Difference between revisions of "XCOM Base Location (EU2012)"

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(move from situation room. fits better here than there.)
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* If you later cover an entire continent with [[Satellite (EU2012)|satellites]], then you also get that bonus even if your base is located elsewhere.
 
* If you later cover an entire continent with [[Satellite (EU2012)|satellites]], then you also get that bonus even if your base is located elsewhere.
 
* The bonus takes effect immediately after you launch the satellites.  
 
* The bonus takes effect immediately after you launch the satellites.  
 +
 +
== Continent Bonus Analysis ==
 +
=== North America ===
 +
Bonus: '''Air & Space'''<br>
 +
Details: All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.<br>
 +
Analysis: One of the more useful bonuses by far, being able to procure [[Firestorm (EU2012)|Firestorms]] for 50% off is incredibly useful, especially if you're down to the wire on materials. If it's your starting bonus, it allows you to spit out a few more interceptors at a very low income time of the game, giving you some more coverage. While a couple of Interceptors is really all you need in the opening days, a couple extra will be there to make you feel safe for when XCOM decides to be XCOM. Also, as a side bonus, North America provides you with the highest monthly funding before satellites at the start on every difficulty except Normal, where starting in Africa has a couple extra bucks per month.
 +
 +
=== South America ===
 +
Bonus: '''We Have Ways'''<br>
 +
Details: Interrogations and Autopsies are completed instantly.<br>
 +
Analysis: Only really useful if it's your starting bonus or you can get it within the first two months. Interrogations and Autopsies don't take that long to begin with and by the time you pile on a few scientists, they'll only take 1 or 2 days at most. Far more useful however if you're playing with Marathon on from Second Wave, since everything takes a little bit longer. Overall however, not a very pressing bonus to get.
 +
=== Europe ===
 +
Bonus: '''Expert Knowledge'''<br>
 +
Details: [[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.<br>
 +
Analysis: Unless your pounding out Labs in the very early days of the game, or playing with Marathon turned on, Labs aren't that useful while Workshops are only really useful once you've linked a few of them together. Furthermore, neither Labs nor Workshops are going to burn a major hole in your wallet. It's a little more useful as a starting bonus however, as it'll probably allow you to get a 2x2 block of Workshops a little sooner than if you didn't have it. Depending on how you build, it could be more or less pressing.
 +
=== Africa ===
 +
Bonus: '''All In'''<br>
 +
Details: Monthly XCOM funding increased by 30%.<br>
 +
Analysis: Quite possibly the single most useful bonus there is. Get it, and get it fast if it isn't your starting bonus. That extra money is going to pay dividends in both the long and short run, and the early and late parts of the game. You need money for everything. And you can never have too much money.
 +
=== Asia ===
 +
Bonus: '''Future Combat'''<br>
 +
Details: All projects in The [[Foundry (EU2012)|Foundry]] and the [[Officer Training School (EU2012)|Officer Training School]] cost 50% less.<br>
 +
Analysis: Asia's bonus is a little weird. When you're not focusing on your Foundry and OTS upgrades, you really don't care that much that you don't have it. But when you start to focus on your Foundry and OTS upgrades, you're going to wish you DID have it. OTS upgrades are just money, so it usually isn't THAT big of a deal, but Foundry upgrades cost money and other materials, making it a bit more of a deal. Can be ignored if you aren't working on your Foundry or OTS upgrades, but you WILL want it for when you start to pound those out. Especially the Foundry upgrades, since those compete for materials ([[Alien Alloys (EU2012)|Alien Alloys]], [[Elerium (EU2012)|Elerium]], [[Weapon Fragments (EU2012)|Weapon Fragments]]) alongside Research and Manufacturing.
  
 
==See Also==
 
==See Also==
 
* [[Situation Room (EU2012)#Funding|Funding]] - for a list of the country/continent funding and bonuses.  
 
* [[Situation Room (EU2012)#Funding|Funding]] - for a list of the country/continent funding and bonuses.  
* [[Situation Room (EU2012)#Continent Bonus Analysis|Continent Bonus Analysis]] - for a comparison of the different continent bonuses.
 
 
* [[Difficulty (EU2012)#Starting Funds|Starting Funds]] - for a breakdown of the starting credits by difficulty level and continent.
 
