
Synedrion Haven events
You can scrap excess equipment and vehicles to get back half of their cost.
- Commodity arbitrage
It will pay:
12 for
2
6 for
4
10 for
2
It will pay:
6 for
4
6 for
4
10 for
2
It will pay:
2 for
8
9 or
9 for
2
5 for
4
You can take advantage of this to turn a very substantial profit, just have empty aircrafts flying from Haven to Haven and trading.
- Capturing Pandorans
After researching (...) you can turn captured Pandorans into
You can build them after researching (...), but their yield is so low that it doesn't make any sense to build them.
Recruiting
There are several ways of getting new recruits, besides your initial team. And, while we are on the subject, losing one or even a couple of these recruits in the first missions is not a big deal, they are easily replaceable (their equipment less so, however, and you will lose it if they die on a mission requiring evac and you don't pick it up manually).
Having said that, if you are finding the combat too difficult you should definitely restart at a lower difficulty. The difficulty curve in Phoenix Point is actually pretty good (at least for the first half of the game): the game starts easy and becomes harder.
Recruiting from Base
After you complete the Haven Recruitment Protocol research roughly every 3 days you will be presented with a choice of up to 3 LVL1 recruits that can be of any class that you have already researched (so at first only
,
and
).
The advantage of recruiting from base is that you can see the latent personal perks of each recruit. These recruits come without any weapons or armor (that is, they are 'naked') and only cost
. The cost is random within a certain range.
Recruiting from Havens
After you complete the Haven Recruitment Protocol research you can hire recruits at Havens.
Depending on difficulty level, recruits from Havens will come with weapons and armor, just armor, or nothing, and the price of the weapons and/or armor will have a discount or not (see Differences between difficulty levels - Acquisition of recruits and rate at which they improve)
To have a recruit available, the Haven must have a Training Facility (for
,
,
or
) or an Elite Training Facility (for
,
or
).
You can see which Havens have available what recruits in the Geoscape (though you cannot see their latent personal perks ), but you have to travel to the Haven with an aircraft in order to recruit.
Recruits in Havens can be of any level, the later in the game the higher the chance for higher level recruits.
They can come with augmentations (mutations or bionics).
The price of the recruit depends on:
- difficulty level (as weapons and armor have to be paid for, but there is a discount on lower difficulty level, rather counterintuitively the cheapest Haven recruits are found on Legend and Hero, and the most expensive on Veteran and Recruit)
(note that on any difficulty level
Technician recruits from
Havens always come with 2
Watcher AT that have to be paid for when recruiting them)
rep with the Leader of the Haven (Note that you cannot recruit if you have negative rep with the Haven leader).
Rescue Scavenging missions
See scavenging missions.
Exploration and Haven events
Exploration events:
Sometimes You Get Lucky
Technician
Haven events:
Common Cause (New Jericho)
Assault
The Accused (Synedrion)
Sniper
Bases
You don't have to build anything right away in your starting base and you will probably want to spend the resources elsewhere, most likely to activate a second base sooner rather than later.
Remote Base Activation
Once you complete the The Phoenix Archives research you will be able to remotely activate any of the 17 inactive Phoenix Point bases, which appear on the Geoscape as
.
You can activate the bases remotely: you do not have to travel to the base with an aircraft and you can activate bases that are outside your reach.
Activating the first base costs
300 and
50, and activating each new base costs increasing amounts of resources. The formula is initial cost (so
300 or
50) + number of previosuly activated bases x increase in cost (
60 or
10).
For example, activating the 4th base will cost 300 + 60(3) =
480 and 50 + 10(3) =
80, while activating the 10th base will cost 300 + 60(10) =
900 and 50 + 10(10) =
150.
Bases in areas covered by the Pandoran Mist are 'infected' and after activating them you will have to complete a mission to clear the infestation (during this mission the Pandorans will focus on destroying facilities at the base, so the faster you dispatch them the less damage the base will suffer).
By activating a Base that has a Satellite Uplink or building it if it doesn’t have one, you can discover new POIs.
This is essential for building POI chains to distant or remote locations, or ‘bridges’ between North America and Europe or Asia, South America and Antarctica, and sometimes South East Asia and Australia.
