Start Bonuses (LWR): Difference between revisions
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= Starting Location = | = Starting Location = | ||
At the beginning of a campaign, you must select a starting location for XCOM HQ, and a start bonus. All countries offer a different amount of starting | At the beginning of a campaign, you must select a starting location for XCOM HQ, and a start bonus. All countries offer a different amount of starting Credits, as well as multiple starting bonuses to choose from. Some countries also offer an "On Our Own" start which confers no special bonuses. | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
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| style="color: #555;" | '''''Xenological Remedies''''' || 7x credits from alien corpses and wreck sales. | | style="color: #555;" | '''''Xenological Remedies''''' || 7x credits from alien corpses and wreck sales. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Deus Ex''''' || 75% reduction in genemod meld and | | style="color: #555;" | '''''Deus Ex''''' || 75% reduction in genemod meld and Credits cost and modification time. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan = "3" | India || rowspan ="3" | §800 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. | | rowspan = "3" | India || rowspan ="3" | §800 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. | ||
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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%. | ||
|- | |- | ||
| style="color: #555;" | '''''NeoPanzers''''' || 35% reduction in | | style="color: #555;" | '''''NeoPanzers''''' || 35% reduction in Credits, alloy and elerium requred for MECs, SHIVS and their primary weapons. | ||
|- | |- | ||
| style="color: #555;" | '''''On Our Own''''' || - | | style="color: #555;" | '''''On Our Own''''' || - | ||
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| style="color: #555;" | '''''Cadre''''' || Five of the soldiers on your initial mission start at the rank of Corporal. | | style="color: #555;" | '''''Cadre''''' || Five of the soldiers on your initial mission start at the rank of Corporal. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan ="3" | Mexico || rowspan ="3" | §720 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus | | rowspan ="3" | Mexico || rowspan ="3" | §720 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus Credits. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Ancient Artefacts''''' || Start the campaign with an Illuminator Gunsight and Cognitive Enhancer. | | style="color: #555;" | '''''Ancient Artefacts''''' || Start the campaign with an Illuminator Gunsight and Cognitive Enhancer. | ||
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=== Egypt === | === Egypt === | ||
[[File:Flag of Egypt.png|border|80px]]<br/> | [[File:Flag of Egypt.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §960''' | ||
---- | ---- | ||
'''For the Sake of Glory:''' Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear. | '''For the Sake of Glory:''' Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear. | ||
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=== Nigeria === | === Nigeria === | ||
[[File:Flag of Nigeria.png|border|80px]]<br/> | [[File:Flag of Nigeria.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §560''' | ||
---- | ---- | ||
'''Pax Nigeriana:''' All non-mechanical units start with +0.6 mobility. | '''Pax Nigeriana:''' All non-mechanical units start with +0.6 mobility. | ||
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=== South Africa === | === South Africa === | ||
[[File:Flag of South Africa.png|border|80px]]<br/> | [[File:Flag of South Africa.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §480''' | ||
---- | ---- | ||
'''Resourceful:''' Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | '''Resourceful:''' Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | ||
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=== Australia === | === Australia === | ||
[[File:Flag of Australia.png|border|80px]]<br/> | [[File:Flag of Australia.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §880''' | ||
---- | ---- | ||
'''Per Ardua Ad Astra:''' All non-mechanical units start with +1 HP, +2 aim, and +2 will. | '''Per Ardua Ad Astra:''' All non-mechanical units start with +1 HP, +2 aim, and +2 will. | ||
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=== China === | === China === | ||
[[File:Flag of China.png|border|80px]]<br/> | [[File:Flag of China.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §720''' | ||
---- | ---- | ||
'''Assembly Line:''' Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your home base. | '''Assembly Line:''' Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your home base. | ||
'''Deus Ex:''' 75% reduction in genemod meld and | '''Deus Ex:''' 75% reduction in genemod meld and Credits cost and modification time. | ||
'''Xenological Remedies:''' 7x credits from alien corpse and wreck sales. | '''Xenological Remedies:''' 7x credits from alien corpse and wreck sales. | ||
