Outside:
5 armed soldiers guard
we:
Discus that trade deal with the traders, after that:
Wire an emergency "on" switch into the fence at each tower (not a toggle, off can only be cut from inside the lab) Then test the generator again, then the fence.
Of the 5 guards we have on guard at all times, they take special care to always have someone ready to hit the button (implement a process so that all of the towers are not empty at the same time)
12 soldiers, 5 guns (orders to preserve ammo) do a standard double water run
15 farmers, 8 un-armed soldiers work the farms, replanting the gathered vegies and grain with grain. 5 of the 8 soldiers will aim to learn basic farming techniques from the farmers.
7 scientists on food prep.
5 scientists examine the possibility of hide armor (either small, or large), from the bone-plate parts of the remains.
5 builders, 5 engineers build the kitchen
5 builders, 5 engineers build the windmill
2 builders, 2 engineers help the above, as needed (they should be connected, so that we can mill stuff in the kitchen). This should be built attached to the lab in such a way as we can move the needed electrical components between the lab and the windmill to provide power from each.
In the lab:
I do like the way Every fuse was blown. (basically everything is isolated until we wire the room back in), so:
18 scientists in order:
repair the fuses in: the generator room, then the capacitor room.
They check for an electrical connection between the generator and capacitor (if it is sound, then we know there isn't a short in this part of the system).
They then check the wires out to the fence.
wire the solar panels in, from the roof of the lab.
They then replace the fuse in the furnace (checking that the damaged robotics are not connected). If the furnace has not been sufficiently repaired for this to process, then repair the furnace.
At the end of this, this means that we have a basic electrical supply and distribution connected, and a working, but manual furnace.
After this, search for the research lab which designed the nano factory, or the spare parts lab for it. Given we can barley afford 1 solar panel every 3 weeks, trading for nanotech parts is just asking to get raided - we keep that secret for now, until we have finished searching the lab, just having basic electricity will flag us as a target.
---
If this works, we take a gamble - show the "working" furnace to the leader of the traders. Offer them that we will smelt any resources for them, for 10% commission to us, if they reduce the 20% overhead on their trades to 10%.
We also offer free repairs/services for their cars, if they reduce their per-week trade overhead by 1.25% (5% over 4 weeks).
We also ask them about the larger rabbits we have in the cage, and their trade value.
Also ask if they have anything they/people around us need/have-for-trade.
(part of that we aim to find out what minerals the mining community trade for).
Finally, we ask the year (unless we "know" that from the previous time discussion).
--
If the traders hang around for the week: we meet with their leader, the civies and drivers work on food prep (2 of our scientists on food prep go to work in the lab, leaving 14 people on prep)
their armed soldiers go and help the water run
their un-armed soldiers patrol, rest, unless something outside the lab is not going to be finished, then they help there.
Their engineers build a second rabbit cage (as sooner or later we are going to have more
--
Since someone asked about my "Plans" (i just wrote this list of the top of my head as i wrote this post)
Long term exploration goals for the lab:
Armory (sealed inner section) ; (described this way so there is 2 chances at a few good items)
Resarch labs for : biotech, gene engineering, nanotech
Supercomputer support for above
Data archives for above
The Actual Power generator (we have only the backup, and i doubt that it was being run from the lab next door, or by HV lines strung the the amazon jungle ...)
This is the backup power generator, we need some real power.
Storage for:
Weapons
Nanotech parts
Ore for input to furnace
Smelted Ore parts of random materials, output from the furnace
Generic Research materials (as power is off, i doubt any biologicals could have survived, but nanotech and machinery correctly stored should last for a while)
that should get us to about 100% exploration.
--
Short Term needs:
Stable water supply (10% people needed, with risk of death each run is not cool)
Defense completed (anti-vehicle defenses, 1 AT isn't going to work that well, as 1 lucky shot would take us out completely, with no defenses)
medium term needs:
Resources
Man-power
Long term needs:
Electrical Power (fuel independence, the windmill will help there, but once we get the above working we will need lots of power ...)
Ore
Man-power
--
Short term goals:
Get the electrical distribution going. (this week)
Get the furnace going. (this week)
Produce a useful set of tools for everyone (next week/ following week - design a full set of tools, run the smelter full power for a whole week, to produce a full set of tools)
medium term goals:
Scientists Create some blueprints so we can forge some useful trade commodities - i can see a valuable trade route - buy scrap for food from the closest group, forge to commodities, trade higher tech items to mining community for materials to build ourselves up.
Get the nanotech factory up and running (make our own solar panels, great trade items)
Create breathing gear so that we can start on getting the bunker working again - that should be much less effort than the lab - again, trivial once we can forge some gas cylinders and a basic compressor to hook up to the wind-mill (mechanical energy is much easier to do that with than electrical, just pipes, a set of mechanical bellows and a 1-way valve needed).
Forge enough pipes to connect to the lake.
Lay pipes
bury pipes (2 stages so that in the intermediate time we don't need to do water runs, this free's the manpower to do it)
(perhaps gun-barrels, and ammo would be a good trade good, but i'd prefer to trade something which is perhaps not weapon related ...)
Medium-Long term goal:
group all 3 communities + traders into a local trading block, capable of defending themselves against the raiders.
scientists work on nano research
(current)Long term goals:
defeat/integrate the coastal group (once that is done, then we should be able to control most of the region, although fuel will be a limiting factor ... we'll see how things go from there)
--
I assume the raiders are going to come and look as soon as they hear that a) we are people from the bunker who have woken up (which no-one knows ; possibly the traders, possibly not)
b) they think we have the resources to be worth the raid (rather than the mining community, which has been collecting "Hi Tech" items).
I would guess that the soonest that would happen is when we trade our first forged item to the mining community, or show outside lights.
so, in 5-6 weeks the traders come back with some ore, 7-9 weeks our second trade mission reaches them, message go out (i assume any spy will have radio).
8-10 an aircraft buzzes us (buzz because spotting 1 windmill, and a small field of wheet is hardly a signal to send out a multi-car raiding party).
8 weeks travel time,
14-16 weeks from today is as soon as i would expect an attack.
(assumptions : our second trading run triggers a radio signal, 1 week for a plane to act as a spotter, then a large force is sent out with no delay) - you could easly add 6 weeks for a message to travel by vehicle, 4 weeks delay because our first trade doesn't trigger anything, after-all, we could just be trading things we found, 2 weeks organisation raid / plane spotting., for a total of +12 weeks)
At our current rate of resource gathering we'll have hand-weapons for all our soldiers by that point, and perhaps 2 AT weapons - 25 soldiers + 2 at vs 3-5 cars, potentially including a tank, with an aircraft spotter ... it's going to be a good fight when it arrives.
If i can convince the scientists to find an MRI machine in the bio-lab, and get the nano-factory working, we'll be able to defend ourselves. (i'll go straight to micro-satellite recon, and rail-guns - good old linear accelerators - 10km/s is quite easy to do, US navy can do it now, and it is a high power weapon which only needs electricity and forged metal slugs). Forget anti-vehicle - this is a tomahawk cruise missile replacement (except for the lack of guidance, microchips, etc ...)
If we find the armory fully stocked, with A-T weapons or equivalent