Which facility should you build first in XCOM 2?

Which Facility Should You Build First in XCOM 2?

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The question of which facility to build first in XCOM 2 is one that plagues new Commanders and seasoned veterans alike. While the game offers a plethora of options, a clear winner emerges when considering long-term strategic advantages and early-game survivability: The Guerrilla Training School (GTS). While the Advanced Warfare Center (AWC) seems appealing at first glance due to its healing and survival benefits, the GTS provides more immediate and impactful benefits to your squad, setting you up for success in the long run. Prioritizing the GTS from the start lays a strong foundation for victory against the alien threat.

The Case for the Guerrilla Training School

The Guerrilla Training School offers several key benefits that directly address the early-game challenges of XCOM 2:

  • Squad Size Increase: Perhaps the most crucial perk, the GTS allows you to purchase the “Squad Size I” upgrade, increasing your squad size from four to five soldiers. This single upgrade drastically improves your tactical flexibility and overall firepower in the field. That extra gun makes a massive difference in the difficult early-game missions.
  • Advanced Tactics Training: The GTS allows you to train specific soldier perks, such as the powerful “Lightning Reflexes” for Rangers, “Suppression” for Grenadiers, or “Combat Protocol” for Specialists. Having access to these abilities early on significantly enhances your soldiers’ capabilities and allows you to tailor them to your preferred playstyle.
  • Reduced Rookie Turnover: By investing in the GTS early, you can level up your troops faster, turning fragile rookies into reliable and valuable soldiers more quickly. This minimizes losses and ensures you have a growing pool of experienced operatives.

These advantages collectively provide a much-needed edge in the early game, when your resources are scarce and every mission is a risk. Building the GTS first is an investment that pays off immediately and continues to compound as the campaign progresses.

Why Not the Advanced Warfare Center First?

The Advanced Warfare Center (AWC) is undoubtedly a vital facility, but it is less impactful during the early stages. While its healing and soldier ability perks seem attractive, they don’t quite match the benefits offered by the GTS. The AWC’s benefits are more useful in the mid and late game, where injuries occur more frequently and soldiers have time to utilize the ability perks.

  • Delayed Need for Healing: In the very early game, many missions are easier to approach strategically to avoid injuries, or at the very least it’s easier to manage with normal recovery times. The AWC is still useful to reduce downtime, but not as pressing as getting that extra soldier.
  • Abilities Less Impactful Early: The ability perks the AWC offers are valuable, but not as significant as the core abilities the GTS allows you to train early game. Those perks are also more useful for higher-level soldiers.
  • Cost Consideration: The AWC’s costs are not insignificant, and those resources are generally better used for the GTS and research at the beginning.

Early Research Priorities

While the facilities are paramount, early research is also essential to success. As mentioned in the article you provided, Resistance Comms -> Resistance Radio should be your top research priority, as it allows you to expand your contacts on the global map, netting you crucial resources and extra missions. This is a better early-game research priority than weaponry or armor because you can’t make use of better weapons if you can’t afford to buy them.

Best Base Layout

Once you have your GTS and Resistance Comms established, it is useful to focus on optimizing the layout of your base. As your text correctly states, the Workshop is best placed in the second column, second or third row, to maximise its adjacent access. The Power Relay should be the next building to expand your power to support these and the other facilities you will build.

Conclusion

In conclusion, while other facilities are important, the Guerrilla Training School stands out as the most crucial initial building in XCOM 2. It provides immediate benefits that significantly impact your early-game success, helping you build a stronger squad, train crucial abilities, and minimize losses. Paired with Resistance Comms research as a priority, focusing on the GTS from the start is the surest way to get ahead in the fight against the alien invaders.

Frequently Asked Questions (FAQs)

1. Can I build multiple Guerrilla Training Schools?

No, you can only build one Guerrilla Training School. The benefits it provides are designed to be unique and not stackable.

2. When should I build the Advanced Warfare Center?

You should prioritize building the Advanced Warfare Center (AWC) after the GTS, your Power Relay, and Resistance Comms are established. It becomes more valuable as you gain more experienced soldiers and encounter tougher enemies.

3. What is the importance of the Workshop?

The Workshop converts two engineers into four Gremlin engineers, who can only be assigned to adjacent buildings. Its strategic placement is crucial for maximising your engineer effectiveness.

4. How important are Engineers and Scientists?

Engineers and Scientists are vital for building facilities faster and researching upgrades, respectively. The more you have, the faster your base grows and the stronger you become. Prioritizing these resources is crucial to XCOM 2.

5. What is Intel used for?

Intel is used for purchasing upgrades from the Black Market, unveiling Dark Events, and funding specific facility upgrades. It’s a critical resource, particularly in the early game.

6. What are Dark Events?

Dark Events are monthly activities the aliens undertake that will affect your campaign. You can use Intel to reveal them, giving you time to counteract them.

7. Should I research weaponry or armor first?

According to many, you should prioritize weaponry over armor, as greater firepower is more effective than better defense in many early encounters.

8. Why is the Muton autopsy important?

The Muton autopsy grants access to valuable upgrades that help you fight them better, and it should be completed as soon as it is available.

9. What is the Avatar Project and why is it important?

The Avatar Project is a global meter that represents the alien’s progress. When it fills, the aliens win the game. You must counteract the Avatar Project’s progress to win the campaign.

10. Can I make XCOM 2 easier?

Yes, there are options like Lengthy Scheme (doubling the Avatar Project timer) and Time Turner (doubling mission timer length) that can make the game easier. However, these might be at the cost of the overall challenge and fun.

11. What is the best class in XCOM 2?

The Reaper is often considered the best class due to its stealth capabilities, high damage, and battlefield control. Other classes like the Grenadier and Ranger are also very powerful.

12. Who is the strongest melee enemy in XCOM 2?

The Berserker is the strongest melee enemy. Their attacks are devastating, and they can become enraged, increasing their range and damage.

13. Does XCOM 2 have a time limit?

While the game is less time-restrictive than its predecessors, there is a theoretical “time limit” due to the Avatar Project. The game becomes harder if the alien progress hits the threshold.

14. How many soldiers should I have?

The number of soldiers depends on the difficulty level, with 12 being sufficient for Easy and Normal, while up to 24 might be needed for Impossible. A larger roster allows more flexibility and depth.

15. Should I play XCOM 2 or War of the Chosen first?

It is generally recommended to play the “ordinary” XCOM 2 first to learn the mechanics before tackling the additional layers of complexity offered by the War of the Chosen expansion.

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