[X] Plan Housing Setup
-[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 Housing Complex: The colonists need roofs over so their heads so they won't die of exposure and have access to basic amenities like water and electricity. (+1 Housing Complex, Houses 20 Population, -1 Power, -4 Space, Costs: 2000 M)
-[X] Research Actions
--[X] Subterranean Tech: (Unlocks Tunnel Excavator, Subterranean APC, Drill Pod, and Tunnel Network System) (1 Turn Required)
After:
Space: 6-4 (Housing) - 1 (Barracks) - 1 (Sawmill) 0 spaces left
Pop: 15 (9 on farms, 2 on sawmill, 4 free enough for 2 mines)
Power: 4/5 (refinery uses 2 once unpacked) -1 (Housing) -1 (Barracks) 1 (Sawmill) + 10 (Wind Turbine) 7/15 (power sorted for the time being)
Con Mat:5000 - 2000 (Housing) - 1000 (Wind Turbine) - 500 (Barracks) - 600 (Sawmill) = 900 left
Sawmill to generate construction mats. Housing complex on the surface so that the refinery will be subterranean (refinery is 2 spaces). Otherwise looking for resources and protecting the colony.