The Council (Long War)

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In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.

On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.

Bonuses

Continent-wide bonuses

To obtain a continent bonus you need to have a satellite deployed in every country within that continent. Unlike the vanilla game, you no longer acquire your starting continent's bonus from the beginning of the game; instead, you receive a "country starting bonus".

Continent-wide bonuses
Continent Name Effect
North America Air Superiority Aircraft and aircraft weapons cost 25% less to purchase and maintain.
South America Power to the People Power facilities cost 30% less to build and maintain.
Asia New Warfare Foundry projects have cash, alloy and elerium cost reduced by 25% percent.
Africa Architects of the Future Laboratories and Workshops cost 30% less to build and maintain.
Europe Wealth of Nations Monthly XCOM funding increased by 20%.

Country starting bonuses

At the beginning of the game, the player may choose the country where the XCOM HQ will be built. This determines the geographical location from which the interceptors in your home continent will deploy, which can have some impact on how easy or difficult interceptions are. In addition, this choice provides a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country, but instead overrides it. It is also not tied to maintaining satellite coverage over the country, as it persists even if your home country satellite is downed. Currently most starting countries have 2 or more starting bonuses to choose from, providing replayability and variety for future campaigns.

If you wish to provide yourself with a more difficult challenge, you can choose On Our Own, which is available for some starting countries (the richest one on each continent) and provides no starting bonus.

Country starting bonuses
Country Continent Name Effect
Argentina
Argentina
South America Patriae Semper Vigilis All soldiers receive +5 will.
Australia
Australia
Asia Per Ardua Ad Astra All soldiers receive +5 ability points for stat rolls upon recruitment.
Brazil
Brazil
South America Jungle Scouts Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.
Brazil
Brazil
South America Expertise +15% bonus to research credits from interrogations.
Brazil
Brazil
South America On Our Own No unique bonus.
Canada
Canada
North America Advanced Preparations XCOM HQ starts with a Laboratory and Workshop already built.
Canada
Canada
North America Cadre Start with four Corporals in the Barracks, one of each supraclass.
China
China
Asia Wei Renmin Fuwu Start with a Workshop and Repair Bay already built.
China
China
Asia Xenological Remedies 100% bonus cash from alien corpse and wreck sales.
China
China
Asia Deus Ex 50% reduction in Gene Mods' Meld and cash cost and modification time.
Egypt
Egypt
Africa Gift of Osiris Fatigue from Psi-powers, Gene Mods, and Officer ranks reduced by 50%.
Egypt
Egypt
Africa For the Sake of Glory Start with Advanced Repair Foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.
France
France
Europe Quai d'Orsay Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and Intel scans cost 40% less.
France
France
Europe Foreign Legion Start with 20 additional soldiers in the Barracks.
Germany
Germany
Europe Skunkworks XCOM HQ starts with the Foundry already built.
Germany
Germany
Europe Baumeister Facility construction time reduced by 33%.
Germany
Germany
Europe NeoPanzers 50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.
Germany
Germany
Europe On Our Own No unique bonus.
India
India
Asia Jai Jawan Start with 2 additional interceptors in your home base and Elerium Afterburners Foundry project, granting extended interception time.
Japan
Japan
Asia Ring of Fire XCOM HQ has 3 additional Steam Vents.
Japan
Japan
Asia Ghost In the Machine SHIVs receive +10 aim, and you start the campaign with two SHIVs in the Barracks.
Japan
Japan
Asia Kiryu-Kai Commander Start with a Master Sergeant of a random class on your roster.
Japan
Japan
Asia Robotics +5 bonus aim for new SHIVs and MEC Troopers.
Japan
Japan
Asia On Our Own No unique bonus.
Mexico
Mexico
North America Wealthy Benefactor Start with 500 bonus cash.
Mexico
Mexico
North America Ancient Artifact Start the campaign with an Illuminator Gunsight small item.
Mexico
Mexico
North America Legacy of Uxmal 20% bonus to psionic training chances.
Nigeria
Nigeria
Africa Pax Nigeriana All soldiers receive +1 mobility.
Nigeria
Nigeria
Africa The Old Path 50% reduction in psi training time.
Nigeria
Nigeria
Africa On Our Own No unique bonus.
Russia
Russia
Europe Sukhoi Company Start with Improved Avionics Foundry project, granting +10% to hit during air combat.
Russia
Russia
Europe Roscosmos Start with an additional Satellite Uplink, and all Satellites cost 50% less to build.
South Africa
South Africa
Africa Resourceful Start with Alien Metallurgy and Improved Salvage Foundry projects (bonus alien alloys and weapon fragments).
South Africa
South Africa
Africa Survival Training All soldiers receive +1 hit point.
United Kingdom
United Kingdom
Europe Special Air Service All soldiers receive +3 aim.
United Kingdom
United Kingdom
Europe Their Finest Hour Start with Penetrator Weapons Foundry project, granting interceptor weapons increased armor piercing capabilities.
United Kingdom
United Kingdom
Europe Sandhurst 33% reduction in ranks required to unlock Officer Training School projects.
United States
United States
North America Special Warfare School Officer Training School projects cost 90% less.
United States
United States
North America Cheyenne Mountain XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.
United States
United States
North America We Have Ways 75% reduction in time to complete autopsies and interrogations.
United States
United States
North America On Our Own No unique bonus.

Country satellite bonuses

These are secondary bonuses that you obtain for deploying a satellite to orbit a given country. Some of them have are similar in kind to one of the starting bonuses for that country, albeit with a lesser benefit. The bonus is temporarily lost if the satellite is downed by a UFO, as well as when the country leaves the XCOM project.

