Difference between revisions of "Start Bonuses (LWR)"
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| style="color: #555;" | '''''Kiryu-Kai Commanders''''' || Start with 2 additional Japanese Gunnery Sergeants of a random class. | | style="color: #555;" | '''''Kiryu-Kai Commanders''''' || Start with 2 additional Japanese Gunnery Sergeants of a random class. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Global Networking''''' || Intel Scans cost | + | | style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 75% less, Grey Market sell prices are 30% higher, and sightings on downed UFOs occur twice as often. |
|- | |- | ||
| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. | | rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. |
Revision as of 15:31, 23 January 2022
In General
At the beginning of a campaign, you must select a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of starting bonuses to choose from.
Table of Start Bonuses
Country Starting Bonuses | ||||
---|---|---|---|---|
Continent | Country | Starting Credits | Bonus | Description |
Africa | Egypt |
§750 | For the Sake of Glory | Start with Advanced Repair foundry project, which reduces repair time by 30% for aircraft, mechanized units, and damaged soldier gear. |
Nigeria |
§500 | Pax Nigeriana | All non-mechanical units start with +1.3 mobility. | |
Advanced Conversion | MEC augmentation acts if all soldiers have +3 HP. Start with 2 UFO Flight Computers (modified by campaign length). | |||
Bred Tough | All biosoldiers start with +1 DR and +2 HP. Bonus attributes do not affect MEC augmentation. | |||
South Africa |
§450 | Resourceful | Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium). | |
Survival Training | All non-mechanical units start with +4hp. Bonus attributes do not affect MEC augmentation. | |||
Asia | Australia |
§550 | Per Ardua Ad Astra | All non-mechanical units start with +2 HP, +4 aim, and +4 will. Bonus attributes do not affect MEC augmentation or psi training. |
Robotics | +12 aim bonus for SHIV's and MEC troopers. | |||
China |
§450 | Assembly Line | Start with two workshops (1st floor, both to the right of the elevator), 50 alloys, and 20 extra engineers in your base. | |
Xenological Remedies | Increased credits (Impossible: 5x, Brutal: 6x, Classic: 7x, Normal: 8x) from alien corpse, captive, and wreck sales. | |||
Deus Ex | 90% reduction in genemod meld and Credits cost and modification time. | |||
India |
§500 | Jai Vidwan | Increases the bonus research from laboratories/lab adjacencies to +75/15% (from +30/10%), start with 50 elerium, and gain double scientists from all abductions. | |
Jai Jawan | Start with 2 additional Interceptors, 6 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs]. | |||
Japan |
§450 | Ring of Fire | Thermogenerators produce 150 credits each month instead of having an upkeep cost. Start with 6 steam vents with no location restrictions (instead of 1 steam vent on the 4th floor). | |
Ghost In the Machine | SHIVs receive +30 aim, and you start the campaign with 2 extra SHIVs. | |||
Kiryu-Kai Commanders | Start with 2 additional Japanese Gunnery Sergeants of a random class. | |||
Global Networking | Intel Scans cost 75% less, Grey Market sell prices are 30% higher, and sightings on downed UFOs occur twice as often. | |||
Europe | France |
§450 | Quai d'Orsay | Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. |
Foreign Legion | Start with 12 additional soldiers. | |||
Germany |
§400 | Skunkworks | Item production time is reduced by 50%. Start with 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. | |
Baumeister | Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. | |||
NeoPanzers | 70% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons. | |||
Militarization | Soldier costs and arrival time are decreased by 30% and twice the officer billets are unlocked from the Captains and Colonels OTS upgrades. | |||
Russia |
§600 | Sukhoi Company | Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +10% to hit, +25% penetration, and 10 battle speed, respectively. | |
Roscosmos | All satellites cost 60% less to build and start with a satellite nexus (instead of a satellite uplink). | |||
United Kingdom |
§450 | Special Air Service | All non-mechanical units start with +8 aim. | |
Their Finest Hour | Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 10%, respectively. | |||
Sandhurst | 20% reduction in mission fatigue and missions required to unlock Officer Training School projects. | |||
North America | Canada |
§400 | Advanced Preparations | Start with 5 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built. |
Cadre | Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day. | |||
Research Focus | Start with two laboratories (1st floor, both to the right of the elevator), 25 elerium, and 10 extra scientists in your base. | |||
Mexico |
§450 | Wealthy Benefactor | Start with 1400 bonus Credits. | |
Ancient Artifacts | Start the campaign with an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator. | |||
Legacy of Uxmal | 10 bonus will, only for the purposes of psionic training. | |||
United States |
§300 | Special Warfare School | All Officer Training School projects cost 70% less. XTPs and retired soldiers provide 40% more experience. (Note: for retired soldiers, the multiplication occurs at time of retirement, so a soldier with 10 missions would be considered to have 16 missions instead.) | |
Cheyenne Mountain | Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 70%. | |||
We Have Ways | Reduces time required for autopsies and interrogations by 65%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker]. | |||
Daredevils | Combat Patrols are twice as effective and cause half as much damage to the aircraft. | |||
South America | Argentina |
§900 | Vigilis | All non-mechanical units start with +20 will. Bonus attributes do not affect psi training. |
Public Heroes | Triple credit, scientist, and engineer rewards from abduction missions. | |||
Brazil |
§1000 | Jungle Scouts | All non-mechanical units start with +0.6 mobility and +2 HP. Bonus attributes do not affect MEC augmentation. Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit] | |
Ready For War | Start with 200 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%). | |||
Born to Fly | Pilots gain 8 aim per kill instead of 2 (scales with Campaign Length). |