This is a barebones 'suggestion' feel free to challenge an idea if you have something in mind that rates a higher priority/makes more sense. This includes anyones ideas for more effective language to get the desired results. This is merely to promote discussion
Savannah
Free Actions:
[ ] one free J-Tech Research Project
Design quick release/installation clamps that still hold armor securely enough to engage 'safely' in K-scale combat (@Fyrstorms
mission specific armor pet project)
[ ] one free K-Sciences Research Project
Burn token to understand how Hakuja (sp?) hide retarded flame/ acid (eyes towards J-scale armor that mirrors that or a spray on liner for conventional use)
[-] one free Mist Life Sciences (MLS) Research Project
Unavailable, was used for understanding Mist formation as it occured.
[ ] one free Jaeger Repair or Upgrade action (Hephaestus)
Repairs if needed -if not- hold for installation of armor clamps on Whitecap's armor/chassis (mission specific armor)
[ ] one free High Energy Lab (HEL) Project
Use jail notes token and hammer out the last bits needed for jet engine upgrade tech (air superiority)
[-] one free Bureau Paranormal Research & Defense (Magic) Project
Unavailable, was used for understanding Mist formation as it occurred.
[-] one free Comms action
Unavailable, was used for warning civilians in range about Mist formation and the dangers it hides.
Five General actions (1 per Pop) :
-1 Do research to develop our own E-warfare & ECCM capabilities
-2 expand Sensors to match comms this will broaden our area of influence to allow us to detect threats further out, and brings Fort Stewart-Hunter Army Air Field and the Fort Stewart Deployment Operations & Rail Marshaling Area into our legitimate salvage range of Savannah. Military info, gear, and trains? That a trifecta!!! Let's Get Cmd.Frost some goodies toward his pet project, Ft. Stewart/Hunter army airfield seems like a step in that direction.
-3 Build Naval docks (free troop build or upgrade action each turn)
-4 hammer out the complimentary 'inner' armor to upgrade Combat jackets, as per KnightDisciple suggestion.
-5 Upgrade Savannah's City Defense Stat. ( To 2+) This may allow us to roll infrastructure from Hunter/Ft. Stewart into Savannah and gain city Augments like Infantry Training Regiment -or- Motorpool
Macon
[ ] one free Airfield & Hangars Action -
Airfield & hangars provide an automatic 20% discount on all aircraft built in that city. A city with an air field & hangar gains 1 free action/turn to construct, repair, upgrade, or install new aircraft equipment.
Repair the F-15E's to get them air worthy
General actions (1 per Pop) :
-1 increase Population to 3 (increase our future action economy)
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There are other projects equally worthy of a slot, here are 2 off the top of my head.
Train from Savannah-Macon-Atlanta get route open with regular train (until we can research Armored train)
Assign an additional 2x Cobra's & 2x ALSV's to expand Savannah Protectorate Law Enforcement patrol capability (would bring them to 4x ALSV, 3 cobra, and a k-9 unit on staff), the Cobra's at least have the speed to be still used as possible reinforcements with some luck. From Savannah to edge of 45 mile Area of influence would be a 18 minute trip.
(Cobra 10 mv/turn = 240 kmh / 149 mph (if a turn is understood to be roughly 15 seconds) about matches the suggested actual suggested operational speed of AH-1 SuperCobra, similarly most of our vehicle (tanks , deuce and a halfs, etc.) move at 4 mv/turn = 96 kmh / 59 mph Smiths seems to have done a pretty accurate portrayal of RL speeds.)