AI
A) Cramped Housing - You can quickly build a cramped bedroom for everyone, which would keep them calm while more of the colony is built. It would slightly reduce the drain on Environmental supplies.
I) Don't.
Workers: Abundant.
Food: Production stable. No surface stores.
Fuel: No fuel
Housing: Basic surface accommodations, standard orbital accommodations. Orbital accommodations temporarily overcrowded due to lack of fuel to send people to the surface.
Morale: Bad. Forced rations, No surface food, no fuel. Uncomfortable houses.
Environment supplies: Predicted crisis at end of turn 9. Environment is too hostile to stabilize without external aid before you're fully underground.
Power: Adequate. Using improvised ship engine modifications. Engines are beginning to show damage; power will be unreliable.
Spare parts: Sufficient advanced parts until turn 8. Efficiency may start to drop afterwards.
Shuttles: Plentiful. No losses from forced fuel rationing this turn.
Industry produces basic spare parts, environmental supplies, and smelts ore.
Traders expected at turn 10.
Trade goods: 1 ore, 1 silver, 2 ingots
After some tense debate in the council, the decision is finally made to scrap the shuttle proposal.
The miners finally pinpointed the Helium 3 reported by the initial prospecting probes, but the reserve is too small, and too low quality, to be worth developing. They regretfully report that you'll have to spread to a second site to source your fuel. The designers are already debating a subterranean railroad vs an air bridge.
Fuel has run out. After a month of heavy rationing, food ran out. Just as despair was beginning to set in, the Exxigia traders finally arrived in orbit. The freighter has signs of recent battle damage, and the traditional escort is missing.
They complain about a pirate attack much earlier on their route, but the escort managed to defeat them in a mutual kill. They have little left after taking a hit to the cargo hold. It will have to be enough.
Construction projects:
A) Power Plant Conversion - Hyperion colony ship engines are designed to be converted into fusion power plants, but your current improvised setup is inefficient and has begun to break them down. Take the time to do proper conversions and build permanent rooms for them.
B) Fuel Refining - Build dedicated fuel refineries underground.
C) Industry Stage 2 (0/2) - The first phase of your industry was about setting up pre-built machines designed to idiot-proof and usable on as many planets as possible, and having a set of people go through the simple training courses that came with them, in order to get the minimum needed to keep your colony running. The second phase will take longer. You'll need to fabricate most of the parts yourself, having brought only the parts that cannot easily be made with the initial machines.
This second stage is about versatility, and building a complex with a wider array of machines able to be configured for short, precision runs. It won't be able to make the most advanced equipment, but it will be good enough for most civilian purposes. Making full use of it will require additional education, or extensive practice.
D) Mining HQ - You run a mining colony. A centralized location to coordinate mining activities and efficiently distribute equipment and collect ore at is desirable.
E) Dedicated Housing (0/3) - Everyone deserves their own living quarters. This will significantly improve colony morale and health, and is required if you ever hope to attract new migrants.
F) Fuel Mine Outpost, By Air (0/2) - The fastest way to build the fuel mine is by air, but every turn spent building this will take a full turn's worth of fuel, and having to ship fuel by air will cause production efficiencies. Building the rail first will reduce this project's duration to a single turn.
G) Underground Fuel Railroad (0/3) - Modern construction techniques will allow you to build a mostly safe tunnel underground, despite the planet's tectonic activity, but it will be slow going.
H) Overground Fuel Railroad (0/1?-2?) - The fastest way to build a railroad is over land, but the landscape isn't totally stable, which poses a small but ongoing risk, makes construction unpredictable, and this will require a turn's worth of hostile environment supplies to initially construct.
Rationing:
J) No rationing.
K) Food rationing - If people eat less, they'll have to spend less fuel shipping food to the surface.
L) Fuel rationing - If you're willing to risk more dangerous flight paths, you can save on fuel. Excess population will remain in orbit while this remains.
M) Both rationing - By rationing both, you'll approximately halve standard fuel use.
Trade:
O) Lots of Fuel - Buy 5 turns of fuel
P) Fuel&Supplies - Buy 4 turns of fuel, and 1 turn of supplies.
Q) Balanced - Buy 3 turns of fuel, 1 turn of supplies, and 1 turn of advanced spare parts.
R) Supplies - Buy 3 turns of fuel, and 2 turns of supplies.
S) Minimum Fuel - Buy 2 turns of fuel, 2 turns of supplies, and 1 turn of advanced spare parts.
T) Luxuries and Supplies - Buy 2 turns of fuel, 1 turn of supplies, and consumer goods to boost morale.
U) Luxuries and Fuel - Buy 3 turns of fuel, and consumer goods to boost morale.
GM notes: You rolled a 2 on trader delay, and a 1 on their inventory. You rolled a 1 on fuel prospecting. Good luck, ladies and gentlemen.
The single rationing options have the same fuel reduction effect.
At this stage, you will survive without stored supplies, but will take casualties and morale damage.
I will time skip through boring turns who's only option is to "keep building what we started."
GM Analysis: The minimum fuel need is 1.5, if you go full rationing and build overground railroad + fuel mine, and the railroad takes the full 2 turns. This can be done without rationing for 3 fuel. Your basic surface site fuel refinery you built will be enough to break even on fuel with a single rationing option.