Oh, that's much friendlier than I thought. Thanks!
Since that's the case I'll swap up a bit on my research/security dice to start on another alien tech.
edit: Like so
[X] Plan Signals and Salvage Mk2
Infrastructure (3/3 Dice+1 Free) Resources Spent: 40
-[X] Enigma Site (Stage 3) 3 Dice + 1 free die 40R 40% will finish
(27/300, 10 RPD) (+1 PS) (+1 to Research Dice) (High Priority)
Industry (2/4 Dice) Resources Spent: 10
-[X] Stockpile Medical Supplies (Phase 1) 1 dice 5R 100% will finish
(83/100, 5 RPD) (+2 Medical)
-[X] Stockpile Basic Supplies (Phase 2) 1 die 5R 100% will finish
(83/100, 5 RPD) (+2 Supplies)
Services (4/4 Dice) Resources Spent: 40
-[X] PR Campaigns 95% will finish
--[X] Middle East 2 dice 20R
(92/150, 10 RPD) (+1 PS)
-[X] PR Campaigns ??% will finish
--[X] United Kingdom 2 dice 20R
(??, 10 RPD) (+1 PS)
Research (4/4 Dice) Resources Spent: 160
-[X] Functional Laser Weaponry 1 dice 40R 0% will finish
(49/900, 40 RPD) (+1 PS)
-[X] Alien Autopsy 2 dice 80R 84% will finish
(180/280, 40 RPD) (-1 Salvage)
-[X] Alien Power Core 1 Dice 40R 0% will finish
(18/480, 40 RPD) (-3 Salvage)
Military (5/6 Dice) Resources Spent: 150
-[X] Signal Interceptor Development 5 dice 150R 14% will finish.
(132/500, 30 RPD)
Administration (3/3 Dice)
-[X] Security Review (Research) 3 dice
Tweaked plan since military we've got a limited number of projects right now and 2-3 dice next turn should have a decent shot of finishing off the project. Added in the power core since the cost requirements are friendlier and understanding how their power generation works should be very useful. I'm happy to change the admin focus and drop a services dice (UK). Can either use those to push industry section or else just save resources. Hoping the boost in middle east relations offsets a little bit of aggressive spending (Costs 400/383)