Mount Suribachi
Prince
OK, last one. Unlike Colonists which have clear, powerful option, and unlike Spacecraft which has lots of similar but not that powerful options, Cargo has several nice choices (but I still think we'll get a clear winner).
Hydroponics - extra Pop is always good, although this one might be better in the Colonist option for Refugees
Laboratory - a free tech is also always good. Unfortunately the buildings it gives are useless at first as you have no one to trade with....
Raw Materials - Again, a free building is good, but +1 Science isn't much, and +1 health is pointless when you start healthy, and you have a long way to go before health starts being a minor annoyance
Weapon Arsenal - Since aliens are so passive, and since the inherent strength of cities is so powerful, troops are pretty useless except for exploration at the beginning
Machinery - Since the first thing you build in almost every Civ game, ever, is a worker, getting a free one to start with seems like an absolute no brainer to me.
Hydroponics - extra Pop is always good, although this one might be better in the Colonist option for Refugees
Laboratory - a free tech is also always good. Unfortunately the buildings it gives are useless at first as you have no one to trade with....
Raw Materials - Again, a free building is good, but +1 Science isn't much, and +1 health is pointless when you start healthy, and you have a long way to go before health starts being a minor annoyance
Weapon Arsenal - Since aliens are so passive, and since the inherent strength of cities is so powerful, troops are pretty useless except for exploration at the beginning
Machinery - Since the first thing you build in almost every Civ game, ever, is a worker, getting a free one to start with seems like an absolute no brainer to me.