The Council (Long War): Difference between revisions
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These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but have a lesser impact as well. | These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but have a lesser impact as well. | ||
{| class="wikitable" | style=" | {| class="wikitable" | style="align:centre;" | ||
!colspan=" | !colspan="5" | Country starting bonuses | ||
|- | |- | ||
! Country !! | Continent !! | Name !! | Effect | ! Country !! | Continent !! New staff member per month !! | Name !! | Effect | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]<b>Argentina </b> || South America|| Bounties|| 20% bonus cash from abductions. | | [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]<b>Argentina </b> || South America|| +1 Engineer || Bounties|| 20% bonus cash from abductions. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Australia.png|center|64x32px|Australia]]<b>Australia </b> || Asia || Army of the Southern Cross|| +2 bonus aim for newly promoted gunners and rocketeers. | | [[Image: Flag of Australia.png|center|64x32px|Australia]]<b>Australia </b> || Asia || +1 Engineer || Army of the Southern Cross|| +2 bonus aim for newly promoted gunners and rocketeers. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America|| Expertise|| +10% bonus to research credits from interrogations. | | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America|| +1 Scientist || Expertise|| +10% bonus to research credits from interrogations. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Canada.png|center|64x32px|Canada]]<b>Canada</b> || North America|| Task Force Arrowhead|| +2 bonus will for new engineers and medics. | | [[Image: Flag of Canada.png|center|64x32px|Canada]]<b>Canada</b> || North America|| +1 Scientist || Task Force Arrowhead|| +2 bonus will for new engineers and medics. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia|| Xenological Remedies|| 34% bonus cash from alien corpse and wreck sales. | | [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia|| +1 Engineer || Xenological Remedies|| 34% bonus cash from alien corpse and wreck sales. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]<b>Egypt </b> || Africa|| Call to Arms|| 25% reduction in fatigue from genemods. | | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]<b>Egypt </b> || Africa|| +1 Engineer || Call to Arms|| 25% reduction in fatigue from genemods. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of France.png|center|64x32px|France]]<b>France</b> || Europe|| Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems. | | [[Image: Flag of France.png|center|64x32px|France]]<b>France</b> || Europe|| +1 Scientist || Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe|| NeoPanzers|| 15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons. | | [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe|| +1 Engineer || NeoPanzers|| 15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of India.png|center|64x32px|India]]<b>India</b> || Asia|| Jai Vidwan|| +5% research bonus for each lab adjacency. | | [[Image: Flag of India.png|center|64x32px|India]]<b>India</b> || Asia|| +1 Engineer || Jai Vidwan|| +5% research bonus for each lab adjacency. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia|| Robotics|| +2 bonus aim for new SHIVs and MEC troopers. | | [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia|| +1 Scientist || Robotics|| +2 bonus aim for new SHIVs and MEC troopers. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America|| Legacy of Uxmal|| 10% bonus to psionic training chances. | | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America|| +1 Engineer || Legacy of Uxmal|| 10% bonus to psionic training chances. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa|| The Old Path|| 20% reduction in psi training time. | | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa|| +1 Scientist || The Old Path|| 20% reduction in psi training time. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of Russia.png|center|64x32px|Russia]]<b>Russia</b> || Europe|| Spetznaz|| +1 bonus HP for new infantry and assault soldiers. | | [[Image: Flag of Russia.png|center|64x32px|Russia]]<b>Russia</b> || Europe|| +1 Scientist || Spetznaz|| +1 bonus HP for new infantry and assault soldiers. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]<b>South Africa</b> || Africa|| 1st Recce|| + | | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]<b>South Africa</b> || Africa|| +1 Scientist || 1st Recce|| +2 bonus defense for newly promoted snipers and scouts. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe|| Cadre|| 15% reduction in ranks required to unlock Officer Training School projects. | | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe|| +1 Scientist || Cadre|| 15% reduction in ranks required to unlock Officer Training School projects. | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
| [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America|| We Have Ways|| | | [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America|| +1 Scientist || We Have Ways|| 25% reduction in time to complete autopsies and interrogations. | ||
|- | |- | ||
Revision as of 02:06, 3 March 2015

In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.
Continent-wide bonuses
| Continent-wide bonuses | ||
|---|---|---|
| Continent | Name | Effect |
| North America | Air Superiority | Aircraft and aircraft weapons cost 25% less to purchase and maintain. |
| South America | Power to the People | Power facilities cost 30% less to build and maintain. |
| Asia | New Warfare | Foundry projects have cash, alloy and elerium cost reduced by 25% percent. |
| Africa | Architects of the Future | Laboratories and Workshops cost 30% less to build and maintain. |
| Europe | Wealth of Nations | Monthly XCOM funding increased by 20%. |
- Unlike the vanilla game, in Long War you no longer acquire your starting continent's bonus from the start. To acquire any bonus you require full satellite coverage of said continent.
Country starting bonuses
Hence beta 15, the XCOM newly commissioned commander can chose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to chose form, giving you a wider replayability for future campaigns.
If you do not want to have a special starting bonus, you can chose On Our Own available for some starting countries.
Country satellite bonuses
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but have a lesser impact as well.
Council interaction with Xcom
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won't increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens' influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country's panic level. It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM. Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.
Funding
| Country Funding by Continent | ||||
|---|---|---|---|---|
| North America | South America | Africa | Europe | Asia |
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| Funding Without Satellite | |||
|---|---|---|---|
| Normal | Classic | Brutal | Impossible |
| 50% | 40% | 33% | 25% |















