# Basic setting

authoritarian Steampunk adventure
* country: german-siberia
* city names:
  * russian city names
* authoritarian:
  * coal centered society
  * everybody does exactly as told 
* values:
  * authority
  * efficiency
    * surpassing quotas
    * no punishment for failure
    * upranking for surpassing quotas
    * downranking for quotas
    * violating minor orders is tolerated if there is overall surpassing of quotas
    * names and information is given 
    * failing in case of overwhelming odds is accepted
    * not having to issue commands is a virtue
    * using idle time for productive purposes is encouraged
    * education done is never thrown away
  * chain of command
  * secrecy
* not valued:
  * cruelty
    * no insane punishments
    * no genocidal tendencies
      * killing huge amounts of people -> yes
      * killing huge amounts of people without gains outweighing the costs -> no
  * compassion
  * knowledge
    * unnecessary knowledge is useless
    * no unnecessary education
  * waste of resources, decadence, and luxury
* lower caste:
  * genetically engineered loyalty
    * mindless slave
      * basically standing around if no explicit command was given
  * russian speaking + russian names
    * crude implants and enhancements
* upper caste:
  * "german" speaking + german names
* no money:
  * maybe some crude regionalized system, but everybody gives and takes by orders not by trade
* mechanics:
  * steam
  * hydraulics
  * quasi magic items
  * mechs
  * vats+foodgoo
* 3x1D world:
  * is needed for making a fast engine. The world is like that no lore needed, you can't argue with (fake)physics

# world background story:

* dark times (from the beginning till 18th century)
  * humanity evolved
  * humanity did human stuff
  * old Kingdoms and nation states existed were aggressively colonizing
* the big war (15 years)
  * basically the word war but with more steam engines
  * the germans won dominance in this war converting to a strict dictatorship
  * germany colonized the rest of the world and assimilated all allies
* the golden times (350 years)
  * creation (30 years):
    * germany stopped to exist as an nation state and grew to a world dictatorship under the imperator
    * german aristrocacy, rich people and higher lever party members grew to become the leading cast
    * basically everybody else was the lower cast
    * the dictatorship fought internal enemies and did dictatorship things
    * society was streamlined to the imperators goals and unrest was eliminated
    * introduction of the implant and strict birth control
  * duration (320 years):
    * rare appearance of mad scientists due to the implant
    * after realizing, that the imperator gets old and will die, various longevity treatments were build for the imperator trough mad scientists
    * the upper cast got genetically and otherwise engineered and modified to gain positive attributes
    * the lower cast got genetically and otherwise engineered to be loyal and stupid
    * degeneration of society to a construct for the imperators wishes
    * no development except very limited peaks ordered to be done by the imperator
  * say("""	computers were never developed outside of mad science
    * the dictatorship had no external enemies and no relevant internal unrest
    * the imperator had to disappear completely for yearlong longevity treatments and enforced his wishes by the implant and delegating most of the work to his underlings
    * seeing his death as an possibility, the imperator decided that a new imperator may be crowned after his death by consensus of his highest underlings
    * if no big Plans were obstructed the imperator allowed conflicting orders or disagreements between same ranged to escalate into small wars, the imperator was also fond of "live practices" of new tech and tactics
  * the end of the hierarchy (1 minute):
    * the imperator was awake very rarely and no external or internal threads were feared
    * the highest of the upper class gathered in Berlin, placed with a lot of distance but in the same city
    * the whole city and everything within 50km was glassed during the awakening of the imperator
    * most of the facilities and cities in core germany were heavily damaged
    * details are unknown, but it is assumed that the heavily mad science based life chamber had a defect and exploded
    * the top of the hierachy was killed
      * imperator and direct replacements
      * the whole leadership of core-germany unto regional level
      * the whole central government
    * the remains of the hierarchy started about at the governor position of the old colonies and provinces
    * the hierarchy was split in 21 "branches" without a living superordinate
* now (since ~500 years)
  * from time to time especially in the beginning there were tries to crown a new imperator but all failed because no consensus on whom could be reached
  * each of the "branches" had to survive as an independent hierarchy
  * 12 of the original branches collapsed completely or were reduced to tiny warbands
  * the 9 remaining branches are the de facto new states of the earth, but all follow the last orders received
  * since most order lost any meaning by now every branch operates with a basic set of common old rules by the imperator and a few last orders concerning only the specific branch
  * without new orders the states degenerated further and changed into a singe objective state overfullfilling the last order
  * mad scientist appear more regularly with a few additional glassings
  * larger areas and cities are unmaintained
  * pirates, monsters and warbands appear
  * the new hierarchies constantly run out of specific resources and steal from and fight wars against each other

