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| rowspan ="12"  style="background-color: #eaecf0;" | '''Asia''' || Australia  || §880 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All non-mechanical units start with +1 HP, +2 aim, and +2 will.
| rowspan ="12"  style="background-color: #eaecf0;" | '''Asia''' || Australia  || §880 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All non-mechanical units start with +1 HP, +2 aim, and +2 will.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan = "3" | China || rowspan ="3" | §720 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your base.
| rowspan = "3" | China || rowspan ="3" | §720 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 8 extra engineers in your base.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Xenological Remedies''''' || 7x credits from alien corpses and wreck sales.
| style="color: #555;" | '''''Xenological Remedies''''' || 7x credits from alien corpses and wreck sales.
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| rowspan = "3" | India || rowspan ="3" | §800 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.  
| rowspan = "3" | India || rowspan ="3" | §800 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.  
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Jai Jawan''''' || Start with an additional Interceptor, 6 UFO Power Sources, 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, 4 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your base.     
| 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.     
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan = "5" | Japan || rowspan ="5" | §720 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built.  
| rowspan = "5" | Japan || rowspan ="5" | §720 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators are free to produce and have no upkeep. Start with 6 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built.  
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.
| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.
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| style="color: #555;" | '''''On Our Own''''' || -
| style="color: #555;" | '''''On Our Own''''' || -
|-  
|-  
| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | France || rowspan ="2" | §720 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less.  
| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | France || rowspan ="2" | §720 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 60% faster, fulfilled requests provide 60% additional defense, and intel scans cost 60% less.  
|-  
|-  
| style="color: #555;" | '''''Foreign Legion''''' || Start with 20 additional soldiers.  
| style="color: #555;" | '''''Foreign Legion''''' || Start with 20 additional soldiers.  
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| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%.  
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%.  
|-  
|-  
| style="color: #555;" | '''''NeoPanzers''''' || 35% reduction in Credits, alloy and elerium requred for MECs, SHIVS and their primary weapons.  
| style="color: #555;" | '''''NeoPanzers''''' || 35% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons.  
|-  
|-  
| style="color: #555;" | '''''On Our Own''''' || -   
| style="color: #555;" | '''''On Our Own''''' || -   
|-  
|-  
| rowspan ="2" | Russia || rowspan ="2" | §960 || style="color: #555;" | '''''Suhkoi Company''''' || Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit and +15% penetration, respectively.  
| rowspan ="2" | Russia || rowspan ="2" | §960 || style="color: #555;" | '''''Sukhoi Company''''' || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively.  
|-
|-
| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build, and start with a 2nd Satellite Uplink already built (1st floor, to the right of the 1st uplink)
| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build, and start with a 2nd Satellite Uplink already built (1st floor, to the right of the 1st uplink)
|-  
|-  
| rowspan ="3" | United Kingdom || rowspan ="3" | §720 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +7 aim.   
| rowspan ="3" | United Kingdom || rowspan ="3" | §720 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +6 aim.   
|-  
|-  
| 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 5%, 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 5%, respectively.  
|-  
|-  
| style="color: #555;" | '''''Sandhurst''''' || 30% reduction in 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 ="2" | Canada || rowspan ="2" | §640 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 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="9" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="2" | Canada || rowspan ="2" | §640 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 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;" | '''''Legacy of Uxmal''''' || 12 bonus will, only for the purposes of psionic training.  
| style="color: #555;" | '''''Legacy of Uxmal''''' || 12 bonus will, only for the purposes of psionic training.  
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan ="4" | United States || rowspan ="4" | §480 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects are free and mission fatigue is reduced by 15%.     
| rowspan ="4" | United States || rowspan ="4" | §480 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects are free and mission fatigue is reduced by 20%.     
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built. Excavation costs are reduced by 65%.   
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built. Excavation costs are reduced by 65%.   
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| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | Argentina || rowspan ="2" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with +6 will.  
| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | Argentina || rowspan ="2" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with +6 will.  
|-  
|-  
| style="color: #555;" | '''''Public Heroes''''' || Double credit, scientist, and engineer rewards from abudction mission.   
| style="color: #555;" | '''''Public Heroes''''' || Double credit, scientist, and engineer rewards from abduction missions.   
|-  
|-  
| rowspan ="3" | Brazil || rowspan ="3" | §1,440 || style="color: #555;" | '''''Jungle Scouts''''' || 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]
| rowspan ="3" | Brazil || rowspan ="3" | §1,440 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +1 HP. 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]
|-  
|-  
| style="color: #555;" | '''''Ready For War''''' || Start with 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%)
| style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%)
|-  
|-  
| style="color: #555;" | '''''On Our Own''''' || -
| style="color: #555;" | '''''On Our Own''''' || -
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'''Starting Credits: §720'''
'''Starting Credits: §720'''
----
----
'''Assembly Line:''' Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your home base.
'''Assembly Line:''' Start with two workshops (1st floor, both to the right of the elevator) and 8 extra engineers in your home base.


