Over the next 3 turns, we need to:
Production actions x3 on Cars (to finish the quest) +2 actions/omakes (or 18 over 2 turns to shave a Production action off)
4 actions on .50 Cals to finish the second .50 Cal for the Cars
Construction should probably go on the Level 2 Gym (allows our people to carry 2 pieces of equipment) and the Level 2 Hydroponics to deal with our food situation. I would request that
@Zedalb add a mechanic or some way for us to know when we have enough hydroponics to support our population. After that, the Resistance Center, but IMO it should be low on the priority list since it results in increased Advent attention.
Research is hard to say. Probably will switch research voting to Demolitions and suggest that people complete Arc throwers with Personals. Maybe Alien Alloy Expertise first if
@Zedalb cares to comment on what it will do.
There are a lot of small Production projects that are low hanging fruit. We're going to have ~130AA after this turn, plus whatever we salvage from the Advent attack, so we can go wild with it. AA armor is cheap (4 actions or 2+2omake) per squad and probably something we should get.
Every Squad needs 3 specialists; Squad 1 has 3, Squad 2 and 3 have Medics. We're finishing a Sniper this turn. Assaults are pretty cheap (go for Improved Assault, we can afford the AA) so getting 2 more of those and then getting 2 more Snipers and 2 more Heavies would be excellent.
Weapon Customization is only 25pp per squad, or 75pp for all 3 (5 actions) and provides a bonus to ranged combat that would be useful.
We have 8 Extra Ammo and unless the GM indicates we need more or would receive a bonus from doing so (
@Zedalb !) I don't feel like we should get more.
I'd like MGLs for all squads, but we'll see how it goes.