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XCOM-EU Funding

Funding for XCOM is provided each month by the Council. These distributions coincide with the monthly Council report and consist of rewards of cash funding as well as additional scientists and engineers. XCOM earns these monthly rewards based primarily on the satellite coverage over individual members; these rewards are detailed in the chart below.

Easy Normal Classic Impossible
§175 §175 §75 §50

The starting funding and the monthly reward XCOM receives combines a basic funding amount based on difficulty level (see the table on the right) with the funding gained from satellite coverage (the country in which XCOM headquarters is located starts with a satellite overhead).

Easy Normal Classic Impossible
x1.5 x1 x1 x1

The amount of starting and monthly funds received from satellite coverage is also adjusted according to difficulty level as shown in the table on the right.

XCOM Database[]

Funding for the XCOM project is provided by the Council, whose member nations contribute the resources necessary to keep XCOM operational. After successfully responding to a request for assistance from a member nation, additional resources are often provided as a show of gratitude.

– XCOM Database, XCOM: Enemy Unknown

Starting Funds[]

  • Base Council Funding values vary by difficulty level and are §175 (Easy & Normal), §75 (Classic) and §50 (Impossible).
    • The Africa continental bonus further increases this value by 30%.
  • Country Funding values for the initially placed base are §180 if North America (as United States), §100 if Europe (as Germany), §100 if Asia (as Japan), §130 if Africa (as Nigeria, and automatically includes 30% continental bonus) and §80 if South America (as Brazil).
    • On Easy difficulty the base income values of countries are increased by 50%.
    • Second Wave's option New Economy will affect this starting value.
  • HQ Starting Money has a fixed value of §100 for all difficulty levels and is given once upon game start.
  • Maintenance costs include both:
Country Funding by Continent
Africa Asia Europe North America South America
  • Nigeria: §100
  • Egypt: §70
  • South Africa: §80
  • Japan: §100
  • China: §100
  • India: §60
  • Australia: §60
  • Germany: §100
  • United Kingdom: §100
  • Russia: §150
  • France: §80
  • United States: §180
  • Canada: §100
  • Mexico: §50
  • Brazil: §80
  • Argentina: §70

The country in bold is where the base will be located if you pick that continent to start the campaign.

Council Member Rewards and Bonuses[]

Continent Country[1] Member Rewards Continental Rewards Easy / Normal[2] Continental Rewards Classic / Impossible Bonus Rewards[3]
North America

United States
Canada
Mexico

§180
§100
§50

  1. 1 Scientist/
    1 Engineer
  2. 2 Engineer/
    2 Scientist
     
  3. 4 Engineer/
    4 Scientists
  1. 1 Scientist
  2. 1 Engineer/
    1 Scientist
  3. 1 Engineer/
    2 Scientists

"Air and Space"

50% reduction in cost and maintenance of aircraft

South America

Argentina
Brazil

§70
§80

  1. 1 Scientist
     
  2. 2 Engineers/
    2 Scientists
  1. 1 Scientist
     
  2. 1 Engineer/
    1 Scientist

"We have Ways"

Instant Interrogation and Autopsy Research

Europe

United Kingdom
Russia
France
Germany

§100
§150
§80
§100

  1. 2 Scientists
     
  2. 3 Scientists
     
  3. 6 Scientists
     
  4. 8 Scientists
  1. 1 Scientist
     
  2. 2 Scientists
     
  3. 3 Scientists
     
  4. 4 Scientists

"Expert Knowledge"

Laboratories and Workshops cost 50% less to build and maintain

Asia

China
Japan
India
Australia

§100
§100
§60
§60

  1. 2 Engineers
     
  2. 3 Engineers
     
  3. 6 Engineers
     
  4. 8 Engineers
  1. 1 Engineer
     
  2. 2 Engineers
     
  3. 3 Engineers
     
  4. 4 Engineers

"Future Combat"

50% discount on Foundry projects and Officer Training School training

Africa

Egypt
South Africa
Nigeria

§70
§80
§100

  1. 1 Engineer
     
  2. 2 Engineers/
    1 Scientist
     
  3. 3 Engineers/
    2 Scientists
  1. 1 Engineer
     
  2. 1 Engineer/
    1 Scientist
     
  3. 2 Engineers/
    1 Scientists

"All In"

30% Increase in monthly income

Notes[]

  1. The country in bold is the base's starting location, and determined by the continent that is chosen when starting the game.
  2. These are totals based on the number of satellites per continent, and are not cumulative. For example, having 2 satellites in Asia on Easy/Normal provides 3 engineers, not 5.
  3. The base's starting location automatically grants it that continent's bonus. If all the Council members on a continent are covered by satellites, XCOM gains that bonus as well.

Cash Flow Statement[]

Gross Monthly Income[]

XCOM income comes from two sources:

  • Base Funding which is the general income given by the Council (varies based on difficulty level).
  • Country Funding, which is only given if the country has a satellite deployed over it. The values are fixed and listed below, unless Second Wave's option New Economy is enabled, which will randomize the values.

Second Wave[]

A few Second Wave options can be enabled to modify or randomize XCOM funding.

New Economy

Randomizes Council member funding. This option allows funding rates far outside the usual range of §50 to §180. Nations may provide 10% to 400% of their base amount.[Confirmation needed]

Results Driven

A country's funding is increased or decreased based on its panic level:

Panic 1 2 3 4 5
Funding +25% ±0% -25% -50% -75%

Funding for each nation is adjusted on a monthly basis. This option is unlocked by completing the game on Classic difficulty.

War Weariness

Council funding steadily decreases over time, eventually reaching §0. This leaves very few options to earn credits, including mission rewards and selling alien artifacts at the Gray Market. This option is unlocked by completing the game on Impossible difficulty.

Expenses[]

The two main expenses are from the Hangar and Base Facilities:

  • The starting aircraft (Interceptor, Skyranger) have a monthly maintenance cost of §20, while the Firestorm has a cost of §10. This value can be reduced by 50% with the North American continental bonus.
  • The base's module facilities have monthly maintenance costs which are listed in the table below:
Facility Maintenance
Satellite Uplink §15
Satellite Nexus §26
Hyperwave Relay §30
Laboratory §24
Alien Containment §18
Workshop §26
Foundry §20
Access Lift §10
Power Generator §11
Thermo Generator §23
Elerium Generator §29
Officer Training School §25
Psionic Labs §30
Gollop Chamber §100

Net Monthly Income[]

The total monthly income at the disposal of the Commander to purchase/build/hire is calculated by subtracting Expenses from Gross Income. This value may be negative, in which case you'll receive a warning message.

It is possible to run a negative budget, but if you run out of available credits your balance will become negative. If you have negative funds, you'll have to repay the value before you are able to purchase, build or hire. Ending the month with a negative balance will reduce the grade received in the Monthly Report.

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