'''Deus Ex:''' 75% reduction in genemod meld and Credits cost and modification time.
'''Deus Ex:''' 75% reduction in genemod meld and Credits cost and modification time.
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'''Starting Credits: §800'''
'''Starting Credits: §800'''
----
----
'''Jai Jawan:''' Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs].
'''Jai Jawan:''' Start with 2 additional Interceptors, 4 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs].


'''Jai Vidwan:''' Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.
'''Jai Vidwan:''' Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.


'''Research Focus:''' Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your home base.
'''Research Focus:''' Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your home base.




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'''Ghost In the Machine:''' SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.
'''Ghost In the Machine:''' SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.


'''Ring of Fire:''' Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built.
'''Ring of Fire:''' Thermogenerators are free to produce and have no upkeep. Start with 6 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built.


'''Robotics:''' +10 bonus aim for new SHIVs and MEC troopers.
'''Robotics:''' +10 bonus aim for new SHIVs and MEC troopers.
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'''Baumeister:''' Start with all elevators built and 3 Fission Generators built on the 4th floor (right side). Facility construction time is reduced by 85%.
'''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:''' 35% reduction in Credits, alloy and elerium required for MECs, SHIVs, and their primary weapons.
'''NeoPanzers:''' 35% reduction in credits, alloy and elerium required for MECs, SHIVs, and their primary weapons.


'''Skunkworks:''' Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side).
'''Skunkworks:''' Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side).
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'''Foreign Legion:''' Start with 20 additional soldiers.
'''Foreign Legion:''' Start with 20 additional soldiers.


'''Quai d'Orsay:''' Country item requests occur 50% faster; fulfilled requests provide 50% additional defense, and intel scans cost 50% less.
'''Quai d'Orsay:''' Country item requests occur 60% faster; fulfilled requests provide 60% additional defense, and intel scans cost 60% less.




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'''Roscosmos:''' All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink).
'''Roscosmos:''' All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink).


'''Sukhoi Company:''' Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit +15% penetration, respectively.
'''Sukhoi Company:''' Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively.




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'''Starting Credits: §720'''
'''Starting Credits: §720'''
----
----
'''Sandhurst:''' 30% reduction in missions required to unlock Officer Training School projects.
'''Sandhurst:''' 15% reduction in mission fatigue and missions required to unlock Officer Training School projects.


'''Special Air Service:''' All non-mechanical units start with +7 aim.
'''Special Air Service:''' All non-mechanical units start with +6 aim.


'''Their Finest Hour:''' Start with Armored Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.
'''Their Finest Hour:''' Start with Armored Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.
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'''Cheyenne Mountain:''' Start with all elevators built. Excavation costs are reduced by 65%.
'''Cheyenne Mountain:''' Start with all elevators built. Excavation costs are reduced by 65%.


'''Special Warfare School:''' All Officer Training School projects are free and mission fatigue is reduced by 15%.
'''Special Warfare School:''' All Officer Training School projects are free and mission fatigue is reduced by 20%.


'''We Have Ways:''' 70% reduction in time to complete autopsies and interrogations.
'''We Have Ways:''' 70% reduction in time to complete autopsies and interrogations.
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'''Starting Credits: §1,440'''
'''Starting Credits: §1,440'''
----
----
'''Jungle Scouts:''' Start with Improved Medikit [+1 medikit 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].
'''Jungle Scouts:''' All non-mechanical units start with +1 HP. Start with Improved Medikit [+1 medikit 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 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).
'''Ready For War:''' Start with 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).


'''On Our Own:''' No unique bonus.
'''On Our Own:''' No unique bonus.

Revision as of 01:13, 25 September 2020

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Starting Location

At the beginning of a campaign, you must select a starting location for XCOM HQ, and a start bonus. All countries offer a different amount of starting Credits, as well as multiple starting bonuses to choose from. Some countries also offer an "On Our Own" start which confers no special bonuses.

