Next turn estimate (not including bonus from omakes)
General: 2,073.5 RP
ME/Dark Energy: 22.5 RP
Biotech: 70 RP
Ships: 10 RP
Improving/Developing Setting Tech: 37
Turn after that:
General: 2,073.5 RP
ME/Dark Energy: 22.5 RP
Biotech: 70 RP
Ships: 10 RP
Improving/Developing Setting Tech: 37
Next:
General: 2,171.75 RP
ME/Dark Energy: 22.5 RP
Biotech: 70 RP
Ships: 10 RP
Improving/Developing Setting Tech: 69.75 RP
After that get kinda blurry but maybe:
General: 2,213 RP
ME/Dark Energy: 22.5 RP
Biotech: 70 RP
Ships: 10 RP
Improving/Developing Setting Tech: 69.75 RP
Ok, great, thanks. So... let's see. Barring omake updates accelerating certain plans, I could see something like this for the next three turns:
QEC - 22.5+1456.75. Finishing up QEC so we can start distributing it as soon as possible. Especially important in light of the latest update and how the situation would have differed if we had it running. This is the strategic war tech and, as such a priority.
This leaves us with 616.75 general points. Depending on how events play out (if we face full out war, if this is something that looks like Reapers, etc), the point allocation can be switched around. But, in general, something like this:
Mark 2 - 500. Military tech, combines a fighter and an armor in one package, in a situation of non-Reaper war should be game-changing, especially with invisible man and all other goodies installed.
Mind shields - 70+116.75. This is a tech that's basically meant to appease STG, really, and win us political favor with them. This allows Mordin to report progress to his superiors. The omake points I'll put here first, so ideally we can roll out Mk2 with it integrated (and start distributing implant version if it's a part of that tech).
Omni-tool upgrades - 37. Putting it a bit on backburner here, yes, but it's not a super-high priority tech.
Light Cruisers - 10. Slowly accumulating the points.
This turn upgrades SA's military capability something fierce, both in strategic sense (QEC) and on the ground / in the air (mark 2). This should be enough to ensure victory in case of war with Batarians.
Turn after the next one:
Mind shields - 70+143.25. Finishes up mind shields (which we can then leak to STG), improving security and getting paranoia out of the way.
I would have liked to start researching TIR here, to keep on track to Cabira, but we don't have a deep space lab, and I don't think we can get it by that point (please, correct me if I'm wrong). Thus, I go to the next important tech that is least likely to massive disturb the galactic scene (since I am trying to progress from least disruptive to most disruptive tech on that track):
Gravitational Wave Detectors - 22.5+777.5. Plus, I am interested in what kind of scientific results we might find. With (a lot of) luck we could detect Krypton before it explodes and save a whole race from extinction (if only we could finish up designing those). It could also make finding eezo (either ore or derelicts) easier. Maybe find Ilos relay?
Advanced xenobiology - 800. At this point we are likely to be in talks with both Drell and Quarians (and quite possibly some other races) about bioforming. Making peak [species], and [advanced genemodding] available to them, not to mention out other medical tech should greatly boost our sales pitches and improve relationships. We might be able to use it to get AI licence. If we do, some of the points afterwards are going to be dedicated to AI research afterwards.
Omni-tool upgrades - 37+89. Finished up the project for low cost
Advanced prosthetics - 263.75. Start of the cybernetics research track as discussed previously.
Light cruisers - 10. Still slowly accumulating points.
This turn doesn't have (a lot of) military stuff in it (with maybe omni-tool upgrades counting towards military tech), and gives us lots and lots of tech to sell, ensuring boost in profits, as well as major political benefits from aliens. If there's war going on by that time, it would be good to have those. Grav wave detectors (non-miniaturized ones) could be sold to researchers.
In case of emergencies, or escalating war, we could swap Grav Wave detectors with multi-core eezo and trounce batarians completely by bypassig relays.
Hopefully, after this turn we can either build or buy a deep space lab (or get alliance to get us one). I'll be working under the assumption of us having access to one for next turn:
TIR - 22.5+1577.5. Get it done, get it done quickly, get it done before STG has time to react, start integrating it.
Advanced prosthetics - 70+466.75. Finished "first tier" of cybernetics route, should help quarians (since they already rely on cybernetics to boost their immune system), drell, possibly krogans (the proposed fetility-controlled wombs). Depending on specifics might allow cross-species procreation asari-style (artificial melding + using your partner's DNA / brain patterns to randomize the genetic pattern of the offspring). I wonder what the asari's reaction would be if we stole their schtick.
Light cruisers - 10. Continuing the slow build up. Depending on if we have AI licence by that point, and if "improving setting tech" applies to blue box ais at least, we either put 69.75 points into it, or into cruisers.
The turn after that one, I have some vague ides, but not knowing how many omakes we'll make and what the situation will be, it's kinda hard to make specific plans. One idea I have is to split the points between Eternal Youth, Full-body prosthetics and multi-core eezo drive. Multi-core eezo drive would buy us the council seat, quite likely, and then we could use Eternal Youth and Full body prosthetics (to be finished next turn simmultaneously) to lift some of the bans of genetic engineering / allow the advanced version of eternal youth to be applied, and for cybernetics to go relatively wild.