Now that you've settled into your personal abode, and surveyed your rusted hulk of a Manufactorum, you have to get around to actually getting it producing. Even now you are getting complaints that the workers "Need housing" or "sometimes go missing", those lousy menials are just afraid of working is what it is. But with them getting injured and dying so often you might as well find somewhere to stick them. But more importantly you Seneschal has informed you that without proper storage your materials will either corrode into uselessness or "Get lost" when you aren't looking.
Gain maladies [Insufficient Housing] and [Insufficient Storage]
Industry: 2 Dice (Base) + 1 Dice per Unallocated Tech Priest Shift (2) + 1 per 5 unallocated Skilled Worker shifts (10/5=2) = 6 Dice
[]Repair the Decrepit Production lines (Phase 1/4): Now that you're here, you might as well fix up those old lines and get some production up and running
0/150 Progress, 100 B-mats per dice. Reward: 1 Restored Production line: 10 Production Capacity [1 Space]
[]Repair the Ruined Warehouses: Now that you're here, you might as well fix up those old Warehouses and get some Storage for your goods
0/100 Progress, 100 B-mats per dice. Reward: 1 Restored Warehouse: 5000 Storage Capacity [1 Space]
[]Repair the Crumbling Workers Quarters: Now that you're here, you might as well fix up those Workers Quarters and get some housing for your workers
0/100 Progress, 100 B-mats per dice. Reward: 1 Workers quarter: 20 Housing Capacity [1 Space]
[]Repair The Wall: You're really going to need to fix that wall before the Cog boys come take their turrets back
0/250 Progress, 200 B-mats per dice. Reward: Refurbished Wall: -10 to all hostile attacks
[]Construct a Vox Tower: You're eventually going to need to restock on menials and materials, so this is a must as it will allow you to talk to the upper hives.
0/200 Progress, 200 B-mats & 10 A-Mats per dice. Reward: 1 Small Vox Tower: Unlocks more stewardship actions, Unlocks Diplomacy, Unlocks more Intrigue actions, allows trading, opens 1 Contact slot (First 1 Reserved by Admech contact due to Tech Enthusiast trait) [1 Space]
[]Construct a new production line: You are in need of more production capacity, so now you need to commission a new line, one benefitting from modern advancements
0/250 Progress, 150 B-mats per dice. Reward 1 Modern Production line: 20 Production Capacity [1 Space]
[]Construct a new Warehouse: You are in need of more storage capacity, so now you need to commission a new warehouse, one better designed
0/150 Progress, 150 B-mats per dice. Reward: 1 Modern Warehouse: 7500 Storage Capacity [1 Space]
[]Construct a new Basic Workers quarters: You are in need of more housing capacity, so now you need to commission a new workers quarter
0/150 Progress, 150 B-mats per dice. Reward: 1 Workers Quarter: 20 Housing capacity [1 Space]
[]Construct a new Comfortable (Insert worker type) quarters: You have decided that some of your workers deserve better accommodations than the rest of the riff raff, and as such have ordered better housing for them.
0/250 Progress, 200 B-mats % 5 A-mats per dice. Reward: 1 Comfortable Quarter: 10 Housing Capacity (Shifts housed here gain +10 to their rolls) [1 Space]
[]Construct a new Luxury (Insert worker type) quarters: You have decided that some of your workers deserve only the best accommodations, so integral to your operations that they are, and as such have ordered only the best (non-noble) housing for them.
0/500 Progress, 300 B-mats & 20 A-Mats per dice. Reward: 1 Luxury Quarter: 5 Housing Capacity (Shifts housed here gain +25 to their rolls) [1 Space]
[]Construct a small/medium/large Forge Temple: Sooner or later you are going to need somewhere to house all the Tech Priests and store any tech you find, otherwise they might just leave or have your discoveries destroyed.
0/[200/600/1200] Progress, 400 B-mats & 20 A-mats per dice. Reward 1 small/medium/large Forge Temple: Houses 5/15/30 Tech-Priest Shifts, houses 20/60/120 artifacts, has 1/3/5 slots, gives a 2/5/10 % chance to unlock bonuses from slotted Artifacts, unlocks Learning, [1/2/4 space]
[]Construct a small/medium/large Estate/Fortress: You are a Nobleborn, stuck down here as you are, and you deserve a home befitting this reality.
0/[200/600/1200] Progress, 400 B-mats & 20 A-mats per dice. Reward: 1 small/medium/large Estate/Fortress: +5/10/15 to all dice, -10/20/30 to attacks targeting your Citadel or you, 0/0/1 reroll on Diplo projects, 0/1/2 Housing [Shifts here are immune to attrition, gain +40 to rolls, chance of Shifts housed here taking the damage of plots against you. [1/2/4 space]
Stewardship: 2 Dice (Base)
[]Send out scavenger parties: There is an untold number of resources out there, you (or more accurately, you workers) just need to go out there and bring them back.
Assign Shifts to this action and choose 1/2/3 turns for the expedition. Longer expeditions roll more for rewards but roll more for dangers
[]Construct a small maintenance workshop: You would rather not have your Manufactorum collapse back into its original state, so you'll set aside some resources and cog boys to do basic maintenance.
0/200 Progress, 100 B-mats per dice. Reward: 1 small maintenance workshop: -100 B-mats a turn, 1 Allocated Tech-Priest shift, 5 [Space] worth of maintenance per turn
[]Construct a large maintenance workshop: You would REALLY rather not have your Manufactorum collapse back into its original state, so you'll set aside a lot of resources and cog boys to do intensive maintenance.
0/500 Progress, 100 B-mats per dice. Reward 1 large maintenance workshop: -200 B-mats per turn & -20 A-mats per turn, 3 Allocated Tech-Priest shifts, 20 [Space] of maintenance per turn
Diplomacy: LOCKED
Learning: LOCKED
Intrigue: 1 Dice + 1 Dice per unallocated Personal Servant Shift (1) = 2 Dice
[]Set up Spy rings Watch posts: You need to make sure that your workers aren't going to do something stupid like strike, or rebel
DC 25 Reward: A general gauge on the mood of your workers
Policy: Choose up to 1 (one)
[]Pay: How much do you pay these workers?
[]Work-day: How long are the peasants working everyday?
[]Worker safety: How many times are they stopping work because of accidents?