Difference between revisions of "Start Bonuses (LWR)"
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| rowspan="6" style="background-color: #eaecf0; min-width:84px;" | '''Africa''' | | rowspan="6" style="background-color: #eaecf0; min-width:84px;" | '''Africa''' | ||
| style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt''' | | style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt''' | ||
− | | style="min-width:80px;" | | + | | style="min-width:80px;" | §480 |
| style="min-width:84px; color: #555;" | '''''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. | | style="min-width:84px; color: #555;" | '''''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. | ||
|- | |- | ||
− | | rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | | + | | rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §280 || style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +0.6 mobility. |
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| style="color: #555;" | '''''Advanced Conversion''''' || 2 bonus HP, only for the purposes of MEC augmentation. | | style="color: #555;" | '''''Advanced Conversion''''' || 2 bonus HP, only for the purposes of MEC augmentation. | ||
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| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers start with 1 DR. | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers start with 1 DR. | ||
|- | |- | ||
− | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | | + | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §240 || style="color: #555;" | '''''Resourceful''''' || Start with Alien Metallurgy foundry project (+50% bonus alien alloys). |
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| style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +2hp. Bonus attributes do not affect MEC augmentation. | | style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +2hp. Bonus attributes do not affect MEC augmentation. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan ="12" style="background-color: #eaecf0;" | '''Asia''' || [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || | + | | rowspan ="12" style="background-color: #eaecf0;" | '''Asia''' || [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || §440 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All non-mechanical units start with +1 HP, +2 aim, and +3 will. Bonus attributes do not affect MEC augmentation or psi training. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | | + | | rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §360 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 20 extra engineers in your base. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Xenological Remedies''''' || 7x credits from alien corpse/wreck and captive sales. | | style="color: #555;" | '''''Xenological Remedies''''' || 7x credits from alien corpse/wreck and captive sales. | ||
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| style="color: #555;" | '''''Deus Ex''''' || 75% reduction in genemod meld and Credits cost and modification time. | | style="color: #555;" | '''''Deus Ex''''' || 75% reduction in genemod meld and Credits cost and modification time. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | | + | | rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §400 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors, 8 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs]. | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors, 8 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs]. | ||
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| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. | | style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan = "5" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="5" | | + | | rowspan = "5" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="5" | §360 || style="color: #555;" | '''''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). |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs. | | style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs. | ||
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| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on landed/downed UFOs occur twice as often. | | style="color: #555;" | '''''Global Networking''''' || Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on landed/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" | | + | | rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §360 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. |
|- | |- | ||
| style="color: #555;" | '''''Foreign Legion''''' || Start with 20 additional soldiers. | | style="color: #555;" | '''''Foreign Legion''''' || Start with 20 additional soldiers. | ||
|- | |- | ||
− | | rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | | + | | rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §320 || style="color: #555;" | '''''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. |
|- | |- | ||
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. | | style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. | ||
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| style="color: #555;" | '''''Militarization''''' || Soldier costs and arrival time are decreased by 60% and the OTS grants double the officer bilets at each upgrade. | | style="color: #555;" | '''''Militarization''''' || Soldier costs and arrival time are decreased by 60% and the OTS grants double the officer bilets at each upgrade. | ||
|- | |- | ||
− | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | | + | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §480 || style="color: #555;" | '''''Sukhoi Company''''' || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively. |
|- | |- | ||
| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink). | | style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink). | ||
|- | |- | ||
− | | rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | | + | | rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §360 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +6 aim. |
|- | |- | ||
| style="color: #555;" | '''''Their Finest Hour''''' || Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively. | | style="color: #555;" | '''''Their Finest Hour''''' || Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively. | ||
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| style="color: #555;" | '''''Cadre''''' || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day. | | style="color: #555;" | '''''Cadre''''' || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | | + | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §360 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus Credits. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 2 Illuminator Gunsights. | | style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 2 Illuminator Gunsights. | ||
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| style="color: #555;" | '''''Legacy of Uxmal''''' || 6 bonus will, only for the purposes of psionic training. | | style="color: #555;" | '''''Legacy of Uxmal''''' || 6 bonus will, only for the purposes of psionic training. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | | + | | rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §240 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 95% less and XTPs provide double experience. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 80%. | | style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 80%. | ||
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| style="color: #555;" | '''''Public Heroes''''' || Double credit, scientist, and engineer rewards from abduction missions. | | style="color: #555;" | '''''Public Heroes''''' || Double credit, scientist, and engineer rewards from abduction missions. | ||
|- | |- | ||
− | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | | + | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §720 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +1 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] |
|- | |- | ||
| style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%). | | style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%). |
Revision as of 01:34, 31 March 2021
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. Some countries also offer an "On Our Own" start which confers no special bonuses.
Table of Start Bonuses