| 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 50%. Soldiers are twice as likely to receive a quirk after a mission.
|
| Desert Storm |
AP grenades gain +2 penetration and apply 3x as much shred. Equipped AP grenades receive an additional 2 uses.
|
 Nigeria |
§2520 |
Pax Nigeriana |
All biosoldiers start with +1.3 mobility.
|
| Advanced Conversion |
All MECs start with +1.3 mobility, +10 base HP, +20 aim, +20 will, and +15 base DR.
|
| Bred Tough |
All Soldiers (Biosoldiers and MECs) start with +1 base HP and +15 base DR.
|
 South Africa |
§2520 |
Resourceful |
Additional salvage teams from UFOs will recover 250% of the alloys, elerium, and weapon fragments at UFO sites 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 |
§810 |
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 deal +2 damage, have -50% scatter, and cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.
|
| Robotics |
All MECs and SHIVs receive +30 aim.
|
| Endless Barrage |
Gunner suppressive fire deals 80% base damage (from 40%) and they gain +5 ammo. Rocketeer rockets gain +4 penetration and they gain +2 rockets. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.
|
 China |
§630 |
Assembly Line |
Start with two workshops (1st floor, both to the right of the elevator) and 5 extra engineers in your home base. Removes the maintenance cost of workshops.
|
| Red Army Repairs |
Engineer Repair heals 11 more HP and has 3 more uses. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
|
| Xeno Market |
Credits from selling alien corpses, wrecks, and captives increased by 8x.
|
| Deus Ex |
Acquiring any genetic modification grants both gene mods for that body part. Starts with 300 meld.
|
 India |
§750 |
Jai Vidwan |
Increases the bonus research laboratories yield to 45% (from 35%) and gain double scientists from all abductions. Start with 100 elerium.
|
| Jai Jawan |
Increase aircraft fire rate by 35%.
|
| Demolition Doctrine |
Grants +2 damage and +2 penetration to all explosives.
|
 Japan |
§690 |
Ring of Fire |
Thermogenerators produce 6 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 +40 aim.
|
| Bushido Training |
All biosoldiers gain +10 defense and a 2% chance to enrage each turn they start with an enemy in sight.
|
| Kiryu-Kai Revival |
XCOM revives the old Kiryu-Kai base and starts with: UFO Analysis: Medium UFOs researched, Beam Lasers researched, 5 Laser Rifles, the Officer Training School built (1st floor, 3rd room in) with XTP I and Lieutenants unlocked.
|
| Kiryu-Kai Commanders |
Start with 2 additional soldiers: Japanese Master Sergeants of a random class.
|
| Global Networking |
Intel Scans cost 20 credits (from 200), Grey Market sell prices are 85% 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 50% faster, fulfilled requests provide 50% more country defense, and intel scans cost 50% less.
|
| Legionnaire Precision |
Snipers and Scouts gain +3 penetration, +30 aim, and +30 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.
|
| Foreign Legion |
Start with 18 additional soldiers. Reduces soldier salary costs by 60%. 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. Start with 10 extra engineers in your home base.
|
| 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 |
All MECs and SHIVs start with +2.6 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. Officers have double the number of command charges. Grants an additional 2 units to aid in UFO Site missions.
|
| Waffenmeister |
Grants +2 penetration to all shots.
|
| Stormtroopers |
Grants +35% base damage to all shots made within 4 tiles.
|
 Russia |
§810 |
Uralvagonzavod |
Basic/Alloy/Hover SHIVs gain +6/9/12 damage, respectively. All SHIVs gain +30 base DR.
|
| Soviet Zeal |
Soldiers gain +35% Mission XP.
|
| Roscosmos |
Start with +2 satellite uplink capacity and all satellites cost 50% less to build.
|
 United Kingdom |
§750 |
Special Air Service |
All biosoldiers start with +12 aim.
|
| MI6 |
All biosoldier light armors grant +10 defense while at full HP. Leather Jackets Fast and Furious [After moving, if this unit still has AP remaining, the next non-movement idle-ending action costs 0 AP].
|
| Their Finest Hour |
All aircraft gain 5 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 30%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.
|
| North America |
 Canada |
§1050 |
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. Start with 5 extra scientists and engineers in your home base.
|
| Cadre |
Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed.
|
| First Responders |
Medics start with 4 extra medikits and can heal with medikits for 0 AP. Medikits heal 3 more HP and have no cooldown. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
|
| Prepared for Hell |
Medics start with 4 extra medikits. Engineer Repair has 4 more uses. XCOM is immune to heal fatigue. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
|
| Research Focus |
Start with two laboratories (1st floor, both to the right of the elevator). Removes the maintenance cost of laboratories.
|
 Mexico |
§1170 |
Wealthy Benefactor |
Start with 800 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are 3x as large and have 10% the surcharge.
|
| Ancient Artifacts |
Start the campaign with 500 meld, an Illuminator Scope, 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 0.6% for every psionic rank your soldiers acquire. Soldiers psionically train 3x as fast.
|
 United States |
§870 |
Special Warfare School |
All Officer Training School projects cost 80% less. Start with Tactical Rigging [Grants one extra small equipment slot to most biosoldier armors (max 3)], Ammo Conservation [Grants +1 ammo to shotguns, carbines, assault rifles, SMGs, and battle rifles], High-Capacity Pistols [Grants +1 ammo to all 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. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.
|
| Bring the Heat |
When outnumbered by active aliens, all XCOM units gain 50% DR.
|
| All Gas, No Brakes |
RAM deals triple damage and activates after 4 tiles (instead of 6). The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.
|
| Cheyenne Mountain |
Start with +1 satellite uplink capacity and all elevators built. Excavation costs are reduced by 70%.
|
| We Have Ways |
Reduces time required for autopsies and interrogations by 60%. 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 3 extra interceptors. Pilots gain +25 crit. Combat Patrols are 4x as effective, cause 75% less damage to the aircraft, and have their incremental cost reduced by 50%.
|
| South America |
 Argentina |
§3820 |
Vigilis |
All biosoldiers start with +14 will.
|
| Endless Magazines |
Infantry and Assaults have a 30% chance for any shot to cost 0 AP and gain +4 ammo on primary weapons and +2 ammo on pistols. The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.
|
| Public Heroes |
Gain double credit, scientist, and engineer rewards from abductions. Grants 2 additional units to aid in abductions.
|
 Brazil |
§3760 |
Jungle Scouts |
All biosoldiers start with +0.6 mobility and injury times are reduced by 80%. 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, and 1 fusion core. Research credits provide an additional 20% bonus research (reducing research time by 70% instead of 50%).
|
| Amazonian Strength |
Increases throw range of all soldiers by 50%.
|
| Born to Fly |
Start with an extra interceptor. Pilots gain +25 crit and 2.5 aim per kill (from 0.5).
|