In fact, there are 3 bases that you should probably get on any playthrough - the one in Groenlandia to bridge America and Europe, the one in the bottom tip of Southern America (Tierra de Fuego) to access Antarctica and the one in Alaska to bridge East Asia and America.
The pro-strategy for discovering many POIs quickly that every experienced PX player knows is to advance ASAP to Supportive diplomatic rating with all the Factions, as once you achieve Supportive status with a Faction all its Havens (around 30) will be revealed to you (see Diplomacy).
The main reason you want to activate bases is to scan the surrounding area using the Satellite Uplink facility to find POIs and Pandoran structures (see the War Against the Pandorans). However, you also want them as resting points for your squads (see Stamina) and to build or repair facilities.
Buildings
Some things to bear in mind about buildings in Phoenix Point:
- The effects from facilities are cumulative, e.g. each Living Quarters replentishes 2 Stamina per hour to each operative at the base, so 2 Living Quarters will give +4 Stamina, and 3 Living Quarters +6 Stamina to each operative. Same with Medical Bay (that heals +4 HPs per hour) and the Training Facility (+2 Experience points per hour).
Experience points unlock levels, which give 20 Skill Points (SPs) and access to skills (more on that in Character Progression).
- The operatives receive the benefits from the facilities as long as they at the base, regardless of their condition (so an injured or a tired operative will continue to gain XPs from the Training Facilities at the base), or if they are assigned to a vehicle (as long as the vehicle is at the base).
- Research Labs and Fabrication Plants shorten the time needed to research and to manufacture, respectively, so you will research twice as fast with two Research Labs, and manufacture twice as fast with two Fabrication Plants, but you can only research one technology and manufacture a single item at a time.
The above means that to maximise the effect of Training Facilities, Living Quarters and Medical Bays you may want to have them all at the same base. Particularly, you may want to have a bunch of Training Facilities at a single base where you keep your troops during rotation, together with at least one Living Quarters and a Medical Bay (this kind of base is sometimes referred to as the 'stables'). You will want to have Living Quarters in other bases spread around the globe because its the only way to recover Stamina, but as health can be restored with a medkit, Medical Bays are, in fact, optional.
However, there is no reason to group Fabrication Plants or Research Labs together, as their utility is global.
- The one must have been building at any base and which you should build ASAP if the base doesn't have one is a Satellite Uplink. Research Labs, Fabrication Plants and Living Quarters are nice to have, and as mentioned above you will want one base with a bunch of Training Facilities, where you put in rookies to train them to make new squads/draw replacements for casualties (this is generally referred to as "stables".)
- All bases come with a Generator (which is necessary to power the facilities: you only need one per base), a Hangar (repairing aircraft is largely unnecessary, as they can only get damaged during a text adventure, but sometimes you may want to repair land vehicles), and an Access Lift (allowing you to evac from a Base Defense mission). When activating a new base that has damaged facilities, as a rule it is unnecessary to repair the Hangar or the Access Lift, if they are damaged.
- You are unlikely to ever need more than one or two Stores among all your bases.
Research
Just start with the only available option. Always be researching something.
One important idea to bear in mind is that tech progression in Phoenix Point is mostly horizontal: most of the stuff you will research will be different, not necessarily better. One of the most effective weapons throughout the game is the Hel II Cannon (HC), which is one of the starting weapons.
However, there is some verticality - some items are actually just better (for example, there is a 2.0 medkit) - and also the new different items open up new tactics.
For example, the grenade launcher, or the shotgun, while not replacing any of the starting weapons, are not less useful because of it.
The more Research Labs you have, the faster you will research. Please note that the Mutation Lab and the Cybernetics Lab (if you own the Blood & Titanium DLC) also count as Research Labs for purposes of speeding up Research pending check
Researching is key to progressing the story and winning the game, so eventually you will want to have many research labs (at least 7 or 8) as the latter research takes quite a bit of time.
You also get a lot of buffs from faction technologies (like massive boosts to the output of facilities, including research labs, but also buffs for tactical combat, such as resistances/immunities to certain damages) and researching Pandorans provides resources and damage buffs against them (the autopsies the former and the vivisections the latter).
