Food:
Heated Greenhouse (Tech Level 1):
Properly isolated and made from materials actually meant for the job, with a cleverly designed passive heating system. All biodegradable waste is composted and used as fertilizer. With this, you at least won't have to feel like neo-barbarians scrambling in the dirt anymore.
Development cost: 4,000,000 effective man-hours (emh)
Construction cost: 2,000,000 emh
Production: 1 unit per year
Required workforce: 2.000.000 man-hours (mh) per year
Industry
Light Industry (Tech Level 1):
Simple Light Industry for technologically simple projects. Not that useful, but easier to design and establish than more advanced alternatives. A small fleet of mining vehicles keeps the whole factory supplied with resources.
Development cost: 16,800,000 emh
Construction cost: 8,400,000 emh
Capacity/Production: 8,400,000 mh per year
Light Industry (Tech Level 2):
Outdated by your standards, but there are entire interstellar civilizations who never reached this level. The ability to casually create plasma reactors and similar items is nothing to scoff at. A small fleet of long-ranged, fusion-powered mining vehicles keeps the whole factory supplied with resources.
Development cost: 33,600,000 emh
Construction cost: 16,800,000 emh
Capacity/Production: 8,400,000 mh per year
Light Industry (Tech Level 3):
The Federation would have considered this just barely adequate to run a civilian economy with. Not too different from the shipboard industry you had with you when you arrived on the reliant.
Development cost: 67,200,000 emh
Construction cost: 33,600,000 emh
Capacity/Production: 8,400,000 mh per year
Light Industry (Tech Level 4):
You have the science! Time to get the engineering. Design a more advanced light industrial complex, and improve your technological base.
Development cost: ?
Construction cost: ?
Capacity/Production: 8,400,000 mh per year
Heavy Industry Tech Level 1:
If you want to build heavy vehicles or starships, heavy industry is indispensable. It doesn't necessarily have to be sophisticated industry of course, just heavy.
Development Cost: 40,000,000 emh
Construction cost: 20,000,000 emh
Production capacity: 8,400,000 mh per year
Heavy Industry (Tech Level 2):
What kind of luddite powers their starships with deuterium-tritium fusion? Plasma reactors are where it's at! But before you can build the reactors you first need to build the industry, and before you can build the industry you first need to design it. You still won't be able to make replacement parts for the Reliant with this, though...
Development Cost: 80,000,000 emh
Construction cost: 40,000,000 emh
Production capacity: 8,400,000 mh per year
Heavy Industry (Tech Level 3):
Technological regression: Not even once!
Sure, coming up with designs for heavy industry that's actually up to spec is going to take a lot of time and work, but unless you want to downgrade, sooner or later you'll have to make the effort.
Development Cost: 160,000,000 emh
Construction cost: 80,000,000 emh
Production capacity: 8,400,000 mh per year
Fuel Refinery (Tech Level 2):
Deuterium and tritium will keep your reactors running in a pinch, but you can do better than that! Or at least you can once you've designed and built this refinery.
Development Cost: 33,600,000 emh
Construction cost: 16,800,000 emh
Production capacity: 8,400,000 mh per year - can only produce fuel
Fuel Refinery (Tech Level 3):
If you're gonna build a refinery, it should at least be a nice one!
Development Cost: 67,200,000 emh
Construction cost: 33,600,000 emh
Production capacity: 8,400,000 mh per year - can only produce fuel
Utility
Human Reproduction Center (Tech Level 3):
Growing their baby in a tank rather than in their bodies became fairly popular among women in the Federation once technology allowed for it. Though far from everybody chooses that option.
Development cost: 16,000,000 emh
Construction cost: 8,000,000 emh
Upkeep: NA
Utility: Might lead to a very minor increase in productivity by removing the need for pregnancy for soon-to-be mothers.
Cybernetic Augmentation Facility (Tech Level 3):
Cybernetics weren't all that popular in the Federation, and comparatively little research was being done on the subject. Still, the technology was available. A Cybernetic Augmentation Facility allows for the development, installation and maintenance of cybernetics.
Development cost: 16,000,000 emh
Construction cost: 8,000,000 emh
Upkeep: NA
Utility: Will allow for the development, installation and maintenance of cybernetics.
Items
Camouflage
Radar-absorbent Camouflage Netting (Tech Level 1):
In addition to providing optical camouflage, the material used in this camouflage netting will also defeat most radar-based detection methods.
Development cost: 1,000,000 emh
Construction cost: 500,000 emh per building camouflaged (the Reliant counts as a building), up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Prevents / delays detection from orbit by optical methods or radar.
Emissions-Management System (Tech Level 2):
Advanced camouflage netting combined with a number of more advanced systems to help discharge excess heat from industrial processes deep into the ground rather than somewhere more easily detected.
Development cost: 2,000,000 emh
Construction cost: 550,000 emh per building camouflaged (the Reliant counts as a building), up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Prevents / delays detection from orbit by optical methods, radar, infrared sensors, and a number of other sensor systems.
Sensors
Surface Observation Satellites (Tech Level 1):
A number of satellites meant to observe a planet's surface. In addition to surveying the weather, these satellites can also survey a planet's surface. Your agriculture is fully enclosed and not all that vulnerable to the weather outside, but having the ability to predict the weather might still be useful. At the very least, your resource harvesting expeditions won't end up driving into the middle of a snowstorm. Might help your industry run slightly more smoothly. The satellites are equipped with maneuvering thrusters to adjust their orbit – or deorbit in a hurry, should that prove necessary.
Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: You'll know what the weather's gonna be like and be able to survey the planet.
Space Observation Satellites (Tech Level 1):
A number of stealthy satellites meant to observe observe space and tip you off if anything approaches the planet. The high-resolution passive sensor systems on these satellites cover most of the electromagnetic spectrum, and various active sensors are available on demand. If anybody fires up a starship-sized plasma drive within the star system, you're going to notice. The satellites are equipped with rudimentary maneuvering thrusters to adjust their orbit – or deorbit in a hurry, should that prove necessary.
Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Advance warning of visitors – hopefully. You'll also be able to make a somewhat informed guess about what you'd find in nearby starsystems.
Defensive Systems
Autogun Turrets (Tech Level 1):
Any wild animal that would trespass on your territory is going to regret it – briefly. The target-recognition software is a bit twitchy, but you'll make sure to equip everyone who has a need to go outside with IFF transmitters. In any case, for a group mind like you it shouldn't be to hard to avoid friendly fire incidents.
Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Keeps intruders out, by killing them dead.
Lasgun Turrets (Tech Level 2):
Any wild animal that would trespass on your territory isn't even going to have time to regret it. The target-recognition software is reasonably reliable, but you'll still make sure to equip everyone who has a need to go outside with IFF transmitters. In any case, for a group mind like you it shouldn't be to hard to avoid friendly fire incidents.
Development cost: 2,000,000 emh
Construction cost: 550,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Keeps intruders out, by killing them dead. With lasers.