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| [[Long_War_Rebalance|Back To Main Page]] | | [[Long_War_Rebalance|Back To Main Page]] |
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| <div style="float:right">
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| <div style="padding-left: 20px;">__TOC__</div>
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| </div>
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| == In General == | | == In General == |
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| 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. | | 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. |
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| == Africa ==
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| === Egypt ===
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| [[File:Flag of Egypt.png|border|80px]]<br/>
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| '''Starting Credits: §960'''
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| ----
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| ====For the Sake of Glory====
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| 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 ===
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| [[File:Flag of Nigeria.png|border|80px]]<br/>
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| '''Starting Credits: §560'''
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| ----
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| ====Pax Nigeriana====
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| All non-mechanical units start with +0.6 mobility.
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| ====Advanced Conversion====
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| Converting soldiers to MECs costs no meld.
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| ====On Our Own====
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| No unique bonus.
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| === South Africa ===
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| [[File:Flag of South Africa.png|border|80px]]<br/>
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| '''Starting Credits: §480'''
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| ----
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| ====Resourceful====
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| Start with Alien Metallurgy foundry project (+50% bonus alien alloys).
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| ====Survival Training====
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| All non-mechanical units start with +2 HP.
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| <br><br>
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| == Asia ==
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| === Australia ===
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| [[File:Flag of Australia.png|border|80px]]<br/>
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| '''Starting Credits: §880'''
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| ----
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| ====Per Ardua Ad Astra====
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| All non-mechanical units start with +1 HP, +2 aim, and +2 will.
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| === China ===
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| [[File:Flag of China.png|border|80px]]<br/>
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| '''Starting Credits: §720'''
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| ----
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| ====Assembly Line====
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| Start with two workshops (1st floor, both to the right of the elevator) and 8 extra engineers in your home base.
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| ====Deus Ex====
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| 75% reduction in genemod meld and Credits cost and modification time.
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| ====Xenological Remedies====
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| 7x credits from alien corpse and wreck sales.
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| === India ===
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| [[File:Flag of India.png|border|80px]]<br/>
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| '''Starting Credits: §800'''
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| ----
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| ====Jai Jawan====
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| Start with 2 additional Interceptors, 4 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs].
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| ====Jai Vidwan====
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| 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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| ====Research Focus====
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| Start with two laboratories (1st floor, both to the right of the elevator) and 12 extra scientists in your home base.
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| === Japan ===
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| [[File:Flag of Japan.png|border|80px]]<br/>
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| '''Starting Credits: §720'''
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| ----
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| ====Kiryu-Kai Commander====
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| Start with a Japanese Master Sergeant of a random class.
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| ====Ghost In the Machine====
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| SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.
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| ====Ring of Fire====
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| Thermogenerators are free to produce and have no upkeep. Start with 6 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built.
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| ====Robotics====
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| 10 bonus aim for new SHIVs and MEC troopers.
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| ====On Our Own====
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| No unique bonus.
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| == Europe ==
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| === Germany ===
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| [[File:Flag of Germany.png|border|80px]]<br/>
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| '''Starting Credits: §640'''
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| ----
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| ====Baumeister====
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| 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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| ====NeoPanzers====
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| 45% reduction in credits, alloy and elerium required for MECs, SHIVs, and their primary weapons.
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| ====Skunkworks====
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| 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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| ====On Our Own====
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| No unique bonus.
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| === France ===
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| [[File:Flag of France.png|border|80px]]<br/>
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| '''Starting Credits: §720'''
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| ----
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| ====Foreign Legion====
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| Start with 20 additional soldiers.
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| ====Quai d'Orsay====
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| Country item requests occur 60% faster; fulfilled requests provide 60% additional defense, and intel scans cost 60% less.
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| === Russia ===
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| [[File:Flag of Russia.png|border|80px]]<br/>
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| '''Starting Credits: §960'''
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| ----
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| ====Roscosmos====
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| All satellites cost <XGParam:IntValue0>% less to build and start with a satellite nexus (instead of a satellite uplink).
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| ====Sukhoi Company====
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| Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively.
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| === United Kingdom ===
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| [[File:Flag of UK.png|border|80px]]<br/>
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| '''Starting Credits: §720'''
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| ----
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| ====Sandhurst====
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| 15% reduction in mission fatigue and missions required to unlock Officer Training School projects.
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| ====Special Air Service====
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| All non-mechanical units start with +6 aim.
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| ====Their Finest Hour====
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| Start with Armored Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.
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| == North America ==
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| === Canada ===
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| [[File:Flag of Canada.png|border|80px]]<br/>
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| '''Starting Credits: §640'''
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| ----
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| ====Advanced Preparations====
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| 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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| ====Cadre====
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| Eight of your initial soldiers start at the Lance Corporal rank.
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| === Mexico ===
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| [[File:Flag of Mexico.png|border|80px]]<br/>
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| '''Starting Credits: §720'''
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| ====Ancient Artifacts====
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| Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.
