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Fixed Cadre bonus according to game and change log.
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! style="padding: 4px;" | Continent !! style="padding: 4px;" | Country !! style="padding: 4px;" | Starting Credits !! style="padding: 4px;" | Bonus !! style="padding: 4px;" | Description  
! style="padding: 4px;" | Continent !! style="padding: 4px;" | Country !! style="padding: 4px;" | Starting Credits !! style="padding: 4px;" | Bonus !! style="padding: 4px;" | Description  
|-  
|-  
| rowspan="6" style="background-color: #eaecf0; min-width:84px;" | '''Africa'''  
| rowspan="7" style="background-color: #eaecf0; min-width:84px;" | '''Africa'''  
| style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt'''
| rowspan="2" style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt'''
| style="min-width:80px;" | §2520
| rowspan="2" style="min-width:80px;" | §2520
| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 35%. Soldiers are twice as likely to receive a quirk after a mission.
| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 35%. Soldiers are twice as likely to receive a quirk after a mission.
|-
| style="color: #555;" | '''''Desert Storm''''' || AP grenades have +1 penetration and receive an additional use.
|-  
|-  
| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §2520 || style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility.
| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §2520 || style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility.
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|-  
|-  
| style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP.
| style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan="11" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "2" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "2" | §510 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.
| rowspan="16" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "4" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "4" | §510 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.
 
