| 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 30%. Soldiers are twice as likely to receive a quirk after a mission.
|
| Desert Storm |
AP grenades gain +2 penetration. 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, +5 base HP, +15 aim, +15 will, and +15 base DR.
|
| Bred Tough |
All soldiers start with +15 base DR.
|
 South Africa |
§2520 |
Resourceful |
Additional salvage teams from UFOs will recover 75% more alloys, elerium, and weapon fragments 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 +1 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 +20 aim.
|
| Endless Barrage |
Gunners gain +5 ammo and Rocketeers 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). Removes the maintenance cost of workshops.
|
| Red Army Repairs |
Engineer Repair heals 5 more HP and has 2 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 10x.
|
| Deus Ex |
Acquiring any genetic modification grants both gene mods for that body part.
|
 India |
§750 |
Jai Vidwan |
Increases the bonus research laboratories yield to 50% (from 35%) and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium.
|
| Jai Jawan |
Increase aircraft fire rate by 40%.
|
| Demolition Doctrine |
Grants +1 damage and +1 penetration to all explosives.
|
 Japan |
§690 |
Ring of Fire |
Thermogenerators produce 7 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 +35 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 Commander |
Start with an additional soldier: a Japanese Master Sergeant of a random class.
|
| Global Networking |
Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% 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 +2 penetration and +20 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 50%. 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.
|
| 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 +1.3 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. Grants an additional unit to aid in UFO Site missions.
|
| Waffenmeister |
Grants +1 penetration to all shots.
|
| Stormtroopers |
Grants +2 damage to all point blank shots.
|
 Russia |
§810 |
Uralvagonzavod |
Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +20 base DR.
|
| Soviet Zeal |
Soldiers gain +30% Mission XP.
|
| Roscosmos |
Start with +2 satellite uplink capacity and all satellites cost 30% less to build.
|
 United Kingdom |
§750 |
Special Air Service |
All biosoldiers start with +12 aim.
|
| MI6 |
Leather Jackets grant the Fast and Furious perk.
|
| Their Finest Hour |
All aircraft gain 10 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 20%. 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.
|
| Cadre |
Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 40%]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed.
|
| First Responders |
Medics start with 2 extra medikits and can heal with medikits at a cost of 0 AP. 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 2 extra medikits. Engineer Repair has 2 more uses. 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) and 20 extra scientists in your base. 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 twice as large and have a quarter the surcharge rate.
|
| Ancient Artifacts |
Start the campaign with 250 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 0.5% for every psionic rank your soldiers acquire. Soldiers psionically train twice as fast.
|
 United States |
§870 |
Special Warfare School |
All Officer Training School projects cost 80% less. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric 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 35% DR.
|
| All Gas, No Brakes |
RAM deals triple damage. 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 50%.
|
| We Have Ways |
Reduces time required for autopsies and interrogations by 80%. Start with 50 Elerium and 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 2x as effective and cause half as much damage to the aircraft.
|
| South America |
 Argentina |
§3820 |
Vigilis |
All biosoldiers start with +13 will.
|
| Endless Magazines |
Infantry and Assaults 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 an additional unit to aid in abductions.
|
 Brazil |
§3760 |
Jungle Scouts |
All biosoldiers start with +0.6 mobility and injury times are reduced by 35%. 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, 100 weapon fragments (modified by campaign length), and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).
|
| Amazonian Strength |
Increases throw range of all soldiers by 30%.
|
| Born to Fly |
Start with 2 extra interceptors. Pilots gain +25 crit and 2.5 aim per kill (from 0.5).
|