Country satellite bonuses
Country Continent New staff member per month Name Effect
Argentina
Argentina
South America +1 Engineer Bounties 20% bonus cash from abductions.
Australia
Australia
Asia +1 Engineer Army of the Southern Cross +2 bonus aim for newly promoted Gunner and Rocketeer soldiers.
Brazil
Brazil
South America +1 Scientist Expertise +10% bonus to research credits from interrogations.
Canada
Canada
North America +1 Scientist Task Force Arrowhead +2 bonus will for new Engineer and Medic soldiers.
China
China
Asia +1 Engineer Xenological Remedies 34% bonus cash from alien corpse and wreck sales.
Egypt
Egypt
Africa +1 Engineer Call to Arms 25% reduction in fatigue from Gene Mods.
France
France
Europe +1 Scientist Cyberware 20% reduction in meld required for MEC primary weapons and tactical subsystems.
Germany
Germany
Europe +1 Engineer NeoPanzers 15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.
India
India
Asia +1 Engineer Jai Vidwan +5% research bonus for each Laboratory adjacency.
Japan
Japan
Asia +1 Scientist Robotics +2 bonus aim for new SHIVs and MEC Troopers.
Mexico
Mexico
North America +1 Engineer Legacy of Uxmal 10% bonus to psionic training chances.
Nigeria
Nigeria
Africa +1 Scientist The Old Path 20% reduction in psi training time.
Russia
Russia
Europe +1 Scientist Spetznaz +1 bonus HP for new Infantry and Assault soldiers.
South Africa
South Africa
Africa +1 Scientist 1st Recce +2 bonus defense for newly promoted Sniper and Scout soldiers.
United Kingdom
United Kingdom
Europe +1 Scientist Cadre 15% reduction in ranks required to unlock Officer Training School projects.
United States
United States
North America +1 Scientist We Have Ways 25% reduction in time to complete autopsies and interrogations.

Council interaction with XCOM

Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM. Conversely, aliens with high resources can expend them to send an Overseer into countries via an Infiltrate mission, taking the country instantly.

Council Missions

Main article: Council Missions (Long War)

Each month, typically between the 14th and 28th of a given month, the council will request that XCOM complete a (sometimes quite difficult) mission in exchange for rewards that can include credits, scientists, engineers, reward soldiers, and even the occasional bit of elerium. Missions tend to come in five types: "Asset Recovery", which entails defeating all enemies on the map, "Bomb Disposal", which requires XCOM to buy time until it can find and disable a bomb, "Target Escort", which involves safely escorting a civilian target to the extraction point, "Target Extraction", which involves locating a civilian escort on site and escorting them back to the Skyranger, and finally "Special", which include the DLC campaigns Progeny and Slingshot. All missions include special scripted enemy drop-ins. See the main article for more details.

Panic

See also: Panic (Long War)

Country Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels.

At the strategic layer, there are three main panic-generating activities that the aliens can conduct: Terror Attacks, Bombing campaigns, and Abductions. Furthermore, the aliens will mount UFO sorties for virtually all activities except Council Missions; this allows you the opportunity to shoot their craft out of the air.

  • Abductions are no longer the most significant source of panic generation, as they are no longer mutually-exclusive. While they spike panic significantly in a region if successful (+20 if XCOM fails the mission), it's not hard to beat the mission and avoid this.
  • Terror Attacks are now the primary source of panic. Every civilian death raises panic by +3 in the target country and +1 continent-wide. Failures cause the immediate withdrawal of the country and +20 panic continent-wide.
  • Bombing campaigns are a new mission type that the aliens can conduct at the strategic layer. They increase panic in a target country by 10, or less if the UFO craft is damaged. Unlike Abductions and Terror missions, you are not able to deploy to a mission site without first detecting the UFO with your satellite coverage, so while it provides the smallest increase in panic of any type it can be difficult to respond to.
  • Infiltration missions do not increase panic, per se, but have the same functional effect as maxing out panic: they cause the country to immediately leave the XCOM project. One country will do so automatically at the beginning of the game, and thereafter the aliens can only do this more often when snowballing at the strategic layer.

As with vanilla, countries will leave the XCOM project and cease all funding and support (including satellite bonuses, but not country starting bonuses) if panic levels are allowed to rise too much; countries have a chance to leave starting at 95 panic or higher (see Country Panic).

Fortunately, another mechanic that Long War introduces is the ability to return countries back to the project. This is accomplished by raiding the alien base located within the country, a mission that, while required for progression as with vanilla, is no longer a one-off event and can be completed for each country that leaves the XCOM project due to accumulated panic or other means, serving as something of a comeback mechanic if XCOM falls behind.

Requests

Main Article: Council Requests (Long War)

Countries will frequently make requests for materials and resources from you, likely more than you can fulfill. By giving them these resources in exchange for rewards, you will also improve their ability to resist the aliens' attempts to spread Panic in the country. The resistance level of a country is visible in the Council screen by the shield icon next to a country's panic level. It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country. All countries start at 0 and each request completed adds +10.

Funding

As with vanilla, funding from countries with deployed satellites comprises a significant portion of your monthly income. Unlike vanilla, all countries provide you with a small amount of money even without a satellite (unless they withdraw from the XCOM project). This free funding scales with difficulty level.

Country Funding by Continent
North America South America Africa Europe Asia
  • United States: §160
  • Canada: §90
  • Mexico: §80
  • Argentina: §70
  • Brazil: §100
  • Egypt: §80
  • South Africa: §70
  • Nigeria: §80
  • United Kingdom: §110
  • Russia: §100
  • France: §120
  • Germany: §140
  • China: §130
  • Japan: §150
  • India: §100
  • Australia: §80
Funding Without Satellite
Normal Classic Brutal Impossible
50% 40% 33% 25%

See also