Learn how to manage your base, pick the best starting country, and develop long-term strategies for success in XCOM: Enemy Within. Part 3 of our comprehensive guide.
This guide section covers advanced strategies for XCOM: Enemy Within, focusing on base management, country selection, and long-term planning. It is only available after beating the game on impossible difficulty.
Note: Soldier deaths will break their equipment, and all Second Wave modifiers can be altered in the pause menu, though this may disqualify you from achievements.
Section 1C: The Tutorial
It is strongly suggested to turn off tutorials. While they guarantee a heavy class soldier, they also lead to soldier losses and wasted resources. The Meld Tutorial's effect is random, with Dr. Valhen explaining Meld as encountered. Turning off the tutorial initiates a starter mission against Sectoids based on difficulty (Impossible has 8, Classic has 6, Normal/Easy have 4).
The tutorial involves following Bradford's instructions in Germany. Due to his poor guidance, you will lose 3 soldiers before the main game begins, but you will receive a heavy soldier.
Section 2: The Actual Game
This section details basic principles for base structuring and long-term goals.
Section 2A: Picking a Country
Your starting country provides a permanent bonus, achievable only with complete satellite coverage and no withdrawn nations. These bonuses are difficult to earn, with most players obtaining only 2-3. Starting in South America or Africa is recommended.
- North America - 'Air and Space': Aircraft and their weapons cost 50% less to build and maintain. (Diagnosis: Fairly useless, best acquired late game.)
- South America - 'We have ways': Interrogations and autopsies complete instantly. (Diagnosis: Extremely useful for faster research credits, gene mods, and improved MEC trooper damage.)
- Asia - 'Future Combat': Foundry projects and Officer Training School programs cost less. (Diagnosis: Mostly useless as a first bonus; Foundry projects pay off late game, and OTS programs are not prohibitively expensive.)
- Europe - 'Expert knowledge': Laboratories and workshops cost 50% less to maintain and build. (Diagnosis: Useless unless planning an elaborate base; Laboratories are generally not needed.)
- Africa - 'All in': All nations provide 30% more money. (Diagnosis: Absolutely useful, enabling more satellites, base building, nation coverage, and ultimately better weapons and research.)
Section 2B: Managing the World and Long-Term Strategy
This section focuses on management and long-term planning, assuming the player is not using difficulty settings that restrict strategic play (e.g., High Stakes, Impossible, Iron Man). The key to an easier experience is taking your time; otherwise, enemies will strengthen while your soldiers lack necessary equipment and experience.
For example, refusing to capture the crystal energy alien will result in warnings and eventually larger groups of them appearing (up to 3 boss characters). However, by that point, you should have sufficient resources to handle them. The proposed strategy prioritizes early-game soldier risk for minimal nation withdrawal due to high panic.
This section is for players new to XCOM: Enemy Unknown who need to understand the game's core concepts. Experienced players can skip to section 3A.
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