Damn it Mt. Wander, that's a really good reason we can't do the Secondary Shrine + Enshrined Spirits combo I was hoping we could do this turn.
Well, since we can't do that because we have to keep it asleep now, here's a plan that gets work done on that while topping off a bunch of things we had going on already, and also starts laying the foundation for Valiant since we've already got two dedicated exploration craft and are thinking about if we may want to start an extra-system colony soon. If we're doing so I'd much rather have the ability to better project force to defend it if nessecary.
Deep Space Monitors were also picked up in the hopes that we may get a little something extra on what they're picking up from the Expanse. SEP covers it's Network cost while also boosting our ACD, currently our lowest section. Perpetual Engines in ACD because they give an additional scan level each time we do it, so the sooner we get them with more levels of things left to scan, the more use we get out of them.
[X] Plan: Looking Outwards
-[X] Explore Galactic West
--[X] TKK Endeavor
-[X] Spraa'ng
--[X] TKK Accomplishment
-[X] EXP (30)
--[X] Construct Valiant Class Ship +15 (15/40)
--[X] Living Metal Farming +3 (15/15) +1 Living Metal
--[X] Deep Space Monitors +2 (2/2) -1 Network
--[X] Specialist Electronics Production +10 (10/10) +1 Network, -1 Nuclear
-[X] CUL (19)
--[X] Orbital Pioneer Initiative +6 (10/10)
--[X] Secondary ShipShrines +13 (13/15)
-[X] FTH (19)
--[X] Mystek Protective Wards +5 (20/40)
--[X] Shrine of Keeping Mt. Wander The F!@#$ Asleep +14 (14/25)
-[X] ACD (18)
--[X] Perpetual Engines +10 (10/20)
--[X] Anti-Mutation Medication +8 (15/15)
-[X]ECON SUM
--[X]NM: 3 -> 2
--[X]Warp: 1
--[X]ART: 2
--[X]Living Metal: 0 -> 1
--[X]Network: 1 -> 1