You can reverse engineer Factions' weapons and armor in your possession to be able to manufacture them (and ammo for the weapons).
When it comes to reverse engineering items, be aware that:
1) The process destroys the item you are reverse engineering.
2) You will obtain the tech anyway once you reach 50% with the faction (see Diplomacy for more).
Manufacturing
You can build vehicles, armor and equipment. Some equipment, like ammo and medkits can be made instantly. Everything else takes time. On rookie and veteran difficulty levels recruits recruited at Havens (once the Recruitment Protocols tech is researched) will come with their own armor and weapons, but every 3 days you will have the option to recruit between 1 and 3 “naked” recruits, and you might want to build some basic weapons and armor for them. You can also acquire recruits through special scavenging missions, and you will want to replace their low quality weapons and armor (not least because you can’t manufacture additional ammo for their guns).
As to vehicles, you can build a Scarab, which in the early game is very powerful - it has a lot of armor and shoots devastating rockets. However, you can also acquire ground vehicles on special scavenging missions and given that scavenged vehicles cannot be converted into resources, perhaps it’s best not to manufacture them to avoid wasting resources.
In addition, a vehicle occupies half the slots in the Manticore, meaning you can only bring 3 soldiers on a mission. The main problem with that is that soldiers gain SPs per mission (the amount depending on the difficulty level), so you want to bring as many of them as possible and the Scarab and other vehicles take too much space.
Sooner rather than later you will want to build a second Manticore, to field two teams simultaneously. Or you can just steal a craft from a Faction – see Diplomacy below.
Shröedinger's bag: inventory in Phoenix Point and teleportation
At least as of the time of this writing (September 2020), items in Phoenix Point are instantly transferable to and from an operative's inventory to a common inventory, regardless of location. An operative midflight somewhere in South America can drop all the items he is carrying to the common inventory and another operative midflight somewhere in Siberia can instantly equip it.
Therefore, it is entirely possible to share the same set of equipment between 2 or more teams at the price of excruciating tediousness (there is no unequip button, nor role templates to quickly assign the equipment to another operative).
This is known as "equipment sharing" and many players refuse to make use of this teleportation property (or at least claim so in public, including this author) (and I really don't share equipment between my squads) (except when I really need to) (or want to).
Diplomacy
There are three Factions that have diplomatic relations with the
Phoenix Project and with each other:
There are no diplomatic relations with the 'Subfactions' - the Pure and the Forsaken
The nature of the diplomatic relations among the three factions and of each of the factions with
Phoenix Project is expressed as a Diplomacy Rating or Reputation (or diplo rep for short) that goes from -100 to 100, with the following milestones:
| War | X | Suspicious | Unfriendly | Neutral | Friendly | Supportive | Aligned | Allied |
|---|---|---|---|---|---|---|---|---|
| <-74 | <-49 | <-24 | <0 | 0 | >0 | >24 | >49 | >74 |
However, for all intents and purposes the three factions can either be at war or at (relative) peace with each other, and with
Phoenix Project, in addition to that, at 3 different stages of information sharing and collaboration: supportive, aligned or allied.
- When at War factions will attack each other's Havens.
Note that at the moment a faction at war with
will not attack your bases, but you might face it as an enemy during scavenging ops and ambushes
- When Supportive the faction will share the location of all of its Havens with
Phoenix Project. Havens revealed this way but not yet visited by the player will appear with this sign 30px in the top right corner.
This is important as unvisited Havens can generate 'events'
- When Aligned the faction will share all its completed faction research with
Phoenix Project.
To access the faction research obtained from achieving the aligned status you need to complete the Disciples of Anu research, New Jericho research or Synedrion research, as appropriate; each of these researches become available the first time your discover one of their Havens. Then just click on the research tab on the Geoscape and on each of the technologies shared by the faction (they will be identified as 'SHARED')
How factions generate research: each research district in a Haven belonging to the faction generates 1 research point per hour
- When Allied the faction will share the whole of its research tree with
Phoenix Project and you will be able to see what faction is researching and research the same technology to accelerate the progress, or a different technology.
