Start Bonuses (LWR): Difference between revisions
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| style="min-width:84px; color: #555;" | '''''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. | | style="min-width:84px; color: #555;" | '''''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. | ||
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| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §350 || style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with + | | rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §350 || style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility. | ||
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| style="color: #555;" | '''''Advanced Conversion''''' || MEC augmentation acts if all soldiers have + | | style="color: #555;" | '''''Advanced Conversion''''' || MEC augmentation acts if all soldiers have +3 HP. Start with 4 UFO Flight Computers (modified by campaign length). | ||
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| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers start with 1 DR. | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers start with +1 DR and +2 HP. Bonus attributes do not affect MEC augmentation. | ||
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| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §300 || style="color: #555;" | '''''Resourceful''''' || Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium). | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §300 || style="color: #555;" | '''''Resourceful''''' || Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium). | ||
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| style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with + | | style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +4hp. Bonus attributes do not affect MEC augmentation. | ||
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| 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 + | | 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 +2 HP, +4 aim, and +4 will. Bonus attributes do not affect MEC augmentation or psi training. | ||
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| 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;" | '''''Xenological Remedies''''' || Increased credits (Impossible: | | style="color: #555;" | '''''Xenological Remedies''''' || Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales. | ||
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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. | ||
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| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +30 aim, and you start the campaign with 2 extra SHIVs. | | style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +30 aim, and you start the campaign with 2 extra SHIVs. | ||
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| style="color: #555;" | '''''Kiryu-Kai | | style="color: #555;" | '''''Kiryu-Kai Commanders''''' || Start with 2 additional Japanese Gunnery Sergeants of a random class. | ||
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| style="color: #555;" | '''''Robotics''''' || + | | style="color: #555;" | '''''Robotics''''' || +16 aim bonus for new SHIV's and MEC troopers. | ||
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| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on landed/downed UFOs occur twice as often. | | style="color: #555;" | '''''Global Networking''''' || Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on landed/downed UFOs occur twice as often. | ||
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| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 40% less to build and start with a satellite nexus (instead of a satellite uplink). | | style="color: #555;" | '''''Roscosmos''''' || All satellites cost 40% less to build and start with a satellite nexus (instead of a satellite uplink). | ||
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| rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with + | | rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +8 aim. | ||
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| style="color: #555;" | '''''Their Finest Hour''''' || Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 10%, respectively. | | style="color: #555;" | '''''Their Finest Hour''''' || Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 10%, respectively. | ||
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| style="color: #555;" | '''''Sandhurst''''' || | | style="color: #555;" | '''''Sandhurst''''' || 20% reduction in mission fatigue and missions required to unlock Officer Training School projects. | ||
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| 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. | | 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. | ||
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| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 2 Illuminator Gunsights. | | style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 2 Illuminator Gunsights. | ||
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| style="color: #555;" | '''''Legacy of Uxmal''''' || | | style="color: #555;" | '''''Legacy of Uxmal''''' || 8 bonus will, only for the purposes of psionic training. | ||
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| rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §300 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 95% less and XTPs provide 60% more experience. | | rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §300 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 95% less and XTPs provide 60% more experience. | ||
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| style="color: #555;" | '''''Public Heroes''''' || +130% credit, scientist, and engineer rewards from abduction missions. | | style="color: #555;" | '''''Public Heroes''''' || +130% credit, scientist, and engineer rewards from abduction missions. | ||
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| rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §900 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with + | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §900 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and +2 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] | ||
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| style="color: #555;" | '''''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%). | | style="color: #555;" | '''''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%). | ||
Revision as of 13:55, 24 August 2021
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