smurphy wrote:We had the exact same situation in the first month. Won it on the last possible turn before we failed.
Played Xcom tonight, it was much better than I was expecting and hard as nails. We lost the tutorial.
For anyone who's played it: Is there a limit to the number of UFOs that can be on a continent? We got absolutely boned by the number that built up on some of them.
Love xcom but yes it's hard as nails. First time I played it I removed any unshot ufos as i moved up panic levels. This made it easier but is not how rules state it should go. Hence you can't afford to let them build up too much! The comms offficer has an ability that allows you to move UFO's either to another continent or into orbit. If somewhere looks bad I'd always rather have them in orbit. Easier
To fight them there as satellites don't cost to rebuy, they refresh after a turn. Interceptors cost precious money.
Researching good cards is vital! But at the same time research can often feel like a luxury you can't afford! Catch 22 situation.
Play a few more times and it becomes clearer what strategies work and don't. Although it should be played in real time we usually pause to allow whole team to join discussion. In harder difficulties you can't do this though!
Edit- to answer your question. No there is no limit to how many UFO's can build up. The AI is determined by invasion plan. Domination usually hammers one continent hard so it could be that was why