The Council (Long War)
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.
To obtain a continent bonus you need to have a satellite deployed in every country within that continent. Unlike the vanilla game, you no longer acquire your starting continent's bonus from the beginning of the game; instead, you receive a "country starting bonus".
|North America||Air Superiority||Aircraft and aircraft weapons cost 25% less to purchase and maintain.|
|South America||Power to the People||Power facilities cost 30% less to build and maintain.|
|Asia||New Warfare||Foundry projects have cash, alloy and elerium cost reduced by 25% percent.|
|Africa||Architects of the Future||Laboratories and Workshops cost 30% less to build and maintain.|
|Europe||Wealth of Nations||Monthly XCOM funding increased by 20%.|
Country starting bonuses
At the beginning of the game, the player may choose the country where the XCOM HQ will be built. This determines the geographical location from which the interceptors in your home continent will deploy, which can have some impact on how easy or difficult interceptions are. In addition, this choice provides a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country, but instead overrides it. It is also not tied to maintaining satellite coverage over the country, as it persists even if your home country satellite is downed. Currently most starting countries have 2 or more starting bonuses to choose from, providing replayability and variety for future campaigns.
If you wish to provide yourself with a more difficult challenge, you can choose On Our Own, which is available for some starting countries (the richest one on each continent) and provides no starting bonus.
|Country starting bonuses|
|South America||Patriae Semper Vigilis||All soldiers receive +5 will.|
|Asia||Per Ardua Ad Astra||All soldiers receive +5 ability points for stat rolls upon recruitment.|
|South America||Jungle Scouts||Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.|
|South America||Expertise||+15% bonus to research credits from interrogations.|
|South America||On Our Own||No unique bonus.|
|North America||Advanced Preparations||XCOM HQ starts with a Laboratory and Workshop already built.|
|North America||Cadre||Start with four Corporals in the Barracks, one of each supraclass.|
|Asia||Wei Renmin Fuwu||Start with a Workshop and Repair Bay already built.|
|Asia||Xenological Remedies||100% bonus cash from alien corpse and wreck sales.|
|Asia||Deus Ex||50% reduction in Gene Mods' Meld and cash cost and modification time.|
|Africa||Gift of Osiris||Fatigue from Psi-powers, Gene Mods, and Officer ranks reduced by 50%.|
|Africa||For the Sake of Glory||Start with Advanced Repair Foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.|
|Europe||Quai d'Orsay||Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and Intel scans cost 40% less.|
|Europe||Foreign Legion||Start with 20 additional soldiers in the Barracks.|
|Europe||Skunkworks||XCOM HQ starts with the Foundry already built.|
|Europe||Baumeister||Facility construction time reduced by 33%.|
|Europe||NeoPanzers||50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.|
|Europe||On Our Own||No unique bonus.|
|Asia||Jai Jawan||Start with 2 additional interceptors in your home base and Elerium Afterburners Foundry project, granting extended interception time.|
|Asia||Ring of Fire||XCOM HQ has 3 additional Steam Vents.|
|Asia||Ghost In the Machine||SHIVs receive +10 aim, and you start the campaign with two SHIVs in the Barracks.|
|Asia||Kiryu-Kai Commander||Start with a Master Sergeant of a random class on your roster.|
|Asia||Robotics||+5 bonus aim for new SHIVs and MEC Troopers.|
|Asia||On Our Own||No unique bonus.|
|North America||Wealthy Benefactor||Start with 500 bonus cash.|
|North America||Ancient Artifact||Start the campaign with an Illuminator Gunsight small item.|
|North America||Legacy of Uxmal||20% bonus to psionic training chances.|
|Africa||Pax Nigeriana||All soldiers receive +1 mobility.|
|Africa||The Old Path||50% reduction in psi training time.|
|Africa||On Our Own||No unique bonus.|
|Europe||Sukhoi Company||Start with Improved Avionics Foundry project, granting +10% to hit during air combat.|
|Europe||Roscosmos||Start with an additional Satellite Uplink, and all Satellites cost 50% less to build.|
|Africa||Resourceful||Start with Alien Metallurgy and Improved Salvage Foundry projects (bonus alien alloys and weapon fragments).|
|Africa||Survival Training||All soldiers receive +1 hit point.|
|Europe||Special Air Service||All soldiers receive +3 aim.|
|Europe||Their Finest Hour||Start with Penetrator Weapons Foundry project, granting interceptor weapons increased armor piercing capabilities.|
|Europe||Sandhurst||33% reduction in ranks required to unlock Officer Training School projects.|
|North America||Special Warfare School||Officer Training School projects cost 90% less.|
|North America||Cheyenne Mountain||XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.|
|North America||We Have Ways||75% reduction in time to complete autopsies and interrogations.|
|North America||On Our Own||No unique bonus.|
Country satellite bonuses
These are secondary bonuses that you obtain for deploying a satellite to orbit a given country. Some of them have are similar in kind to one of the starting bonuses for that country, albeit with a lesser benefit. The bonus is temporarily lost if the satellite is downed by a UFO, as well as when the country leaves the XCOM project.
