Difference between revisions of "Start Bonuses (LWR)"
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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" | §480 || style="color: #555;" | '''''Resourceful''''' || Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §480 || style="color: #555;" | '''''Resourceful''''' || Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | ||
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| rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §720 || 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. | | rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §720 || 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 | + | | style="color: #555;" | '''''Xenological Remedies''''' || 7x credits from alien corpse/wreck and captive sales. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| 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. | ||
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| rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §800 || 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. | | rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §800 || 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, | + | | 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="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| 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" | §720 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce | + | | rowspan = "5" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="5" | §720 || 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;" | '''''Robotics''''' || +10 aim bonus for new SHIV's and MEC troopers. | | style="color: #555;" | '''''Robotics''''' || +10 aim bonus for new SHIV's and MEC troopers. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Global Networking''''' || Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on 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" | §720 || 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" | §720 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. | ||
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| 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%. | ||
|- | |- | ||
− | | style="color: #555;" | '''''NeoPanzers''''' || | + | | style="color: #555;" | '''''NeoPanzers''''' || 65% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons. |
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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" | §960 || 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. | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §960 || 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. | ||
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| style="color: #555;" | '''''Sandhurst''''' || 15% reduction in mission fatigue and missions required to unlock Officer Training School projects. | | style="color: #555;" | '''''Sandhurst''''' || 15% reduction in mission fatigue and missions required to unlock Officer Training School projects. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan="9" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="2" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="2" | §640 || style="color: #555;" | '''''Advanced Preparations''''' || Start with | + | | rowspan="9" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="2" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="2" | §640 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 8 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. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Cadre''''' || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain | + | | 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" | §720 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus Credits. | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §720 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus Credits. | ||
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| rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §480 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 95% less and XTPs provide double experience. | | rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §480 || 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. 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%. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''We Have Ways''''' || 90% reduction in time to complete autopsies and interrogations. | | style="color: #555;" | '''''We Have Ways''''' || 90% reduction in time to complete autopsies and interrogations. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Daredevils''''' || Combat Patrols are twice as effective and cause half as much damage to the aircraft | + | | style="color: #555;" | '''''Daredevils''''' || Combat Patrols are twice as effective and cause half as much damage to the aircraft. |
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| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with +12 will. Bonus attributes do not affect psi training. | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with +12 will. Bonus attributes do not affect psi training. | ||
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| rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1,440 || 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] | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1,440 || 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%). |
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− | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain 3 aim per kill instead of 1 | + | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain 3 aim per kill instead of 1. |
|} | |} | ||
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Revision as of 17:42, 26 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