- Negative [[#haven|attitude of a Haven leader towards the
Phoenix Project]] will prevent
A faction with whom the player has negative diplo rep
You increase (or decrease) the rating by completing mini text quests on the Geoscape during exploration, depending on your response to certain prompted choices, defending havens from attack (see Pandoran bases for more info), destroying Pandoran colonies (you get +5 rep with all Factions for destroying a Nest, +10 for a Lair and +15 for a Citadel) and stealing/raiding/sabotaging at the havens.
When you reach a certain threshold (24, 49 and 74), the faction gives you a special mission, and you cannot increase your rating beyond that until you complete it.
This means that you should complete all special missions ASAP.
Once you reach 25% (supportive), the faction reveals to you the location of all of its havens. At 50% you become aligned, and the faction gives you for free (i.e. instantly researchable) all the technology it has researched so far. At 75% you are allied and you can research faction technology that the faction itself hasn't researched yet.
You can achieve a 100% (allied status starts at 75%) with all the factions even as the they are at war with each other.
You can also trade at the havens and get new recruits, after researching the corresponding technologies.
It used to be that raiding (to obtain resources produced at the haven), sabotaging (to obtain favor with the other factions), or stealing (to get faction research, or a flying craft) from havens dramatically decreased your rating with the haven (preventing you from trading with it) and with the faction. However, now you only experience a minor penalty with the faction for attacking it and major boost in reputation with the other two factions, so the more you attack all factions the happier they will all be with you. It sure is a crazy a world out there!
You should particularly be aware of how warring with a faction complicates obtaining its technologies. To steal technology, you have to assault a research district, where you win by activating 3 specific tiles. It is entirely possible to do this in one turn without firing a single shot, these missions being all but broken. However, what you get is the next technology in the research tree of the faction. So, for the first raid you will get the weapons tech, for the second the armor tech, and so on and so forth. Even if you have already reverse engineered all the factions weapons and armors, and want to get some specific research (like something that provides a major boost to the output of some of your facilities) you will still go in the same order, getting research that you don't need.
You can do these tedious missions one after another to harvest experience and SPs until you get all the tech researched by the faction up to now, or reach the aligned status with the faction (50% rating) and get everything for free at once, and keep getting new research as the faction obtains it.
You can go the entire game without attacking other factions and become allied with all of them, regardless of the relations between the factions.
What's in a Haven?
A Haven has:
- an Affiliation (
or
), a Name, a Leader, an Attitude towards
and a Motto.
- Population (and, if insufficient food supply, a daily attrition a rate)
- Military Strength, derived from Population and Training Facilities in the Haven, or in Havens with the same affiliation within its operating range. Military strength is population/1000, rounded up. +4 from Training Facility, +2 from nearby Haven with Training Facility.
- Production Capacity, derived from Population and Production Facilities in the Haven, or in Havens with the same affiliation within its operating range. Each factory generates
100 and nearby Havens with factory
50 + population / 1000 rounded up.
- Food Supply, derived from Food Production Facilities in the Haven, or in Havens with the same affiliation within its operating range. Havens generate
6000 at every Food Production facility and receive 3000 from each friendly Haven within operating range with Food Production Facility.
- Mist Status, either covered or free (affects daily starvation rate)
- Different types of Districts (Energy Generation (all), Residential, Food Production, Factories, Training Facilities)
- Operating range
Grand Theft Helios
A favorite tactic (some call it exploit) is to steal one or two
Helios from
in the first week (why Helios? Because they are fast!)
The number of things you can do at the same time are limited by the number of planes you have, so having more planes very early on greatly accelerates your progress.
You can use the extra aircraft to Trade (engaging in Commodity Arbitrage to obtain unlimited resources), or to explore the Geoscape and do tactical missions, once you get a second team going.
(If you savescum you can explore the Geoscape without any risk - just save before each exploration and reload if it turns out to be an Ambush)
The diplomatic penalty for stealing is not really an issue, as you can easily offset the negative rep by doing sabotage missions on behalf of
And if you need to offset the penalty from the sabotage missions, just do more of them against other Factions: because the rep reward is much higher than the penalty, the more sabotage you do against all Factions, the happier they will all be with you.
