However, if you're on a higher difficulty, or even Ironman, you may want to consider defensive and healing oriented options. This will give you that early advantage, allowing you to tear through battles with the best squads possible.
If on Normal or lower, than it's less likely you will die, so you can focus on tech and upgrade oriented options, like the Guerrilla Tactics School. The difficulty you're playing on should heavily factor into what you build first. From it, you can build GREMLIN drones to staff your other facilities, freeing up Engineers for Excavations and other important tasks. The sooner the better, particularly with the Workshop. With that said, the higher difficulties will absolutely need to build these. Use those precious Avenger build slots to get other things going like the Psi Lab or Shadow Chamber. The time required to research or build items rarely goes past 10 days, and often times it's below 5 days. In XCOM 2, you may not need them at all, depending on your difficulty.įor people on the lower difficulty options, you can get by without these buildings. In the previous XCOM, it wasn't uncommon to build several of these types of buildings so that you could research and build items faster. Some of these are quite powerful, making for another great reason to build this facility first.
These are obtained after contacting every location within a certain continent. Having the Resistance Comms up early also offers the possibility of unlocking a regions special upgrade. The short term benefit may be minor, but the long term financial gains will pay off big time. Getting a Resistance Comms as your first facility will allow you to contact new regions and spread your influence much quicker than if you waited until later on. This is not good, as it limits your mission capability and Supplies income. By default, you can only have 3 contacts (regions) on the global map.