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A Food module bought with 30 industry would on a one to one ratio comparison of resources spend not be productive, but the food income will mean you'll be able to reach operate sooner or hire another hero sooner.
So 2 industry and 1 food are a good safe choice.
Your objective is to save up to level your operator to 3(or 4) at the beginning of the second floor, while having enough industry to start out with one of each module. Floor two depends on RNG for whether a 4th module will be worth it so it's usually better to go 1/1/1.
Set your operator on your build path of preference:
Industry for operator-based (3 operators + 1 fighter)
Food for fighter-based or balanced (1-2 operators + 2-3 fighters)
You might want to rush food earlier in case you're lucky with your hero finds.
But my critic friend had a point when he stated it was more important to simply rush the operator. So I did the math...
The estimated amount of FIS you will leave with on Floor 1, with Opbot on your team, leveling to 3 ASAP, on single player=
Building Industry 1 and then Food 1:
68 Ind + 24 Sci + 47 Food= Net 139
Build JUST Food 1:
54 Ind + 24 Sci + 69 Food = Net 147
Build Food 1 and then Ind 1:
53 Ind + 24 Sci + 69 Food = Net 146
As far as Single Player goes, a single food replicator is the best choice, by 1 industry, hehe. You'll have around the same results with Rakya/Josh because they have the same level up costs but only slightly different wit amounts.
But what about multiplayer? Multiplayer gives you 76 free industry that you don't have in SP! Well, my intuition tells me it's going to be 3 food generators in a row to super rush op, but on hard mode, finding 3 mod slots right away is not always going to happen.
And if you ever want to do the math, the simplest way to remember it in your head is 13,15,17,19,21,23,25,27,29,31, 11th and 12th stay at 31, for the predicted number of rooms per door, with a range minimum and maximum of -3/+3 (I'm simplifying it though, floor 1 cannot have 10 doors for instance).