| Country Starting Bonuses
|
| Continent |
Country |
Starting Credits |
Bonus |
Description
|
| Africa
|
 Egypt
|
§750
|
For the Sake of Glory |
Start with Advanced Repair foundry project, which reduces repair time by 30% for aircraft, mechanized units, and damaged soldier gear.
|
 Nigeria |
§500 |
Pax Nigeriana |
All non-mechanical units start with +1.3 mobility.
|
| Advanced Conversion |
MEC augmentation acts if all soldiers have +3 HP. Start with 2 UFO Flight Computers (modified by campaign length).
|
| Bred Tough |
All biosoldiers start with +1 DR and +2 HP. Bonus attributes do not affect MEC augmentation.
|
 South Africa |
§450 |
Resourceful |
Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium).
|
| Survival Training |
All non-mechanical units start with +4hp. Bonus attributes do not affect MEC augmentation.
|
| Asia |
 Australia |
§550 |
Per Ardua Ad Astra |
All non-mechanical units start with +2 HP, +4 aim, and +4 will. Bonus attributes do not affect MEC augmentation or psi training.
|
| Robotics |
+12 aim bonus for SHIV's and MEC troopers.
|
 China |
§450 |
Assembly Line |
Start with two workshops (1st floor, both to the right of the elevator), 50 alloys, and 20 extra engineers in your base.
|
| Xenological Remedies |
Increased credits (Impossible: 5x, Brutal: 6x, Classic: 7x, Normal: 8x) from alien corpse, captive, and wreck sales.
|
| Deus Ex |
90% reduction in genemod meld and Credits cost and modification time.
|
 India |
§500 |
Jai Vidwan |
Increases the bonus research from laboratories/lab adjacencies to +75/15% (from +30/10%), start with 50 elerium, and gain double scientists from all abductions.
|
| Jai Jawan |
Start with 2 additional Interceptors, 6 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].
|
 Japan |
§450 |
Ring of Fire |
Thermogenerators produce 150 credits each month instead of having an upkeep cost. Start with 6 steam vents with no location restrictions (instead of 1 steam vent on the 4th floor).
|
| Ghost In the Machine |
SHIVs receive +30 aim.
|
| Kiryu-Kai Commanders |
Start with 2 additional Japanese Gunnery Sergeants of a random class.
|
| Global Networking |
Intel Scans cost 75% less, Grey Market sell prices are 30% higher, and sightings on downed UFOs occur twice as often.
|
| Europe |
 France |
§450 |
Quai d'Orsay |
Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less.
|
| Foreign Legion |
Start with 12 additional soldiers.
|
 Germany |
§400 |
Skunkworks |
Item production time is reduced by 50%. Start with 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.
|
| 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 |
70% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons.
|
| Militarization |
Soldier costs and arrival time are decreased by 30% and twice the officer billets are unlocked from the Captains and Colonels OTS upgrades.
|
 Russia |
§600 |
Sukhoi Company |
Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +10% to hit, +25% penetration, and 10 battle speed, respectively.
|
| Roscosmos |
All satellites cost 60% less to build and start with a satellite nexus (instead of a satellite uplink).
|
 United Kingdom |
§450 |
Special Air Service |
All non-mechanical units start with +8 aim.
|
| Their Finest Hour |
Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 10%, respectively.
|
| Sandhurst |
20% reduction in mission fatigue and missions required to unlock Officer Training School projects.
|
| North America |
 Canada |
§400 |
Advanced Preparations |
Start with 5 extra soldiers, 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 your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day.
|
| Research Focus |
Start with two laboratories (1st floor, both to the right of the elevator), 25 elerium, and 10 extra scientists in your base.
|
 Mexico |
§450 |
Wealthy Benefactor |
Start with 1400 bonus Credits.
|
| Ancient Artifacts |
Start the campaign with an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator.
|
| Legacy of Uxmal |
10 bonus will, only for the purposes of psionic training.
|
 United States |
§300 |
Special Warfare School |
All Officer Training School projects cost 70% less. XTPs and retired soldiers provide 40% more experience.
|
| Cheyenne Mountain |
Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 70%.
|
| We Have Ways |
Reduces time required for autopsies and interrogations by 65%. 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 |
Combat Patrols are twice as effective and cause half as much damage to the aircraft.
|
| South America |
 Argentina |
§900 |
Vigilis |
All non-mechanical units start with +20 will. Bonus attributes do not affect psi training.
|
| Public Heroes |
Triple credit, scientist, and engineer rewards from abduction missions.
|
 Brazil |
§1000 |
Jungle Scouts |
All non-mechanical units start with +0.6 mobility and +2 HP. Bonus attributes do not affect MEC augmentation. 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 200 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).
|
| Born to Fly |
Pilots gain 8 aim per kill instead of 2 (scales with Campaign Length).
|