Posted June 05, 2013
high rated
Chaos Overlords is one of my favourite games, but I remember that when I first started, it was a bit hard to figure out what was going on. I thought I'd post a few tips here on some non-obvious things that I wish I'd known back then, though this is far from a comprehensive strategy guide. Feel free to add to it; I'm also happy to answer questions.
Note: I'm assuming that you're playing "Kill 'em all" or a similar game mode - priorities may change for different game modes.
Basic interface stuff
Double-clicking on most things (gangs, sectors, sites) will bring up more information about them.
Clicking the single green arrow above a gang gives a command for one turn only. Clicking the double-arrow tells the gang to execute the command repeatedly until finished, or until you give them new instructions. This is a great way to reduce micromanagement.
The 'search' button is very useful if you're trying to find a particular kind of site, such as a research lab or a casino.
The 'financial - city' button is a good way to see at a glance if you're overspending.
Starting out: what do I do?
You start the game with one sector and one gang. You'll want to do several things: hire some gangs, capture some territory, and possibly influence a few money-generating sites so you can start earning some income. Don't go too nuts hiring expensive gangs, though; most gangs cost money each turn, so if you're too eager, you can quickly find yourself running a deficit and unable to buy anything. I will discuss these points in more detail below.
What gangs should I hire?
Each turn you can hire one of three available gangs - the other two will still be around next turn, plus a replacement for the one you hired. If you don't want any of them, click the red 'x' below the least desirable one so they'll be replaced.
Each gang has an initial cost to hire (shown below their portrait on the main screen), and an 'upkeep' cost that must be paid each turn (shown on the gang's info card - double click on the gang's portrait to bring this up).
Early on, you'll want to hire some cheap gangs with low upkeeps, preferably ones with a few points of Control, Influence and/or Chaos. You may also want to hire some thugs with high Fight or Martial Arts stats, since they get high Combat ratings without needing to equip weapons.
Once you start earning some income, you'll want to take over a Research Lab and hire some gangs with a few points of Research (and preferably Tech Level 10), so that you can start making better equipment.
Gangs with high Stealth ratings are good for sneaking into enemy territory to cause trouble.
In the late game, you'll want to hire gangs with high Tech Levels so that you can give them all that fancy equipment you've been researching. Even your nerdy science team can be a formidable foe with sufficiently advanced weapons and armor.
What's up with items and research?
If you select the 'equip' command, you can buy some equipment to improve your gangs' stats. At first you will only have access to very basic equipment; more advanced equipment will become available as you research it.
Each gang has three item slots: weapon, armor, and accessory. Every gang and every item has a Tech Level rating from 0-10. A gang can only equip an item with a Tech Level equal to or less than the gang's Tech Level. Higher-tech equipment is, of course, more powerful.
If you don't feel like poring over a lot of stats, you generally won't go wrong by giving a gang the items that seem to "make sense" for them. Ninjas should get katanas and smoke bombs. Your science team should get science kits. Your sniper team should get a high-powered rifle, etc.
However, if you want to delve a little deeper, looking at a gang's stats will usually tell you what they ought to equip.
Weapons: Gangs with high 'Range' should get guns. Gangs with high 'Blade' should get knives or swords. 'Strength' adds to all melee weapons, including blades. Gangs with high 'Fight' or 'Martial Arts' should not equip weapons, as their unarmed bonus is usually better than the weapon - in other words, a weapon may actually cause their Combat stat to go down! If you want a gang to be sneaky, don't give them loud weapons that penalize their Stealth stat.
Armor: gangs you plan to fight with should equip the heaviest armor available. Sneaky gangs should equip lighter armor that gives a lower Stealth penalty.
Accessories: the choice of accessory really depends on what you want the gang to do. If they're just going to hang around using the Chaos command - well, boom boxes will help them do that! Researchers should get science kits, ninjas should get smoke bombs. Heavy fighters should use Body Stabilizers for a healing boost, or Empathic Enhancers to help them control enemy sectors. Scanners are great for hunting down enemy stealth units.