|Country satellite bonuses|
|Country||Continent||New staff member per month||Name||Effect|
|South America||+1 Engineer||Bounties||20% bonus cash from abductions.|
|Asia||+1 Engineer||Army of the Southern Cross||+2 bonus aim for newly promoted Gunner and Rocketeer soldiers.|
|South America||+1 Scientist||Expertise||+10% bonus to research credits from interrogations.|
|North America||+1 Scientist||Task Force Arrowhead||+2 bonus will for new Engineer and Medic soldiers.|
|Asia||+1 Engineer||Xenological Remedies||34% bonus cash from alien corpse and wreck sales.|
|Africa||+1 Engineer||Call to Arms||25% reduction in fatigue from Gene Mods.|
|Europe||+1 Scientist||Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems.|
|Europe||+1 Engineer||NeoPanzers||15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.|
|Asia||+1 Engineer||Jai Vidwan||+5% research bonus for each Laboratory adjacency.|
|Asia||+1 Scientist||Robotics||+2 bonus aim for new SHIVs and MEC Troopers.|
|North America||+1 Engineer||Legacy of Uxmal||10% bonus to psionic training chances.|
|Africa||+1 Scientist||The Old Path||20% reduction in psi training time.|
|Europe||+1 Scientist||Spetznaz||+1 bonus HP for new Infantry and Assault soldiers.|
|Africa||+1 Scientist||1st Recce||+2 bonus defense for newly promoted Sniper and Scout soldiers.|
|Europe||+1 Scientist||Cadre||15% reduction in ranks required to unlock Officer Training School projects.|
|North America||+1 Scientist||We Have Ways||25% reduction in time to complete autopsies and interrogations.|
Council interaction with XCOM
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM. Conversely, aliens with high resources can expend them to send an Overseer into countries via an Infiltrate mission, taking the country instantly.
- Main article: Council Missions (Long War)
Each month, typically between the 14th and 28th of a given month, the council will request that XCOM complete a (sometimes quite difficult) mission in exchange for rewards that can include credits, scientists, engineers, reward soldiers, and even the occasional bit of elerium. Missions tend to come in five types: "Asset Recovery", which entails defeating all enemies on the map, "Bomb Disposal", which requires XCOM to buy time until it can find and disable a bomb, "Target Escort", which involves safely escorting a civilian target to the extraction point, "Target Extraction", which involves locating a civilian escort on site and escorting them back to the Skyranger, and finally "Special", which include the DLC campaigns Progeny and Slingshot. All missions include special scripted enemy drop-ins. See the main article for more details.
- See also: Panic (Long War)
Country Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels.
At the strategic layer, there are three main panic-generating activities that the aliens can conduct: Terror Attacks, Bombing campaigns, and Abductions. Furthermore, the aliens will mount UFO sorties for virtually all activities except Council Missions; this allows you the opportunity to shoot their craft out of the air.
- Abductions are no longer the most significant source of panic generation, as they are no longer mutually-exclusive. While they spike panic significantly in a region if successful (+20 if XCOM fails the mission), it's not hard to beat the mission and avoid this.
- Terror Attacks are now the primary source of panic. Every civilian death raises panic by +3 in the target country and +1 continent-wide. Failures cause the immediate withdrawal of the country and +20 panic continent-wide.
- Bombing campaigns are a new mission type that the aliens can conduct at the strategic layer. They increase panic in a target country by 10, or less if the UFO craft is damaged. Unlike Abductions and Terror missions, you are not able to deploy to a mission site without first detecting the UFO with your satellite coverage, so while it provides the smallest increase in panic of any type it can be difficult to respond to.
- Infiltration missions do not increase panic, per se, but have the same functional effect as maxing out panic: they cause the country to immediately leave the XCOM project. One country will do so automatically at the beginning of the game, and thereafter the aliens can only do this more often when snowballing at the strategic layer.
As with vanilla, countries will leave the XCOM project and cease all funding and support (including satellite bonuses, but not country starting bonuses) if panic levels are allowed to rise too much; countries have a chance to leave starting at 95 panic or higher (see Country Panic).
Fortunately, another mechanic that Long War introduces is the ability to return countries back to the project. This is accomplished by raiding the alien base located within the country, a mission that, while required for progression as with vanilla, is no longer a one-off event and can be completed for each country that leaves the XCOM project due to accumulated panic or other means, serving as something of a comeback mechanic if XCOM falls behind.
- Main Article: Council Requests (Long War)
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens' influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country's panic level. It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country. All countries start at 0 and each request completed adds +10.
|Country Funding by Continent|
|North America||South America||Africa||Europe||Asia|
|Funding Without Satellite|