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Outback Rocketeers''''' || Rockets have -50% scatter and cost only 1 AP to fire.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Robotics''''' || +20 aim bonus for SHIVs and MEC troopers.
| style="color: #555;" | '''''Robotics''''' || +20 aim bonus for SHIVs and MEC troopers.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §330 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator). Removes the maintenance cost of workshops.
| style="color: #555;" | '''''Endless Barrage''''' || Gunners and Rocketeers gain +5 ammo.
|- style="background-color: #ececec;"
| rowspan = "4" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="4" | §330 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator). Removes the maintenance cost of workshops.
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Red Army Repairs''''' || Engineer Repair heals 3 more HP and has 2 more uses.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses and wrecks increased by 10x. Credits from selling alien captives increased by 30x.
| style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses and wrecks increased by 10x. Credits from selling alien captives increased by 30x.
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| style="color: #555;" | '''''Deus Ex''''' || Acquiring any genetic modification grants both gene mods for that body part.
| style="color: #555;" | '''''Deus Ex''''' || Acquiring any genetic modification grants both gene mods for that body part.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §450 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories and their adjacencies by 50% and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium.  
| rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §450 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories and their adjacencies by 50% and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium.  
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Jai Jawan''''' || Start with an extra Interceptor and increase aircraft fire rate by 80%.
| style="color: #555;" | '''''Jai Jawan''''' || Start with an extra Interceptor and increase aircraft fire rate by 80%.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §390 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 7 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor).  
| style="color: #555;" | '''''Demolition Doctrine''''' || Grants +1 damage and +1 penetration to all explosives.
|- style="background-color: #ececec;"
| rowspan = "5" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="5" | §390 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 7 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor).  
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Ghost In the Machine''''' || All SHIVs receive +35 aim.
| style="color: #555;" | '''''Ghost In the Machine''''' || All SHIVs receive +35 aim.
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Bushido Training''''' || All biosoldiers gain +10 defense and a 1% chance to enrage each turn they start with an enemy in sight.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with an additional soldier: a Japanese Master Sergeant of a random class.
| style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with an additional soldier: a Japanese Master Sergeant of a random class.
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| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and countries are twice as likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market [Gives the ability to sell various equipment and artifacts XCOM has obtained].
| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and countries are twice as likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market [Gives the ability to sell various equipment and artifacts XCOM has obtained].
|-  
|-  
| 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="16" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="3" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="3" | §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.
|-
| style="color: #555;" | '''''Legionnaire Precision''''' || Snipers and Scouts gain +2 penetration and +20 crit.
|-  
|-  
| 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.
| 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.
|-  
|-  
| 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 ="6" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="6" | §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.
|-  
|-  
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction and MEC augmentation time is reduced by 75%.
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction and MEC augmentation time is reduced by 75%.
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| style="color: #555;" | '''''Militarization''''' || Twice the officer billets are unlocked from all OTS upgrades. Grants an additional unit to aid in UFO Site missions.
| style="color: #555;" | '''''Militarization''''' || Twice the officer billets are unlocked from all OTS upgrades. Grants an additional unit to aid in UFO Site missions.
|-  
|-  
| rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §810 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +20 base DR.
| style="color: #555;" | '''''Waffenmeister''''' || Grants +1 penetration to all shots.
|-
| style="color: #555;" | '''''Stormtroopers''''' || Grants +2 crit damage to all point blank shots.
|-
| rowspan ="3" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="3" | §810 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +20 base DR.
|-
| style="color: #555;" | '''''Soviet Zeal''''' || Soldiers gain +20% XP.
|-
|-
| style="color: #555;" | '''''Roscosmos''''' || Start with +2 satellite uplink capacity and all satellites cost 50% less to build.
| style="color: #555;" | '''''Roscosmos''''' || Start with +2 satellite uplink capacity and all satellites cost 50% less to build.
|-  
|-  
| rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §750 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +12 aim.   
| rowspan ="4" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="4" | §750 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +12 aim.   
|-
| style="color: #555;" | '''''MI6''''' || Leather Jackets grant the Fast and Furious perk.
|-  
|-  
| style="color: #555;" | '''''Their Finest Hour''''' || Start with an extra interceptor. All aircraft gain 15 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective.
| style="color: #555;" | '''''Their Finest Hour''''' || Start with an extra interceptor. All aircraft gain 15 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective.
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| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 20%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.
| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 20%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan="10" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="3" | §1350 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 8 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built.  
| rowspan="15" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="5" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="5" | §1350 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 8 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built.  
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Cadre''''' || Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 40%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed.
| style="color: #555;" | '''''Cadre''''' || Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 40%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed.
|- style="background-color: #ececec;"
| style="color: #555;" | '''''First Responders''''' || Medics start with an extra medikit and can heal with medikits at a cost of 0 AP.
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Prepared for Hell''''' || Medics start with 2 extra medikits. Engineer Repair has 2 more uses.
|- 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 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.
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| style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.25% for every psionic rank your soldiers acquire. Soldiers psionically train twice as fast.
| style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.25% for every psionic rank your soldiers acquire. Soldiers psionically train twice as fast.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §1170 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 80% less. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants +35% weapon damage to all pistols] (foundry must be built to benefit).
| rowspan ="7" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="7" | §1170 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 80% less. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants +35% weapon damage to all pistols] (foundry must be built to benefit).
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Eagle Surveillance''''' || Snipers gain double aim from squadsight. Scouts start with 2 additional battle scanners.
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Bring the Heat''''' || When outnumbered by active aliens, all XCOM units gain 25% DR.
|- style="background-color: #ececec;"
| style="color: #555;" | '''''All Gas, No Brakes''''' || RAM deals double damage.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with +1 satellite uplink capacity, all elevators built, and 3 steam vents on the 4th floor (left side). Excavation costs are reduced by 70%.
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with +1 satellite uplink capacity, all elevators built, and 3 steam vents on the 4th floor (left side). Excavation costs are reduced by 70%.
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| style="color: #555;" | '''''Daredevils''''' || Start with 2 extra interceptors. Pilots gain +50 crit. Combat Patrols are 2x as effective and cause half as much damage to the aircraft.
| style="color: #555;" | '''''Daredevils''''' || Start with 2 extra interceptors. Pilots gain +50 crit. Combat Patrols are 2x as effective and cause half as much damage to the aircraft.
|-  
|-  
| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §2820 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +15 will.
| rowspan="7" style="background-color: #eaecf0;" | '''South America''' || rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="3" | §2820 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +15 will.
|-
| style="color: #555;" | '''''Endless Magazines''''' || Infantry and Assaults gain +3 ammo on primary weapons.
|-  
|-  
| style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.
| style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.
|-  
|-  
| rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §2760 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and injury times are reduced by 35%. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]
| rowspan ="4" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="4" | §2760 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and injury times are reduced by 35%. Start with 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, 50 elerium, 100 weapon fragments (modified by campaign length), and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).
| style="color: #555;" | '''''Ready For War''''' || Start with 50 alloys, 50 elerium, 100 weapon fragments (modified by campaign length), and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).
|-
| style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all XCOM units by 20%.
|-  
|-  
| style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 2.5 aim per kill (from 0.5) and +50 crit.
| style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 2.5 aim per kill (from 0.5) and +50 crit.
|}
|}
<br/>
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Revision as of 17:38, 31 October 2024

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.

Table of Start Bonuses

Country Starting Bonuses
Continent Country Starting Credits Bonus Description
Africa
Egypt
§2520 For the Sake of Glory All injury and fatigue times are reduced by 35%. Soldiers are twice as likely to receive a quirk after a mission.
Desert Storm AP grenades have +1 penetration and receive an additional use.

Nigeria
§2520 Pax Nigeriana All non-mechanical units start with +1.3 mobility.
Advanced Conversion MECs start with +1.3 mobility, +5 base HP, +15 aim, +15 will, and +15 base DR.
Bred Tough All biosoldiers and MECs start with +15 base DR.

