In addition to ninja nerfs, it features a starting bonus (or penalty!) based on where you position your first base. Both continent and country have their own parts, and at a glance they offer some nice shakeup to the first few weeks. Just... probably don't set up in Central Asia.
There are some fun options here.
Thebian Hive/Egypt gives 12 elite peasant "assault clones" that start better than gals, and each come with 12 UAC carbines, 3 clips, and 14 armor aqua-suits. The most powerful start, if you don't mind the -650 infamy it comes with. With one of the slow 12 person raiding party transports, they might enough to clear any early mission type other than pograms. The lack of cover might be a problem, but the airbus is a deathtrap these days anyway.
Turan/Mongolia gives 3 hyena riders after about a week of research, and the tech to make more after you get mutant meat. They seem like they'll be pretty good early game, but each takes 4 transport slots, which is exciting if you use the initial 6 seat transport.
The Confederation/USA gives a few powerful pistols (1 govt pistol and 3 big irons) and a re-usable book that can research a few junk guns including ol' carbines, which are a decent early rifle. It might be a fine general choice for those who want to skip having to use muskets and flintlock pistols for the earliest missions.
Ghostgate/India gives slaves worth almost $70k per month. Be careful to start in the east to avoid the punishing Middle East start penalties.
Blackmarch/Germany gives 1 gnome, if you want a guaranteed early gnome.
Latin Empire gives an old earth book. It seems like it might be useful to guarantee getting one early, but maybe not. You'd still need to find sci books for libraries, and necroplane parts for planes.
Iron Tribe/Britain starts with necroplane parts. There is a new fighter unlocked by necroplane parts, Iron Tribe tech, and LITTLE BIRD. This is
the start for rushing air.