## abstracted story:

the gain and loss of absolute power

## rough story:

* tutorial phase with simulation restarts
  * restarts on fixed point with heavy handholding and scripting
  * risk: loss of live
  * risk: restart at tutorial
  * risk: low initial ranking
    * -> get comfortable with game mechanics and do what you are told
* spawn as officer
  * allow class selection based on results of previous runs
  * actual play the game and order your minions to achieve overwhelming (scripted) tasks
  * let specific NPCs grow to the players heart
  * pro: getting your brain transplanted to a new body if it can be recovered and you are valuable enough
  * pro: get a brain transplants when injured very heavy and valuable
  * risk: getting permakilled on death with repeated bad performance
  * risk: loss of gamestate on death
  * risk: loss of NPCs
  * risk: game progress without the player beeing able to watch/influence
  * -> climb the hierachy and become the faction leader
* faction leader
  * manage your colony and be efficient at what you do
  * wage war against the other factions and risk loss of position
  * pro: get a brain transplant at every medic station
  * pro: get a brain sync by an incredible expensive process
  * risk: reduced to spawn as officer on death
  * risk: loss of gamestate on death
  * risk: relocation on death with brainsync
  * -> follow the last Orders until realizing that there is a way to restore the old hierarchy by getting elected as the new imperator
* rise to imperator
  * gain control over other factions and gain factual immortality
  * eliminate the other hierarchies or convince the other faction leaders to vote for you
  * pro: get a brain transplant to special engineered bodys
  * pro: get enough brain syncs to use it for fast travel
  * -> get crowned to imperator
* imperator
  * implant rot gets triggered by the crowning process
  * since all elements in the upper caste have implants everybody is affected by implant rot
  * active implant rot makes people unresponsive or mad scientists
  * prepared disasters should trigger:
    * bioweapons release by mad scientists
    * unstable facilities burning down by unresponsive leaders
    * mechs failing because of unresponsive base personal
    * lower caste increasingly regain sentience and revolts
    * pirates and sentient lower caste members unaffected by link rot take over idle ressources
    * mad scientist taking over more and more infrastructure and proceeding to produce dangerous things
  * implant rot triggers faster and faster to kill the player
  * higher destruction rate should result in more aggressive environment
  * player is killed despite the brain syncs and transplants because of mad scientists killing everybody and glassing facilities
    * pro: you control everybody and everything for some time
    * pro: execution + permadeath after death with GAME WON screen :-)
	

# save system:

* simulation restart = gamestate is kept, character is ported back to engine room. minor details are discarded, all quests resetted
  * dying with low status and never having had a high status
* spawn as officer  = get woken up from sensory deprivation tank, get ceremony for achieving Manhood 8 Birthday. Details of world are discarded
  * dying with having had a high status once
  * dying without being recovered
* brain recovery = time gets forwarded
  * dying with brain recovery
* synced brain = restart at last sync station
  * dying while havin sync implant
* permadead = the whole world and gamestate gets killed
  * dying while fugitive or vat duty
  * treason
* execution because of danger to the current hegemony = permadead with credit screen
* Vat duty = gamestate is kept completely

# Plot

## Level0

( child 5 til 8 )

### Machine room tutorial:

```
go to center supervisor
fetch coal
fire furnace
pull lever
*engine roaring*
stand to attention

pull the lever -> Vat duty

good mechanic -> mechanics -> weapon loading
killing mice -> hunter -> tunnel cleaning
killing invaders -> soldier -> military education
temporary command -> planning -> logistics

dying or failing -> simulation restart
	

watch

[
boiler bursts
temporary 
]
```

### Vat duty (tutorial2):

```
follow orders till 
		
good mechanic -> Machine room
killing mice/blobs -> hunter -> tunnel cleaning
killing invaders/not really dead invader -> soldier -> military education
temporary command -> planning -> logistics

items to 

die -> permadead
```

## Level 1

* weapon loading
  * good mechanic -> repair group
  * killing invaders -> soldier
  * temporary commmand -> planning -> logistics
  * bad performance -> machine room

