Week 3, Post CollapseThe first thing you do this week is an investigation into the missing dropship's tracking beacon with the Technological head. Luckily dropships aren't nearly as dependent on the psionic network as so many other variants of ADVENT tech, so the beacon should be working as long as it wasn't deactivated.
It turns out that while yes, the beacon was deactivated, it got a fair bit of mileage before doing so. The log indicates the beacon cutting out a few miles outside the city while still in mid-flight. You decide to send a dropship to do a flyover investigation of the area on the off-chance that the Resistance has anything there, but it returns fairly empty-handed. There was barely visible evidence - disturbed foliage and similar items - of a dropship or similar vehicle flying over the area at a low altitude. But other than that, nothing.
While on the note of the recent security breach, you decide to have a militia squadron stationed at the base at all times. It may not be enough to singlehandedly fend off any attacks, but it should stop something like this from happening again. It's easily acted out by the Peacekeeping head.
Further drives for militia recruitment yield nothing. It seems that the willing citizens have been exhausted, so you're going to have to work with what you already have. And speaking of working with what you have, your Peacekeeping head reports that training with the current set-up is fruitless. You've already explored this last week and figured that another try wouldn't hurt, but once again it turns out that with one slightly experienced instructor who has no idea how to teach and 300 people, no real training gets done. Everyone in the militia was able to learn how to use a gun and what cover is when they joined, but they haven't gotten farther than that.
The Militia Captains were able to be trained because there were only 30 of them, and even then - their training is minimal at best.
You're going to need a new plan if you want to train your militia.
The corpses from the battle with the Resistance are buried in a respectable matter, outside of New Adelaide's city limits. You tried to make the "funeral" essentially an open secret to draw the local Resistance's attention to it, and it seems they at least know of it. Security cameras that happen to just barely see the burial site repeatedly spot visitors throughout the week. No useful gear was salvaged from the corpses, unfortunately. Their "armor" is about the same quality of that you can provide to the militia - i.e. about as good as no armor - and their weapons are ballistic, which are inferior to your magnetic weaponry. Some dog-tags were also recovered, but no uses were found for those.
Nothing of note happens itself in the city this week, either. The citizens go about their days, still seemingly loyal to New Adelaide and/or ADVENT. You're really not sure if you're a part of ADVENT, or if you
are ADVENT, or if you're not affiliated with ADVENT.
You inquire with your various heads about the possibilities of gathering intel on the Resistance. They inform you that it's definitely possible, but right now the only thing even remotely resembling "intelligence" is the automated security systems scattered throughout the city which scan and analyze citizens. You'd probably have to come up with your own methods of infiltration and/or intelligence gathering.
Statistics
Population: 200,000
Infrastructure
- Nonoperational Rail Station [Controls locked]
Research & Projects
- [1] MEC Local Support Interface: A HUD Interface allowing users to give exact orders to nearby MECs
Peacekeeping Forces
New Adelaide Peacekeeping Base
- 50 ADVENT MECs [AI Mode - Obeys general orders from administration] (Deactivated when not deployed)
- 1 ADVENT Trooper Squadron
- - 1 ADVENT Officer [Free will - Obeys administration by choice | Magnetic Weaponry | Basic Armor]
- - 7 ADVENT Troopers [Controlled psionically by Officer]
- 1 Militia Squadron [Civilians - Obey administration out of mild loyalty | Magnetic Weaponry | No Armor]
- - 1 Militia Captain [Extremely Basic Training]
- - 8 Militia [No Training]
- 29 Militia Squadrons [Civilians - Obey administration out of mild loyalty | Magnetic Weaponry | No Armor]
- - 1 Militia Captain [Extremely Basic Training]
- - 9 Militia [No Training]
- 3 Dropships [Can carry 5 units each]
- 1 Interceptor
Patrolling New Adelaide
- 1 Militia Squadron [Civilians - Obey administration out of mild loyalty | Magnetic Weaponry | No Armor]
- - 1 Militia Captain [Extremely Basic Training]
- - 8 Militia [No Training]
- 28 Militia Squadrons [Civilians - Obey administration out of mild loyalty | Magnetic Weaponry | No Armor]
- - 1 Militia Captain [Extremely Basic Training]
- - 9 Militia [No Training]
Regarding ZBridge's list of possible actions posted a bit after the Week 2 update:
I included the "minor" actions from that list because since it was presented as more of a brainstorming thing, I wasn't sure if it was meant to actually be taken as an action.