You decide to investigate the hauler and the bioreactor. You head down to the trading plaza where its parked. You investigate the reactor first. The main section is a cylinder with spheres at each end, approximately 10' tall and with a 5' diameter. There are many sockets and ports for power, data and material feeds. Along with this main section there are a number of smaller units which presumably relate to the sockets. There is also a computer stack and a relatively large screen. All this is neatly stacked on the crude trailer. They even took the time when disassembling it to mark with chalk what's supposed to go where. You order the parts unpacked and set up next to the workshop.
You then examine the hauler and trailer in greater detail. The trailer is relatively small and crude, much like a scrap metal farm cart. Its about 12' long, and just about managed to hold all the bioreactor parts. The hauler itself is much more impressive, if a little crude. As stated in the report, the chassis and engine are of Ancient manufacture but the body work is all crude steel plates, some of which have been just recently welded in place. It has six wheels and is about 18' long and 8' wide. A cab sits over the frontal engine block and extends to the rear of the vehicle. Examining the actually technologically interesting parts of the vehicle, the fusion powered engine, you decide to order two of the more intelligent apprentices to make technical drawings of all the components so as to form a design blueprint and give them a little theoretical engineering practice. Although most of the advanced parts are beyond you ability to manufacture at present, their functions are clear enough and similar to those in your beloved hover trike. Basically, the microfusion plant generates power which turns the electric motor which moves the vehicle, in this case by wheels.
You decide that an expedition to get the rest of the bioreactors is of great importance and the obvious course of action is to fix up the hauler to be more of an APC with a trailer for cargo. Upgrading its bodywork and adding a simple large caliber linear accelerator rifle turret mount should be relatively easy. Likewise, building a sturdy trailer large enough to remove the remaining 5 bioreactors should be simple enough. Something about 30' long, 8' wide and 12' tall should do the trick.
You check on the progress on the trawler, intent on freeing up your workforce. As it happens, the trawler is right in the final phases of construction, the winches and nets are in place and the tinkers are teaching the fishermen the basics of steam engine management, focusing mainly on the horrible scalding death that is the reward of those who let
any of the needles go into the red. They tell you that it should be ready for launch in a day, with only one or two of the tinkers needed to work out the final kinks. That means that of the dedicated workshop you have 4 Tinkers and 35 apprentices available for work on the hauler and trailer and those apprentices have just had almost a months experience welding stuff together. Also, the 4 uninjured Tinkers from the expedition (who are the ones who have preferred to stay as small merchants and scrap hunters) and their 12 apprentices are also eager to help. This impressive combined workforce means that construction should be done by the end of the week.
With the work underway, you look to your other duties. The bioreactor is set up next to the workshop without problems and hooked up with a power line. Some of the more weld-happy apprentices build simple corrugated iron walls and a roof to keep the weather off the equipment. Once its powered up an easy to understand UI pops up on the screen. It shows the following:
Status:
Production HaltedCurrent Build: Neo Alga_Minamalis 3345A
Power:
OKDNA/RNA Coder:
OKReaction Chamber:
OKPrimary Material Feeds:
Empty Secondary Material Feeds
Empty Output Feed:
Warning: No pipe or container detectedThree flashing messages also compete for your attention, "Refill Primary Material Chamber Yes/No?", "Warning: Primary Material Chamber is not connected to an external material source. Manual loading may be required. If you receive this message in error, please update your drivers to the latest versions." and "All Primary and secondary compounds and organisms empty, please refill the Primary Material Chamber and run REPLISHSTOCK1.exe".
Well, that's quite a lot of very specific information. Seems it needs some stuff before it can make stuff. There is also an icon which brings up a sort of CAD/CAM interface and a list of available organisms.
You decide to investigate this in greater detail once you've dealt with you other tasks. You go and check on the wounded as it has been some weeks since your last visit. The news is good. The militiaman who had been in a coma has woken up! He actually started to talk yesterday but with everything going on, no one sent you a message. He has no memory of the battle and some muscle wastage from over a month in bed but apart from that he should be fine. The other militiaman is pleased to have a companion with a similar injury and they are both he and the Tinker are cheered by your visit.
