Difference between revisions of "Start Bonuses (LWR)"

From UFOpaedia
Jump to navigation Jump to search
(→‎Starting Location: North America)
Line 67: Line 67:
 
|-  
 
|-  
 
| Sandhurst || 30% reduction in missions required to unlock Officer Training School projects.  
 
| Sandhurst || 30% reduction in missions required to unlock Officer Training School projects.  
 +
|-
 +
| rowspan="11" | North America ||rowspan ="2" | Canada || rowspan ="2" | §640 || Advanced Preparations || Start with 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 the soldiers on your initial mission start at the rank of Corporal.
 +
|-
 +
| rowspan ="3" | Mexico || rowspan ="3" | §720 || Wealthy Benefactor || Start with 1400 bonus cash. 
 +
|-
 +
| Ancient Artefacts || Start the campaign with an Illuminator Gunsight and Cognitive Enhancer. 
 +
|-
 +
| Legacy of Uxmal || 12 bonus will, only for the purposes of psionic training.
 +
|-
 +
| rowspan ="4" | United States || rowspan ="4" | §480 || Special Warfare School || All Officer Training School projects are free and mission fatigue is reduced by 15%.   
 +
|-
 +
| Cheyenne Mountain || Start with all elevators built. Excavation costs are reduced by 65%. 
 +
|-
 +
| We Have Ways || 70% reduction in time to complete autopsies and interrogations.
 +
|-
 +
| On Our Own || -
  
 
|}
 
|}

Revision as of 11:11, 5 August 2020

Back To Main Page

Starting Location

At the beginning of a campaign, you must select a starting location for XCOM HQ, and a start bonus. All countries offer a different amount of starting cash, as well as multiple starting bonuses to choose from. Some countries also offer an "On Our Own" start which confers no special bonuses.

Country Starting Bonuses
Continent Country Starting Credits Bonus Description
Africa Egypt §960 For the Sake of Glory Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear.
Nigeria §560 Pax Nigeriana All non-mechanical units start with +0.6 mobility.
On Our Own -
South Africa §480 Resourceful Start with Alien Metallurgy foundry project (+50% bonus alien alloys).
Survival Training All non-mechanical units start with +2hp.
Asia Australia §880 Per Ardua Ad Astra All non-mechanical units start with +1 HP, +2 aim, and +2 will.
China §720 Assembly Line Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your base.
Xenological Remedies 7x credits from alien corpses and wreck sales.
Deus Ex 75% reduction in genemod meld and cash cost and modification time.
India §800 Jai Vidwan Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.
Research Focus Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].
Resourceful Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your base.
Japan §720 Ring of Fire Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 2 steam vents restricted to the 4th floor) and all elevators built.
Ghost In the Machine SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.
Kiryu-Kai Commander Start with a Japanese Master Sergeant of a random class.
Robotics +10 aim bonus for new SHIV's and MEC troopers.
On Our Own -
Europe France §720 Quai d'Orsay Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less.
Foreign Legion Start with 20 additional soldiers.
Germany §640 Skunkworks Start with a Workshop, and the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side)
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 35% reduction in cash, alloy and elerium requred for MECs, SHIVS and their primary weapons.
On Our Own -
Russia §960 Suhkoi Company Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit and +10% penetration, respectively.
Roscosmos All satellites cost 50% less to build, and start with a 2nd Satellite Uplink already built (1st floor, to the right of the 1st uplink)
United Kingdom §720 Special Air Service All non-mechanical units start with +7 aim.
Their Finest Hour Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.
Sandhurst 30% reduction in missions required to unlock Officer Training School projects.
North America Canada §640 Advanced Preparations Start with 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 the soldiers on your initial mission start at the rank of Corporal.
Mexico §720 Wealthy Benefactor Start with 1400 bonus cash.
Ancient Artefacts Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.
Legacy of Uxmal 12 bonus will, only for the purposes of psionic training.
United States §480 Special Warfare School All Officer Training School projects are free and mission fatigue is reduced by 15%.
Cheyenne Mountain Start with all elevators built. Excavation costs are reduced by 65%.
We Have Ways 70% reduction in time to complete autopsies and interrogations.
On Our Own -

Asia

Australia

Starting Cash: §880


Per Ardua Ad Astra: All non-mechanical units start with +1 HP, +2 aim, and +2 will.


China

Starting Cash: §720


Assembly Line: Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your home base.

Deus Ex: 75% reduction in genemod meld and cash cost and modification time.

Xenological Remedies: 7x credits from alien corpse and wreck sales.


India

Starting Cash: §800


Jai Jawan: Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs].

Jai Vidwan: Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.

Research Focus: Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your home base.


Japan

Starting Cash: §720


Kiryu-Kai Commander: Start with a Japanese Master Sergeant of a random class.

Ghost In the Machine: SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.

Ring of Fire: Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 2 steam vents restricted to the 4th floor) and all elevators built.

Robotics: +10 bonus aim for new SHIVs and MEC troopers.

On Our Own: No unique bonus.


Europe

Germany

Starting Cash: §640


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: 35% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.

Skunkworks: Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side).

On Our Own: No unique bonus.


France

Starting Cash: §720


Foreign Legion: Start with 20 additional soldiers.

Quai d'Orsay: Country item requests occur 50% faster; fulfilled requests provide 50% additional defense, and intel scans cost 50% less.


Russia

Starting Cash: §960


Roscosmos: All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink).

Sukhoi Company: Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit +10% penetration, respectively.


United Kingdom

Starting Cash: §720


Sandhurst: 30% reduction in missions required to unlock Officer Training School projects.

Special Air Service: All non-mechanical units start with +7 aim.

Their Finest Hour: Start with Armored Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.


North America

Canada

Starting Cash: §640


Advanced Preparations: Start with all elevators, a workshop (1st floor, just right of elevator), a laboratory (3rd floor, just left of elevator), and a fission generator (1st floor, far right) built.

Cadre: Five of the soldiers on your initial mission start at the Corporal rank.


Mexico

Starting Cash: §720


Ancient Artifacts: Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.

Legacy of Uxmal: 12 bonus will, only for the purposes of psionic training.

Wealthy Benefactor: Start with 1400 bonus cash.


United States

Starting Cash: §480


Cheyenne Mountain: Start with all elevators built. Excavation costs are reduced by 65%.

Special Warfare School: All Officer Training School projects are free and mission fatigue is reduced by 15%.

We Have Ways: 70% reduction in time to complete autopsies and interrogations.

On Our Own: No unique bonus.


South America

Argentina

Starting Cash: §1,600


Patriae Semper Vigilis: All non-mechanical units start with +6 will.

Public Heroes: Double credit, scientist, and engineer rewards from abductions.


Brazil

Starting Cash: §1,440


Jungle Scouts: Start with Improved Medikit [+1 medikit 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 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).

On Our Own: No unique bonus.