The PopulationYou may assign the population to various tasks to be carried out. Some are already assigned to tasks to keep the Shelter running.
Children can only be assigned to be taught by those in a designated profession. If they are not taught, they become an Unskilled Laborer. If taught in multiple subjects, they become Skilled Laborers. If taught in primarily one subject, then become that type of worker.
Unskilled Laborers have a -1 to performing any task.
Skilled Laborers have no modifiers to performing any task.
Scientists get a +2 to researching, +1 to engineering, -1 to diplomacy, -2 to combat
Engineers get a +2 to engineering, +1 to researching, -1 to combat, -2 to diplomacy
Diplomats get a +2 to diplomacy, +1 to combat, -1 to researching, -2 to engineering
Soldiers get a +2 to combat, +1 to diplomacy, -1 to engineering, -2 to researching
ManufacturingYou can assign up to 100 people to a manufacturing job per facility. Multiple manufacturing jobs may be assigned at a cost in production rate. Working below maximum assignment reduces the efficiency of the facility. To produce objects at a manufacturing facility, just assign the number and percentage of the facilities producing the objects. Each manufacturing facility uses up 1 general purpose supply each turn. Some objects require resources beyond general purpose supplies.
ResearchingYou can assign a number towards researching new technologies for use by the people of the Shelter. The length of time a task will take is equal to how much of a leap it is to create the object.
Current technological level is around 8 for war equipment, and is roughly a 11 for non-war equipment on
this scaleCombatCombat upon other worlds is determined by a series of rolls, using a d20 for accuracy (challenge rating varying based upon weapons), and damage (varies between weapons and armor). Health varies from species to species, with some special abilites with certain species, for example, Humans have a health of 20, while Hara have a health of 15, but a natural armor of 2, reducing damage hit by 2 for each hit. Strength of opposition will be hidden if no scouting has been done, but stats would not be revealed unless examination upon a corpse has been done. For each piece of health lost, soldiers need a few turns of medical treatment to return to full health. If combat is encountered, a report is given in the turn it occurred with casualties caused by both sides. Retreat orders for troops to leave is standardized at a loss of 25% of the force, but this number may be adjusted.
DiplomacyFavorability of initial contact is determined by a roll of a d20, with a challenge rating depending upon the nature of the world and similarity of the languages. Later diplomacy can change how the world feels about you, for better or for worse, however, if the initial contact is disfavorable enough, then any attempt at contact with that world will be met with hostilities.
Scale of Favorability
Hostile - Angered - Irate - Neutral - Pleased - Favorable - Allied
Controlling the GateIn order to control the gate, you input a series of non repeating numbers of 7 characters that represents each of the symbols below, ending with the point of origin (1). A maximum of 5 addresses can be dialed in one turn. If the address is successful (determined by a roll of a 1d20, challenge rating of 20), then the gate connects, after which, a team can be sent through. The gate address will be recorded in a database if the connection is successful.
Automated ActionsAir recyclers, greenhouses, water tanks, medical facilities, and power plants are all taken are of by the inaccessible portion of the population. Some of these have settings that determine when the actions are performed.
Current percentages:
Air filters: clean when it reaches 75%, reduce to 40% clogged.
Water Tanks: keep above a minimum of 40% filled, if possible.