Can Countries Come Back to XCOM? A Comprehensive Guide
Fast answer first. Then use the tabs or video for more detail.
- Watch the video explanation below for a faster overview.
- Game mechanics may change with updates or patches.
- Use this block to get the short answer without scrolling the whole page.
- Read the FAQ section if the article has one.
- Use the table of contents to jump straight to the detailed section you need.
- Watch the video first, then skim the article for specifics.
The short, definitive answer is no, in the base game of XCOM: Enemy Unknown and XCOM 2, a country that withdraws from the XCOM project is gone for good. Once a nation’s panic level reaches maximum and they leave the Council, there’s no way to coax them back into the fold through normal gameplay mechanics. This loss is permanent, meaning you forfeit any benefits that nation provided, such as monthly funding or continent bonuses. This makes managing panic and ensuring countries remain within the XCOM project a critical aspect of the strategic layer of the game.
However, while the base games offer no redemption, there’s a significant caveat: the modding community. A popular mod known as “Long War,” for the original XCOM: Enemy Unknown, introduces the possibility of recovering lost nations through specific gameplay mechanics. In this mod, it’s not simply a matter of adding more satellites. The challenge and the difficulty of the mod make this an exception rather than a rule. But for the purpose of this article and the context of official XCOM releases, once a country is gone, it’s gone. This permanent loss creates tension and makes your choices regarding resource allocation and satellite deployment all the more vital.
The Importance of Satellite Coverage
The primary way to keep nations within the XCOM Project is by managing panic levels. Panic is increased by alien activity within a country, such as abductions and terror missions. The single most effective method of mitigating panic is launching a satellite over the country in question. Each satellite launched over a nation immediately lowers its panic level by two points. This creates a crucial strategic dilemma: do you immediately launch satellites over every country to secure the most financial gain and bonuses, or do you focus on specific regions?
Satellite Timing is Key
Timing your satellite launches correctly is critical. You don’t want to launch a satellite into a country at panic level 1 or 2. It would be a waste. You need to keep a satellite or two on standby, waiting for a country to hit the panic level of 5, then launch to prevent them from escalating to a panic level of 6.
The strategic use of satellites isn’t just reactive. It’s also proactive planning. Having available satellites and the necessary uplink facilities to support them enables you to rapidly respond to panic spikes, allowing you to maintain a tight grip on your council nations. This also means that you need to carefully research and expand your satellite network early in the game, especially on higher difficulties.
The Consequences of Losing a Nation
Losing nations is more significant than just a decrease in funding. It’s a critical metric of your performance in the game. While losing a few nations isn’t a direct game over, the stakes get higher the more nations you lose. If eight or more nations withdraw from the XCOM Project, it results in an immediate game over. This dramatic consequence emphasizes the importance of strategic planning, effective resource management, and careful satellite deployment.
Abduction and Terror Missions
Losing a nation also means the permanent loss of missions that would normally take place there. Specifically, you will not get abduction or terror missions in that nation. The council considers them gone. It is imperative to keep panic down to keep these missions coming.
Can You Avoid Losing Any Nations?
Yes, it is possible to not lose any nations in either XCOM: Enemy Unknown or XCOM 2, though it requires a fair amount of skill, strategic planning, and a bit of luck. Success in preventing nations from leaving the XCOM project means:
- Early and Aggressive Satellite Deployment: Focusing on satellite coverage early is key. The goal is to establish enough satellite coverage that you can reduce panic in an area before it becomes critical.
- Continent Bonuses: Prioritizing the selection of council requests to get the maximum amount of continent bonuses will give you the much-needed resources to produce the satellites that are needed to keep the council nations in the project.
- Picking Strategic Countries: Countries like the United States, Russia, China, and Japan, because of the size and geographic location, are more likely to get abduction and terror missions than other countries. Focusing on them early may benefit you more than selecting the entire African continent, for example.
- Prioritizing Mission Selection: If you have a high panic level in two different countries, selecting the mission that will lower the panic level the most is the better choice.
- High Level Difficulty: It is much more difficult to save all countries on Classic difficulty than on Normal. The harder the difficulty, the harder it is to keep all countries.
Ultimately, keeping every country within the XCOM project requires constant awareness and an ability to quickly adapt to the fluctuating challenges posed by the alien threat. It’s a testament to your strategic mastery of the game.
Frequently Asked Questions (FAQs)
1. What happens when a country withdraws from XCOM?
When a country withdraws, they cease being a member of the council. You will no longer receive any funding or special bonuses from them. They will also no longer be a location where XCOM is sent to combat the alien threat through abduction or terror missions.
2. How many countries can I lose before the game ends?
Losing eight or more council nations results in immediate game over. It doesn’t matter how advanced your soldiers are or how great your research is. The game ends with a defeat for XCOM.
3. What is the most effective way to lower panic?
The most effective way is by launching a satellite over the country. Each satellite launched lowers the panic level by two points, providing instant relief.
4. Is it better to start in Africa or Europe?
It depends on your preference. Africa is good for the extra funding, while Europe is good for the added research. On easier difficulties, the extra money may be more helpful, while on harder difficulties, faster satellite deployment is crucial, making Europe a better choice.
5. What are the benefits of capturing aliens?
Captured aliens can be interrogated for valuable research, and they may also give you credits. Capturing aliens also gets you their equipment. For example, stunning a Muton gets you their Plasma Rifle and an alien grenade.
6. Is XCOM multiplayer still active?
No, the multiplayer and challenge modes for the Steam version of XCOM 2 have been retired, so there are no longer multiplayer components of the game.
7. Does XCOM 2 have a never-ending game?
No, while the game continues to generate missions after the main campaign is completed, there is a final mission that officially ends the game. You can continue playing, but there will be no further plot development.
8. How long does it take to complete XCOM?
A playthrough of XCOM: Enemy Unknown will be approximately 26½ hours, if focused on the main objectives. For players striving for 100% completion, it will take about 67 hours.
9. What happens if a soldier is captured in XCOM 2?
Captured soldiers cannot be used for a certain amount of time, but they may appear in VIP missions later in the game, where you can rescue them.
10. Can I continue playing after completing the main campaign in XCOM 2?
Yes, you can continue to play. You can start a new game with Ironman mode enabled or just continue doing side missions.
11. What is the last mission in XCOM?
The last mission, “Operation Leviathan,” is a challenging and lengthy mission that tests your skills and strategic decisions to the limit, with the Temple Ship Assault being the main focus in XCOM: Enemy Unknown and the Avatar Facility Assault in XCOM 2.
12. Why is the Commander so important?
The Commander is responsible for every aspect of the game, from strategic planning and soldier management, to the logistics and overall research and combat tactics. The Commander is the player and is the core of the entire XCOM project.
13. What are alien corpses used for?
Alien corpses are used for autopsies and in the Engineering and Foundry for specific items. Items that require alien corpses will be shown as being made out of alien corpses.
14. What happens when the Avatar Project is completed in XCOM 2?
If the Avatar Project is completed, the game ends with a loss for XCOM. This is a failure state, and you lose the game.
15. Is XCOM 2 easier or harder than the previous game?
XCOM 2 is considered easier on the Veteran and Commander difficulty than XCOM: Enemy Unknown, however, XCOM 2 is considered harder on the Legendary difficulty. There is also the added “timed” missions that were not present in the original XCOM, which make XCOM 2 more challenging in general.