Pandoran Evolution
At the start of the game there are only melee Pandorans with little to no armor: the
Arthons (aka Crabmen), the
Tritons (aka Fishmen)
, Fireworms and Mindfraggers (aka facehuggers). The Pandorans evolve very fast, so chances are you will be receiving your first intelligence report on Pandoran evolution within days.
How does Pandoran evolution work?
- Pandorans evolve in 3 main ways: new types of creatures (for example Chirons), new specialists within the type (for example, Arthon Tyrant, wielding an MG and a Shield), and new improved strains of specialist (for example, Arthon Tyrant Alpha).
- The variations between the different specialists of the same creature type and the different strains within each specialist are expressed in their names, descriptions, stats, weapons and mutations.
- The descriptions are mostly for flavor, the stats follow the same rules as those of humans (see character stats ), and so do the weapons (see about weapons).
As to the mutations, some of them are actually skills or abilities available to human characters, like return fire
, while others (like Triton's Pain Chameleon) are unique to Pandorans.
- You will only meet in the field Pandorans that you have previously seen in the evo report (the only exception to that is the Chiron you encounter in the first Anu mission on Legend, which is described as "The Source of the Infestation").
Though the evolution is always producing more and more dangerous Pandorans, in the field you will meet both higher and lesser evolved strains.
The enemies on a given mission are deployed according to a budget, where each Pandoran is worth a certain number of points, and the more evolved types are more expensive. The game "rolls" the Pandorans that will appear on the map initially and also each reinforcement, so you can get a few "expensive" Pandorans, many "cheap" Pandorans, or a mix of the two.
I think the Pandorans are mutating/deploying to counter my strategies!
Nop, unfortunately it's just chance (or RNG, in the parlance of our times) and our innate desire as humans to explain it as something more meaningful.
There are currently some random variations in the Pandoran evolution, so the creatures you are seeing in this playthrough will be slightly different from the ones you will see on your next one.
Also, there are plans to bring some reactivity to Pandoran evolution in the future.
The War against the Pandorans
Once you research Atmospheric analysis - the first and only technology available for research at the start of the game - you will see a red blob denoting the appearance of Pandoran mist on a shore near your first base Phoenix Point.
The mist is not actually red - as you will see in the tactical battles - and it does not cover the land uniformly, rather the red blobs on the Geoscape signify that it is present in those areas
The mist spreads and new blobs can appear on any shore. Inside the mist and hidden from view, Pandoran structures (or bases) grow... At first,
Nests, then
Lairs and finally
Citadels. They will launch attacks against Faction Havens and eventually active
bases.
It goes thusly:
Every once in a while, a Haven, usually inside, or close to an area covered in mist, will get attacked by the Pandorans. The attack will have some numeric value, and so will the defense, determined by the military strength of the Haven. If the defense is higher than the attack, the attack will fail even if the player doesn’t come to the rescue. If the attack is higher than the defense, the attack will succeed unless the player sends a squad and wins the Haven defense mission.
A successful Haven defense mission has a chance of revealing the location of the Pandoran base from which the attack was launched: if the Pandoran base is within the scanned area of a
base or a
base was attacked, this chance is of 100%. If not, it's 50% on the first successful defense and 100% on the second successful defense to an attack send from that Pandoran structure.
The player can then send a squad to destroy it.
If the player procrastinates, the base will evolve to the next stage (a
Nest will become a
Lair, a Lair will become a
Citadel) and will continue to attack nearby Havens and
bases.
Now, you will not win the game by destroying all the Pandoran bases, but you will lose it if you don't keep them somewhat in check: the attacks on the Havens are staged from the Pandoran bases, and the destruction of Havens decreases the Human Population Census and accelerates the Doomsday Clock.
In addition, destroying the Pandoran structures is the main way of gaining positive rep with all the Factions and it is also necessary for accessing some research.
However, winning the game requires accomplishing a series of milestones (mainly key missions and researches, which in turn can require capturing Pandorans and completing a Faction's quest line), within a number of predetermined routes, each of them leading to a different ending. For a spoiler filled walkthrough, check out Phoenix Point Victory.
For a few tips with spoilers in case you are lost, see I am lost below.
Practical implications of mist
Curb your fears, Mist is alright.
I am lost
You can win the game with Anu without pursuing the Symes questline.
