[X] Plan quick set-up
-[X] Military Actions
--[X] Infantry Units
---[X] [IR] Patrol Perimeter: Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)
---[X] [IR] Explore Surroundings: The initial surveyors only did a flyby of the area, have your infantry explore the area around the colony to get a better lay of the land (Reveal surrounding environment)
---[X] [IR] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)
--[X] Engineers
---[X] [EC] Prospect Valley Mountains: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (4/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
---[X] [EC] Prospect Valley Mountains: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (4/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
--[X] Snipers
---[X] [SP] Hunt Local Wildlife: Using Ionized Railguns on local wildlife might be overkill but you never know if they encounter something the only a Railgun can penetrate. (Gain information on local wildlife & receive bonus food income)
-[X] Construction Actions
--[X] Build Barracks Complex: Your soldiers will also need a place to sleep, they could sleep outside but they wouldn't be happy about it. (+1 Barracks for your soldier, -1 Power, -1 Space, Cost: 500 M)
--[X] Build Sawmill: When Tiberium covered most of the Earth, trees either becomes Blossom Trees that help spread Tiberium growth or heavily mutated into something alien. By the time of the 3rd Tib War, Tiberium becomes so toxic that it kills faster than it can mutate, trees become a rare luxury as large swathes of them died out. GDI have managed to document and preserve many different species of trees, both mutated and non-mutated and are currently in the middle of a tree replanting program on Earth. For the colonists trees provide a wood supply for cheap construction and furniture that could be sold to other colonies too. (+1 Sawmill, Requires 2 Population, -2 Power, +200 tons of Wood/Turn, -1 Space, Costs: 600 M)
--[X] Build Wind Turbine Farm: Wind Turbines is a cheap and hassle free form of power, the drawback is that it isn't as consistent as other power plants and during an invasion, very obvious targets. (+1 Wind Turbine Farm, +10 Power, Costs: 1000)
--[X] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, +2 Construction Action, Costs: 1500 M)
-[X] Research Actions
--[X] Subterranean Tech: (Unlocks Tunnel Excavator, Subterranean APC, Drill Pod, and Tunnel Network System) (1 Turn Required)
Right again here is my plan I swapped out the Defenses for a second Prospecting action as it was pointed out that at least in this turn it is unlikely that we will need them.
For the rest of the military, they are building up our knowledge of what is on this planet with their actions and protecting the engineers on their prospecting missions.
For buildings, the Barracks and windmills are needed both to power our base but also to complete an objective that we are given. To have the Barracks done. It also improves the morale of our troops.
The Sawmill and the moment we find metals the mine and refinery deployment means we have a source of materials for use and a source of export.
And the Surveyor because with it we can set up that farming outpost for the secondary objective and the primary objective of farms and food production.
The research is obvious since the area we are in will need them.