

I find it's best to optimize placement, instead of rushing certain things like in XCOM 1.Workshop should be placed in the middle, second row down. Getting either seems to trigger Mutons appearing, and getting one-shot sucks balls when it takes 25 supply and five days to retrain a squaddie.ĪWC is important to get, if you suffer from a lot of wounded soldiers, but doesn't do all that much in the early game otherwise.What I can say, is you want to get the GTS and the Comms quickly on higher difficulties.The only base-placement you have to worry about is the workshop, as it still provides adjancency bonuses, regarding that, please check this question:There may be an optimal placement strategy, if you can build 2 workshops, but that's not possible, I finished my workshop and cannot build another on the tile next to it. The first is a gimme, but you need a lot of supplies early on, and you need to reach out I only regret going for magnetic weaponry before Predator armor.

While there?s no wrong order of building per se, focusing too much on one aspect may leave your organization in a.

The initial facilities you build go a long way towards determining how you progress through your campaign. When you first get command of the Avenger in XCOM 2, it may feel a little daunting.

Psi-Lab is something you'll want early, if you want to heavily use the class, but you may wait a long while, if you don't feel they are necessary. It's more a question about WHEN do you build a facility rather than WHERE and this comes down to personal preference and needs. That's a difficult question, as most adjacency bonuses have been removed, having an optimal layout is not that important anymore.
