
You’ll need a power plant to support all of these facilities, and soon a Resistance Comms center to continue your worldwide expansion.


Finally, a Proving Grounds lets you build new ammo and grenade types along with many other important gear upgrades. Next, an early Advanced Warfare Center maximizes the chance of troops gaining a bonus perk when they’re promoted, which can be an incredible power boost. Armor lets you get shot at more, but enemies can’t shoot you if they’re already dead.Īs for buildings, always start with a Guerilla Training School, allowing you to purchase upgrades and increase your squad size. If you can’t decide, get Magnetic Weapons first. After that, you’ve got two roads to go down-Magnetic Weapons, or Hybrid Materials and then Plated Armor. Resistance Communications should be next, allowing you to activate the resistance in new regions to increase your reach and your income. Completing that will let you build the Proving Grounds, another critical structure.

Next, do Alien Biotech, which opens up the Advanced Warfare Center for construction and gives you access to the Officer Autopsy research. There’s a few key things to focus on early: Modular Weaponry research allows you to apply looted upgrades to your guns, increasing their power. Two of the most important choices you’ll make in XCOM 2 are what to research and build first.
