I'll start by saying I'm not entirely sure where those numbers are coming from considering that a steelworks spits out 6 steel/worker/day (up to 12 with a steam steelworks memory serving) but that's not relevant to either of my goals. What I wanna do is quickly translate all this game jargon into something that other people can understand. The few of us here are all familiar with it, but it'll help accessibility and by extension player numbers. [b][u]The Premise (in more detail):[/u][/b] [indent]In the frozen wastelands, towering generators have kept small pockets of land free of glacier, creating ice craters within which cities are built. Survivors who make it to these cities have to work together to survive an apocalyptic winter with just what resources they can scavenge, rebuilding shreds of civilization. Industries are built. Technologies are rediscovered. People are tested. Under pressure of societal collapse, most cities turn to authoritarian or theocratic regimes to maintain peace, usually descending into an Orwellian nightmare or fanatical cultism in some capacity respectively. Laws are passed. Hope dangles precariously. Discontent is ever present. It is the leader's (your) job to manage all of this and survive ... which against all odds the player cities have and can take their place in the new, very frozen world.[/indent] [u][b]Resources explained:[/b][/u] [list][*][b]Coal:[/b] Fuels your generator, which prevents you from freezing to death. If the generator dies, [i]everything dies.[/i] Coal moves in and out in high volume. [*][b]Food:[/b] People eat food to not die, simple. (Food can be simplified to 4 food/worker/day, cutting out all conversions.) [*][b]Wood:[/b] Basic construction material, used in most construction. [*][b]Steel:[/b] Advanced construction material, used increasingly in more advanced construction. [*][b]Steam Cores:[/b] High-pressure steam apparatuses used in powering mechanisms in facilities and automatons and heating systems in medical and agricultural facilities. These are not manufacturable within cities and must be found.[/list] [indent]The usefulness of construction materials is highly dependent on how built out cities are, which they must be to a fairly significant degree if they've made it this far.[/indent] [u][b]Generator:[/b][/u] [indent]The generator keeps you warm and alive in a frozen wasteland. It provides high pressure steam via conduit in roads for mechanization and heating. The radius and temperature of this can be controlled, varying fuel consumption. Radius setting can be determined by the city population, which roughly approximates size/radius. Power level is affected by the temperature, which fluctuates randomly.[/indent] [b][u]Laborers:[/u][/b] [indent]"Engineers" generically describes skilled laborers who can work on research, advanced contraptions (prosthetics, automatons), and in medical fields. They can also conduct menial labor tasks the same as regular workers. Children may or may not be available as menial laborers or as apprentices to engineers or medical facilities depending on the laws passed in a city (see below).[/indent] [b][u]Laws:[/u][/b] [indent]Laws are the policies put in place that determines how your city runs. For the purposes of this RP, these can be thought of [i]mostly[/i] as flavor text. They do however provide some indication on the style of governance, lifestyle of the population, etc. (There may be some rolls affected by whether or not certain policies are in place; GM clarification required.) [i]Some of these can affect overall productivity by affecting work shifts and the workforce.[/i][/indent] I think this will be helpful to those unfamiliar with the game (if you like survival games, city builders, or things that break your soul, you'll like it and should check it out). [@Templar Knight] I hope I didn't step on any plans in this and I hope I adequately explained things for the layman. Further, I release everything above to public use if you want it.