All Black Market goods sell for 50% more.
All primary weapons have an additional Weapon Attachment slot. (Except SPARK cannons)
All Proving Grounds Projects cost half as much Supplies, Alien Alloys, and Elerium Crystals.
Compared to the Breakthroughs, it benefits from starting from 50% savings and being attached to the continent bonus system instead of the Breakthrough system. Breakthroughs always require you go at least somewhat out of your way to get them; continent bonuses will sometimes be acquired literally incidentally as you're trying to make your way to an Avatar Project Facility or plot mission location. This means that even though Spare Parts is probably not worth ever pursuing (I suppose if you get most of the way to unlocking it incidentally, it might make sense to then finish it when you have some spare time? Maybe?), you'll still occasionally benefit from it.
Seriously, why did War of the Chosen think this needed to be nerfed? I just don't get it. If Spare Parts applied to Engineering, it would be borderline-broken and even the broken-up Breakthrough versions would be absolutely worth it. But Proving Grounds Projects are consistently low-cost outside the Elerium Cores, so... why?
Suit Up
Experimental Armor, Spider Suit, Wraith Suit, E.X.O. Suit, W.A.R. Suit, R.A.G.E. Suit, Icarus Armor, and Serpentsuit all complete instantly.
War of the Chosen brought this back as a Resistance Order, no other changes. It even gets to be a continent bonus still.
Unsurprisingly, this also means there's not a lot new to say relative to its War of the Chosen incarnation. It's not like War of the Chosen added any new armor projects for Suit Up to affect.
Regardless, Suit Up is one of the better continent bonuses, and potentially worth pursuing even if it's fairly out of the way just so you can rapidly get W.A.R. Suits and Powered Heavy Weapons online before the final missions.
It's largely inferior in practice to Fire When Ready, note, so if you can get both about as easily as each other from your current position you should prefer to prioritize Fire When Ready. Having both together is, of course, ridiculous, making literally everything except the Skulljack and one-off Projects build instantly. (... and SPARKs, if you have Shen's Last Gift)
Pursuit of Knowledge
The Laboratory provides an additional 20% improvement to research speed.
War of the Chosen brought this back as a Resistance Order, no other changes. Like Suit Up, it even remains a possible continent bonus.
Unlike in War of the Chosen, in the base game Pursuit of Knowledge is honestly basically terrible. Even if you don't put any effort into earning additional Scientists -don't hire them from Resistance HQ when they show up, don't pursue Rumors that provide Scientists when they show up- you'll still tend to have finished pretty much every research by the time you hit the end of the game, so long as you basically avoid Autopsies for any enemy that you'll naturally hit the Instant threshold on over the course of normal play. Pursuit of Knowledge is overkill, and the only reason to get it is if it happens to be essentially on your way to something that actually matters. (eg you start in North America, an Avatar Project Facility spawns in Asia, so you cut through Europe and incidentally unlock its continent bonus, which happens to be Pursuit of Knowledge)
Indeed, in the base game the primary reason I ever bother to build a Laboratory at all is because eventually you reach a point where you have Supplies and Power to spare and why not build a Laboratory at that point? But the Laboratory isn't even all that important in the base game, making Pursuit of Knowledge even more unappealing.
It's impressive War of the Chosen managed to make it a useful option without making any direct changes to Pursuit of Knowledge itself.
Future Combat
Guerrilla Tactics School purchases all cost half normal Supply price.
War of the Chosen broke this up into two Breakthroughs.
I don't really get why it does, given that Future Combat was already underwhelming unless you were specifically on Legend, where it was still merely okay. Below Legend, Supplies can be somewhat tight, but GTS upgrades are already cheap, Future Combat is extremely likely to only be acquired once you're already a good chunk of the way through them, and many GTS upgrades are sufficiently lackluster that it's perfectly okay to completely ignore them until you have more Supplies than you know what to do with.
Up on Legend, GTS upgrades are expensive, but you have a lot more Supplies than on lower difficulties, and it's still the case that you'll prioritize the important ones like squad expansions and Hunter's Instincts and put off less useful ones like Vengeance or Deadshot. Future Combat is a little more likely to be acquired before it's too late to really help, and can make it easier to squeeze in some of the middling-value upgrades like Lightning Strike, but is still overall kind of whatever in practice. Take advantage if you get it incidentally, consider grabbing it if it's only a little out of your way, but otherwise ignore it.
Hidden Reserves
+5 Power for the Avenger
War of the Chosen broke this up into two Resistance Orders, which I don't really get. +5 Power seemed pretty much the perfect balance point to me for a single, moderately notable boost.
Regardless, Hidden Reserves isn't necessarily the most powerful continent bonus of the base game, but it's definitely the one with the most potential to have an interesting impact on your run. If Hidden Reserves is your very first continent's bonus, you'll be able to squeeze in a couple of facilities right away, or just one if you choose to prioritize the Shadow Chamber, and either way this means getting started on additional contacts or Shadow Chamber Projects much earlier, without having to sacrifice early construction of the Guerrilla Tactics School or Advanced Warfare Center, both of which are simply too essential to be put off. Even if Hidden Reserves is something like the continent bonus of an adjacent continent, depending on your other choices this still may lead to you researching Resistance Radio, discovering this fact, and deciding to build a Resistance Comms so you can reach the continent and build the Advanced Warfare Center once Hidden Reserves is activated.
Alas, if Hidden Reserves is more out of your way, it's quite likely it will end up... not quite valueless, but serving as little more than freeing up a lone Engineer, maybe leading to you also putting off upgrading a Power Relay. Assuming you bother to get it at all, which is questionable if it's not very convenient.
