On a side note, I just realized that repairing the water supply is not a very good idea. See, even with the water supply online, and the greenhouse working, we can not hope to sustain our population.
After all, the Greenhouse produces a mere 50 food every 5 days.
Thus, the question comes whether repairing the the water supply will produce a net increase work days, or not.
First off, in order to repair the water supply, we need at least 125 work points (100 for purifier, 25 for power supply). Assuming we assign all non soldier units to this task, we spend 8 turns and 102 man*day on it. Each of which cost us 3 supply.
So, repairing the water supply costs us 306 supplies. (Not counting supplies for those who don't work on the project).
The gain for the well is 1 supply per man*day + 50 supplies per 5 days. Assuming our population does not change, we need to stay here for at least 12 days, after the repair, just to have a benefit from out investment.
This means that we would need to find a small 1000 supplies on site here (Including what we already have).
On a side note, exploring everything we can costs us 25 man*days (assuming no professionals are used), while checking the wolverines costs us 10. Add another 60 man*days to repair the wolverines, 10 man*days to repair the refinery, and then 2 persons working per day to operate it and the harvester, and we can empty this site out in a few days. Oh, and 2 man*days for the bus.
Work that needs to be done :
25*search man*days
82*repair man days
X*2 operating man*days (X amount of days staying)
Assuming we stay 6 days
30 guards man*days [5 wasted] [Exploring]
36 engineers + 46 civilian man*days [Repairing]
12 civilians man*days [Operating Refinery]
3 guard man days [Non-affinity] + 2 civilian man day's [Varia]
So therefore, my renewed plan.
Explore Wolverine Supply Depot
3 soldiers
Harvest Tiberium
1 Civilian
Repair Tiberium Refinery
1 Engineers
8 civilians
Check Wolverine
1 Engineer