Week 1:Orders PhaseThe bunker is less abuzz than it was just a short time ago, but the ideas being thrown about are soon organised around the new Thinkers.
Head Thinkers Expense: [13] Efficacy: [12] Bugs: [3]
Luckily for the Newcomers, the idea of a leader isn’t that hard to implement, and it is reasonably effective. However, the whole idea is riddled with problems from the outset. First of all, how does one exactly pick a leader? By vote? It quickly devolved into a popularity contest due to the fact that nobody was more qualified than any other person except due to their personality and intelligence. That didn’t work. So, eventually, straws were drawn. But then the next problem came about- Thinkers had no real authority. Explicitly they were guides to their duties, more so than leaders. They were given no real power to enforce anything. So, if a Thinker was outfought, he was outfought, even if he was right. Thinkers are a good idea, but right now it’s simply luck as to if you get a good one worth keeping. Future revisions may fix this.
Sub-Thinkers, Revision Efficacy: [6] Bugfixing: [5]
The idea of applying Thinkers to scout patrols meets many of the same pitfalls. In an organised context, the sub-thinkers just don’t have any ability to enact real change. In a snap situation, arguing and the theoretical title of Thinker just cause too much strife. As of right now, a Thinker will just reduce overall unit cohesion, but their above average characteristics may help in their tasks.
Newcomers, issue your orders for production and the Scout Team.Materials: Level 0, EXP 0/10.
Precursor materials such as plastic and metal can be used in a very primitive way. But we have no way of replicating their manufacture.
Allows:
Mining: Iron Ore
Mining: Copper Ore
Fuel and Power: Level 0 EXP 0/10.
The generators in our bunker thrum. But we cannot understand them. Not yet.
Organisation: Level 1 EXP 10/20.
We know now we need a leader. Assigning the leader can be fraught with problems, but it helps us a lot.
Tactics: Level 0 EXP 0/10.
Any military knowledge we might have had at some point is lost.
Allows: Scout Team
Fabrication: Level 0 EXP 0/10
We can make things if they fit together.
Allows: Improvised Weapons
Weaponry: Level 0 EXP 3/10
We understand that some things are good at hurting people, and some aren’t.
-Sub-field: Melee Weaponry: Level 0 EXP 5/10
We know that close range has its advantages.
Owned:
Home Bunker: Links to Valley. Home Bunker is an ancient building set inside of a mountain. It was not finished and contains some empty rooms that can be used to expand, and has an incredibly sturdy bulkhead protecting it from the outside world.
Known:
Valley: The Bunker immediately leads into a grassy valley with cool air and small copses of trees. What appears to be the remains of roads can be seen down at the base of the mountain, but that has yet to be confirmed.
Infantry:
Scout Team: A group of ten people sent to explore and then report back orally. No special equipment or training is given, only the standard-issue jumpsuits. Cost: 10 people.
Improvised Weapons: Enough pipes, wrenches, shivs, and more to equip a squad. Truly terrible weaponry but better than fists. Cost: 10 junk, 10 Production Points.
Sub-Thinker: A leader with above average characteristics in their chosen squad’s specialty, but unable to lead effectively. An attached sub-Thinker drops the Experience Level of a unit by 1 while he is attached, but can provide benefits in events.
Buildings:
Command Centre: The mysterious centre of the Bunker. If it falls, so do our people. The consoles and map tables have yet to be awoken…
Bunker Warehouse: Using simple, rugged systems, it keeps 2500 units of resources in a protected atmosphere.
Ancient Mine: Using a number of complicated, automated tools, it can bring 100 units of accessible materials to the surface each week, with no workforce necessary.
Logistics:
Head Thinker [Prototype]: One of the Newcomers has a sharp knack for directing these communal idea assemblies. If assigned to a Theorem, they give +2 to the end result.
Head Thinkers: Head Thinkers can guide production teams, or research teams. A Production team lead by a Head Thinker takes 50 people and produces 1.5 PP. Cost: 3 PP. A Theorem team lead by a Head Thinker takes 50 people and adds +1 to the result. Cost: 5 PP.
Bases:
Home Bunker: Represents the home of our people, equipped with basic survival facilities. Command Centre, Bunker Warehouse, Ancient Mine, Bunker Quarters. Space: 2/6 free. Housing: 0/1000 free, Storage: 1500/2500 free. Food: 6 Weeks
Resources:
300 Ancient Food: Nutritionally-dense survival food that has been preserved by some unknown mechanism. 1 unit feeds 20 people per week.
200 Ancient Plastic: Tough, lightweight material. Unknown uses.
300 Steel: Hard, heavy metal. Unknown uses.
200 Coal: Black, combustible rock. Unknown uses.
500 Concrete: Bags of powder that harden when mixed with water. Unknown uses.
Units:
Scout Team Alpha:
Experience: Green Equipment: None Task: None
People:
1000 Population in Home Bunker
-10 used in Military
Total Free Population: 990