Still, I appreciate how impactful it can be if it happens to be conveniently early in access.
On a different note, Hidden Reserves is probably the most baffling of the base-game continent bonuses from a conceptual standpoint, as it really seems to be little more than a somewhat strained pun, with no means available to explain why uniting a continent leads to the Avenger managing to tap additional power from nowhere. Most continent bonuses require a bit of abstract thinking to make them work as 'you've got the right people at your back', and several of them require glossing over the part where access to the continent bonus is based on contacts and not eg the Avenger actually being in the region, but they tend to at least broadly make sense. Hidden Reserves is just... confusing.
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Note that there are 13 different continent bonuses in the base game, vs six continents. It's very easy to go multiple runs without ever seeing an individual continent bonus; you should never plan a run around the assumption you'll get any given continent bonus, not before actually seeing that it exists. Indeed, two runs can share no continent bonuses at all.
This is one of the less obvious examples of base XCOM 2 already trying to make the game more replay-friendly, but one of the stronger examples, especially as continent bonuses already existed in the prior game but were fixed and tried to be thematically derived from the real world.
On that note, one reason I approve of the switch to randomized continent bonuses is that it gets rid of a lot of the skeevy geopolitical perceptual elements. We Have Ways as the South American continent bonus was always... pretty offensive... whereas if literally the exact same continent bonus were to exist in XCOM 2, the very fact that continent bonuses are randomized would instantly make it lack that 'this says something about what the developers think of the world, and that something is pretty inappropriate' element.
It's actually kind of too bad that the base-game continent bonuses try very hard to be very bland in their framing. More characterful framing would actually feed into that 'your story' thing, where a player could imagine different backstories for different runs based in part on the continent bonuses. This bland framing means a player has to do a lot more mental work to get any kind of meaningful, interesting narrative out of the continent bonuses; it's very difficult to think of them as something other than a pure gameplay mechanic as-is.
That said, the game makes no effort to communicate that continent bonuses are randomized, so it's a little too easy for me to imagine that if the devs had gone with more characterful framing people would end up offended anyway, since it wouldn't be obvious to a first-time player that their run happening to roll We Have Ways for Oceania isn't some veiled comment on one or more nations in that region. So while I feel it's a missed opportunity, I also feel that said opportunity not being pursued is just fine.
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Additionally, for those who want a quick summary of possible continent bonuses in War of the Chosen, have a list;
Munitions Experts
Experimental Ammo projects complete instantly.
Live Fire Training
Rookies who train at the Guerrilla Tactics School will be promoted to Sergeant instead of Squaddie.
Volunteer Army
Each mission has a 33% chance of a free soldier joining the squad for the duration of the mission.
Rapid Collection
When the Resistance Supply drop would normally occur, the Supplies are instantly pushed into your storage instead of requiring the Avenger pick them up.
Resistance Network
Making contact with a new region finishes immediately after deciding to make contact, with no need for the Avenger to travel to the location.
Bomb Squad
Experimental Grenades, Experimental Heavy Weapons, and Experimental Powered Weapons Proving Grounds projects all complete instantly.
Integrated Warfare
PCS bonuses are improved, either gaining +1 to their effect or increasing their bonus by 25%.
Inside Knowledge
Weapon Attachments all increase their effect by one tier.
Double Agent
Each mission has a 33% chance of an ADVENT Trooper or ADVENT Stun Lancer joining up for the duration of the mission.
Tactical Analysis
If a pod is activated during the player's turn, all members of that pod will have one less action point on the immediately following turn.
Suit Up
Experimental Armor, Spider Suit, Wraith Suit, E.X.O. Suit, W.A.R. Suit, R.A.G.E. Suit, Icarus Armor, and Serpentsuit all complete instantly.
Greater Resolve
Lightly wounded soldiers can be sent on missions.
Mental Fortitude
All soldier Panic ends after one turn.
Pursuit of Knowledge
The Laboratory provides an additional 20% improvement to research speed.
Machine Learning
Breakthroughs are twice as likely to occur.
In summary: each Resistance faction has 5 of its Resistance Orders valid as continent bonuses, when there's six 'continents' in the game to assign continent bonuses to. This means it's actually possible for all of a given faction's potential continent bonuses to end up as continent bonuses, notably depleting the pool of possible Resistance Orders for that faction.
Also, while a decent number are returning continent bonuses, or close enough (ie Munitions Experts and Bomb Squad is Fire When Ready, but broken up), there's plenty of brand-new possible continent bonuses. The surprising thing is none of them are connected to new mechanics.
On the whole, War of the Chosen's continent bonus set is the better-tuned set in my experience. Machine Learning is a little underwhelming, and Mental Fortitude and Greater Resolve are often literally worthless, while Live Fire Training is difficulty-dependent and easily risks becoming worthless, but most of War of the Chosen's possibilities have a reasonably notable, obvious impact on a run's experience without obvious, massive differences in quality. Resistance Network is the only one that really stands out as particularly above-average, and I'd still hesitate to say that it's better to an inarguably game-breaking degree.
Whereas in the base game continent bonuses tend heavily toward 'beneficial, but uninteresting' or 'interesting, but way too powerful'. Hidden Reserves and Lock and Load are the only base-game continent bonuses I consider to be both meaningfully interesting and not alarmingly powerful.
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Next time, we cover how the Chosen work on the strategic layer, as our final (For the moment) exploration of the strategic layer in particular.
See you then.