[] Plan: Progression
-[] EXP 152/173+
--[] Nuclear Resonance Engines 50/50, +EXP, +2 Nuclear Material, -1 Warp
--[] OOG-87's MicroSingularity 8/25 --> 25/25, +ACD
--[] Electrocyclical Power Bay 25/25, +increases ship power
--[] Sandscorn Mining Ships 25/25, +EXP, +3 Khimer Rep
--[] Biocity Biolasers 10/10, +Biocity defense
--[] Trove Mega-Gem Mines 15/15, +EXP
--[] Trovian Logging Operations 10/10, +EXP
-[] CUL 132/148+
--[] The Conduit Folios 3/20 --> 20/20, improve Calculator tech, +FTH
--[] The Secret Histories 20/20, +ACD, +1 Artifact
--[] The Munition Dumping Grounds of the Destroyer Wars 25/25, +1 Nuclear Material
--[] Volcanus 9 Nova Mechanicus 35/35, +1 Intel, Volcanus 9 spy rings improved
--[] Virus Buster Corps Research Labs 25/25, +ACD, +network security
--[] Sleepwalk Brew 5/15 --> 15/15, +ACD, +CUL, +FTH
-[] FTH 140/158+
--[] Eliminator Droids 25/25, +Super-commandos
--[] Hunting Beasts 25/25, +Tamed Antianima
--[] Devilkiller Rounds 25/25, +specialized anti-dark spirit ammunition
--[] Temple Jewels 35/35, +FTH
--[] Nuclear Ritual Engines 15/15, -2 Nuclear Material, +general FTH ships
--[] The Road-Docks 15/15, +FTH Ships
-[] ACD 110/125+
--[] Auton Anti-Warp Alloys 25/25, +3 Auton Rep, +AutoVessel Influence
--[] Nàdair Spáslong 25/25, +Yr Albain can grow small vessels, -1 BioData
--[] Basic Particle Field Generator 5/30 --> 30/30, +Ship travel safety
--[] Shield Emitters 35/35, +Shield Coverage
-[] Artifacts: 1 --> 2
-[] Biodata: 2 --> 1
-[] Intel: 0 --> 1
-[] Living Metal: 0
-[] Network: 5
-[] Nuclear Material: 0 --> 1
-[] Warp: 3 --> 2
This plan is about grabbing some useful things while making progress towards actualizing the Huntsmaster, acquiring the Heart Resonance, and helping out our allies.
For EXP, the Nuclear Resonance Engines are on my must-have list, as they give us more Nuclear Material and EXP while only costing a single Warp. It might not be the most efficient usage of resources, but I think that it's pretty good. Completing the MicroSingularity research sounds good to me as well.
Regarding CUL, I figure putting Theatritheurgy to use in getting some more ACD and Artifacts sounds good, while the Nuclear Dumping Grounds helps give us a slight surplus in Nuclear Material after doing the Ritual Engines in FTH. The Nova Mechanicus spy ring is the only one that's time-sensitive, in that the longer we wait to do it, the less effective our excuses will be IC.
In FTH, I'm investing heavily in the Hunstmaster in the hopes that we'll be able to realize him the following turn. Even if we can't, his projects are useful enough that I'm willing to grab all 3 so that we're better prepared for war in the future. The Ritual Engines and Road-Docks ought to unlock a wide range of FTH ships, so that'll be interesting to see the full effects of. Finally, Temple Jewels just sounds neat to me.
Last, with ACD, we help out our allies some, and finally grab those Gellar Shield improvements. In addition, we get some regular shield improvements.
For Resources, we'll have at least one of every resource type apart from Living Metal, and that's a relatively easy fix next turn. If we wanted, we could grab the Heart Resonance the following turn and see what sort of benefits that gives us.