Country Starting Bonuses
Continent Country Starting Credits Bonus Description
Africa Egypt §960 For the Sake of Glory Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear.
Nigeria §560 Pax Nigeriana All non-mechanical units start with +0.6 mobility.
Advanced Conversion Converting soldiers to MECs costs no meld.
On Our Own -
South Africa §480 Resourceful Start with Alien Metallurgy foundry project (+50% bonus alien alloys).
Survival Training All non-mechanical units start with +2hp.
Asia Australia §880 Per Ardua Ad Astra All non-mechanical units start with +1 HP, +2 aim, and +2 will.
China §720 Assembly Line Start with two workshops (1st floor, both to the right of the elevator) and 8 extra engineers in your base.
Xenological Remedies 7x credits from alien corpses and wreck sales.
Deus Ex 75% reduction in genemod meld and Credits cost and modification time.
India §800 Jai Vidwan Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.
Jai Jawan Start with 2 additional Interceptors, 4 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].
Research Focus Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base.
Japan §720 Ring of Fire Thermogenerators are free to produce and have no upkeep. Start with 6 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built.
Ghost In the Machine SHIVs receive +20 aim, and you start the campaign with 4 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.
On Our Own -
Europe France §720 Quai d'Orsay Country item requests occur 60% faster, fulfilled requests provide 60% additional defense, and intel scans cost 60% less.
Foreign Legion Start with 20 additional soldiers.
Germany §640 Skunkworks Start with a Workshop, and the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side)
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 35% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons.
On Our Own -
Russia §960 Sukhoi Company Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively.
Roscosmos All satellites cost 50% less to build, and start with a 2nd Satellite Uplink already built (1st floor, to the right of the 1st uplink)
United Kingdom §720 Special Air Service All non-mechanical units start with +6 aim.
Their Finest Hour Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.
Sandhurst 15% reduction in mission fatigue and missions required to unlock Officer Training School projects.
North America Canada §640 Advanced Preparations Start with 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 the soldiers on your initial mission start at the rank of Corporal.
Mexico §720 Wealthy Benefactor Start with 1400 bonus Credits.
Ancient Artefacts Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.
Legacy of Uxmal 12 bonus will, only for the purposes of psionic training.
United States §480 Special Warfare School All Officer Training School projects are free and mission fatigue is reduced by 20%.
Cheyenne Mountain Start with all elevators built. Excavation costs are reduced by 65%.
We Have Ways 70% reduction in time to complete autopsies and interrogations.
On Our Own -
South America Argentina §1,600 Patriae Semper Vigilis All non-mechanical units start with +6 will.
Public Heroes Double credit, scientist, and engineer rewards from abduction missions.
Brazil §1,440 Jungle Scouts All non-mechanical units start with +1 HP. 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 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%)
On Our Own -


Africa

Egypt


Starting Credits: §960


For the Sake of Glory: Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear.


Nigeria


Starting Credits: §560


Pax Nigeriana: All non-mechanical units start with +0.6 mobility.

Advanced Conversion: Converting soldiers to MECs costs no meld.

On Our Own: No unique bonus.


South Africa


Starting Credits: §480


Resourceful: Start with Alien Metallurgy foundry project (+50% bonus alien alloys).

Survival Training: All non-mechanical units start with +2 HP.

Asia

Australia


Starting Credits: §880


Per Ardua Ad Astra: All non-mechanical units start with +1 HP, +2 aim, and +2 will.


China


Starting Credits: §720


Assembly Line: Start with two workshops (1st floor, both to the right of the elevator) and 8 extra engineers in your home base.

Deus Ex: 75% reduction in genemod meld and Credits cost and modification time.

Xenological Remedies: 7x credits from alien corpse and wreck sales.


India


Starting Credits: §800


Jai Jawan: Start with 2 additional Interceptors, 4 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs].

Jai Vidwan: Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.

Research Focus: Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your home base.


Japan


Starting Credits: §720


Kiryu-Kai Commander: Start with a Japanese Master Sergeant of a random class.

Ghost In the Machine: SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.

Ring of Fire: Thermogenerators are free to produce and have no upkeep. Start with 6 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built.

Robotics: +10 bonus aim for new SHIVs and MEC troopers.

On Our Own: No unique bonus.


Europe

Germany


Starting Credits: §640


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: 35% reduction in credits, alloy and elerium required for MECs, SHIVs, and their primary weapons.

Skunkworks: Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side).

On Our Own: No unique bonus.


France


Starting Credits: §720


Foreign Legion: Start with 20 additional soldiers.

Quai d'Orsay: Country item requests occur 60% faster; fulfilled requests provide 60% additional defense, and intel scans cost 60% less.


Russia


Starting Credits: §960


Roscosmos: All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink).

Sukhoi Company: Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively.


United Kingdom


Starting Credits: §720


Sandhurst: 15% reduction in mission fatigue and missions required to unlock Officer Training School projects.

Special Air Service: All non-mechanical units start with +6 aim.

Their Finest Hour: Start with Armored Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.


North America

Canada


Starting Credits: §640


Advanced Preparations: Start with all elevators, a workshop (1st floor, just right of elevator), a laboratory (3rd floor, just left of elevator), and a fission generator (1st floor, far right) built.

Cadre: Five of the soldiers on your initial mission start at the Corporal rank.


Mexico


Starting Credits: §720


Ancient Artifacts: Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.

Legacy of Uxmal: 12 bonus will, only for the purposes of psionic training.

Wealthy Benefactor: Start with 1400 bonus Credits.


United States


Starting Credits: §480


Cheyenne Mountain: Start with all elevators built. Excavation costs are reduced by 65%.

Special Warfare School: All Officer Training School projects are free and mission fatigue is reduced by 20%.

We Have Ways: 70% reduction in time to complete autopsies and interrogations.

On Our Own: No unique bonus.


South America

Argentina


Starting Credits: §1,600


Patriae Semper Vigilis: All non-mechanical units start with +6 will.

Public Heroes: Double credit, scientist, and engineer rewards from abductions.


Brazil


Starting Credits: §1,440


Jungle Scouts: All non-mechanical units start with +1 HP. Start with Improved Medikit [+1 medikit 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 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).

On Our Own: No unique bonus.