Start Bonuses (LWR): Difference between revisions
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| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §750 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur twice as fast, fulfilled requests provide double country defense, and intel scans are free. | | rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §750 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur twice as fast, fulfilled requests provide double country defense, and intel scans are free. | ||
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| style="color: #555;" | '''''Foreign Legion''''' || Start with 15 additional soldiers. Reduces soldier salary costs by 50%. Active and fatigued soldiers gain xp each day equal to | | style="color: #555;" | '''''Foreign Legion''''' || Start with 15 additional soldiers. Reduces soldier salary costs by 50%. Active and fatigued soldiers gain xp each day equal to the number of months passed. | ||
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| rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §690 || style="color: #555;" | '''''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. | | rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §690 || style="color: #555;" | '''''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. | ||
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| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. Removes the maintenance cost of laboratories. | | style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. Removes the maintenance cost of laboratories. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §1470 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §1470 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 800 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are twice as large and have a quarter the surcharge rate. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 250 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. | | style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 250 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. | ||
Revision as of 18:04, 27 August 2024
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.
Table of Start Bonuses