Difference between revisions of "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. | 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. | ||
− | {| class="wikitable" | style="text-align: | + | 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. |
− | !colspan=" | + | |
− | + | ==Bonuses== | |
− | + | ===Continent-wide bonuses=== | |
+ | {| class="wikitable" | style="text-align:centre;" | ||
+ | !colspan="3" style="padding: 5px;" | Continent-wide bonuses | ||
|- | |- | ||
− | | | + | ! Continent !! | Name !! | Effect |
+ | |-style="text-align:center;" | ||
+ | | <b>North America </b> || Air Superiority|| Aircraft and aircraft weapons cost 25% less to purchase and maintain. | ||
+ | |-style="text-align:center;" | ||
+ | | <b>South America </b> || Power to the People || Power facilities cost 30% less to build and maintain. | ||
+ | |-style="text-align:center;" | ||
+ | | <b>Asia </b> || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. | ||
+ | |-style="text-align:center;" | ||
+ | | <b>Africa </b> || Architects of the Future || [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]] cost 30% less to build and maintain. | ||
+ | |-style="text-align:center;" | ||
+ | | <b>Europe </b> || Wealth of Nations|| Monthly XCOM funding increased by 20%. | ||
|- | |- | ||
|} | |} | ||
− | + | *Unlike the vanilla game, in Long War you no longer acquire your starting continent's bonus from the start. To acquire any bonus you require full satellite coverage of said continent. | |
− | + | ||
− | + | ===Country starting bonuses=== | |
− | + | Since beta 15, the XCOM newly commissioned commander can choose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to choose from, giving you a wider replayability for future campaigns. | |
− | + | ||
− | + | If you do not want to have a special starting bonus, you can choose <i>On Our Own</i> available for some starting countries (the richest one on each continent). | |
+ | |||
+ | <div style="max-width: 1400px;"> | ||
+ | {| class="wikitable sortable" | style="text-align:centre; width:100%" | ||
+ | !colspan="4" style="padding:5px;" | Country starting bonuses | ||
+ | |- | ||
+ | ! style="width: 10%;" | Country !! style="width:10%;" | Continent !! style="width:12%;" | Name !! | Effect | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]<b>Argentina </b> || South America|| Patriae Semper Vigilis|| All soldiers receive +5 will. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Australia.png|center|64x32px|Australia]]<b>Australia </b> || Asia || Per Ardua Ad Astra || All soldiers receive +5 ability points for stat rolls upon recruitment. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America || Jungle Scouts|| Early armors ([[Tac Vest (Long War)|Tac Vest]] and [[Tac Armor (Long War)|Tac]], [[Kestrel Armor (Long War)|Kestrel]], [[Phalanx Armor (Long War)|Phalanx]] and [[Aurora Armor (Long War)|Aurora]] Armors) receive an additional small item slot until [[Foundry (Long War)#General Equipment Upgrades|Tactical Rigging]] is developed. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America || Expertise || +15% bonus to research credits from interrogations. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America || On Our Own || No unique bonus. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Canada.png|center|64x32px|Canada]]<b>Canada</b> || North America || Advanced Preparations|| [[Facilities (Long War)|XCOM HQ]] starts with a [[Laboratory (Long War)|Laboratory]] and [[Workshop (Long War)|Workshop]] already built. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Canada.png|center|64x32px|Canada]]<b>Canada</b> || North America|| Cadre || Start with four Corporals in the Barracks, one of each supraclass. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia || Wei Renmin Fuwu || Start with a [[Workshop (Long War)|Workshop]] and [[Repair Bay (Long War)|Repair Bay]] already built. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia || Xenological Remedies|| 100% bonus cash from alien corpse and wreck [[Gray_Market_(Long_War)|sales]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia || Deus Ex || 50% reduction in [[Gene Mods (Long War)|Gene Mods']] Meld and cash cost and modification time. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]<b>Egypt </b> || Africa || Gift of Osiris || Fatigue from [[Psionic (Long War)|Psi-powers]], [[Gene Mods (Long War)|Gene Mods]], and [[Officers (Long War)|Officer ranks]] reduced by 50%. