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This is probably the most important strategic decision you can make to make the early game easier.
For the second building, the Advanced Warfare Center is the usual choice, to provide the best chance at more bonus abilities and to speed up healing on important soldiers. I can see arguments for other choices, but the AWC is the most immediately useful choice for a second building.
Well, that and the double healing rate when staffed. Because that's hella important too.
To the OP: GTS first, then AWC. Power Relay, Resistance Comms, Proving Grounds.
Only build Workshop if you are wallowing in engineer-less misery. Don't build it as a matter of course. If you find yourself staffing engineers in power relays then you would've been better off putting in an extra relay instead of the Workshop.
never build a workshop or a lab.
well if you want the shen achieve i guess you could use it to fill the place out. but on Commander with like 5 scientists I researched everything before getting the resources to build a lab (which is just 2 more scientists if you upgrade it fully.
waste of power.
similiar with the workshop. workshop is +2 engineers if you upgrade it fully. but well, you can buy engineers from the place for around 200 a month. the workshop costs like 125+30 month upkeep and the gremlins can only be used in adjacent places. and it uses power. all in all its a PRETTY bad buy. because the power it uses is going to cost you a third engineer. so ... just buy engineers.
allright so..
first thing: GTS.
second thing: Resistance comms.
you'll want power and an AWCs and proving ground at some point but not urgent. you really just want to get the map under your control. more areas under control more money each month, and more ability to counter the alien facilities and whatnot. also the continent bonuses.
Ideally, you'd never take a single Rookie on a mission (after the first one, obviously). You can rarely actually achieve that of course, but to get close you need the GTS up and running as fast as you can.
The reason you never want to take a rookie on a mission is twofold:
1 - Rookies suck. They have bad aim, health, and will, and no abilities or special weapons. Not only are they more likely to die, you're more likely to have someone else injured or killed when there's a rookie dragging down the squad.
2 - Wasted experience. Every mission represents a fixed amount of XP for the soldiers that go on it. Every time some of that XP goes to a Rookie to level them up to Squaddie, that XP is being wasted because you could have gotten that promotion for free from GTS training. You want rookies training in the GTS and all the mission XP going to leveled soldiers, who can't get free XP like rookies can.
I think if I ever do another playthrough definitely guerilla warfare school like I did, but then an Advanced weapons facility ASAP because healing faster pays off early game when your guys are getting gravely wounded all the damn time.