Difference between revisions of "Start Bonuses (LWR)"

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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" | §480 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects are free and XTPs provide double experience.     
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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.     
 
|- 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. Excavation costs are reduced by 80%.   

Revision as of 17:36, 22 February 2021

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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

Country Starting Bonuses
Continent Country Starting Credits Bonus Description
Africa Flag of Egypt.png
Egypt
§960 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.
Flag of Nigeria.png
Nigeria
§560 Pax Nigeriana All non-mechanical units start with +0.6 mobility.
Advanced Conversion 2 bonus HP, only for the purposes of MEC augmentation.
On Our Own -
Flag of South Africa.png
South Africa
§480 Resourceful Start with Alien Metallurgy foundry project (+50% bonus alien alloys).
Survival Training All non-mechanical units start with +2hp. Bonus attributes do not affect MEC augmentation.
Asia Flag of Australia.png
Australia
§880 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.
Flag of China.png
China
§720 Assembly Line Start with two workshops (1st floor, both to the right of the elevator) and 20 extra engineers in your base.
Xenological Remedies 7x credits from alien corpses and wreck sales.
Deus Ex 75% reduction in genemod meld and Credits cost and modification time.
Flag of India.png
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.
Jai Jawan Start with 2 additional Interceptors, 4 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].
Research Focus Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base.
Flag of Japan.png
Japan
§720 Ring of Fire Thermogenerators produce 100 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).
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 Flag of France.png
France
§720 Quai d'Orsay Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less.
Foreign Legion Start with 20 additional soldiers.
Flag of Germany.png
Germany
§640 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.
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 60% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons.
On Our Own -
Flag of Russia.png
Russia
§960 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.
Roscosmos All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink).
Flag of UK.png
United Kingdom
§720 Special Air Service All non-mechanical units start with +6 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 15% reduction in mission fatigue and missions required to unlock Officer Training School projects.
North America Flag of Canada.png
Canada
§640 Advanced Preparations Start with 5 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.
Cadre Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 2xp each day.
Flag of Mexico.png
Mexico
§720 Wealthy Benefactor Start with 1400 bonus Credits.
Ancient Artifacts Start the campaign with 2 Illuminator Gunsights.
Legacy of Uxmal 6 bonus will, only for the purposes of psionic training.
Flag of USA.png
United States
§480 Special Warfare School All Officer Training School projects cost 95% less and XTPs provide double experience.
Cheyenne Mountain Start with all elevators built. Excavation costs are reduced by 80%.
We Have Ways 90% reduction in time to complete autopsies and interrogations.
On Our Own -
South America Flag of Argentina (bordered).png
Argentina
§1,600 Patriae Semper Vigilis All non-mechanical units start with +12 will. Bonus attributes do not affect psi training.
Public Heroes Double credit, scientist, and engineer rewards from abduction missions.
Flag of Brazil.png
Brazil
§1,440 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]
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%)
On Our Own -