Country Starting Bonuses
|
Continent |
Country |
Starting Credits |
Bonus |
Description
|
Africa
|
Egypt
|
§600
|
For the Sake of Glory |
All injury and fatigue times are reduced by 35%.
|
Nigeria |
§800 |
Pax Nigeriana |
All non-mechanical units start with +1.3 mobility.
|
Advanced Conversion |
MECs start with +0.6 mobility, +2 base HP, +5 aim, +10 will, and +10 base DR.
|
Bred Tough |
All biosoldiers and MECs start with +15 base DR.
|
South Africa |
§750 |
Resourceful |
Additional salvage teams from UFOs will recover double the alloys, elerium, and weapon fragments without additional cost. Start with Advanced Scavenging [For a cost, scavenging teams can attain additional resources from UFOs].
|
Survival Training |
All biosoldiers start with +3 HP.
|
Asia |
Australia |
§850 |
Per Ardua Ad Astra |
All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.
|
Robotics |
+15 aim bonus for SHIV's and MEC troopers.
|
China |
§750 |
Assembly Line |
Start with two workshops (1st floor, both to the right of the elevator) and 10 extra engineers in your base. Removes the maintenance cost of workshops.
|
Xenological Remedies |
Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales.
|
Deus Ex |
Acquiring any gene mod has a 50% chance to grant both gene mods for that body part (genetic modifications can be repeated until all modifications are acquired). 50% reduction in genemod meld, credits, and modification time.
|
India |
§800 |
Jai Vidwan |
Increases the bonus research from laboratories and their adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium.
|
Jai Jawan |
Start with 2 additional Interceptors and increase aircraft fire rate by 35%.
|
Japan |
§750 |
Ring of Fire |
Thermogenerators produce 250 credits each month instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor).
|
Ghost In the Machine |
Start with 2 extra SHIVs and all SHIVs receive +30 aim.
|
Kiryu-Kai Commander |
Start with an additional soldier: a Japanese Master Sergeant of a random class with Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 3x the number of months passed.
|
Global Networking |
Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and monthly XCOM funding increased by 5%. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market [Gives the ability to sell various equipment and artifacts XCOM has obtained].
|
Europe |
France |
§450 |
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 10 additional soldiers. Reduces soldier salary and overhead costs by 50%.
|
Germany |
§400 |
Skunkworks |
Item production time is reduced by 70%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.
|
Baumeister |
Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction time is reduced by 85%. Facility maintenance costs are reduced by 35%.
|
NeoPanzers |
MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.
|
Militarization |
Soldier costs and arrival time are decreased to one third and twice the officer billets are unlocked from all OTS upgrades.
|
Russia |
§600 |
Uralvagonzavod |
Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +15 base DR.
|
Roscosmos |
All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink).
|
United Kingdom |
§450 |
Special Air Service |
All non-mechanical units start with +15 aim.
|
Their Finest Hour |
All aircraft gain 15 dodge and damaged planes have no speed or aim malus.
|
Sandhurst |
Reduce mission fatigue and missions required to unlock Officer Training School projects both by 30%. Grants an additional unit to aid in any Assault missions (Alien Base Assault, Exalt Base Assault, Temple Ship Assault).
|
North America |
Canada |
§700 |
Advanced Preparations |
Start with 4 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built.
|
Cadre |
Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to twice the number of months passed.
|
Research Focus |
Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your base. Removes the maintenance cost of laboratories.
|
Mexico |
§750 |
Wealthy Benefactor |
Start with 1800 bonus Credits. Council loans are twice as large and have a quarter the surcharge rate.
|
Ancient Artifacts |
Start the campaign with 300 meld, an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking Fusion Weapons.
|
Legacy of Uxmal |
Alien Level decreases by 0.5% for each psionic soldier in your barracks. Soldiers psionically train twice as fast.
|
United States |
§600 |
Special Warfare School |
All Officer Training School projects cost 80% less. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants +35% weapon damage to all pistols] (foundry must be built to benefit).
|
Cheyenne Mountain |
Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 85%.
|
We Have Ways |
Reduces time required for autopsies and interrogations by 95%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].
|
Daredevils |
Start with 2 additional interceptors. Combat Patrols are twice as effective, cause half as much damage to the aircraft, and the increase in cost after each use is 10 * Alien Level (instead of 50 + 10 * Alien Level).
|
South America |
Argentina |
§1200 |
Vigilis |
All biosoldiers units start with +13 will.
|
Public Heroes |
Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.
|
Brazil |
§1300 |
Jungle Scouts |
All non-mechanical units start with +0.6 mobility and injury times are reduced by 20%. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]
|
Ready For War |
Start with 200 alloys, 100 elerium, 100 weapon fragments (modified by campaign length), and 2 fusion cores. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).
|
Born to Fly |
Pilots gain 6x as much aim per kill and +40 crit..
|