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]<b>Egypt </b> || Africa || For the Sake of Glory || Start with [[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Repair]] Foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of France.png|center|64x32px|France]]<b>France</b> || Europe || Quai d'Orsay || Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and Intel scans cost 40% less. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of France.png|center|64x32px|France]]<b>France</b> || Europe || Foreign Legion || Start with 20 additional soldiers in the Barracks. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe || Skunkworks || XCOM HQ starts with the [[Foundry (Long War)|Foundry]] already built. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe || Baumeister || Facility construction time reduced by 33%. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe || NeoPanzers || 50% reduction in cash, alloy and elerium required for [[MEC Trooper (Long War)|MEC]] and [[S.H.I.V. (Long War)|SHIV]] primary weapons. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe || On Our Own || No unique bonus. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of India.png|center|64x32px|India]]<b>India</b> || Asia || Jai Jawan || Start with 2 additional interceptors in your home base and [[Foundry (Long War)#Aerospace Improvements|Elerium Afterburners]] Foundry project, granting extended interception time. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia || Ring of Fire || XCOM HQ has 3 additional Steam Vents. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia || Ghost In the Machine || [[S.H.I.V. (Long War)|SHIVs]] receive +10 aim, and you start the campaign with two SHIVs in the Barracks. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia || Kiryu-Kai Commander || Start with a Master Sergeant of a random class on your roster. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia || Robotics || +5 bonus aim for new [[S.H.I.V. (Long War)|SHIVs]] and [[MEC Trooper (Long War)|MEC Troopers]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia || On Our Own || No unique bonus. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America || Wealthy Benefactor|| Start with 500 bonus cash. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America || Ancient Artifact || Start the campaign with an [[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]] small item. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America || Legacy of Uxmal || 20% bonus to [[Psionic (Long War)|psionic]] training chances. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa || Pax Nigeriana || All soldiers receive +1 mobility. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa || The Old Path || 50% reduction in [[Psionic (Long War)|psi]] training time. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa || On Our Own || No unique bonus. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Russia.png|center|64x32px|Russia]]<b>Russia</b> || Europe || Sukhoi Company || Start with [[Foundry (Long War)#Aerospace Improvements|Improved Avionics]] Foundry project, granting +10% to hit during [[Air Combat (Long War)|air combat]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Russia.png|center|64x32px|Russia]]<b>Russia</b> || Europe || Roscosmos || Start with an additional [[Satellite Uplink (Long War)|Satellite Uplink]], and all Satellites cost 50% less to build. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]<b>South Africa</b> || Africa || Resourceful || Start with [[Foundry (Long War)#Material Recovery|Alien Metallurgy]] and Improved Salvage Foundry projects (bonus alien alloys and weapon fragments). | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]<b>South Africa</b> || Africa || Survival Training || All soldiers receive +1 hit point. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe || Special Air Service || All soldiers receive +3 aim. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe || Their Finest Hour || Start with [[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]] Foundry project, granting interceptor weapons increased armor piercing capabilities. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe || Sandhurst || 33% reduction in ranks required to unlock [[Officer Training School (Long War)|Officer Training School]] projects. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America || Special Warfare School || [[Officer Training School (Long War)|Officer Training School]] projects cost 90% less. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America || Cheyenne Mountain || XCOM HQ starts with all [[Access Lift (Long War)|elevators]] already built, and excavation costs are reduced by 50%. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America || We Have Ways || 75% reduction in time to complete [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America || On Our Own || No unique bonus. | ||
