In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.
Continent-wide bonuses
Continent-wide bonuses
Continent
Name
Effect
North America
Air Superiority
Aircraft and aircraft weapons cost 25% less to purchase and maintain.
South America
Power to the People
Power facilities cost 30% less to build and maintain.
Asia
New Warfare
Foundry projects have cash, alloy and elerium cost reduced by 25% percent.
Africa
Architects of the Future
Laboratories and Workshops cost 30% less to build and maintain.
Europe
Wealth of Nations
Monthly XCOM funding increased by 20%.
Unlike the vanilla game, in Long War you no longer acquire your starting continent's bonus from the start. To acquire any bonus you require full satellite coverage of said continent.
Country starting bonuses
Hence beta 15, the XCOM newly commissioned commander can chose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to chose form, giving you a wider replayability for future campaigns.
If you do not want to have a special starting bonus, you can chose On Our Own available for some starting countries.
Country starting bonuses
Country
Continent
Name
Effect
ArgentinaArgentina
South America
Patriae Semper Vigilis
All soldiers receive +5 will.
AustraliaAustralia
Asia
Per Ardua Ad Astra
All soldiers receive +5 ability points for stat rolls upon recruitment.
BrazilBrazil
South America
Jungle Scouts
Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.
BrazilBrazil
South America
Expertise
+15% bonus to research credits from interrogations.
BrazilBrazil
South America
On Our Own
No unique bonus.
CanadaCanada
North America
Advanced Preparations
XCOM HQ starts with a Laboratory and Workshop already built.
CanadaCanada
North America
Cadre
Start with four corporals in the barracks, one of each supraclass.
ChinaChina
Asia
Wei Renmin Fuwu
Start with a Workshop and Repair Bay already built.
ChinaChina
Asia
Xenological Remedies
100% bonus cash from alien corpse and wreck sales.
ChinaChina
Asia
Deus Ex
50% reduction in genemod meld and cash cost and modification time.
EgyptEgypt
Africa
Gift of Osiris
Fatigue from psi powers, genemods and officer ranks reduced by 50%.
EgyptEgypt
Africa
For the Sake of Glory
Start with Advanced Repair foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.
FranceFrance
Europe
Quai d'Orsay
Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and intel scans cost 40% less.
FranceFrance
Europe
Foreign Legion
Start with 20 additional soldiers in the barracks.
GermanyGermany
Europe
Skunkworks
XCOM HQ starts with the Foundry already built.
GermanyGermany
Europe
Baumeister
Facility construction time reduced by 33%.
GermanyGermany
Europe
NeoPanzers
50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.
GermanyGermany
Europe
On Our Own
No unique bonus.
IndiaIndia
Asia
Jai Jawan
Start with 2 additional interceptors in your home base and Elerium Afterburners foundry project, granting extended interception time.
JapanJapan
Asia
Ring of Fire
XCOM HQ has 3 additional Steam Vents.
JapanJapan
Asia
Ghost In the Machine
SHIVs receive +10 aim, and you start the campaign with two SHIVs in the barracks.
JapanJapan
Asia
Kiryu-Kai Commander
Start with a Master Sergeant of a random class on your roster.
JapanJapan
Asia
Robotics
+5 bonus aim for new SHIVs and MEC troopers.
JapanJapan
Asia
On Our Own
No unique bonus.
MexicoMexico
North America
Wealthy Benefactor
Start with 500 bonus cash.
MexicoMexico
North America
Ancient Artifact
Start the campaign with an Illuminator Gunsight small item.
MexicoMexico
North America
Legacy of Uxmal
20% bonus to psionic training chances.
NigeriaNigeria
Africa
Pax Nigeriana
All soldiers receive +1 mobility.
NigeriaNigeria
Africa
The Old Path
50% reduction in psi training time.
NigeriaNigeria
Africa
On Our Own
No unique bonus.
RussiaRussia
Europe
Sukhoi Company
Start with Enhanced Avionics foundry project, granting +10% to hit during air combat.
RussiaRussia
Europe
Roscosmos
Start with an additional satellite uplink, and all satellites cost 50% less to build.
South AfricaSouth Africa
Africa
Resourceful
Start with Alien Metallurgy and Advanced Salvage foundry projects (bonus alloys and weapon fragments).
33% reduction in ranks required to unlock Officer Training School projects.
United StatesUnited States
North America
Special Warfare School
Officer Training School Projects cost 90% less.
United StatesUnited States
North America
Cheyenne Mountain
XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.
United StatesUnited States
North America
We Have Ways
75% reduction in time to complete autopsies and interrogations.
United StatesUnited States
North America
On Our Own
No unique bonus.
Country satellite bonuses
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but have a lesser impact as well.
Country satellite bonuses
Country
Continent
New staff member per month
Name
Effect
ArgentinaArgentina
South America
+1 Engineer
Bounties
20% bonus cash from abductions.
AustraliaAustralia
Asia
+1 Engineer
Army of the Southern Cross
+2 bonus aim for newly promoted gunners and rocketeers.
BrazilBrazil
South America
+1 Scientist
Expertise
+10% bonus to research credits from interrogations.
CanadaCanada
North America
+1 Scientist
Task Force Arrowhead
+2 bonus will for new engineers and medics.
ChinaChina
Asia
+1 Engineer
Xenological Remedies
34% bonus cash from alien corpse and wreck sales.
EgyptEgypt
Africa
+1 Engineer
Call to Arms
25% reduction in fatigue from genemods.
FranceFrance
Europe
+1 Scientist
Cyberware
20% reduction in meld required for MEC primary weapons and tactical subsystems.
GermanyGermany
Europe
+1 Engineer
NeoPanzers
15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.
IndiaIndia
Asia
+1 Engineer
Jai Vidwan
+5% research bonus for each lab adjacency.
JapanJapan
Asia
+1 Scientist
Robotics
+2 bonus aim for new SHIVs and MEC troopers.
MexicoMexico
North America
+1 Engineer
Legacy of Uxmal
10% bonus to psionic training chances.
NigeriaNigeria
Africa
+1 Scientist
The Old Path
20% reduction in psi training time.
RussiaRussia
Europe
+1 Scientist
Spetznaz
+1 bonus HP for new infantry and assault soldiers.
South AfricaSouth Africa
Africa
+1 Scientist
1st Recce
+2 bonus defense for newly promoted snipers and scouts.
United KingdomUnited Kingdom
Europe
+1 Scientist
Cadre
15% reduction in ranks required to unlock Officer Training School projects.
United StatesUnited States
North America
+1 Scientist
We Have Ways
25% reduction in time to complete autopsies and interrogations.
Council interaction with Xcom
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won't increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens' influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country's panic level. It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM. Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.