Your second-in-command reports in a few hours.
"Well, Commander, we've convinced thirty of the former soldiers to join us. Most want to be on defensive duties; since that's where you wanted them, we told them that anyone who signed on now could choose their initial posting.
"We did some initial trials, and determined four of them had leadership qualities; one we already made a Sergeant, and by the end of the week the other three will be qualified as well. The other 26 have been made Recruits. Any number of Recruits can be attached to a unit without disrupting its command structure, but their combat skills are... lacking. Now, the initial reports on Labor, the Farms, Foundries, and Factories:
"Labor is provided by civilians, with their effectiveness based on their opinion of you. Respect is more difficult to gain even though it will rise over time if you keep things going smoothly, but counts for twice as much as Fear. Fear is easy to gain, but produces less enthusiastic Labor. Negative Respect hurts Labor rates, but negative Fear means the citizens love you, and results in your Fear generating labor as though it were added to your your Respect - that is, negative 3 Fear would act as though it were an additional 3 Respect. Loyalty acts as a multiplier on that total. Accounting for those too young or old to work, disabilities, and the like, we get about 1% of our civilian population size in Labor. For instance, The Shell has 520 civilians; we get about 5.2 Labor, but with values of about 7 Respect, 4 Fear, and 2 Loyalty, we get an extra ((7*2+4)*2) = 36%. That gives us 7.1 Labor to use throughout the week. As your territory grows, we can abstract this and automate things in territories you aren't in to a monthly scale, but that won't be needed for some time. As a final note regarding Labor, keep in mind that the more Respected you are the less likely people are to Fear you; conversely, the more you're Feared the harder it is to gain their respect. Keep that in mind when dealing with places you wish to annex, as you begin developing a reputation with them from your first contact,
even before you rule them, and your reputation is not wiped clean once your conquest is complete. Regarding population, having 10 Residential Zones and 2 Barracks currently in place, we can house up to 1000 civilians and 400 military units with no overcrowding. We won't have to worry about expanding on that for quite some time. Now, for our production capabilities:
"A Large Farm produces 100 Food per week - enough for a hundred people, as 1 Food is enough for one person for a week - at the cost of .5 Labor. The Shell has 6, providing for our 520 civilians, our 45 soldiers, you, and producing 34 surplus - something I'm sure you'll find useful when we need to march. A Foundry converts Raw Materials into useable Resources at a rate of 2 Raw Materials to 1 Resource; it can do this 20 times per week, all at the cost of 1 Labor. However, the Foundry is only that Labor-efficient at full capacity; if you use a Foundry even once in a week, the whole Labor point is consumed. Factories are similar; they can convert 2 Resources into 1 Equipment, doing this 5 times per 1 Labor per week, but as with a Foundry, any unused portion of their production capabilities is simply lost.
"That leads me to how we're getting Raw Materials. Until we come into possession of a Mine or territories that pay Tribute to us, or you finish that Magitech device to turn waste into metal your notes had scribbled at the bottom, we have to Salvage. Salvage earns us 4 Raw Materials for every .1 Labor. Any Labor that cannot be assigned effectively to anywhere else will be automatically dedicated towards Salvage unless you specifically order otherwise.
"Thus our current distribution of work: 3 Labor is going to the Farms, 1 to the Foundry, 2 to each Factory, and the remaining 1.1 to salvage. This gives us 600-566 Food, for 34 Surplus, as well as bringing in 44 Raw Materials. The foundry then operates at full capacity, converting 40 of those Raw Materials into 20 Resources; the Factories, also at full capacity, each convert 10 Resources into 5 Equipment. By the end of this week, we'll have 10 Equipment and 4 leftover Raw Materials. Equipment requirements for each of our standard loadouts have been added to the primary listing. Since the Sergeants will be equipped with retooled armaments they had, I would personally recommend using that 10 Equipment to form 2 squads each with 1 of us Elites, 2 Sergeants, 4 Infantry, 1 Machine Gunner, and as many Recruits as you deem suitable.
"Finally, The Shell has a Laboratory. Any week you spend in a city with a Laboratory, you can research Magitech, advance the principles of a Doctrine, or seek understanding of a new Style or Doctrine."
Barring any alterations you wish to make to our current plans, those on active military duty will begin our longer-range scouting missions since The Shell and its immediate zone has been secured. We can take some Recruits with us, if you wish; as Officers, we can keep them in line and reduce their chance of dying to fatal wounds, and any sorties we have will make valuable lessons that contributes towards them becoming Experienced. Skill gained as a Recruit is still relevant once they have their Magitech Infantry gear, after all. While we're doing that, you should have plenty of time for research and for managing things here if you feel the need."