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=== India === | === India === | ||
[[File:Flag of India.png|border|80px]]<br/> | [[File:Flag of India.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §800''' | ||
---- | ---- | ||
'''Jai Jawan:''' Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs]. | '''Jai Jawan:''' Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs]. | ||
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=== Japan === | === Japan === | ||
[[File:Flag of Japan.png|border|80px]]<br/> | [[File:Flag of Japan.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §720''' | ||
---- | ---- | ||
'''Kiryu-Kai Commander:''' Start with a Japanese Master Sergeant of a random class. | '''Kiryu-Kai Commander:''' Start with a Japanese Master Sergeant of a random class. | ||
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=== Germany === | === Germany === | ||
[[File:Flag of Germany.png|border|80px]]<br/> | [[File:Flag of Germany.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §640''' | ||
---- | ---- | ||
'''Baumeister:''' Start with all elevators built and 3 Fission Generators built on the 4th floor (right side). Facility construction time is reduced by 85%. | '''Baumeister:''' Start with all elevators built and 3 Fission Generators built on the 4th floor (right side). Facility construction time is reduced by 85%. | ||
'''NeoPanzers:''' 35% reduction in | '''NeoPanzers:''' 35% reduction in Credits, alloy and elerium required for MECs, SHIVs, and their primary weapons. | ||
'''Skunkworks:''' Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side). | '''Skunkworks:''' Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side). | ||
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=== France === | === France === | ||
[[File:Flag of France.png|border|80px]]<br/> | [[File:Flag of France.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §720''' | ||
---- | ---- | ||
'''Foreign Legion:''' Start with 20 additional soldiers. | '''Foreign Legion:''' Start with 20 additional soldiers. | ||
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=== Russia === | === Russia === | ||
[[File:Flag of Russia.png|border|80px]]<br/> | [[File:Flag of Russia.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §960''' | ||
---- | ---- | ||
'''Roscosmos:''' All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink). | '''Roscosmos:''' All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink). | ||
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=== United Kingdom === | === United Kingdom === | ||
[[File:Flag of UK.png|border|80px]]<br/> | [[File:Flag of UK.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §720''' | ||
---- | ---- | ||
'''Sandhurst:''' 30% reduction in missions required to unlock Officer Training School projects. | '''Sandhurst:''' 30% reduction in missions required to unlock Officer Training School projects. | ||
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=== Canada === | === Canada === | ||
[[File:Flag of Canada.png|border|80px]]<br/> | [[File:Flag of Canada.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §640''' | ||
---- | ---- | ||
'''Advanced Preparations:''' Start with all elevators, a workshop (1st floor, just right of elevator), a laboratory (3rd floor, just left of elevator), and a fission generator (1st floor, far right) built. | '''Advanced Preparations:''' Start with all elevators, a workshop (1st floor, just right of elevator), a laboratory (3rd floor, just left of elevator), and a fission generator (1st floor, far right) built. | ||
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=== Mexico === | === Mexico === | ||
[[File:Flag of Mexico.png|border|80px]]<br/> | [[File:Flag of Mexico.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §720''' | ||
---- | ---- | ||
'''Ancient Artifacts:''' Start the campaign with an Illuminator Gunsight and Cognitive Enhancer. | '''Ancient Artifacts:''' Start the campaign with an Illuminator Gunsight and Cognitive Enhancer. | ||
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'''Legacy of Uxmal:''' 12 bonus will, only for the purposes of psionic training. | '''Legacy of Uxmal:''' 12 bonus will, only for the purposes of psionic training. | ||
'''Wealthy Benefactor:''' Start with 1400 bonus | '''Wealthy Benefactor:''' Start with 1400 bonus Credits. | ||
=== United States === | === United States === | ||
[[File:Flag of USA.png|border|80px]]<br/> | [[File:Flag of USA.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §480''' | ||
---- | ---- | ||
'''Cheyenne Mountain:''' Start with all elevators built. Excavation costs are reduced by 65%. | '''Cheyenne Mountain:''' Start with all elevators built. Excavation costs are reduced by 65%. | ||
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=== Argentina === | === Argentina === | ||
[[File:Flag of Argentina (bordered).png|border|80px]]<br/> | [[File:Flag of Argentina (bordered).png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §1,600''' | ||