Researching new tech is crucial to your mid-late game development. While any gang can research new equipment, they are not all equally good at it. A gang's Research stat affects how fast they research items, while their Tech Level determines the maximum level of item they can research. Regardless of the gang's tech level, they cannot research an item above level 5 unless located in a sector where you control a Science Center (allows up to level 8) or a Research Lab (allows up to level 10).
When you select the research command, you will see a list of researchable items. Each item has a number beside it, giving a rough idea of how long it will take to research (a higher number = longer research time). As you research the item, this number will go down, and when it reaches zero the research is complete. You can stop research without losing this progress, and multiple gangs can contribute to researching the same item. Items may be researched in any order.
How do I make money? Or: The importance of the 'Chaos' command.
Each turn, you will get a little bit of income from controlled sectors, and possibly from a few rare gangs with a positive upkeep cost. However, most of your income will come from 'influencing' sites within the sectors you control. As you influence a site, a green progress bar will show you how close it is to cooperating with you. The most lucrative sites are the Casino (6/turn), the Corporate Offices (5/turn), and the Arena (3/turn).
Your second-most important income source is the Chaos command. Any gang standing around with nothing to do should be causing Chaos, unless they have a negative Chaos stat. Each Chaos command nets you a little bit of money, depending on the sector's Income Level and the gang's Chaos stat, but it adds up when lots of gangs are doing it.
As you Chaos a sector, its Tolerance stat will go down, and eventually the police will start cracking down. If it's one of your sectors, you should switch to the Bribe command for a few turns to boost the Tolerance back up - otherwise the cops may raid the sector, blast any gangs in the area with high-powered weapons, and revoke your control of the sector. However, you can also Chaos enemy sectors! This is especially handy with stealthy gangs who can evade the eventual police raid.
Keep your gangs healthy!
Your gangs' current hitpoints actually affect how good they are at almost every skill roll. Each gang can have up to 10 'Force' (hit points), and their current Force is added as a bonus to most skill checks. For example, a gang with full health and a Chaos stat of 2 that makes a Chaos check adds +12 to the check, while the same gang with only one hit point adds only +3! Keeping your gangs healthy can make a huge difference!
Gangs do not heal automatically - you must select the 'Heal' command. Gangs with high Heal stats will heal faster - this stat can be boosted with various items (such as the med kit) or by being in the same sector as a friendly hospital or clinic.
How does combat work?
This section is for those who want to know a little more about what's going on "under the hood". When you attack an enemy gang, the game performs the following calculation: "Attacker's Combat stat - Defender's Defence stat = Number of dice rolled." Each die rolled has a 1/3 chance of scoring a 'hit.'. After attacking, the defender gets a free counterattack - this works the same, except that the number of 'hits' scored is halved. The counterattack technically happens at the same time as the attack, so it takes place even if the gang was 'killed'.
The Combat stat is determined from the gang's base rating, plus bonuses from any weapons, plus bonuses from any stats related to that weapon (e.g. a gang with a Blade stat of 4 that equips a sword gets +4 to Combat, on top of the bonus from the sword itself). The Defense stat is determined from the gang's base rating, plus bonuses from armor or other items.
A few unusual situations:
-If an unarmed gang with Martial Arts attacks a a gang without Martial Arts (or a gang with Martial Arts that has a weapon equipped), there is no counterattack.
-Gangs with high Stealth may be able to attack enemies without being seen - they may not even show up on the map. If you find yourself being harassed by a gang you can't see, bring in a gang with a high Detect stat so that you can find that ninja bastard and start pummelling him for his insolence!
Why can't I gain control of this sector?
Enemies in a sector will oppose your control attempts with their own Control stat, so make sure to clear out any gangs with a high Control stat before trying to control it yourself. If it's still not working, remember to check for sneaky ninjas! Alternately, you may just need to bring in a gang with a higher Control stat, or combine the efforts of multiple gangs, particularly in enemy-controlled sectors.
