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Xcom Long War Starting Country

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  • 1Bonuses
  • 2Council interaction with XCOM
War

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.

Not So Long War (#8): Overall game length halved - These effectively replace Dynamic War and the SWMarathon value. Part of the problem with the old DW and SWMarathon system was odd numbers. For example, multiplying 2 UFO missions by a SWMarathon value of 0.45 would = 0.9 which would get reduced to 0. There were many examples of this. If youre one of the many that picked up XCOM: Enemy Unknown, you likely noticed just how punishing the amazing turn-based strategy game can be-even on the easier settings.Those who bumped things. Retrieved from 'https://www.ufopaedia.org/index.php?title=CountryBonuses(LongWar)&oldid=63418'.

Bonuses

  1. Long War Background and development. XCOM: Enemy Unknown is a turn-based tactics video game developed by Firaxis Games and released in October 2012. In XCOM: Enemy Unknown, the player assumes the role of the commander of a secret multinational military organization, XCOM, as it fights off an invasion by a numerically and technologically superior invading alien force.
  2. This video goes over some of the need-to-know concepts in the XCOM Long War mod, and some tips and suggestions on how to start your campaign.

Continent-wide bonuses

Continent-wide bonuses
ContinentNameEffect
North America Air SuperiorityAircraft and aircraft weapons cost 25% less to purchase and maintain.
South America Power to the PeoplePower facilities cost 30% less to build and maintain.
Asia New WarfareFoundry projects have cash, alloy and elerium cost reduced by 25% percent.
Africa Architects of the FutureLaboratories and Workshops cost 30% less to build and maintain.
Europe Wealth of NationsMonthly 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

Since beta 15, the XCOM newly commissioned commander can choose 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 choose from, giving you a wider replayability for future campaigns.

If you do not want to have a special starting bonus, you can choose On Our Own available for some starting countries (the richest one on each continent).

Country starting bonuses
CountryContinentNameEffect
Argentina South AmericaPatriae Semper VigilisAll soldiers receive +5 will.
Australia AsiaPer Ardua Ad AstraAll soldiers receive +5 ability points for stat rolls upon recruitment.
BrazilSouth AmericaJungle ScoutsEarly armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.
BrazilSouth AmericaExpertise+15% bonus to research credits from interrogations.
BrazilSouth AmericaOn Our OwnNo unique bonus.
CanadaNorth AmericaAdvanced PreparationsXCOM HQ starts with a Laboratory and Workshop already built.
CanadaNorth AmericaCadreStart with four Corporals in the Barracks, one of each supraclass.
ChinaAsiaWei Renmin FuwuStart with a Workshop and Repair Bay already built.
ChinaAsiaXenological Remedies100% bonus cash from alien corpse and wreck sales.
ChinaAsiaDeus Ex50% reduction in Gene Mods' Meld and cash cost and modification time.
Egypt AfricaGift of OsirisFatigue from Psi-powers, Gene Mods, and Officer ranks reduced by 50%.
Egypt AfricaFor the Sake of GloryStart with Advanced Repair Foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.
FranceEuropeQuai d'OrsayCountry item requests occur 40% faster; fulfilled requests provide 40% additional defense, and Intel scans cost 40% less.
FranceEuropeForeign LegionStart with 20 additional soldiers in the Barracks.
GermanyEuropeSkunkworksXCOM HQ starts with the Foundry already built.
GermanyEuropeBaumeisterFacility construction time reduced by 33%.
GermanyEuropeNeoPanzers50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.
GermanyEuropeOn Our OwnNo unique bonus.
IndiaAsiaJai JawanStart with 2 additional interceptors in your home base and Elerium Afterburners Foundry project, granting extended interception time.
JapanAsiaRing of FireXCOM HQ has 3 additional Steam Vents.
JapanAsiaGhost In the MachineSHIVs receive +10 aim, and you start the campaign with two SHIVs in the Barracks.
JapanAsiaKiryu-Kai CommanderStart with a Master Sergeant of a random class on your roster.
JapanAsiaRobotics+5 bonus aim for new SHIVs and MEC Troopers.
JapanAsiaOn Our OwnNo unique bonus.
MexicoNorth AmericaWealthy BenefactorStart with 500 bonus cash.
MexicoNorth AmericaAncient ArtifactStart the campaign with an Illuminator Gunsight small item.
MexicoNorth AmericaLegacy of Uxmal20% bonus to psionic training chances.
NigeriaAfricaPax NigerianaAll soldiers receive +1 mobility.
NigeriaAfricaThe Old Path50% reduction in psi training time.
NigeriaAfricaOn Our OwnNo unique bonus.
RussiaEuropeSukhoi CompanyStart with Improved Avionics Foundry project, granting +10% to hit during air combat.
RussiaEuropeRoscosmosStart with an additional Satellite Uplink, and all Satellites cost 50% less to build.
South AfricaAfricaResourcefulStart with Alien Metallurgy and Improved Salvage Foundry projects (bonus alien alloys and weapon fragments).
South AfricaAfricaSurvival TrainingAll soldiers receive +1 hit point.
United KingdomEuropeSpecial Air ServiceAll soldiers receive +3 aim.
United KingdomEuropeTheir Finest HourStart with Penetrator Weapons Foundry project, granting interceptor weapons increased armor piercing capabilities.
United KingdomEuropeSandhurst33% reduction in ranks required to unlock Officer Training School projects.
United StatesNorth AmericaSpecial Warfare SchoolOfficer Training School projects cost 90% less.
United StatesNorth AmericaCheyenne MountainXCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.
United StatesNorth AmericaWe Have Ways75% reduction in time to complete autopsies and interrogations.
United StatesNorth AmericaOn Our OwnNo unique bonus.

