[x] plan you can leave
-[x] "There's a lot of raw material and gas there." (Resource Spark)
-[x] Use your Nanofabrication (2) skill vs Diff 1 to build a nested Spark in the Resource spark of Metal Extractors & Energy Generators (2). Use nanofab again (2+1 heat v dif 2) with the existing infrastructure from last encounter and the resource spark to make a nested Gate Construction Engineers (1) at the settlement. These will decay into a Quantum gate (1) that will let us evacuate the civilians. Next nanofab, also nested in the resource spark, (2 + 2 heat vs dif 3) a gas containment vessel (1) which will decay into a Terrazine gas sample (1). Then nanofab a nested defensive works (2) (2 + 3 heat v dif 4) which will decay into Base Defenses (2). Finally vent 6 to give the civilians an as planned spark.
[X] Operation: Brown Water Navy: Use your Awareness (2) vs Diff 1 skill to "find" Resource (2) sparks for 0 heat, then use Nanofabricate (2) vs a diff 1+1 to build a nested spark of Metal Extractor & Energy Generator (1) for 0 heat. Follow this up with Nanofabricate (2) vs Diff 1+2 and a Organizational Expertise (2) vs Diff 1+3 for a cost of 1 and 2 heat to create a Shipyard (1) and Tier 1 Navy (1). Take an additional 3 heat to add +3 to the Tier 1 Navy. Vent 6 Heat with Just as Planned... to create 1 just as planned spark! This...it doesn't really matter, you're mostly just ditching heat. Your economic sparks decay immediately into the sticky spark of "Fully Functional Economy" (1), and after four turns, the Naval Sparks will decay into "Deadly Navy" (4). The just as planned spark is irrelevant, honestly.
[X] Plan Breakwall/turtle-boom
-[x] "There's a lot of raw material and gas there." (Resource Spark)
-[X] Operation: Breakwall: Use your Nanofabrication (2) skill vs Diff 1 to build a nested Spark in the Resource spark of Metal Extractors & Energy Generators (2). Then take a pair of actions to use the same skill (at 1+1 and 1+2 diff) to make a pair of nested sparks of Defensive Buildings (1)->Dragon's Teeth (1) for a total cost of 1 heat. Since only one spark is easy to boop away, take and +2 heat to make the Dragon's Teeth (3). This puts you at 3/6 heat! Vent 3 heat to use your power Take Cover, Men! to make an additional Take Cover (2) spark for additional protection. At the end of your turn, each spark value drops by 1. When they hit 0, they'll decay into the Sticky Sparks of "Fully Functional Economy" (2) and "Defensive Fortifications" (3). The Take Cover spark decays into nothing since it's not nested!