8th Grasmonat, 1600.
Okay, I just got out of a meeting with Herr Stauffer, he was... well, he wasn't happy, but we found a nice compromise. His firefighters will be on the same rations as everyone, but we're going to give them special mention during Flight Week and stuff. Apparently that's a big important deal here.
I dunno. I'm a country girl at heart, Flight Week doesn't mean much to me. When I was a girl, it was just an excuse to fly kites. A lot of people here up north don't even really celebrate Winter Solstice. Why would they? The day's just about the same length year round in these parts.
Brigit, do you think you can handle this Flight Week shit? I don't really know the local-
Sorry, my people don't... exactly celebrate it at all, you know. We have a different thing.
Oh. Huh, I didn't think you were...
On my mother's side, yeah. I don't exactly advertise it.
Well, fair enough. Welp, looks like somebody else'll have to do it. I've gotta manage the survey teams, that's going to be my next few weeks, more or less. We want to see if the Sky-Line is still up, or if there are any planes we can use to maybe get the fuck out of here.
---
Fuckin... what are we now? 3rd Wonnemonat, 1600.
So a member of the survey team is dead, and he took his suit with him. I'm... I didn't do this last time, and now I can't remember their names, so I'm going to start making this a habit for the record. Rolf Pruefer used to be a pioneer for the Macchi Guard, fought in defensive of their capital and everything, everyone here loved him. He was out trying to make his way to Industrieflugplatz Nord with Rosa, and they came across... she was it was some kind of fuckoff huge bug. Like a big centipede or something, size of a large dog.
Long story short, Rolf is dead and Rosa barely got out of there with her life.
So... we know the Sky-Line platform is still there and seems mostly intact and uncovered, I imagine the fungus doesn't grow too well on steel. No idea about Industrieflugplatz Nord, Hellebucht Flughafen, or any of the smaller fields.
Rosa still wants to go out there, so I've ordered her to stay in sight of the windows as much as possible and see what can be salvaged from the street and nearby buildings.
Wish us luck.
---
12th Wonnemonat, 1600.
Okay, updates. So, temperatures are starting to get real serious around here, so we're trying our best to figure out how to stay cool. Thus far, we haven't come up with much except to make sure everyone drinks more water. If we had undergound water storage we might be able to keep it cool, but right now we're just using an old holding tank for a steam engine as our main reservoir so the water is warm and gross. We have to run it back through the purifiers before drinking it because its a breeding ground for bacteria, which hasn't been optimal.
Good news is that we're about ready to grow stuff, though. The professors have mixed up something kind of soil-like from the firefighting sands and... other substances, so we're readying people to build up some farm plots under the skylights. We're so damn lucky we are where we are: if this building was sealed, this wouldn't be an option.
Salvage is actually going pretty well, despite the restrictions. There was a ground truck outside this whole time with another shipment of survival gear that never made it inside, just around the corner of the street. It included some of these fancy new chemical suits, and we've already put them to good use moving the rest of the stuff, mostly more ration bars. Unfortunately we couldn't save everything, the spores got into the boxes faster than we could move them. But it's something.
Plus there were some medical kits, which is nice. The doc appreciates it. Might help a little more. Another kid got exposed to spores, but we managed to save him. He's having a lot of trouble breathing now, poor little guy, but he's alive, and that's something.
---
14th Brachmonat, 1600.
We're almost ready to start planting. We've got potatoes, lettuce, radishes, turnips, and spinach to start. The lettuce is iffy in the heat but we're hoping to grow it closer to the shade. The firefighters have been working overtime keeping the place spotless so there's no chance that the spores settle in the soil, and to keep them away from the kids, and they're doing an incredible job. There's nowhere in the facility we consider unsafe anymore.
We're laying out as much soil as we have, but right now we'll just be slowing the bleed instead of stopping it. The unfortunate fact is, we need more stuff to grow in, and all we have left is concrete.
Also, I hadn't noted it at the time, but halfway through the year. I'm really proud of us. We're doing it. It's something I have to keep in mind, because we're... we're starting to see things moving out there. I'm keeping Rosa and the other salvagers inside until we figure out what.
Unless something comes up, next record will be Brigit and her numbers.
---
Population Report
Total Population - 247 (▼1)
Labour - 100 (▲1)
Skilled - 10
Kids - 116 (▼4)
Dependents - 22 (▲1)
Current Mood: Scared for what little they have.
Population Change Report
Total Births: 2 (▲1)
Total Maturation: 5 (▲3)
Total Deaths: 5 (▲2)
Natural Causes: 2 (▲1)
Infestation: 2
Horrible Insect: 1 (▲1)
Note: Due to spore threat, every death will consume 3 Fuel.
Demographic Controls
Birth Rate: Natural
Maturation Rate: Natural
Rations: Standard (4 Food per Turn)
Water: Standard (1 Water per Turn)
Projected Demographic
Per Quarter Population Growth: 0.5%
Per Quarter Maturity: 2%
Labour/Skilled: 92/8
Quarterly Natural Casualties: 0.25% (0.25% Base, 0.0% Infestation)
Casualties are removed randomly. Kids and Dependents are more likely to die than Labourers and Skilled.
Job Report
15 Water Purifiers (Input 1 Purifier, 5 Labourers. Output 150 Water.)
25 Farmers (Input 1 Labourer, 1 Farmland, 5 Water. Output 25 Food)
4 Teachers (Input 1 Teacher, Output +2% Skilled Labour growth)
1 Doctor (Input 1 Doctor, Output: Can treat 5 Causalities per Turn. 25% chance they'll be saved, 25% chance they'll become Dependents)
20 Spore Fighters (Input 1 Labourer, 5 Petrol or 10 Fuel. Output: Reduces Infestation by 1% per Turn)(Currently set to prioritize FUEL)
2 Researchers (Input 1 Scientist, Output +1 to Research Rolls)
1 Bureaucrat (Input 1 Bureaucrat. Output: Specialized)
5 Salvagers (Input 1 Labourer, 1 Suit. Can launch exploration or Salvage missions for 3 Filters each.)
1 Leader
12 Militia (Input 1 Labourer, 1 Weapon. Output: As long as you have 1 Militia per 25 people, you get 1 Authority. If you have twice that, 2 Authority. They can also fight.)
Unemployed Labour: 20 (▼31)
Unemployed Skilled: 1
Infestation
0% (▼8%)
Every percent of Infestation increases the quarterly casualties by 1/10th.
Naturally, Infestation grows 2d10% per Turn. Expanding to new areas will increase Infestation as well, as people are exposed.
Resource Stores
Food: 1506 (▼494)
(Produced: 625, Needed: 741)
Water: 602 (▲202)
(Produced: 450, Needed 372)
Fuel: 405 (▼206)
(Produced: 0, Needed 200)
Weapons: 12
(Produced: 0, Needed 0)
Munitions: 100
(Produced: 0, Needed 0)
Raw Resources: 100
(Produced 0, Needed 0)
Petrol: 25
(Produced 0, Needed 0)
Filters: 84 (▼9)
(Produced 0)
Thaler: 12
Space
Current Territory: 100
Used: 24 for Housing, 25 for Farming
Free: 51 (▼25)
ACTIONS
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