Start Bonuses (LWR): Difference between revisions
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| 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 ="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. | ||
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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) 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''''' || 10x credits from alien corpse/wreck and captive sales. | | style="color: #555;" | '''''Xenological Remedies''''' || 10x credits from alien corpse/wreck and captive sales. | ||
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| 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;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. | | style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator), 50 elerium, and 20 extra scientists in your base. | ||
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| rowspan = "5" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="5" | §450 || style="color: #555;" | '''''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). | | rowspan = "5" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="5" | §450 || style="color: #555;" | '''''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). | ||
Revision as of 00:43, 26 June 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