+ | |- | ||
+ | |} | ||
+ | </div> | ||
+ | ===Country satellite bonuses=== | ||
+ | These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have are similar to one of the starting bonuses for that country, albeit while providing a smaller benefit. | ||
− | + | <div style="max-width:1400px;"> | |
+ | {| class="wikitable sortable" | style="align:centre; width:100%" | ||
+ | !colspan="5" style="padding:5px;"| Country satellite bonuses | ||
+ | |- | ||
+ | ! style="width:10%;" | Country !! style="width:10%;" | Continent !! style="width:12%;" | New staff member per month !! | Name !! | Effect | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]<b>Argentina </b> || South America || +1 Engineer || Bounties || 20% bonus cash from [[Missions_(Long_War)#Alien_Abductions|abductions]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Australia.png|center|64x32px|Australia]]<b>Australia </b> || Asia || +1 Engineer || Army of the Southern Cross || +2 bonus aim for newly promoted [[Gunner (Long_War)|Gunner]] and [[Rocketeer (Long_War)|Rocketeer]] soldiers. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America || +1 Scientist || Expertise || +10% bonus to research credits from [[Research_(Long_War)#Alien_Interrogations|interrogations]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Canada.png|center|64x32px|Canada]]<b>Canada</b> || North America || +1 Scientist || Task Force Arrowhead || +2 bonus will for new [[Engineer (Long_War)|Engineer]] and [[Medic (Long_War)|Medic]] soldiers. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia || +1 Engineer || Xenological Remedies || 34% bonus cash from alien corpse and wreck sales. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]<b>Egypt </b> || Africa || +1 Engineer || Call to Arms || 25% reduction in [[Soldiers_(Long_War)#Fatigue|fatigue]] from [[Gene Mods (Long War)|Gene Mods]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of France.png|center|64x32px|France]]<b>France</b> || Europe || +1 Scientist || Cyberware || 20% reduction in meld required for [[Primary_Weapons_(Long_War)#MEC_primary_weapons|MEC primary weapons]] and [[Equipment_(Long_War)#MEC_equipment|tactical subsystems]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe || +1 Engineer || NeoPanzers || 15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of India.png|center|64x32px|India]]<b>India</b> || Asia || +1 Engineer || Jai Vidwan || +5% research bonus for each [[Laboratory (Long_War)|Laboratory]] adjacency. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia || +1 Scientist || Robotics || +2 bonus aim for new [[S.H.I.V. (Long_War)|SHIVs]] and [[MEC Trooper (Long_War)|MEC Troopers]]. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America || +1 Engineer || Legacy of Uxmal || 10% bonus to [[Psionic (Long_War)|psionic]] training chances. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa || +1 Scientist || The Old Path || 20% reduction in [[Psionic (Long_War)|psi]] training time. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of Russia.png|center|64x32px|Russia]]<b>Russia</b> || Europe || +1 Scientist || Spetznaz || +1 bonus HP for new [[Infantry (Long_War)|Infantry]] and [[Assault (Long_War)|Assault]] soldiers. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]<b>South Africa</b> || Africa || +1 Scientist || 1st Recce || +2 bonus defense for newly promoted [[Sniper (Long_War)|Sniper]] and [[Scout (Long_War)|Scout]] soldiers. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe || +1 Scientist || Cadre || 15% reduction in ranks required to unlock [[Officer Training School (Long War)|Officer Training School]] projects. | ||
+ | |-style="text-align:center;" | ||
+ | | style="padding-top:6px;" | [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America || +1 Scientist || We Have Ways || 25% reduction in time to complete [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]]. | ||
+ | |} | ||
+ | </div> | ||
− | + | ==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 [[Missions (Long War)#Alien Base Assault|assaulting that base]] will cause the country to come back to XCOM. Conversely, aliens with high resources can expend them to send an [[UFOs (Long War)#Overseer|Overseer]] into countries via an [[Alien Missions (Long War)#Infiltrate|Infiltrate mission]], taking the country instantly. | ||