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| ====Legacy of Uxmal====
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| 12 bonus will, only for the purposes of psionic training.
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| ====Wealthy Benefactor====
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| Start with 1400 bonus Credits.
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| === United States ===
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| [[File:Flag of USA.png|border|80px]]<br/>
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| '''Starting Credits: §480'''
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| ----
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| ====Cheyenne Mountain====
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| Start with all elevators built. Excavation costs are reduced by 65%.
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| ====Special Warfare School====
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| All Officer Training School projects are free and XTPs provide triple experience.
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| ====We Have Ways====
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| 70% reduction in time to complete autopsies and interrogations.
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| ====On Our Own====
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| No unique bonus.
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| == South America ==
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| === Argentina ===
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| [[File:Flag of Argentina (bordered).png|border|80px]]<br/>
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| '''Starting Credits: §1,600'''
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| ====Patriae Semper Vigilis====
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| All non-mechanical units start with +6 will.
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| ====Public Heroes====
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| Double credit, scientist, and engineer rewards from abductions.
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| === Brazil ===
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| [[File:Flag of Brazil.png|border|80px]]<br/>
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| '''Starting Credits: §1,440'''
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| ====Jungle Scouts====
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| All non-mechanical units start with +1 HP. 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].
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| ====Ready For War====
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| Start with 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).
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| ====On Our Own====
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| No unique bonus.
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| == Table of Start Bonuses == | | == Table of Start Bonuses == |
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. Some countries also offer an "On Our Own" start which confers no special bonuses.
Table of Start Bonuses
| Country Starting Bonuses
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| Continent |
Country |
Starting Credits |
Bonus |
Description
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| Africa
|
 Egypt
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§960
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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 |
§560 |
Pax Nigeriana |
All non-mechanical units start with +0.6 mobility.
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| Advanced Conversion |
Converting soldiers to MECs costs no meld.
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| On Our Own |
-
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 South Africa |
§480 |
Resourceful |
Start with Alien Metallurgy foundry project (+50% bonus alien alloys).
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| Survival Training |
All non-mechanical units start with +2hp.
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| Asia |
 Australia |
§880 |
Per Ardua Ad Astra |
All non-mechanical units start with +1 HP, +2 aim, and +2 will.
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 China |
§720 |
Assembly Line |
Start with two workshops (1st floor, both to the right of the elevator) and 8 extra engineers in your base.
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| Xenological Remedies |
7x credits from alien corpses and wreck sales.
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| Deus Ex |
75% reduction in genemod meld and Credits cost and modification time.
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 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.
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| Jai Jawan |
Start with 2 additional Interceptors, 4 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].
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| Research Focus |
Start with two laboratories (1st floor, both to the right of the elevator) and 12 extra scientists in your base.
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 Japan |
§720 |
Ring of Fire |
Thermogenerators are free to produce and have no upkeep. Start with 6 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built.
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| Ghost In the Machine |
SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.
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| Kiryu-Kai Commander |
Start with a Japanese Master Sergeant of a random class.
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| Robotics |
+10 aim bonus for new SHIV's and MEC troopers.
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| On Our Own |
-
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| Europe |
 France |
§720 |
Quai d'Orsay |
Country item requests occur 60% faster, fulfilled requests provide 60% additional defense, and intel scans cost 60% less.
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| Foreign Legion |
Start with 20 additional soldiers.
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 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)
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| 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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| NeoPanzers |
45% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons.
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| On Our Own |
-
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 Russia |
§960 |
Sukhoi Company |
Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively.
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| Roscosmos |
All satellites cost <XGParam:IntValue0>% less to build and start with a satellite nexus (instead of a satellite uplink).
|
 United Kingdom |
§720 |
Special Air Service |
All non-mechanical units start with +6 aim.
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| Their Finest Hour |
Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.
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| Sandhurst |
15% reduction in mission fatigue and missions required to unlock Officer Training School projects.
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| 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.
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| Cadre |
Eight of your initial soldiers start at the Lance Corporal rank.
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 Mexico |
§720 |
Wealthy Benefactor |
Start with 1400 bonus Credits.
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| Ancient Artefacts |
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.
|
 United States |
§480 |
Special Warfare School |
All Officer Training School projects are free and XTPs provide triple experience.
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| Cheyenne Mountain |
Start with all elevators built. Excavation costs are reduced by 65%.
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| We Have Ways |
70% reduction in time to complete autopsies and interrogations.
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| On Our Own |
-
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| South America |
 Argentina |
§1,600 |
Patriae Semper Vigilis |
All non-mechanical units start with +6 will.
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| Public Heroes |
Double credit, scientist, and engineer rewards from abduction missions.
|
 Brazil |
§1,440 |
Jungle Scouts |
All non-mechanical units start with +1 HP. 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]
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| Ready For War |
Start with 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%)
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| On Our Own |
-
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