Start Bonuses (LWR)
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 cash, 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. | |
| Nigeria | §560 | On Our Own | - | |
| South Africa | §480 | Resourceful | Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | |
| 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. | |
| China | §720 | Xenological Remedies | 7x credits from alien corpses and wreck sales. | |
| China | §720 | Deus Ex | 75% reduction in genemod meld and cash 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. | |
| India | §800 | Research Focus | 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]. | |
| India | §800 | Resourceful | 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. | |
| Japan | §720 | Ghost In the Machine | SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs. | |
| Japan | §720 | Kiryu-Kai Commander | Start with a Japanese Master Sergeant of a random class. | |
| Japan | §720 | Robotics | +10 aim bonus for new SHIV's and MEC troopers. | |
| Japan | §720 | On Our Own | - | |
Asia
Australia
Starting Cash: §880
Per Ardua Ad Astra: All non-mechanical units start with +1 HP, +2 aim, and +2 will.
China
Starting Cash: §720
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 cash cost and modification time.
Xenological Remedies: 7x credits from alien corpse and wreck sales.
India
Starting Cash: §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 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
Starting Cash: §720
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
Starting Cash: §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%.
NeoPanzers: 35% reduction in cash, 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
Starting Cash: §720
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
Starting Cash: §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).
Sukhoi Company: Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit +10% penetration, respectively.
United Kingdom
Starting Cash: §720
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
Starting Cash: §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.
Cadre: Five of the soldiers on your initial mission start at the Corporal rank.
Mexico
Starting Cash: §720
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 cash.
United States
Starting Cash: §480
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
Starting Cash: §1,600
Patriae Semper Vigilis: All non-mechanical units start with +6 will.
Public Heroes: Double credit, scientist, and engineer rewards from abductions.
Brazil
Starting Cash: §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].
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.