Note: I'm assuming that you're playing "Kill 'em all" or a similar game mode - priorities may change for different game modes.
Basic interface stuff
Double-clicking on most things (gangs, sectors, sites) will bring up more information about them.
Clicking the single green arrow above a gang gives a command for one turn only. Clicking the double-arrow tells the gang to execute the command repeatedly until finished, or until you give them new instructions. This is a great way to reduce micromanagement.
The 'search' button is very useful if you're trying to find a particular kind of site, such as a research lab or a casino.
The 'financial - city' button is a good way to see at a glance if you're overspending.
Starting out: what do I do?
You start the game with one sector and one gang. You'll want to do several things: hire some gangs, capture some territory, and possibly influence a few money-generating sites so you can start earning some income. Don't go too nuts hiring expensive gangs, though; most gangs cost money each turn, so if you're too eager, you can quickly find yourself running a deficit and unable to buy anything. I will discuss these points in more detail below.
What gangs should I hire?
Each turn you can hire one of three available gangs - the other two will still be around next turn, plus a replacement for the one you hired. If you don't want any of them, click the red 'x' below the least desirable one so they'll be replaced.
Each gang has an initial cost to hire (shown below their portrait on the main screen), and an 'upkeep' cost that must be paid each turn (shown on the gang's info card - double click on the gang's portrait to bring this up).
Early on, you'll want to hire some cheap gangs with low upkeeps, preferably ones with a few points of Control, Influence and/or Chaos. You may also want to hire some thugs with high Fight or Martial Arts stats, since they get high Combat ratings without needing to equip weapons.
Once you start earning some income, you'll want to take over a Research Lab and hire some gangs with a few points of Research (and preferably Tech Level 10), so that you can start making better equipment.
Gangs with high Stealth ratings are good for sneaking into enemy territory to cause trouble.
In the late game, you'll want to hire gangs with high Tech Levels so that you can give them all that fancy equipment you've been researching. Even your nerdy science team can be a formidable foe with sufficiently advanced weapons and armor.
What's up with items and research?
If you select the 'equip' command, you can buy some equipment to improve your gangs' stats. At first you will only have access to very basic equipment; more advanced equipment will become available as you research it.
Each gang has three item slots: weapon, armor, and accessory. Every gang and every item has a Tech Level rating from 0-10. A gang can only equip an item with a Tech Level equal to or less than the gang's Tech Level. Higher-tech equipment is, of course, more powerful.
If you don't feel like poring over a lot of stats, you generally won't go wrong by giving a gang the items that seem to "make sense" for them. Ninjas should get katanas and smoke bombs. Your science team should get science kits. Your sniper team should get a high-powered rifle, etc.
However, if you want to delve a little deeper, looking at a gang's stats will usually tell you what they ought to equip.
Weapons: Gangs with high 'Range' should get guns. Gangs with high 'Blade' should get knives or swords. 'Strength' adds to all melee weapons, including blades. Gangs with high 'Fight' or 'Martial Arts' should not equip weapons, as their unarmed bonus is usually better than the weapon - in other words, a weapon may actually cause their Combat stat to go down! If you want a gang to be sneaky, don't give them loud weapons that penalize their Stealth stat.
Armor: gangs you plan to fight with should equip the heaviest armor available. Sneaky gangs should equip lighter armor that gives a lower Stealth penalty.
Accessories: the choice of accessory really depends on what you want the gang to do. If they're just going to hang around using the Chaos command - well, boom boxes will help them do that! Researchers should get science kits, ninjas should get smoke bombs. Heavy fighters should use Body Stabilizers for a healing boost, or Empathic Enhancers to help them control enemy sectors. Scanners are great for hunting down enemy stealth units.