Country satellite bonuses

Long

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.

Not So Long War (#8): Overall game length halved - These effectively replace Dynamic War and the SWMarathon value. Part of the problem with the old DW and SWMarathon system was odd numbers. For example, multiplying 2 UFO missions by a SWMarathon value of 0.45 would = 0.9 which would get reduced to 0. There were many examples of this. If youre one of the many that picked up XCOM: Enemy Unknown, you likely noticed just how punishing the amazing turn-based strategy game can be-even on the easier settings.Those who bumped things. Retrieved from 'https://www.ufopaedia.org/index.php?title=CountryBonuses(LongWar)&oldid=63418'.

Bonuses

  1. Long War Background and development. XCOM: Enemy Unknown is a turn-based tactics video game developed by Firaxis Games and released in October 2012. In XCOM: Enemy Unknown, the player assumes the role of the commander of a secret multinational military organization, XCOM, as it fights off an invasion by a numerically and technologically superior invading alien force.
  2. This video goes over some of the need-to-know concepts in the XCOM Long War mod, and some tips and suggestions on how to start your campaign.

Continent-wide bonuses

Continent-wide bonuses
ContinentNameEffect
North America Air SuperiorityAircraft and aircraft weapons cost 25% less to purchase and maintain.
South America Power to the PeoplePower facilities cost 30% less to build and maintain.
Asia New WarfareFoundry projects have cash, alloy and elerium cost reduced by 25% percent.
Africa Architects of the FutureLaboratories and Workshops cost 30% less to build and maintain.
Europe Wealth of NationsMonthly 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

Since beta 15, the XCOM newly commissioned commander can choose 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 choose from, giving you a wider replayability for future campaigns.

If you do not want to have a special starting bonus, you can choose On Our Own available for some starting countries (the richest one on each continent).

