X-COM: Apocalypse/Organizations

X-COM
X-COM is the organization you control, who's sole objective is to eliminate the alien attackers. Unlike the previous X-COM installments, your actions are subject to politics, based on who you help and attack.

Government
The government is a city state rulted by 13 elected senators.


 * The government is initially friendly towards X-Com and Megapol, but dislikes the Psyke and Diablo gangs.
 * If the government becomes hostile, it will cut X-Com funding. You will need to rely on raiding other organizations.

Megapol
Megapol is the basic police force that patrolls the city.


 * Megapol provides a good set of starting weapons.
 * Megapol vehicles provide some support fire against UFOs.
 * Their officers are difficult enemies if you anger them.

Cult of Sirius
The Cult of Sirius is a pro-alien organization that desires unity with the aliens. They are initially hostile to X-Com, but will make a few fake offers for cash settlements before solidly siding with the aliens.


 * If you can perform sustained raids on the cult, their threat will be minimized. However, they tend to use heavy weapons when defending or attacking

Marsec
Marsec is a private security company.


 * It is a rival to megapol. Because of this, they will gravitate towards being unfriendly towards X-COM.
 * The organization provides heavy and advanced equipment.

Transtellar
Transtellar owns the space port, space liners and tranport system within the city.


 * They are sympathetic to the aliens, and will become hostile if not bribed. They also dislike Megapol.
 * They own the people tubes within the city. If they take damage, it will reflect badly on the attacker.
 * If they're hostile, you can't use their services to move goods or people between bases. However, purchasing equipment isn't affected.

Solmine

 * Sells Elerium Fuel.

Cyberweb

 * Allied to S.E.L.F., and rivals with Nanotech.
 * Provides vehicle equipment to increase accuracy and to evade missiles.

General Metro
General Metro designed the ground transportation system, creating low cost ground vehicles that remain on the road network.


 * Rivals with Superdyamics.
 * If they are hostile, you don't be able to purchase ground vehicles.

Superdynamics
Superdynamics is a vehicle engine manufacturer, that provides equipment designed for hovercars.


 * Rivals with General Metro.
 * If they become hostile, you can still get their equipment from hovervehicles due to their engines being standard.

Diablo

 * Part of a 5-way gang war against Grav Ball league, Sensovision, Psyke and Osiron.
 * Sells Incendiary Grenades.

Nanotech

 * Friendly with Sanctuary Clinic
 * Sells Medi-kits.

Mutant Alliance

 * If they are friendly, you will see some hybrid recruits. They have weaker physical stats then humans, but are much more effective with PSI abilities.  These recruits tend to be rare

S.E.L.F.

 * If they are friendly, you will see more android recruits. They have higher stats then normal, but can't have their stats improved.  They're also immune to PSI attacks, and brainsuckers.

Energen

 * Rivals with Solmine

Evonet

 * Rivals with Nutrivend

Extropians

 * Rivals with Technocrats, but are friendly towards Marsec and Solmine.

Grav Ball League

 * Part of a 5-way gang war against Sensovision, Psyke, Diablo and Osiron.

Lifetree

 * Rivals with Sensovision.

Nutrivend

 * Rivals with Evonet

Osiron

 * Part of a 5-way gang war against Grav Ball league, Sensovision, Psyke and Diablo.

Psyke

 * Part of a 5-way gang war against Grav Ball league, Sensovision, Diablo and Osiron.

Sanctuary Clinic

 * Friendly with Nanotech

Sensovision

 * Part of a 5-way gang war against Grav Ball league, Psyke, Diablo and Osiron.

Synthemesh

 * No predictable starting relations. They're otherwise passive unless provoked.

Technocrats

 * Rivals with Extropians.