With the work on the hauler and trailer going well, you decide to try and gather more people for the second expedition. Although it will be capable of carrying a large number of of passengers when empty, with the trailer full the hauler will only be able to carry ten or so with the trailer fully loaded. Obviously, the answer is to have the additional people that will be needed for protection as much as for dissembling the reactors and hauling them down the cliff bring their own transport. With the volunteering of people and animals you soon have 12 townspeople with horned horses to carry them, all eager for a grand adventure.
As the week draws to a close progress on the hauler and trailer is completed in record time! The large caliber linear accelerator rifle turret is in place, the bodywork has been strengthened with thick steel plates, firing slits cut and a wedge-like dozerblade installed in the front. The trailer is relatively simple affair of steel. Nothing fancy, but it'll hold plenty of stuff. However, all this construction has depleted your stocks of scrap metal a little.
Another thing that has been weighing on your mind is the Gene Raiders. You consider warning Rome, but which faction? Perhaps you will send a message when the Technocratian caravan arrives with news from Eric Twiceiron.
A week has passed the expedition is ready to leave at your command. All you have to decide is who, apart from the volunteers, should go in it and what equipment, if any, you should give to the volunteers. The militia from the last expedition would probably like a break but the Tinkers would like to go for another round. They also know the hauler pretty well by this point. The volunteers are all currently armed with bows and crossbows, except one who has, for some reason, a three shot musket. What do you do now?
Alcide Brunelleschi: Family Armor, Laser Rifle, Hover Scout Trike (currently on loan to the Roman Embassy)
Sala-Zione:
Population:996
Major Official Buildings:
The Main Building (water desalinization and machine shop), the Control Room (computers that control important stuff), The Reactor (a Sony AFIC MK23.a45 civilian Light Industrial Fusion Reactor) currently at 33.68% of fuel capacity and generating 14.92% of potential full capacity, the Control Tower, once a large comms relay unrelated to the plant but within its walls, now missing its dish and the seat of your government.
Minor Official Buildings:
A small steel barrel and chain dock, painted white.
A communal workspace with some machine tools, a power line, small simple greenhouse and a small prototype steam engine, three prototype launchers, some prototype mortars and a nearly complete steam engine. 1 Bioreactor in working condition, currently lacking materials. 6Tinkerers and 35 apprentices available for work.
Citizen Owned: A variety of houses, from rich to poor. Many small industries. A dozen tinkerers workshops, A large Solar Forge operating bellow capacity.
State Stores: 3 large caliber linear accelerator rifles, 900 6mm nickel cored Alloy tipped rounds, 19 Kalash Rifles in a poor state of repair, 4850 rounds of ammunition. 37 Arbalests in good repair with 20 pig iron bolts each. 11 crude iron muskets with 20 rounds and powder each. Three satchels of pipe bombs. A large pile of assorted Alloy. A small pile of composite plates. A medium-large stock of basic spare parts and scrap metal. A small stock of essential advanced parts and 24 spare laser power packs. 53,721 L of pure water. 20 Composite rods, three crates of electrical parts. 12 barrels of preserved fruit. A compact and efficient computer unit. 1 pressurized container holding 5kg of HE-3. An ☼armored exosuit☼. A small pile of knives. 6 simple HE rockets of unknown design. Some assorted trade goods (nails, bolts, torches etc). 5 large spools of copper wire. A strange gyroscope.
A heavy hauler with large trailer, fusion powered electric engine, Alloy chassis and heavy steel plate steel bodywork with firing slits, wedge shaped dozerblade.
A steam powered steel fishing trawler.
Health: No diseases of note, an immunity to genetic plagues.
Defenses: Large Circular Pored Stone Wall, in reasonable Repair. 11 breaches filled with crude stone blocks and Alloy plating on the outside, some minor damage near the gatehouse from a recent raid. 30 dedicated Militia with Old Composite Armor and Laser Rifles, 3 out of action due to injuries. 10 town watch armed with truncheons. 2 Rocket launchers with 2 HE and 2 incendiary rockets remaining.
Food Supplies: Adequate. A sudden shortage could cause problems
If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.