1.- GTS.
2.- GTS+
3.- AWC
4.- Workshop (Workshop+ depending on stuff and rooms)
5.- Power/Comms (order depends on I-Packages)
6.- Lab/Proving (order depends on stuff, resources, research...).
With early Comms we don't have enough intel to make worth, with early labs and proving we don't have enough resources to make it worth. Leveling rookies and officers, getting free perks and digging for resources seems much more profitable in early game in my opinion.
Which rooms to build first
Re: Which rooms to build first
I always go AWC > Engineer > GTS. I don't really see the value in GTS first. I don't find officers worth that much in the early game and I can level rookies faster on missions. The AWC is most valuable early game as the wound times tend to spike if it's more than a graze. The perks are also nice to start getting early. Might swap the Engi for Sci if I don't get one early or if I get 2 engi from early missions.
I seem to be one of the few doing this but I think it offers the strongest RNG mitigation. GTS first seems like such a bad gamble.
I seem to be one of the few doing this but I think it offers the strongest RNG mitigation. GTS first seems like such a bad gamble.
Re: Which rooms to build first
To me the great value of GTS early (with engineer boost if possible) is to rush a pair of grenadiers for very early game.chrisb wrote:I always go AWC > Engineer > GTS. I don't really see the value in GTS first. I don't find officers worth that much in the early game and I can level rookies faster on missions. The AWC is most valuable early game as the wound times tend to spike if it's more than a graze. The perks are also nice to start getting early. Might swap the Engi for Sci if I don't get one early or if I get 2 engi from early missions.
I seem to be one of the few doing this but I think it offers the strongest RNG mitigation. GTS first seems like such a bad gamble.
If you are too confident on rookie leveling you could stay with a single grenadier during a lot of missions. And the same if RNG doesn't give a shinobi promotion. And of course to avoid those 13 mobility shinobis, or 55 aim snipers or having a roster with half a dozen of assaults and only one specialist and one gunner.
If I can get the first 2 grenadiers 21 days before I do and if I can save 4 rookies of becoming weird stat/class I do.
Re: Which rooms to build first
I normally have 2 grenadiers after the first couple of missions. One from gatecrasher and another from those missions. I typically send 3 rookies + squaddies on the first two missions depending on what they are.josna238 wrote:To me the great value of GTS early (with engineer boost if possible) is to rush a pair of grenadiers for very early game.chrisb wrote:I always go AWC > Engineer > GTS. I don't really see the value in GTS first. I don't find officers worth that much in the early game and I can level rookies faster on missions. The AWC is most valuable early game as the wound times tend to spike if it's more than a graze. The perks are also nice to start getting early. Might swap the Engi for Sci if I don't get one early or if I get 2 engi from early missions.
I seem to be one of the few doing this but I think it offers the strongest RNG mitigation. GTS first seems like such a bad gamble.
If you are too confident on rookie leveling you could stay with a single grenadier during a lot of missions. And the same if RNG doesn't give a shinobi promotion. And of course to avoid those 13 mobility shinobis, or 55 aim snipers or having a roster with half a dozen of assaults and only one specialist and one gunner.
If I can get the first 2 grenadiers 21 days before I do and if I can save 4 rookies of becoming weird stat/class I do.
If I were to build the GTS first, it would be specifically because I have some good aim/mobility/dodge soldiers that I want to make Assaults. Once I get the GTS built, that's basically all it spits out for the first month. I've normally got 6 assaults before I have 3 of most anything else. Maybe Gunner is the only exception. Assaults are just too good.