* tunnel cleaning
  * kill big vermin -> soldier
  * temporary commmand -> planning -> huntgroup
  * bad performance -> vat
  * helping repair group -> weapon loading

* logistics
  * temporary command -> produktionsleiter
  * bad performance -> machine room
  * killing -> soldier
  * helping repair group -> weapon loading
	
* military education
  * good performance -> soldier
  * emergency repair -> weapon loading
  * guter Nahkampf -> hunting group
  * bad performance -> vat

## Level 2

* hunting group
  * command -> Kapitän
* repair group
  * command -> Kapitän
* produktionsleiter
  * command -> Kapitän
* soldier
  * command -> Kapitän

Kapitän


```
==== first inactive tutorial phase ====

#===
say("""welcome to the training environment
Please, try to learn fast.

Participants with low evaluation scores will be given suitable Assignments in the vats""")
#==
say("""the training environment will display now. Take a look at everything and press . afterwards""")
showGame1Turn()
#==
say("""you are represented by the ＠ Character. find yourself on the screen and press .""")
showGame1Turn()
#===
say("""you are in the Boilerroom

the Floor is represtented by :: and Walls are shown as ⛝  the Door is represented by ⛒  or ⭘  when closed.

the Trainingenvironment will display now. please try to orient yourself.""")
showGame1Turn()
#==
say("""in the Middle of the Room you see the Steamgenerator

it consist of Furnaces marked by ΩΩ or ϴϴ that heat the Water in the Boilers 伫 till it boils. a Boiler with boiling Water will be shown as 伾. the Steam is transfered to the Pipes marked with ✠✠

try to recognize the design""")
showGame1Turn()
#==
say("""the Furnaces burn coal shown as **. if a furnace is burning Coal it is shown as ϴϴ and shown as ΩΩ if not. The Coal is stored in Piles shown as ӫӫ. the Coalpiles are on the right Side of the Room and are filled through the Pipes when needed.

the Piles on the lower End of the Room are Storage for Replacementparts and you can sleep in the Hutches to the left shown as Ѻ 

a coal delivery is incoming anyway. please wait and pay attention

i will count down the ticks in the messageBox now""")
message("8")
showGame1Turn()
message("7")
showGame1Turn()
message("6")
showGame1Turn()
message("5")
showGame1Turn()
message("4")
showGame1Turn()
message("3")
showGame1Turn()
message("2")
showGame1Turn()
message("1")
showGame1Turn()
message("Coaldelivery now")
startShowGameCutScene()
	*rumbling*
	*rumbling*
	*smoke and dust on cole piles and neighbour fields*
	*a chunk of coal drops onto the floor*
	*smoke clears*
endShowGameCutScene()
#==
say("""your cohabitants in this Room are:
 'Erwin von Libwig' (Ⓛ ) is this Rooms 'Raumleiter' and therefore responsible for proper Steamgeneration in this room
 'Ernst Ziegelbach' (Ⓩ ) was dispatched to support 'Erwin von Libwig' and is his Subordinate

you will likely report to 'Erwin von Libwig' later. please try to find them on the display and press .""")
*show map + wait for keypress*
#==

say("""Erwin von Libwig will demonstrate how to fire a furnace now.

watch and learn.""")

startShowGameCutScene()
*Erwinsay(""" von Libwig walks to a Pile and fires a furnace*
*Erwin von Libwig walks back to a Pile and fires a furnace*
endShowGameCutScene()
*Erwin von Libwig goes back to waiting position*
#==
say("""there are other items in the room that may or may not be important for you. Here is the full list for you to review:
 Bin (⛛ ): Used for storing Things indended to be transported further
 Pile (ӫӫ): a Pile of Things
 Door (⭘  or ⛒ ): you can move through it when open
 Lever ( | or  /): a simple Man-Machineinterface
 Furace (Ωsay("""Ω): used to generate heat burning Things
 Display (۞ ): a complicated Machine-Maninterface
 Wall (⛝ ): ensures the structural Integrity of basically any Structure
 Pipe (✠✠): transports Liquids, Pseudoliquids and Gasses 
 Coal ( *): a piece of Coal, quite usefull actually
 Boiler (伫 or 伾): generates Steam using Water and and Heat
 Chains (⛓ ): some Chains dangling about. sometimes used as Man-Machineinterface or for Climbing
 Comlink (ߐߐ): a pipebased Voicetransportationsystem that allows Communication with other Rooms
 Hutch (Ѻ ): a comfy and safe Place to sleep and eat""")

==== second active tutorial phase ====

#==
