Most Lustrian colonies fail, and we're on our way to that fate because our Money expenses are ludicrously higher than our Money income. We need to solve that as soon as we can.
Buildings are naturally part of that, but we built our character to be an explorer, not a manager. A big part of our Money income will be and has to be from expeditions and adventurer actions. With the colony set up, we should start on that.
[X] Plan: Jungle Booty
-[X] [Construct]
--[X] Drainage Pump (1)
--[X] Drainage Pump (2) (Improve Construction)
--[X] Forester's Lodge (Jungle)
--[X] Shallyan Clinic
--[X] Tavern
--[X] Adventurer's Booths (Tavern)
--[X] Dwarven Smelter (Smithy)
--Total cost: 6 Manpower, 16 Construction Materials, 13 Money
-[X] [Flynn] Begin planning Expedition (Military: Jungle Goblin Rock'n'Roll, with Gus and Else)
-[X] [Flynn] Send out Quest Bounties (Special: Rescue Klaus!, +20 Magic Advisor. Explore: 'Signs of the Asrai')
-[X] [Imilar] 'Signs of the Asrai'
-[X] [Stewardship] Improve Construction (Drainage Pump)
-[X] [Learning] Investigate/Combat Plague
-[X] [Magic] Aid Rescue Klaus!
The main thrust of this plan is to make us money, particularly through quests and expeditions, which is what the tavern, booths, and smelter are for.
Forester's Lodges give the highest ratio of Money income to Money/Manpower upkeep, on top of providing Food, Construction Materials, and protection. I can't build more than one due to manpower and construction material constraints, but together with the smelter and lumber-yard, it'll provide us with a total of 7 construction materials next turn. With the manpower upkeep we'll accrue this turn, we simply won't be able to build as much, so I think 7 will be adequate for our needs. Though I am hoping that ore/metal expeditions give us construction materials too.
The Shallyan Clinic is because of this:
to say nothing of the epidemic of small rashes and maladies that have already sent the Shallyans into overwork.
This is an early warning and we really shouldn't sleep on it. Besides the issues these maladies cause, especially if they get worse, our medical system is already overloaded, which means we'll be in big trouble if a more serious disease comes along.
The reason why I want to continue talking to the Glade-Stewards is this:
At the initial meeting Elenia offers a few simple exchanges, she cannot justify more at this most early state of diplomacy.
If we improve our relationship with them, we'll be able to get more trade with them. Since they have an Envoy so close by, they're ideal trade partners. This is only the second week, so there's no big rush to talk to the Anacoans or Itzans, especially since the distance means that trade isn't as easy.
[X] Plan: Life in Lustria
-[X] [Social] The Advisors are always up to counsel.
--[X] Rapunzel. Talk about adjusting to life in Lustria, and hopes for the future.
-[X] [Social] One of the Adventurers.
--[X] Pandora the Pioneer. Talk about adventures, including her Lustrian adventures.
I think this is an appropriate social plan for this week, now after Flynn and everyone else have settled in. Since we're going to start going on expeditions now or soon, which will be a big part of Flynn's life, talking to someone who has experience in that would be good.
[X] [Research] Shelters
EDIT: Put Flynn, Gus, and Else on the goblins since Quests are for adventurers while Expeditions are for Flynn. Johanna will still be there to help the adventurers out. I don't think we have to worry about any Intrigue stuff right now, so no reason not to get Else there, especially since she's the one who got us the lead and this relates to her goals.
EDIT2: Replaced a forester's lodge with a pair of drainage pumps because we only have 3 non-forested, non-flooded slots left. We need to dry out some of those flooded slots if we want to continue expanding. That does mean taking the Stewardship advisor off Educate Colonists, but between Rapunzel and the Shallyans, I think we'll be ok on the disease front.
EDIT3: Added another quest since each quest takes a max of 5 adventurers.