− | + | ===Panic=== | |
+ | [[Panic (Long War)|Panic]] works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount [[Alien Missions (Long War)|missions ]] to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won't increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult. | ||
+ | ===Requests=== | ||
+ | Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens' influence on their own. 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. | ||
+ | ===Funding=== | ||
{| class="wikitable" | {| class="wikitable" | ||
− | !colspan="5" | Country Funding by Continent | + | !colspan="5" style="padding:5px;" | Country Funding by Continent |
|- | |- | ||
! North America !! South America !! Africa !! Europe !! Asia | ! North America !! South America !! Africa !! Europe !! Asia | ||
Line 32: | Line 183: | ||
| | | | ||
*United States: §160 | *United States: §160 | ||
− | *Canada: | + | *Canada: §90 |
− | *Mexico: | + | *Mexico: §80 |
| | | | ||
− | *Argentina: | + | *Argentina: §70 |
*Brazil: §100 | *Brazil: §100 | ||
| | | | ||
− | *Egypt: | + | *Egypt: §80 |
− | *South Africa: | + | *South Africa: §70 |
− | *Nigeria: | + | *Nigeria: §80 |
| | | | ||
*United Kingdom: §110 | *United Kingdom: §110 | ||
Line 49: | Line 200: | ||
*China: §130 | *China: §130 | ||
*Japan: §150 | *Japan: §150 | ||
− | *India: | + | *India: §100 |
*Australia: §80 | *Australia: §80 | ||
|} | |} | ||
− | {| class="wikitable" | style="text-align: | + | {| class="wikitable" | style="text-align:center;" |
− | !colspan=" | + | !colspan="4" style="padding:5px;" | Funding Without Satellite |
+ | |- | ||
+ | ! Normal !! | Classic !! | Brutal !! | Impossible | ||
|- | |- | ||
− | + | | 50% || 40% || 33% || 25% | |
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
+ | |||
+ | ==See also== | ||
+ | * [[Gray Market (Long War)|Gray Market]] | ||
+ | * [[Panic (Long War)|Panic]] | ||
[[Category: Long War]] | [[Category: Long War]] | ||
+ | [[Category: Situation Room (Long War)]] |
Revision as of 15:02, 12 October 2021
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
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%. |
- Unlike the vanilla game, in Long War you no longer acquire your starting continent's bonus from the start. To acquire any bonus you require full satellite coverage of said continent.
Country starting bonuses
Since beta 15, the XCOM newly commissioned commander can choose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to choose from, giving you a wider replayability for future campaigns.
If you do not want to have a special starting bonus, you can choose On Our Own available for some starting countries (the richest one on each continent).
Country starting bonuses | |||
---|---|---|---|
Country | Continent | Name | Effect |
Argentina | South America | Patriae Semper Vigilis | All soldiers receive +5 will. |
Australia | Asia | Per Ardua Ad Astra | All soldiers receive +5 ability points for stat rolls upon recruitment. |
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 | South America | Expertise | +15% bonus to research credits from interrogations. |
Brazil | South America | On Our Own | No unique bonus. |
Canada | North America | Advanced Preparations | XCOM HQ starts with a Laboratory and Workshop already built. |
Canada | North America | Cadre | Start with four Corporals in the Barracks, one of each supraclass. |
China | Asia | Wei Renmin Fuwu | Start with a Workshop and Repair Bay already built. |
China | Asia | Xenological Remedies | 100% bonus cash from alien corpse and wreck sales. |
China | Asia | Deus Ex | 50% reduction in Gene Mods' Meld and cash cost and modification time. |
Egypt | Africa | Gift of Osiris | Fatigue from Psi-powers, Gene Mods, and Officer ranks reduced by 50%. |
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 | Europe | Quai d'Orsay | Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and Intel scans cost 40% less. |
France | Europe | Foreign Legion | Start with 20 additional soldiers in the Barracks. |
Germany | Europe | Skunkworks | XCOM HQ starts with the Foundry already built. |
Germany | Europe | Baumeister | Facility construction time reduced by 33%. |
Germany | Europe | NeoPanzers | 50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons. |
Germany | Europe | On Our Own | No unique bonus. |
India | Asia | Jai Jawan | Start with 2 additional interceptors in your home base and Elerium Afterburners Foundry project, granting extended interception time. |
Japan | Asia | Ring of Fire | XCOM HQ has 3 additional Steam Vents. |