* [[Difficulty (EU2012)#Starting Funds|Starting Funds]] - for a breakdown of the starting credits by difficulty level and continent.
 
* [[XCOM HQ (EU2012)|XCOM Headquarters]]
 
* [[XCOM HQ (EU2012)|XCOM Headquarters]]
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 13:29, 2 January 2014

In the beginning of the game you have to choose the location of your base. There are five possible options for the location of the XCOM base:

  • North America
  • Europe
  • Asia (not available in the tutorial)
  • South America (not available in the tutorial)
  • Africa (not available in the tutorial)

North America

NorthAmericaBase.png

Placing the base in North America, you get a bonus Air and Space: "All aircraft and aircraft weapons cost 50% less to purchase, build and maintain".

Your base will be located in United States Flag of USA.png

Europe

EuropeBase.png

Placing the base in Europe, you get a bonus Expert Knowledge: "Laboratories and Workshops cost 50% less to build and maintain".

Your base will be located in Germany Flag of Germany.png

Asia

AsiaBase.png

Placing the base in Asia, you get a bonus Future Combat: "All projects in the Foundry and the Officer Training School cost 50% less".

Your base will be located in Japan Flag of Japan.png

South America

SouthAmericaBase.png

Placing the base in South America, you get a bonus We Have Ways: "Autopsies and Interrogations are completed instantly".

Your base will be located in Brazil Flag of Brazil.png

Africa

AfricaBase.png

Placing the base in Africa, you get a bonus All In: "Monthly XCOM funding increased by 30%".

Your base will be located in Nigeria Flag of Nigeria.png

Notes

  • If you later cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.
  • The bonus takes effect immediately after you launch the satellites.

Continent Bonus Analysis

North America

Bonus: Air & Space
Details: All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.
Analysis: One of the more useful bonuses by far, being able to procure Firestorms for 50% off is incredibly useful, especially if you're down to the wire on materials. If it's your starting bonus, it allows you to spit out a few more interceptors at a very low income time of the game, giving you some more coverage. While a couple of Interceptors is really all you need in the opening days, a couple extra will be there to make you feel safe for when XCOM decides to be XCOM. Also, as a side bonus, North America provides you with the highest monthly funding before satellites at the start on every difficulty except Normal, where starting in Africa has a couple extra bucks per month.

South America

Bonus: We Have Ways
Details: Interrogations and Autopsies are completed instantly.
Analysis: Only really useful if it's your starting bonus or you can get it within the first two months. Interrogations and Autopsies don't take that long to begin with and by the time you pile on a few scientists, they'll only take 1 or 2 days at most. Far more useful however if you're playing with Marathon on from Second Wave, since everything takes a little bit longer. Overall however, not a very pressing bonus to get.

Europe

Bonus: Expert Knowledge
Details: Labs and Workshops cost 50% less to build and maintain.
Analysis: Unless your pounding out Labs in the very early days of the game, or playing with Marathon turned on, Labs aren't that useful while Workshops are only really useful once you've linked a few of them together. Furthermore, neither Labs nor Workshops are going to burn a major hole in your wallet. It's a little more useful as a starting bonus however, as it'll probably allow you to get a 2x2 block of Workshops a little sooner than if you didn't have it. Depending on how you build, it could be more or less pressing.

Africa

Bonus: All In
Details: Monthly XCOM funding increased by 30%.
Analysis: Quite possibly the single most useful bonus there is. Get it, and get it fast if it isn't your starting bonus. That extra money is going to pay dividends in both the long and short run, and the early and late parts of the game. You need money for everything. And you can never have too much money.

Asia

Bonus: Future Combat
Details: All projects in The Foundry and the Officer Training School cost 50% less.
Analysis: Asia's bonus is a little weird. When you're not focusing on your Foundry and OTS upgrades, you really don't care that much that you don't have it. But when you start to focus on your Foundry and OTS upgrades, you're going to wish you DID have it. OTS upgrades are just money, so it usually isn't THAT big of a deal, but Foundry upgrades cost money and other materials, making it a bit more of a deal. Can be ignored if you aren't working on your Foundry or OTS upgrades, but you WILL want it for when you start to pound those out. Especially the Foundry upgrades, since those compete for materials (Alien Alloys, Elerium, Weapon Fragments) alongside Research and Manufacturing.

See Also