South Africa
§2520 Resourceful Additional salvage teams from UFOs will recover double the alloys, elerium, and weapon fragments without additional cost. Start with Advanced Scavenging [For a cost, scavenging teams can attain additional resources from UFOs].
Survival Training All biosoldiers start with +4 HP.
Asia
Australia
§510 Per Ardua Ad Astra All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.
Outback Rocketeers Rockets have -50% scatter and cost only 1 AP to fire.
Robotics +20 aim bonus for SHIVs and MEC troopers.
Endless Barrage Gunners and Rocketeers gain +5 ammo.

China
§330 Assembly Line Start with two workshops (1st floor, both to the right of the elevator). Removes the maintenance cost of workshops.
Red Army Repairs Engineer Repair heals 3 more HP and has 2 more uses.
Xeno Market Credits from selling alien corpses and wrecks increased by 10x. Credits from selling alien captives increased by 30x.
Deus Ex Acquiring any genetic modification grants both gene mods for that body part.

India
§450 Jai Vidwan Increases the bonus research from laboratories and their adjacencies by 50% and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium.
Jai Jawan Start with an extra Interceptor and increase aircraft fire rate by 80%.
Demolition Doctrine Grants +1 damage and +1 penetration to all explosives.

Japan
§390 Ring of Fire Thermogenerators produce 7 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor).
Ghost In the Machine All SHIVs receive +35 aim.
Bushido Training All biosoldiers gain +10 defense and a 1% chance to enrage each turn they start with an enemy in sight.
Kiryu-Kai Commander Start with an additional soldier: a Japanese Master Sergeant of a random class.
Global Networking Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and countries are twice as likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market [Gives the ability to sell various equipment and artifacts XCOM has obtained].
Europe
France
§750 Quai d'Orsay Country item requests occur twice as fast, fulfilled requests provide double country defense, and intel scans are free.
Legionnaire Precision Snipers and Scouts gain +2 penetration and +20 crit.
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.

Germany
§690 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.
Baumeister Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction and MEC augmentation time is reduced by 75%.
NeoPanzers MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.
Militarization Twice the officer billets are unlocked from all OTS upgrades. Grants an additional unit to aid in UFO Site missions.
Waffenmeister Grants +1 penetration to all shots.
Stormtroopers Grants +2 crit damage to all point blank shots.

Russia
§810 Uralvagonzavod Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +20 base DR.
Soviet Zeal Soldiers gain +20% XP.
Roscosmos Start with +2 satellite uplink capacity and all satellites cost 50% less to build.

United Kingdom
§750 Special Air Service All non-mechanical units start with +12 aim.
MI6 Leather Jackets grant the Fast and Furious perk.
Their Finest Hour Start with an extra interceptor. All aircraft gain 15 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective.
Sandhurst Reduce mission fatigue and missions required to unlock Officer Training School projects both by 20%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.
North America
Canada
§1350 Advanced Preparations Start with 8 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built.
Cadre Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 40%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed.
First Responders Medics start with an extra medikit and can heal with medikits at a cost of 0 AP.
Prepared for Hell Medics start with 2 extra medikits. Engineer Repair has 2 more uses.
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.

Mexico
§1470 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.
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.
Legacy of Uxmal Alien Level decreases by 0.25% for every psionic rank your soldiers acquire. Soldiers psionically train twice as fast.

United States
§1170 Special Warfare School All Officer Training School projects cost 80% less. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants +35% weapon damage to all pistols] (foundry must be built to benefit).
Eagle Surveillance Snipers gain double aim from squadsight. Scouts start with 2 additional battle scanners.
Bring the Heat When outnumbered by active aliens, all XCOM units gain 25% DR.
All Gas, No Brakes RAM deals double damage.
Cheyenne Mountain Start with +1 satellite uplink capacity, all elevators built, and 3 steam vents on the 4th floor (left side). Excavation costs are reduced by 70%.
We Have Ways Reduces time required for autopsies and interrogations by 80%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].
Daredevils Start with 2 extra interceptors. Pilots gain +50 crit. Combat Patrols are 2x as effective and cause half as much damage to the aircraft.
South America
Argentina
§2820 Vigilis All biosoldiers units start with +15 will.
Endless Magazines Infantry and Assaults gain +3 ammo on primary weapons.
Public Heroes Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.

Brazil
§2760 Jungle Scouts All non-mechanical units start with +0.6 mobility and injury times are reduced by 35%. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]
Ready For War Start with 50 alloys, 50 elerium, 100 weapon fragments (modified by campaign length), and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).
Amazonian Strength Increases throw range of all XCOM units by 20%.
Born to Fly Start with 2 extra interceptors. Pilots gain 2.5 aim per kill (from 0.5) and +50 crit.