Start Bonuses (LWR): Difference between revisions
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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. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Xenological Remedies''''' || 10x | | style="color: #555;" | '''''Xenological Remedies''''' || Increased credits (Impossible: 8x, Brutal: 9x, Classic: 10x, Normal: 11x) from alien corpse, captive, and wreck sales. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| 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. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan = " | | rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §500 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%), start with 50 elerium, and gain double scientists from all abductions. | ||
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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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| 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). | ||
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| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive + | | 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 Commander''''' || Start with a Japanese Master Sergeant of a random class. | | style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with a Japanese Master Sergeant of a random class. | ||
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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%. | ||
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| style="color: #555;" | '''''NeoPanzers''''' || | | style="color: #555;" | '''''NeoPanzers''''' || 70% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons. | ||
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| style="color: #555;" | '''''Militarization''''' || Soldier costs and arrival time are decreased by 30% and twice the officer billets are unlocked from the Captains and Colonels OTS upgrades. | | style="color: #555;" | '''''Militarization''''' || Soldier costs and arrival time are decreased by 30% and twice the officer billets are unlocked from the Captains and Colonels OTS upgrades. | ||
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| rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Sukhoi Company''''' || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +10% to hit, +25% penetration, and 10 battle speed, respectively. | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Sukhoi Company''''' || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +10% to hit, +25% penetration, and 10 battle speed, respectively. | ||
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| style="color: #555;" | '''''Roscosmos''''' || All satellites cost | | 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 +5 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''''' || 15% reduction in mission fatigue and 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. | ||
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| rowspan="9" style="background-color: #eaecf0;" | '''North America''' ||rowspan =" | | rowspan="9" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="2" | §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;" | '''''Cadre''''' || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day. | | style="color: #555;" | '''''Cadre''''' || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day. | ||
|- style="background-color: #ececec;" | |||
| 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 ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §450 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus Credits. | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §450 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus Credits. | ||
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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''''' || 7 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;" | '''''Cheyenne Mountain''''' || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 80%. | | style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 80%. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''We Have Ways''''' || | | style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by <XGParam:IntValue0>%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker]. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Daredevils''''' || Combat Patrols are twice as effective and cause half as much damage to the aircraft. | | style="color: #555;" | '''''Daredevils''''' || Combat Patrols are twice as effective and cause half as much damage to the aircraft. | ||
Revision as of 02:06, 18 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