[] Plan Fort Up
-[] [Construct]
--x1 Shrine of Manaan (Improve Construction)
--x1 Shallyan Clinic
--x1 Granary
--x1 Palisade Wall
--x1 Watchtowers
--x1 Docks
--x1 Celestial Viewing Tower
--x2 Colonial Bunkhouses
--Total: 10 (11) manpower, 16 (20) construction materials, 9 (12) money
-[] [Flynn] Send out Quest Bounties (Repel)
-[] [Diplomacy] Mediate Disputes
-[] [Martial] Patrol Perimeter
-[] [Stewardship] Improve Construction (Shrine of Manaan, +20 Magic Advisor)
-[] [Intrigue] Investigate Cults/Agents
-[] [Learning] Investigate/Combat Plague
Our colony has just gotten set up and has no mercenaries to defend it, so it's in a very vulnerable place. For the first week, all we need to do is make sure we're as safe as possible, then we'll be in a good position when the second wave shows up with new colonists and mercenaries.
Our food and money situation is pretty good right now, so we can afford to waive the waive in favour of things that'll help us survive in the immediate term. The clinic for disease; the palisade, watchtower, and shrine to deal with threats, the Celestial Viewing Tower because we get random events every week and we just saw how bad that can go (and soon we'll see how it can go good). The granary is because we don't want our food to spoil, the docks because some food production is prudent and it combos with the Shrine of Manaan.
The advisor actions are all about playing defence for this first week. I'll probably change the Diplomacy action once we find out who we met.
The downside to this plan is that it eats up a bunch of our construction materials without building any lumber-yards. We'll be in a crunch next turn, but not the kind of crunch that'll hurt us, just slow us a bit. What might hurt us is everything this plan is intended to ward off.