Japan | Asia | Ghost In the Machine | SHIVs receive +10 aim, and you start the campaign with two SHIVs in the Barracks. |
Japan | Asia | Kiryu-Kai Commander | Start with a Master Sergeant of a random class on your roster. |
Japan | Asia | Robotics | +5 bonus aim for new SHIVs and MEC Troopers. |
Japan | Asia | On Our Own | No unique bonus. |
Mexico | North America | Wealthy Benefactor | Start with 500 bonus cash. |
Mexico | North America | Ancient Artifact | Start the campaign with an Illuminator Gunsight small item. |
Mexico | North America | Legacy of Uxmal | 20% bonus to psionic training chances. |
Nigeria | Africa | Pax Nigeriana | All soldiers receive +1 mobility. |
Nigeria | Africa | The Old Path | 50% reduction in psi training time. |
Nigeria | Africa | On Our Own | No unique bonus. |
Russia | Europe | Sukhoi Company | Start with Improved Avionics Foundry project, granting +10% to hit during air combat. |
Russia | Europe | Roscosmos | Start with an additional Satellite Uplink, and all Satellites cost 50% less to build. |
South Africa | Africa | Resourceful | Start with Alien Metallurgy and Improved Salvage Foundry projects (bonus alien alloys and weapon fragments). |
South Africa | Africa | Survival Training | All soldiers receive +1 hit point. |
United Kingdom | Europe | Special Air Service | All soldiers receive +3 aim. |
United Kingdom | Europe | Their Finest Hour | Start with Penetrator Weapons Foundry project, granting interceptor weapons increased armor piercing capabilities. |
United Kingdom | Europe | Sandhurst | 33% reduction in ranks required to unlock Officer Training School projects. |
United States | North America | Special Warfare School | Officer Training School projects cost 90% less. |
United States | North America | Cheyenne Mountain | XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%. |
United States | North America | We Have Ways | 75% reduction in time to complete autopsies and interrogations. |
United States | North America | On Our Own | No unique bonus. |
Country satellite bonuses
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have are similar to one of the starting bonuses for that country, albeit while providing a smaller benefit.
Country satellite bonuses | ||||
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Country | Continent | New staff member per month | Name | Effect |
Argentina | South America | +1 Engineer | Bounties | 20% bonus cash from abductions. |
Australia | Asia | +1 Engineer | Army of the Southern Cross | +2 bonus aim for newly promoted Gunner and Rocketeer soldiers. |
Brazil | South America | +1 Scientist | Expertise | +10% bonus to research credits from interrogations. |
Canada | North America | +1 Scientist | Task Force Arrowhead | +2 bonus will for new Engineer and Medic soldiers. |
China | Asia | +1 Engineer | Xenological Remedies | 34% bonus cash from alien corpse and wreck sales. |
Egypt | Africa | +1 Engineer | Call to Arms | 25% reduction in fatigue from Gene Mods. |
France | Europe | +1 Scientist | Cyberware | 20% reduction in meld required for MEC primary weapons and tactical subsystems. |
Germany | Europe | +1 Engineer | NeoPanzers | 15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons. |
India | Asia | +1 Engineer | Jai Vidwan | +5% research bonus for each Laboratory adjacency. |
Japan | Asia | +1 Scientist | Robotics | +2 bonus aim for new SHIVs and MEC Troopers. |
Mexico | North America | +1 Engineer | Legacy of Uxmal | 10% bonus to psionic training chances. |
Nigeria | Africa | +1 Scientist | The Old Path | 20% reduction in psi training time. |
Russia | Europe | +1 Scientist | Spetznaz | +1 bonus HP for new Infantry and Assault soldiers. |
South Africa | Africa | +1 Scientist | 1st Recce | +2 bonus defense for newly promoted Sniper and Scout soldiers. |
United Kingdom | Europe | +1 Scientist | Cadre | 15% reduction in ranks required to unlock Officer Training School projects. |
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.
Panic
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won't increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.
Requests
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens' influence on their own. 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.
Funding
Country Funding by Continent | ||||
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North America | South America | Africa | Europe | Asia |
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Funding Without Satellite | |||
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Normal | Classic | Brutal | Impossible |
50% | 40% | 33% | 25% |