Country starting bonuses
CountryContinentNameEffect
Argentina South AmericaPatriae Semper VigilisAll soldiers receive +5 will.
Australia AsiaPer Ardua Ad AstraAll soldiers receive +5 ability points for stat rolls upon recruitment.
BrazilSouth AmericaJungle ScoutsEarly armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.
BrazilSouth AmericaExpertise+15% bonus to research credits from interrogations.
BrazilSouth AmericaOn Our OwnNo unique bonus.
CanadaNorth AmericaAdvanced PreparationsXCOM HQ starts with a Laboratory and Workshop already built.
CanadaNorth AmericaCadreStart with four Corporals in the Barracks, one of each supraclass.
ChinaAsiaWei Renmin FuwuStart with a Workshop and Repair Bay already built.
ChinaAsiaXenological Remedies100% bonus cash from alien corpse and wreck sales.
ChinaAsiaDeus Ex50% reduction in Gene Mods' Meld and cash cost and modification time.
Egypt AfricaGift of OsirisFatigue from Psi-powers, Gene Mods, and Officer ranks reduced by 50%.
Egypt AfricaFor the Sake of GloryStart with Advanced Repair Foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.
FranceEuropeQuai d'OrsayCountry item requests occur 40% faster; fulfilled requests provide 40% additional defense, and Intel scans cost 40% less.
FranceEuropeForeign LegionStart with 20 additional soldiers in the Barracks.
GermanyEuropeSkunkworksXCOM HQ starts with the Foundry already built.
GermanyEuropeBaumeisterFacility construction time reduced by 33%.
GermanyEuropeNeoPanzers50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.
GermanyEuropeOn Our OwnNo unique bonus.
IndiaAsiaJai JawanStart with 2 additional interceptors in your home base and Elerium Afterburners Foundry project, granting extended interception time.
JapanAsiaRing of FireXCOM HQ has 3 additional Steam Vents.
JapanAsiaGhost In the MachineSHIVs receive +10 aim, and you start the campaign with two SHIVs in the Barracks.
JapanAsiaKiryu-Kai CommanderStart with a Master Sergeant of a random class on your roster.
JapanAsiaRobotics+5 bonus aim for new SHIVs and MEC Troopers.
JapanAsiaOn Our OwnNo unique bonus.
MexicoNorth AmericaWealthy BenefactorStart with 500 bonus cash.
MexicoNorth AmericaAncient ArtifactStart the campaign with an Illuminator Gunsight small item.
MexicoNorth AmericaLegacy of Uxmal20% bonus to psionic training chances.
NigeriaAfricaPax NigerianaAll soldiers receive +1 mobility.
NigeriaAfricaThe Old Path50% reduction in psi training time.
NigeriaAfricaOn Our OwnNo unique bonus.
RussiaEuropeSukhoi CompanyStart with Improved Avionics Foundry project, granting +10% to hit during air combat.
RussiaEuropeRoscosmosStart with an additional Satellite Uplink, and all Satellites cost 50% less to build.
South AfricaAfricaResourcefulStart with Alien Metallurgy and Improved Salvage Foundry projects (bonus alien alloys and weapon fragments).
South AfricaAfricaSurvival TrainingAll soldiers receive +1 hit point.
United KingdomEuropeSpecial Air ServiceAll soldiers receive +3 aim.
United KingdomEuropeTheir Finest HourStart with Penetrator Weapons Foundry project, granting interceptor weapons increased armor piercing capabilities.
United KingdomEuropeSandhurst33% reduction in ranks required to unlock Officer Training School projects.
United StatesNorth AmericaSpecial Warfare SchoolOfficer Training School projects cost 90% less.
United StatesNorth AmericaCheyenne MountainXCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.
United StatesNorth AmericaWe Have Ways75% reduction in time to complete autopsies and interrogations.
United StatesNorth AmericaOn Our OwnNo 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 with lesser effects.

Country satellite bonuses
CountryContinentNew staff member per monthNameEffect
Argentina South America+1 EngineerBounties20% bonus cash from abductions.
Australia Asia+1 EngineerArmy of the Southern Cross+2 bonus aim for newly promoted Gunner and Rocketeer soldiers.
BrazilSouth America+1 ScientistExpertise+10% bonus to research credits from interrogations.
CanadaNorth America+1 ScientistTask Force Arrowhead+2 bonus will for new Engineer and Medic soldiers.
ChinaAsia+1 EngineerXenological Remedies34% bonus cash from alien corpse and wreck sales.
Egypt Africa+1 EngineerCall to Arms25% reduction in fatigue from Gene Mods.
FranceEurope+1 ScientistCyberware20% reduction in meld required for MEC primary weapons and tactical subsystems.
GermanyEurope+1 EngineerNeoPanzers15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.
IndiaAsia+1 EngineerJai Vidwan+5% research bonus for each Laboratory adjacency.
JapanAsia+1 ScientistRobotics+2 bonus aim for new SHIVs and MEC Troopers.
MexicoNorth America+1 EngineerLegacy of Uxmal10% bonus to psionic training chances.
NigeriaAfrica+1 ScientistThe Old Path20% reduction in psi training time.
RussiaEurope+1 ScientistSpetznaz+1 bonus HP for new Infantry and Assault soldiers.
South AfricaAfrica+1 Scientist1st Recce+2 bonus defense for newly promoted Sniper and Scout soldiers.
United KingdomEurope+1 ScientistCadre15% reduction in ranks required to unlock Officer Training School projects.
United StatesNorth America+1 ScientistWe Have Ways25% reduction in time to complete autopsies and interrogations.

Council interaction with XCOM

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 an Overseer into countries via an Infiltrate mission, taking the country instantly.

See Full List On Ufopaedia.org

Panic

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.

Requests

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.

Funding

Country Funding by Continent
North AmericaSouth AmericaAfricaEuropeAsia
  • United States: §160
  • Canada: §90
  • Mexico: §80
  • Argentina: §70
  • Brazil: §100
  • Egypt: §80
  • South Africa: §70
  • Nigeria: §80
  • United Kingdom: §110
  • Russia: §100
  • France: §120
  • Germany: §140
  • China: §130
  • Japan: §150
  • India: §100
  • Australia: §80
Funding Without Satellite
NormalClassicBrutalImpossible
50%40%33%25%

See also

Xcom Long War Strategy Guide

Retrieved from 'https://www.ufopaedia.org/index.php?title=The_Council_(Long_War)&oldid=93467'




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