Stockpile 200 Copper Ingots, 300 Iron Ingots, & 50 Silver by Turn 5 (3000 Points)
Copper: 311 Ingots
Iron: 347 Ingots
Tungsten: 108.5 Ingots
Silver: 113.5 Ingots
Palladium: 37.7
Just checking but it looks like we hit one of the objectives already
Also the question is do we want the archeology lab this turn or next turn as that makes a big deal at 1500 CM in what we can build. As is we are able to have a housing complex and potentially farms bought via points at the end of this turn.
Build Plan Archeology:
[] Archaeology Lab: A place for the Prothean Research team to study the ruins and the AI inside. They'll most likely bring their own advanced gear so all that is needed is housing with ample supply of electricity and clean water. Luckily you have a supply of Silver to make Solar Panels.(+1 Archaeology Lab, -1 Space, Costs: 1500M & 1 Silver Ingot) (Port Belhae)
[] Build Sonic Fencing: Initially created to stop the spread of Tiberium, with slight modifications it can deter local Wildlife. (+1 Sonic Fencing, -2 Power, Negate Wildlife Attack Roll, Costs: 500) (Port Belhae)
[] Build Quarry: The Prospecting Team found a Limestone Quarry in the Eastern Hills, a Quarry could be built to harvest that Limestone and convert it into concrete resulting in a large boost in Construction Material. (+1 Quarry, Requires 2 Population, +1000 CM/Turn, Costs 500 CM)
2500/2750
Build Plan CM Train has no breaks
[] Build Quarry: The Prospecting Team found a Limestone Quarry in the Eastern Hills, a Quarry could be built to harvest that Limestone and convert it into concrete resulting in a large boost in Construction Material. (+1 Quarry, Requires 2 Population, +1000 CM/Turn, Costs 500 CM)
[] Build Conventional Farm: 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, Requires 2 Population, +500 Food/Year, -3 Space, Costs: 500 M) (Lake)
[] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 CM) x3 (Western Mountain)
2500/2750
Sonic Fencing frees up 1 infantry action and uses the last of the power in the port (2 is being sent to run the upgraded mines). Quarry at +1k CM a turn is a big boost in income (that alone puts us at 3750 next turn) the 2nd plan puts off the archeology lab until next turn in exchange for 3 mines that add another 1500 CM income (taking us to 5250 CM income in total)
With CM train has no breaks next turn 5 would be:
Archeology Lab-1500
Sonic Fencing (Lake) 500
Farm x2 (Lake) 1000
3000/5250- remaining 2250 is to hit objectives
Requisition (??? points/500 space)
Housing 100/150 (finishes primary objective and provides space for new colonists)
Edit- swapped to farm as we need 1 farm this turn to have the food to support the 25 colonists coming in. Housing can be done with the requisition though
Edit 2-
Current thoughts:
Military (150 CM spent)
[] [IR] Patrol Perimeter (Port Belhae): Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)
[] [IR] Patrol Perimeter (Lake): Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Lake)
[] [IR] Train Militia: Have your infantry train a group of volunteers from the local colonist to become part of the Colonial Militia (Trains Colonial Militia) (-1 Pop = 1 Colonial Militia)
[] [ZB] Scout the (Western Mountain Range): Order your infantry to scout the area. (Reveal areas around the Region)
[] [EC] Train New Engineering Corp: With Bray Tech's Engineering Equipment now available to you, you can train the local recruits to become new Military Engineers. (Recruit 2nd Engineering Corp, Costs 50 M, 2 Turns)
[] [EC] Train Exo-Suit Engineers: With Bray Tech's Nano-fabricator, the humble Engineer can become a very versatile tool in on the battlefield. From building a Turrets and deploying infantry cover in seconds to providing vehicle repairs in the middle of a fight. (Recruit 1st Field Engineer Corp, Costs: 100M, 5 Iron Ingots, & 1 Silver Ingot, 2 Turns)
[] [SP] Scout the (North Western Mountain Range): Order your infantry to scout the area. (Reveal areas around the Region)
[] [TE] Expand Underground Space (Western Mountains): Send the Tunnel Excavator to start digging an underground section in a specific settlement.
Infantry keeps our 2 spots safe, and trains some militia to garrison the Eastern Hills, Zone and Snipers start poking around the Western Mountain Range to get an idea what borders what will be an important spot with the thermal vent we found there. Engineers train a new unit of engineers and field engineers while we find more prospect sites.
Construction(5/6) (2500 CM spent)
[] Build Quarry: The Prospecting Team found a Limestone Quarry in the Eastern Hills, a Quarry could be built to harvest that Limestone and convert it into concrete resulting in a large boost in Construction Material. (+1 Quarry, Requires 2 Population, +1000 CM/Turn, Costs 500 CM)
[] Build Conventional Farm: 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, Requires 2 Population, +500 Food/Year, -3 Space, Costs: 500 M) (Lake)
[] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 CM) x3 (Western Mountain)
All the CM income- archeology lab next turn, housing complex through requisition at end of this turn, the 1 farm gives us enough food for the incoming 25 colonists
Factory (1/1)
[] Build Tunnel Excavator: Created to quickly dig an underground space, the Tunnel Excavator is an essential tool in creating a Tunnel Network quickly on a Frontier Colony. (+1 Tunnel Excavator, Costs: 1 Copper Ingots, 10 Iron Ingots, & 5 Tungsten Ingots)
We need 2 to do tunnel networks so lets get that up and rolling
Research (1/1)
[] 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)
We can do energy shield research the turn we build the thermal generator as we cant really use it before then, laser tech also opens up anti-wildlife options so lets see what those are
2650/2750 CM spent, 100 CM left over, new CM income: 5,250 gives us 5,350 to spend next turn
Requisition:
Housing Complex 150 Space - needed to house incoming colonists (we have 5 spots open, this gets us 20 more)