say("""movement can be tricky sometimes so please make yourself comfortable with the controls.

you can move in 4 Directions along the x and y Axis. the z Axis is not supported yet. diagonal Movements are not supported since they do not exist. 

the basic Movementcommands are:
 w=up
 a=right
 s=down
 d=right
please move to the designated Target. the Implant will mark your Way""")
#==
say("""now please patrol around the rooms a few times.""")
wait for 40 ticks + at least one completed round
factor the amount of rounds walked into the score
#==
say("""thats enough. move back to waiting position""")
*move back to waiting position*
#==say("""
say("""use e to examine items. you can get Descriptions and more detailed Information about your environment than just by looking at things. 

to look at something you have to walk into or over the item and press e. For example if you stand next to a furnace like this:

ΩΩ＠

pressing a and then e would result in the Description:

"this is a Furnace"

you have 100 Ticks to familiarise yourself with the Movementcommands. please do.""")

50 Tick warning
80 Tick warning
100 Tick warning

wait for 100 tick
if not in waiting position:
	send to waiting position
#==
say("""next on my Checklist is to explain the Interaction with your Environment. the Interaction with your Environment is somewhat complicated

the basic Interationcommands are:
 j=activate/apply
 e=examine
 k=pick up

see this Piles of Coal marked with ӫ on the rigth Side of the Room.

whenever you bump into an Item that is to big to be walked on, you will promted for giving an extra Interactioncommand. i'll give you an Example:

ΩΩ＠ӫӫ

 pressing a and j would result in Activation of the Furnace
 pressing d and j would result in Activation of the Pile
 pressing a and e would result make you examine the Furnace
 pressing d and e would result make you examine the Pile

please grab yourself some Coal from a pile by bumping into it and pressing j afterwards. 
""")
#==
if topmost furnace is burning:
	skip + minus points
ay("""ay("""now go and fire the top most Furnace.""")
#==
if coal is not lying around:
	skip + bonus points
say("""please pick up the Coal on the Floor. \n\nyou won't see a whole year of service leaving burnable material next to the Furnace""")
#==
EXTRA1:
pull the lever: guards come in and are anoyed at the lack of invaders
	heavy minus points
EXTRA2:
leave the room: 
	heavy minus points depending on duration of the leave

if complete fuckup
	-> VAT duty
else:
	-> machine room phase

==== machine room phase ====

say("""time to do some actual work. report to {machine room supervisor}""")

get task from supervisor.

run task till dead or exit found through event reactions

WORK1:
	run with X capacity
	-> get told to fire furnaces in appropiate speed
WORK2:
	start engine 
WORK3:
	stop engine

OPTIONAL1:
	check for defects
	-> passive, damage event if not done
OPTIONAL2:
	hunt vermin
OPTIONAL3:
	do a double shift and get time to explore
OPTIONAL4:
	talk to people

SPECIALEVENT1:
	loss of supervisor
	either by death, promotion or sleep without fallback
	take over and learn how to do a supervisors/group leaders job

SPECIALEVENT2:
	exploding boiler / burst pipe 
	have the option to fix damage
	risk of death by steam
	-> fix damage => mechanics positive points
	-> not fixing damage => mechanics negative points

SPECIALEVENT3:
	broken equiptment
	-> fix damage => mechanics positive points
	-> not fixing damage => mechanics negative points

SPECIALEVENT4:
	invaders
	some invader comes running through the door
	have the option to pull the invader alarm lever
	-> pull the lever => mechanics positive points
	-> not pull the lever => mechanics positive points
	-> kill the inavder => soldier positive points
	-> no kill the inavder => soldier negative points

SPECIALEVENT5:
	hull damage/arty hit
	some stuff is unbolted and pushed arround

SPECIALEVENT6:
	vermin slipping through the pipes
	-> killing vermin => vermin hunter positive points
	-> not killing vermin => vermin hunter negative points

SPECIALEVENT7:
	enter capsule => invaders + arty hit

SPECIALEVENT8:
	sudden speed change
	-> everything not bolted will jump arround
	-> bolted things may get unbolted

-> die => negative points
-> get hurt seriously => vat duty
```
