You can set orders and start missions from a central hub, and then from there you can grow out your operations into research (powered by resources earned during missions), and even a bar in the basement, complete with memorials to fallen team members. It's all targeted to make you believe the game's central premise: That you're in charge, your decisions have meaning, and the way you as commander (you, on the couch there, not an avatar) run XCOM can make or break the entire world.
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