We basically need the general infantry. Do not underestimate the manpower drain of policing a populace/area.
Sonic mining isn't as viable as I'd like, but what it is good for is very vital. Breaking apart very stubborn or otherwise hard to remove rocks. Valuable rocks too. The thing about gems is that its a very big gamble to find them, they're basically pock-marked all over the place under ground, its just cracking them out and finding one valuable enough to be worth it after its cut.
Anyway, still not sold on Zone Troopers. Take one or the other, it more depends on how much space we have left I suppose since we're primarily after the jump packs anyway. We can equip ourselves locally very easily as long as we have the tech and building tools.
Snipers jumped in importance thanks to their ability to go out and hunt while the general infantry can defend the colony from any hostile wildlife.
Farming equipment is viable because we're going to have to land somewhere. It can't be 100% mountains (ignoring the issues of that's not how planetary surface formation works) so we'll have some space to set up before we start digging.
Beyond that...
What do we need now. What lets us snowball the best as well.
Some of you mention building on site, which yes, we can, but how many actions and how long would that take? Especially for something as expensive and far into the building tree as the Lab?
We've all but discarded stealth and shielding tech this round for that very reason as well, so what else can we discard? If we don't have the lab and take the unit of Zone Troopers instead of their tech then we won't be seeing jump packs for everyone else for a long while. I'd recommend taking their tech over them right now, so we can just start making jump packs for everyone, but eh.
I'd love to have drones as well. Again, like infantry, don't underestimate the value of disposable assets when dealing with potential cave-ins.
Also it makes them easy to reverse engineer and since we'll have tons of metal, drones are an easy use of it if we need something, but eh.
Infantry (policing and colonial defense) - 200/150
Snipers (hunting and basic scouting) - 150/20
Engineers (needed) - 150/100
MCV (needed) - 300/200
Mining + Smelting equipment - 250/250
Farming equipment (Wanted - Feeding the troops) - 50/100
Tech Lab (Wanted - Get the snowball rolling ASAP) - 200/100
Sonic Tech (Wanted - Mining easier/more valuable) - 200/10
Zone Armor (Wanted - Jump pack production for regular troops, advanced scouting) - 200/10
Drones (Wanted - Disposable assets: Scouting, cave-ins, search and rescue) - 200/10
Hover Tech (Wanted - hover drones, advanced scouting, mobility) - 150/10
Subterranean Tech (Needed - Underground colony + mining) - 200/10
Current total: 2250
Space total: 970
*raises finger* ... *lowers finger* Uhh. Somehow I grabbed everything I want right now and ended up right next to the budget limit.
The only thing I can think of is maybe grabbing hydroponics instead of farming equipment? Or picking up a cheap tech on building our own? We can't afford any of the other techs and lack the space for anything else with the current idea I have here.
We'll be going underground quick and the only thing I can think of needing/wanting in the immediate future in that case is grabbing hydroponics. Because production isn't going to be a bottle neck for us as soon as we get the factory up and running that means knowing how to build the hydroponics would be unless we pick it up now as a cheap write-in tech or taking it over the conventional farm.