Note that SAWs and LAC and LAC w/ AAA mount have different roles.
SAW ===> anti-infantry
LAC ===> anti-armour (not all that necessary at present, but it might be a reasonable idea, as they're also useful for sieges)
LAC w/ AAA ===> anti-air
There's not an entry in the sheet for the weaponry we have an in what numbers, but I believe we have 55 SAWs right now. We currently have 280 jaegers, or 28 squads. We have about two SAWs per squad right now.
@Academia Nut, what's the difference in combat effectiveness of one SAW per squad versus two SAWs per squad versus three SAWs per squad?
We have 2209 militia members, or 220 squads. That's quite a few SAWs. Still, having one per squad (and two per squad of jaegers) isn't a bad thing
Considering the defensive nature of the militias at this point (we have a reasonably-sized jaeger force for offensive operations), I feel like having an LAC w/ AAA for each squad of militia in a settlement (approximately) is a comfortable amount.
So that's 220 LAC w/ AAA mounts and 220 + 1 (or + 28 or 56) SAWs to buy.
5500 C for the LAC w/ AAA mounts
11050 C for the SAWs (or 13850)
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16550 C or 19350 C total
We probably want to be spending 1600 + 200 (for a building of choice; I prefer a Hunting Lodge in Glenshade Manor) elsewhere and our expected income (after bringing treasury back up to 0) is 10532. So that's 8732 to spend on military upgrades... but in one action, if we're drilling the militia. So that sounds like SAWs would be a better pick this turn.
Purchasing 170 SAWs costs 8500, which would leave us with a treasury of 232 (assuming no economic abnormalities next turn, of course), which puts us pretty nicely around zero, and gives us a total of 225 SAWs - a pretty damn high number, to be honest. That's a *wall* of metal coming at an attacking force. From multiple angles.
So with that in mind, a revised plan
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[X] Seek more immigrants from the Free Volunteers populations
[X] Attempt to perform a tech trade with the Machine Heads
[X] Drill Militia
[X] Upgrade Military (SAWs)
-[X] Purchase 170 SAWs for 8500 C
[X] Command Centre Design
[X] Trade in fourth and fifth Military action for an extra Personal action
[X] Build Land Trains
-[X] Build 8 Land Trains for 1600 C
[X] Decommission Glenshade Manor Solar Plant
[X] Build a Multi-Purpose Teaching and Research Complex in Shattersaw
[X] Aeronautics I 190/250
[X] MRP Materials Science I 0/300
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People seem to want more immigrants, so I stuck that in. The military is as discussed up-post. Glenshade Manor has a reactor, by the by, which isn't reflected in the sheet. People seem to really want to decommission the solar panels; I prefer making a Hunting Lodge, but I suppose the space is useful for, oh, more farms, refineries, maybe another sawmill and so on.
The research is the same as before - we're really close to finishing aeronautics, so I want it to be *ours*. A touch greedy, but I would prefer to get Aeronautics I privately and then trade it to the others. Materials Science I is really rather overdue, and with the bonuses from three of us working on it, we can get it hammered out in two turns with a good chance.
EDIT: Those wanting Howitzers... what role would those play that we have need for? We haven't found a need for mortar fire as of yet, and if we're being attacked from outside a settlement it'll probably be by either Eldar or Authority, whom both would likely be using, well, a smaller number of high-resistance soldiers. For which we'd want to use SAWs.
Moreover we're currently stable, but we really need to start working on some of these theory techs. And design logics, but we don't have many of those up and around.