6 drivers + 3 civies finish prepping the grain. If at the end of the week they have spare time and the wood crew is back, investiagte preparing the bark. Otherwise, go and help the scientists with the Leukrokotta's.
(that's our entire stock, until the end of the following week when the grain and veggies are harvested)
10 scientists harvest sinew and bone plates, looking for materials for basic body armor (the bone plates deflect our bullets, so should work), and strings for cross/long bows. They should generally keep an eye out for any other interesting materials. (bones later ... , just hide and sinew's for now). If the Leukrokotta's are finished, apply the same to the dogs (Hide would be non-armor, but a useful trade good anyway)
5 soldiers on guard, as always.
20 scientists and us search the lab, looking for high energy labs / equipment (an MRI/CT scanner to disassemble would be nice ... not that portable or useful at low tech, doesn't actually work without a supply of liquid N2, or H2) (looking for electrical energy storage)
the merchant leader, 15 armed soldiers, 10 engineers, 10 builders go to the Forrest to collect lumber (if they could focus on the trees with edible bark we'll get some food also, after prep)
6 engineers, 2 builders finish scavenging the scrap pile (scrap and electric motors).
1 engineer should just look search around outside, check the fence anything we missed, look at the reactor, see if there are any interesting features (anyone made any attempts to breach any of the buildings, anything else we can learn), is there any features inside the fence we have missed (covered bunkers, etc...), ( a week wandering around an area you can walk across in a short amount of time should be plenty to look for stuff)
Do a std water run (there are 5 armed + 7 unarmed soldiers) unless someone has a better idea. Make sure that the wood collection group work near where the water collection happens (it was from our now well used track that we identified the wood with edible bark)
Trade:
Traders take 700 food total. (up to 60 grain if it isn't prepped).
--
they take are owed 180 food (300p - 120 eaten in 4 weeks)
as per trade deal we give them 80p +40g to cover what they ate.
we give them 40p+20g to cover 2 weeks (we'll give them any extra food on return)
(after subtracting this out, and what we ate, we have 425 food left + what we harvest this week)
they can take 400 food to trade for us (20%;100 is theirs?)
300 to actually trade:
trade priorities (in order): solar panels, anti (vehicle, Leukrocrat) weapons, small vehicles of our own (quad bike size), electric motors of any type,gas, metal scrap
Solar panels would be mostly useless without supporting equipment (which we have/can scrounge from the lab)
we know that our 300 is enough for a anti vehicle weapon. Given the scarcity of fuel, a light quad bike and a rocket launcher type weapon would be equal price (they are even in todays socity)
and finally there should be ... hang on, why aren't we searching our own scrap for motors..., anyway, old washing machines, etc... have quite durable motors.
And finally as the people we are going to trade with have a shortage of food, we should be able to get a good price for these items. (next trade run will be on to the mining group, because in a month we should have that furnace starting to work at minimal capacity)
Also, we are taking immigrants - anyone who wants to arrive, all we can offer is a good food supply and security - the merchants will probably end up telling the story of how we defeated those beasts.
Re: windmills:
Windmills are quite visible, especially since we are on top of a hill (although that means good power ...), we might not want to attract raiders. (that's why i'm after solar panels -- they are not visible)