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| | style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +2hp. Bonus attributes do not affect MEC augmentation. | | | style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +2hp. Bonus attributes do not affect MEC augmentation. |
| |- style="background-color: #ececec;" | | |- style="background-color: #ececec;" |
| | rowspan ="12" style="background-color: #eaecf0;" | '''Asia''' || [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || §550 || style="color: #555;" | '''''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. | | | rowspan ="11" style="background-color: #eaecf0;" | '''Asia''' || [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || §550 || style="color: #555;" | '''''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. |
| |- style="background-color: #ececec;" | | |- style="background-color: #ececec;" |
| | rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §450 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator), 50 alloys, and 20 extra engineers in your base. | | | rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §450 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator), 50 alloys, and 20 extra engineers in your base. |
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| | style="color: #555;" | '''''Deus Ex''''' || 90% reduction in genemod meld and Credits cost and modification time. | | | style="color: #555;" | '''''Deus Ex''''' || 90% reduction in genemod meld and Credits cost and modification time. |
| |- style="background-color: #ececec;" | | |- style="background-color: #ececec;" |
| | rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §500 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%), start with 50 elerium, and gain double scientists from all abductions. | | | rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §500 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%), start with 50 elerium, and gain double scientists from all abductions. |
| |- style="background-color: #ececec;" | | |- style="background-color: #ececec;" |
| | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors, 12 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs]. | | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors, 12 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs]. |
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| | style="color: #555;" | '''''Sandhurst''''' || 15% reduction in mission fatigue and missions required to unlock Officer Training School projects. | | | style="color: #555;" | '''''Sandhurst''''' || 15% reduction in mission fatigue and missions required to unlock Officer Training School projects. |
| |- style="background-color: #ececec;" | | |- style="background-color: #ececec;" |
| | rowspan="9" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="2" | §400 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 8 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. | | | rowspan="10" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="3" | §400 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 8 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. |
| |- style="background-color: #ececec;" | | |- style="background-color: #ececec;" |
| | style="color: #555;" | '''''Cadre''''' || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day. | | | style="color: #555;" | '''''Cadre''''' || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day. |
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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
|
 Egypt
|
§600
|
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.
|
 Nigeria |
§350 |
Pax Nigeriana |
All non-mechanical units start with +0.6 mobility.
|
| Advanced Conversion |
MEC augmentation acts if all soldiers have +2 HP. Start with 4 UFO Flight Computers (modified by campaign length).
|
| Bred Tough |
All biosoldiers start with 1 DR.
|
 South Africa |
§300 |
Resourceful |
Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium).
|
| Survival Training |
All non-mechanical units start with +2hp. Bonus attributes do not affect MEC augmentation.
|
| Asia |
 Australia |
§550 |
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.
|
 China |
§450 |
Assembly Line |
Start with two workshops (1st floor, both to the right of the elevator), 50 alloys, and 20 extra engineers in your base.
|
| Xenological Remedies |
Increased credits (Impossible: 8x, Brutal: 9x, Classic: 10x, Normal: 11x) from alien corpse, captive, and wreck sales.
|
| Deus Ex |
90% reduction in genemod meld and Credits cost and modification time.
|
 India |
§500 |
Jai Vidwan |
Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%), start with 50 elerium, and gain double scientists from all abductions.
|
| Jai Jawan |
Start with 2 additional Interceptors, 12 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].
|
 Japan |
§450 |
Ring of Fire |
Thermogenerators produce 150 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 +30 aim, and you start the campaign with 2 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.
|
| Global Networking |
Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on landed/downed UFOs occur twice as often.
|
| Europe |
 France |
§450 |
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.
|
 Germany |
§400 |
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 |
70% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons.
|
| Militarization |
Soldier costs and arrival time are decreased by 30% and twice the officer billets are unlocked from the Captains and Colonels OTS upgrades.
|
 Russia |
§600 |
Sukhoi Company |
Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +10% to hit, +25% penetration, and 10 battle speed, respectively.
|
| Roscosmos |
All satellites cost 40% 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 +5 aim.
|
| Their Finest Hour |
Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 10%, respectively.
|
| Sandhurst |
15% reduction in mission fatigue and missions required to unlock Officer Training School projects.
|
| North America |
 Canada |
§400 |
Advanced Preparations |
Start with 8 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 3xp each day.
|
| Research Focus |
Start with two laboratories (1st floor, both to the right of the elevator), 50 elerium, and 20 extra scientists in your base.
|
 Mexico |
§450 |
Wealthy Benefactor |
Start with 1400 bonus Credits.
|
| Ancient Artifacts |
Start the campaign with 2 Illuminator Gunsights.
|
| Legacy of Uxmal |
7 bonus will, only for the purposes of psionic training.
|
 United States |
§300 |
Special Warfare School |
All Officer Training School projects cost 95% less and XTPs provide 60% more experience.
|
| Cheyenne Mountain |
Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 80%.
|
| We Have Ways |
Reduces time required for autopsies and interrogations by <XGParam:IntValue0>%. 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 |
Combat Patrols are twice as effective and cause half as much damage to the aircraft.
|
| South America |
 Argentina |
§800 |
Vigilis |
All non-mechanical units start with +20 will. Bonus attributes do not affect psi training.
|
| Public Heroes |
+130% credit, scientist, and engineer rewards from abduction missions.
|
 Brazil |
§900 |
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 200 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).
|
| Born to Fly |
Pilots gain 4 aim per kill instead of 1.
|