Fiiive
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==== WARNING: The stuff below this is outdated =================
So I've been playing this game quite a bit to see if a speedrun is viable, and I think it probably is. Easy is probably the only sensible difficulty to use, since the others give you way less money to work with, and are less forgiving in terms of countries bailing out. I'm just going to leave a bunch of notes here (they're for single segment, but they could easily be extrapolated).
Home base area: Europe (you need a bunch of workshops and labs)
Required to beat the game:
1) Intro mission
2) Research xeno biology
3) Research arc thrower (5 fragments), create alien containment
4) Capture alien, interrogate it
5) Assault alien base
6) Make a Firestorm w/ emp cannon (plasma cannon takes too many fragments to research)
7) Make hyperwave decoder
8) Find a gifted soldier w/ psi labs
9) Defeat overseer, make gollup chamber, research psi armor
10) Final mission
Here are the big bottlenecks to beating the game:
1) 85 Weapon fragments
You need 85 weapon fragments, so you generally have to stay away from using grenades, even though they would speed up most of the earlier missions. You want all these fragments immediately after the base assault so you can research New Fighter Craft. After taking down a base, missions get WAY harder, so you want to get these early.
2) 4 UFO Flight Computers
The number of flight computers you get from downed UFOs is random. I think you need about 3 UFOs worth of alloys/elerium anyway though, so hopefully you can get 4 computers from them. I'd guess the odds are around 75% of getting 4 or more, but that's speculation. Power sources are basically free since the base has plenty of them.
3) 30 Engineers
You need 30 engineers to make the emp cannon or the psi armor. To do this, you will need to acquire 25 engineers. My current solution to this is make 3 workshops (+15), do 2 abductions for engineers (+8), and have a satellite in USA for the last 2 (1 per month). Sometimes you can pick up random engineers from a request and skip an abduction, but that might leave you low on fragments.
4) Dooooom tracker
Yeah this is a tricky one. I get scientists from the first abductions to speed up research time, but sometimes it hasn't seemed fast enough. If you're lucky, you can pick up some random scientists from a request. Regardless, the solution surely can't be to actually do a Terror mission, they are just awful.
5) Interceptors might fail to take down medium UFOs
Yep. This is annoying when it happens.
6) Base assault
The base's difficulty scales with time, so you absolutely want to do it before 2 months are done (or else it may have mutons). However, no matter how early you do it, it will probably be swarming with chrysalids. Solution: SHIVs. I try to take 3 with me on this mission and send them in front so at least you won't be swarmed with zombies. Still, you have to be extremely careful during the mission. Don't aggro a pack of them with your last action of the turn, you are screwed if you do. I've seen as many as 11 in one mission. This mission is hard.
7) Overseer mission
This will have 4 muton elites, 1 sectopod, 2 drones, 2 super floaters, and an ethereal. There's no way you can do this mission with a team of goobers. Good news though, when you research New Fight Craft, you can immediately skip to Hover SHIVs. Still, this one is also going to be a gigantic problem.
8) Final battle
Use your team of SHIVs as a front-line for your "chosen one". This is definitely possible, but it's really really hard. Also, don't stand right next to the uber ethereal with your human when you deal the final blow. It won't count as a victory.
9) Money
Sell corpses, put your free satellite in USA (it has the highest $). You should be fine.
One final thing: for a game that's so buggy, I have honestly not found any bugs that would be remotely helpful to running it (except for the time an ethereal decided to kill itself with vortex while missing all of my units).
==== WARNING: The stuff below this is outdated =================
So I've been playing this game quite a bit to see if a speedrun is viable, and I think it probably is. Easy is probably the only sensible difficulty to use, since the others give you way less money to work with, and are less forgiving in terms of countries bailing out. I'm just going to leave a bunch of notes here (they're for single segment, but they could easily be extrapolated).
Home base area: Europe (you need a bunch of workshops and labs)
Required to beat the game:
1) Intro mission
2) Research xeno biology
3) Research arc thrower (5 fragments), create alien containment
4) Capture alien, interrogate it
5) Assault alien base
6) Make a Firestorm w/ emp cannon (plasma cannon takes too many fragments to research)
7) Make hyperwave decoder
8) Find a gifted soldier w/ psi labs
9) Defeat overseer, make gollup chamber, research psi armor
10) Final mission
Here are the big bottlenecks to beating the game:
1) 85 Weapon fragments
You need 85 weapon fragments, so you generally have to stay away from using grenades, even though they would speed up most of the earlier missions. You want all these fragments immediately after the base assault so you can research New Fighter Craft. After taking down a base, missions get WAY harder, so you want to get these early.
2) 4 UFO Flight Computers
The number of flight computers you get from downed UFOs is random. I think you need about 3 UFOs worth of alloys/elerium anyway though, so hopefully you can get 4 computers from them. I'd guess the odds are around 75% of getting 4 or more, but that's speculation. Power sources are basically free since the base has plenty of them.
3) 30 Engineers
You need 30 engineers to make the emp cannon or the psi armor. To do this, you will need to acquire 25 engineers. My current solution to this is make 3 workshops (+15), do 2 abductions for engineers (+8), and have a satellite in USA for the last 2 (1 per month). Sometimes you can pick up random engineers from a request and skip an abduction, but that might leave you low on fragments.
4) Dooooom tracker
Yeah this is a tricky one. I get scientists from the first abductions to speed up research time, but sometimes it hasn't seemed fast enough. If you're lucky, you can pick up some random scientists from a request. Regardless, the solution surely can't be to actually do a Terror mission, they are just awful.
5) Interceptors might fail to take down medium UFOs
Yep. This is annoying when it happens.
6) Base assault
The base's difficulty scales with time, so you absolutely want to do it before 2 months are done (or else it may have mutons). However, no matter how early you do it, it will probably be swarming with chrysalids. Solution: SHIVs. I try to take 3 with me on this mission and send them in front so at least you won't be swarmed with zombies. Still, you have to be extremely careful during the mission. Don't aggro a pack of them with your last action of the turn, you are screwed if you do. I've seen as many as 11 in one mission. This mission is hard.
7) Overseer mission
This will have 4 muton elites, 1 sectopod, 2 drones, 2 super floaters, and an ethereal. There's no way you can do this mission with a team of goobers. Good news though, when you research New Fight Craft, you can immediately skip to Hover SHIVs. Still, this one is also going to be a gigantic problem.
8) Final battle
Use your team of SHIVs as a front-line for your "chosen one". This is definitely possible, but it's really really hard. Also, don't stand right next to the uber ethereal with your human when you deal the final blow. It won't count as a victory.
9) Money
Sell corpses, put your free satellite in USA (it has the highest $). You should be fine.
One final thing: for a game that's so buggy, I have honestly not found any bugs that would be remotely helpful to running it (except for the time an ethereal decided to kill itself with vortex while missing all of my units).
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