---- | ---- | ||
'''Patriae Semper Vigilis:''' All non-mechanical units start with +6 will. | '''Patriae Semper Vigilis:''' All non-mechanical units start with +6 will. | ||
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=== Brazil === | === Brazil === | ||
[[File:Flag of Brazil.png|border|80px]]<br/> | [[File:Flag of Brazil.png|border|80px]]<br/> | ||
'''Starting | '''Starting Credits: §1,440''' | ||
---- | ---- | ||
'''Jungle Scouts:''' Start with Improved Medikit [+1 medikit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]. | '''Jungle Scouts:''' Start with Improved Medikit [+1 medikit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]. | ||
Revision as of 15:37, 22 August 2020
Starting Location
At the beginning of a campaign, you must select a starting location for XCOM HQ, and a start bonus. All countries offer a different amount of starting Credits, as well as multiple starting bonuses to choose from. Some countries also offer an "On Our Own" start which confers no special bonuses.
| Country Starting Bonuses | ||||
|---|---|---|---|---|
| Continent | Country | Starting Credits | Bonus | Description |
| Africa | Egypt | §960 | For the Sake of Glory | Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear. |
| Nigeria | §560 | Pax Nigeriana | All non-mechanical units start with +0.6 mobility. | |
| Advanced Conversion | Converting soldiers to MECs costs no meld | |||
| On Our Own | - | |||
| South Africa | §480 | Resourceful | Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | |
| Survival Training | All non-mechanical units start with +2hp. | |||
| Asia | Australia | §880 | Per Ardua Ad Astra | All non-mechanical units start with +1 HP, +2 aim, and +2 will. |
| China | §720 | Assembly Line | Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your base. | |
| Xenological Remedies | 7x credits from alien corpses and wreck sales. | |||
| Deus Ex | 75% reduction in genemod meld and Credits cost and modification time. | |||
| India | §800 | Jai Vidwan | Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. | |
| Jai Jawan | Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs]. | |||
| Research Focus | Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your base. | |||
| Japan | §720 | Ring of Fire | Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 2 steam vents restricted to the 4th floor) and all elevators built. | |
| Ghost In the Machine | SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs. | |||
| Kiryu-Kai Commander | Start with a Japanese Master Sergeant of a random class. | |||
| Robotics | +10 aim bonus for new SHIV's and MEC troopers. | |||
| On Our Own | - | |||
| Europe | France | §720 | Quai d'Orsay | Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less. |
| Foreign Legion | Start with 20 additional soldiers. | |||
| Germany | §640 | Skunkworks | Start with a Workshop, and the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side) | |
| Baumeister | Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. | |||
| NeoPanzers | 35% reduction in Credits, alloy and elerium requred for MECs, SHIVS and their primary weapons. | |||
| On Our Own | - | |||
| Russia | §960 | Suhkoi Company | Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit and +10% penetration, respectively. | |
| Roscosmos | All satellites cost 50% less to build, and start with a 2nd Satellite Uplink already built (1st floor, to the right of the 1st uplink) | |||
| United Kingdom | §720 | Special Air Service | All non-mechanical units start with +7 aim. | |
| Their Finest Hour | Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively. | |||
| Sandhurst | 30% reduction in missions required to unlock Officer Training School projects. | |||
| North America | Canada | §640 | Advanced Preparations | Start with 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. |
| Cadre | Five of the soldiers on your initial mission start at the rank of Corporal. | |||
| Mexico | §720 | Wealthy Benefactor | Start with 1400 bonus Credits. | |
| Ancient Artefacts | Start the campaign with an Illuminator Gunsight and Cognitive Enhancer. | |||
| Legacy of Uxmal | 12 bonus will, only for the purposes of psionic training. | |||
| United States | §480 | Special Warfare School | All Officer Training School projects are free and mission fatigue is reduced by 15%. | |
| Cheyenne Mountain | Start with all elevators built. Excavation costs are reduced by 65%. | |||
| We Have Ways | 70% reduction in time to complete autopsies and interrogations. | |||
| On Our Own | - | |||
| South America | Argentina | §1,600 | Patriae Semper Vigilis | All non-mechanical units start with +6 will. |
| Public Heroes | Double credit, scientist, and engineer rewards from abudction mission. | |||
| Brazil | §1,440 | Jungle Scouts | Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit] | |
| Ready For War | Start with 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%) | |||
| On Our Own | - | |||
Africa
Egypt
For the Sake of Glory: Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear.
