[X]Maximize actions and handling the basics.
-[X] Get a Spokesperson: Whenever people have problems they seem to have the overwhelming urge to bring it right to your desk. As flattering as it was the first few times, you won't get anything done if you have to solve every little problem. Get someone who can at least ease the workflow and help with the bigger issues. Chance of Success 75%, +1 Action.
-[X] Appoint an Expert: There has got to be at least someone in this town with some sort of idea of how to handle the ins and outs of shooting at other people, right? Hopefully you might be able to get them to do the work for you! Chance of Success ???, Gain a Martial Advisor. Chance to gain Martial stat.
-[X] The Accountant: You can't deal with this on your own. The numbers are making your eyes melt. Look around town and trick...you mean convince a patriotic citizen to handle the records for you. Chance of Success: 75%, Gain Administrative advisor, +1 Action
-[X] Food Glorious Food: There is desert surrounding you on all sides and you have no idea where the closest source of food is. Time to take a look at the stocks and see how bad the situation really is. Chance of Success: ???, Accurate record of supply situation.
-[X] Water in the Desert: The water supply in town has been starting to cut out at random intervals. Locate both the source and the problem before you have a crisis on your hands. Chance of Success: 75%, Water Supply secured.
-[X] Power to the people: You know what would be nice? Working lights. It might take some doing, but scrounge around town to see what kind of generators people have access to and sort out some sort of system. Might not be much, but it's a start. Chance of Success: 40%, Electricity reestablished.
-[X] Form the Militia: You are hardly a military expert, but you are pretty sure that getting nuked is some sort of act of war. Never mind the rumors about bandits and worse out there. Time to see who answers the call for volunteers. Chance of Success: 30%, Form a Volunteer Militia.
The reasoning for my choices is as follows, we're going to have a ton of fires to put out, so we need as many actions as we can get, the military advisor is a necessity as well. That being said, having an idea of our resources on hand, and getting the basics of civilisation like water and electricity running is going to be vital for health and morale, especially since we'll want electricity for things like Aircon and refrigeration, Alice springs is hot as fuck.
Setting up a basic militia is something better done now than later, though we'll have to go harder in on it next turn, in terms of securing more weapons and setting up defences.