Actually guys, I just found out that you don't get a bonus satellite for the tutorial. If you start a normal game you have a free satellite ready for deployment, at least in the normal mode, tutorial or no tutorial. Haven't checked if it's the same in classic, though I believe it'd be too much of a gimp if they didn't provide you with it.
The tutorial does make things easier anyway as you get two easy weeks when you can do unhindered research of stuff until getting the arc thrower, and the tutorial scenarios make your first captures that much easier. You also get two heavily scripted missions in which you can level up your folks to squaddies and in which it's pretty much impossible to get a casualty.
Anyway, restarted again after fucking up with base management. I think I'm getting the hang of the economy game, at least on normal diff. I've recently done the first terror mission - got off lucky and busted a chryssalid with a rocket while damaging the other, which was promptly finished off by my assault guy. Now I'm sitting comfortably with full satellite coverage for both Americas (South America bonus is pretty nifty and saves you a lot of research time), building four new satellites; panic levels are rather low worldwide. Most of my guys are upgraded to laser weaponry and six units of carapace armor are waiting for anyone who'll undertake the next mission. I think this is going to be my successful playthrough, next one's going to be on classic diff.
The priorities for maintaining early game economy seem to be:
1) getting 10 engineers for the second satellite uplink
2) getting cash for building the uplink and three more satellites - prioritise building satellites over the uplink as they take longer to build.
3) digging to your steam deposits to build a thermal generator.
Also, digging the fact that - while at a first glance it appears to the contrary - ability trees are balanced indeed. For instance, at first I thought that a sniper without squadsight is useless, but then I tailored my 2nd sniper to another build and he's much more versatile and generally more useful than the traditional sniper in tight quarter missions. It's just more essential to outfit him with SCOPE to counteract the aiming penalty resulting from moving&shooting. My party consists now of the following:
1) Main sniper with squadsight and SCOPE - stays in the back, shoots at hilarious distances, 19 kills so far and probably will get promoted to Major soon. Also has battle scanner which often helps find great targets for the heavy's rocket, and he's got the opportunist upgrade.
2) Heavy guy with two grenades upgrade and the bullet storm upgrade. So far I'm mostly using him to suppress or demolish enemy cover with 'nades. Going to download the patch soon cause it irks me that suppresion pretty much empties the clip; I think I read in the patch notes that they fixed that.
3) Support girl with the medical upgrades.
4) Assault guy with lightning reflexes and the arc thrower
5) 2nd support with sprint, double smoke grenades and suppression, also with an arc thrower. Works GREAT when coupled with the assault guy, often helping out of a tight spot with his smoke, and sprint helps a lot to get within capture range.
6) 2nd sniper of the move&shoot type.
Depending on the mission I sometimes substitute my main sniper with another heavy to get more boomboom power. I only had three casualties so far, and all of them were rookies I used as cannon fodder anyway. In small UFO and alien abduction missions I also swap some of my vets for rookies to level them up.