Nigeria
Pax Nigeriana: All non-mechanical units start with +0.6 mobility.
Advanced Conversion: Converting soldiers to MECs costs no meld.
On Our Own: No unique bonus.
South Africa
Resourceful: Start with Alien Metallurgy foundry project (+50% bonus alien alloys).
Survival Training: All non-mechanical units start with +2 HP.
Asia
Australia
Per Ardua Ad Astra: All non-mechanical units start with +1 HP, +2 aim, and +2 will.
China
Assembly Line: Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your home base.
Deus Ex: 75% reduction in genemod meld and Credits cost and modification time.
Xenological Remedies: 7x credits from alien corpse and wreck sales.
India
Jai Jawan: Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs].
Jai Vidwan: Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.
Research Focus: Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your home base.
Japan
Kiryu-Kai Commander: Start with a Japanese Master Sergeant of a random class.
Ghost In the Machine: SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.
Ring of Fire: Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 2 steam vents restricted to the 4th floor) and all elevators built.
Robotics: +10 bonus aim for new SHIVs and MEC troopers.
On Our Own: No unique bonus.
Europe
Germany
Baumeister: Start with all elevators built and 3 Fission Generators built on the 4th floor (right side). Facility construction time is reduced by 85%.
NeoPanzers: 35% reduction in Credits, alloy and elerium required for MECs, SHIVs, and their primary weapons.
Skunkworks: Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side).
On Our Own: No unique bonus.
France
Foreign Legion: Start with 20 additional soldiers.
Quai d'Orsay: Country item requests occur 50% faster; fulfilled requests provide 50% additional defense, and intel scans cost 50% less.
Russia
Roscosmos: All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink).
Sukhoi Company: Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit +10% penetration, respectively.
United Kingdom
Sandhurst: 30% reduction in missions required to unlock Officer Training School projects.
Special Air Service: All non-mechanical units start with +7 aim.
Their Finest Hour: Start with Armored Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.
North America
Canada
Advanced Preparations: Start with all elevators, a workshop (1st floor, just right of elevator), a laboratory (3rd floor, just left of elevator), and a fission generator (1st floor, far right) built.
Cadre: Five of the soldiers on your initial mission start at the Corporal rank.
Mexico
Ancient Artifacts: Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.
Legacy of Uxmal: 12 bonus will, only for the purposes of psionic training.
Wealthy Benefactor: Start with 1400 bonus Credits.
United States
Cheyenne Mountain: Start with all elevators built. Excavation costs are reduced by 65%.
Special Warfare School: All Officer Training School projects are free and mission fatigue is reduced by 15%.
We Have Ways: 70% reduction in time to complete autopsies and interrogations.
On Our Own: No unique bonus.
South America
Argentina
Patriae Semper Vigilis: All non-mechanical units start with +6 will.
Public Heroes: Double credit, scientist, and engineer rewards from abductions.
Brazil
Jungle Scouts: Start with Improved Medikit [+1 medikit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit].
Ready For War: Start with 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).
On Our Own: No unique bonus.