Researching new tech is crucial to your mid-late game development. While any gang can research new equipment, they are not all equally good at it. A gang's Research stat affects how fast they research items, while their Tech Level determines the maximum level of item they can research. Regardless of the gang's tech level, they cannot research an item above level 5 unless located in a sector where you control a Science Center (allows up to level 8) or a Research Lab (allows up to level 10).
When you select the research command, you will see a list of researchable items. Each item has a number beside it, giving a rough idea of how long it will take to research (a higher number = longer research time). As you research the item, this number will go down, and when it reaches zero the research is complete. You can stop research without losing this progress, and multiple gangs can contribute to researching the same item. Items may be researched in any order.
How do I make money? Or: The importance of the 'Chaos' command.
Each turn, you will get a little bit of income from controlled sectors, and possibly from a few rare gangs with a positive upkeep cost. However, most of your income will come from 'influencing' sites within the sectors you control. As you influence a site, a green progress bar will show you how close it is to cooperating with you. The most lucrative sites are the Casino (6/turn), the Corporate Offices (5/turn), and the Arena (3/turn).
Your second-most important income source is the Chaos command. Any gang standing around with nothing to do should be causing Chaos, unless they have a negative Chaos stat. Each Chaos command nets you a little bit of money, depending on the sector's Income Level and the gang's Chaos stat, but it adds up when lots of gangs are doing it.
As you Chaos a sector, its Tolerance stat will go down, and eventually the police will start cracking down. If it's one of your sectors, you should switch to the Bribe command for a few turns to boost the Tolerance back up - otherwise the cops may raid the sector, blast any gangs in the area with high-powered weapons, and revoke your control of the sector. However, you can also Chaos enemy sectors! This is especially handy with stealthy gangs who can evade the eventual police raid.
Keep your gangs healthy!
Your gangs' current hitpoints actually affect how good they are at almost every skill roll. Each gang can have up to 10 'Force' (hit points), and their current Force is added as a bonus to most skill checks. For example, a gang with full health and a Chaos stat of 2 that makes a Chaos check adds +12 to the check, while the same gang with only one hit point adds only +3! Keeping your gangs healthy can make a huge difference!
Gangs do not heal automatically - you must select the 'Heal' command. Gangs with high Heal stats will heal faster - this stat can be boosted with various items (such as the med kit) or by being in the same sector as a friendly hospital or clinic.
How does combat work?
This section is for those who want to know a little more about what's going on "under the hood". When you attack an enemy gang, the game performs the following calculation: "Attacker's Combat stat - Defender's Defence stat = Number of dice rolled." Each die rolled has a 1/3 chance of scoring a 'hit.'. After attacking, the defender gets a free counterattack - this works the same, except that the number of 'hits' scored is halved. The counterattack technically happens at the same time as the attack, so it takes place even if the gang was 'killed'.
The Combat stat is determined from the gang's base rating, plus bonuses from any weapons, plus bonuses from any stats related to that weapon (e.g. a gang with a Blade stat of 4 that equips a sword gets +4 to Combat, on top of the bonus from the sword itself). The Defense stat is determined from the gang's base rating, plus bonuses from armor or other items.
A few unusual situations:
-If an unarmed gang with Martial Arts attacks a a gang without Martial Arts (or a gang with Martial Arts that has a weapon equipped), there is no counterattack.
-Gangs with high Stealth may be able to attack enemies without being seen - they may not even show up on the map. If you find yourself being harassed by a gang you can't see, bring in a gang with a high Detect stat so that you can find that ninja bastard and start pummelling him for his insolence!
Why can't I gain control of this sector?
Enemies in a sector will oppose your control attempts with their own Control stat, so make sure to clear out any gangs with a high Control stat before trying to control it yourself. If it's still not working, remember to check for sneaky ninjas! Alternately, you may just need to bring in a gang with a higher Control stat, or combine the efforts of multiple gangs, particularly in enemy-controlled sectors.
Post edited June 05, 2013 by Azilut