Jump to content

Start Bonuses (LWR): Difference between revisions

From UFOpaedia
Ucross (talk | contribs)
Ucross (talk | contribs)
No edit summary
Line 1: Line 1:
[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]
<div style="float:right">
<div style="padding-left: 20px;">__TOC__</div>
</div>


== In General ==
== 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.
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.
== Africa ==
=== Egypt ===
[[File:Flag of Egypt.png|border|80px]]<br/>
'''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 ===
[[File:Flag of Nigeria.png|border|80px]]<br/>
'''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 ===
[[File:Flag of South Africa.png|border|80px]]<br/>
'''Starting Credits: §480'''
----
====Resourceful====
Start with Alien Metallurgy foundry project (+50% bonus alien alloys).
====Survival Training====
All non-mechanical units start with +2 HP.
<br><br>
== Asia ==
=== Australia ===
[[File:Flag of Australia.png|border|80px]]<br/>
'''Starting Credits: §880'''
----
====Per Ardua Ad Astra====
All non-mechanical units start with +1 HP, +2 aim, and +2 will.
=== China ===
[[File:Flag of China.png|border|80px]]<br/>
'''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 ===
[[File:Flag of India.png|border|80px]]<br/>
'''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 12 extra scientists in your home base.
=== Japan ===
[[File:Flag of Japan.png|border|80px]]<br/>
'''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 ===
[[File:Flag of Germany.png|border|80px]]<br/>
'''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====
45% 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 ===
[[File:Flag of France.png|border|80px]]<br/>
'''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 ===
[[File:Flag of Russia.png|border|80px]]<br/>
'''Starting Credits: §960'''
----
====Roscosmos====
All satellites cost <XGParam:IntValue0>% less to build and start with a satellite nexus (instead of a satellite 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 ===
[[File:Flag of UK.png|border|80px]]<br/>
'''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 ===
[[File:Flag of Canada.png|border|80px]]<br/>
'''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====
Eight of your initial soldiers start at the Lance Corporal rank.
=== Mexico ===
[[File:Flag of Mexico.png|border|80px]]<br/>
'''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 ===
[[File:Flag of USA.png|border|80px]]<br/>
'''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 XTPs provide triple experience.
====We Have Ways====
70% reduction in time to complete autopsies and interrogations.
====On Our Own====
No unique bonus.
== South America ==
=== Argentina ===
[[File:Flag of Argentina (bordered).png|border|80px]]<br/>
'''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 ===
[[File:Flag of Brazil.png|border|80px]]<br/>
'''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 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).
====On Our Own====
No unique bonus.


== Table of Start Bonuses ==
== Table of Start Bonuses ==

Revision as of 12:28, 7 November 2020

Back To Main Page

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
§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 12 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 45% 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 <XGParam:IntValue0>% less to build and start with a satellite nexus (instead of a satellite 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 Eight of your initial soldiers start at the Lance Corporal rank.

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 XTPs provide triple experience.
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 -