1 Tungsten Ingot = 10 Points
1 Silver Ingot = 20 Points
1 Gold Ingot = 15 Points
1 Heavy Metal Ingot = 50 Points
Sell all of these to GDI at full ingots only. That gets us an extra 650 Points. We have 20 Tungsten, 20 Silver, and 7 Heavy Metal.
We need cover so the Orca Squadron is going to be needed that is honestly the only military assets we should get this turn at least.
1st Orca Air Squadron: A Squadron of Orca Mk.6 Multirole Strikecraft, the new Mk.6 Orca combines the firepower and versatility of the Orca Mk.5 with the Stratofighter Booster of the 3rd Tiberium War Firehawks, giving it the ability to fly over most AA defences with ease by going near orbital. (+16 Orca Strikecraft) 400/160
Some more Housing for the extra colonist to set up at the lake instead of in our valley.
Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/200
Get a second Farm at the Lake so we only need to build one more on our own. It also makes the food reserves secured with little fuss. It also means we can spend our time setting up more mining operations and refineries.
[] Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year, -3 Space, 3 Population) 50/100
All the tech as with this we have our baseline set up. Plus with this we use up all our space and only spend 1650 out of 2050 so we are left with another 400 extra for next time.
Laser Tech: While you won't be able to make your own Obelisk of Light since there isn't any blueprints for it, you do have access to Laser based upgrades to your equipment from Laser Rifles to Laser Countermeasures for your vehicles. You will likely need to research how to make large lasers yourself or get the clearance necessary to access Large-scale Laser technology. (Unlocks Laser Small Arms, Laser Countermeasures, Laser Slingshot, Laser Cannons, Laser Turrets, Laser Fences, & Advanced Laser Tech Research) 350/10
Stealth Tech: Even though the main GDI Research Facility tasked with reverse engineering Nod Stealth technology was lost in Australia, GDI does keep backup records in other parts of the world. Even with those records GDI have not managed to recreate the ability to create a cloaking field however, and GDI Commanders always target Nod Disruption Towers first in every engagement thus very few of them are recoverable or functional enough to study, it doesn't help that all Disruption Towers are designed to self-destruct when heavily damaged rendered too damaged to function. So the best GDI can do with this technology is to cloak individual units with very expensive equipment. (Unlocks Personal, Vehicle, and Aircraft Cloaking) 300/10
Energy Shield Tech: The Firestorm Shield has been around since the 2nd Tiberium War, it can produce an impenetrable wall of energy for a minute whilst requires a long recharge time, however it has proved useful in protecting GDI bases from Nod Missile Strikes. Now, the technology has been made much more energy efficient and offers a full area protection at the cost of not being impenetrable anymore. It has been put in use on GDI vessels and designs of a City shield has been developed and deployed in many major cities. Having a shield over your city would cut the risk of orbital bombardment down at the cost of an enormous amount of energy to keep it running. Captured Scrin Stasis technology has resulted in an upgrade to convert the energy shield into a stasis field which turns everything inside the shield indestructible for a short period of time. (Unlocks Firestorm Barrier, Crystal Shield, and Stasis Shield) 300/10
Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
So many choices and so little to use. I am thinking we grab a bit more CM for expansion and maybe a few buildings for use though I think we should leave the military forces for later though we could use a few more men to make use of the question is for what?
We get more CM from the mines and the iron and copper ingots than we do wasting space on those ships.