As your forces work, you spend more of the week than not figuring out how to optimize your troops' use of their equipment - especially with the new series of Magitech Infantry gear finishing production this week.
Then it hits you.
First, your barracks are all equipped with firing ranges, obstacle courses, and special team-training fields combining the previous two things in what amounts to a glorified paintball battleground. With this, your soldiers can gain small amounts of experience even when stationed in a city - an excellent thing, since you plan to keep two squads on-site at all times - in addition to their training improving their Attack, Defense, and Mobility. They won't be able to truly call themselves Experienced without at least one engagement with enemy forces in the field, of course, nor Veterans without many more than that, but they'll put their training to good use - in addition to giving them experience, all of your units - even Recruits - will be more accurate in combat.
Second, user manuals. Putting the full extent of the functionality of your weapons to use is easy for you. You designed them. But for the men and women of your army, it'll probably help to have this sort of information available.
Third, field medical treatment. You don't have the Magitech designs necessary for a dedicated Magitech Medic finished, but your soldiers will all be trained to be able to help each other survive wounds whenever it's safe to during or after a battle, and first-aid kits will be added to their standard loadouts.
Fourth and finally, Intensive Training. Any non-officer soldiers with an officer attached to their unit or in the same garrison will, after (8-[number of officers]) weeks (minimum 3), gain the "Trained" trait. Trained is an experience level between the default and Experienced, and is replaced by Experienced once that level is reached; it confers a portion of the benefits being Experienced does.
These are all implemented around the start of your second week as the ruler of a city. You still have a little trouble wrapping your head around ruling a city, in fact, but dismiss that since you do apparently plan to rule far more than that.
The people of your city aren't too sure about the Raiders you recruited; when you offer them their choice of military or civilian life, the Commando is the only one interested in staying on active duty... despite the complete and total lack of equipment for him.
"Tell ya what," he says. "Me and the others, we'll be off-duty. When you have gear for us, or when you need us, we'll be ready to serve. We'll keep ourselves sharp, but until then, we'll function like civilians. That work?" You give your assurance that would be fine. He gives you a final warning that he and the others won't have their Raider gear until you have it taken out of storage; you insist that it's fine. That concluded, he and the other two former Raiders joined the workforce, to your population's bewilderment.
Throughout the week you scribble down minor notes on Magitech, Mobility, and your Ranged Weaponry designs.
(Each week, the Styles and Doctrines you've researched have rolls with number-of-things-you've-unlocked-based difficulty for free research if they beat a check derived from their level. The higher their level, the less likely they are to get the free research point, and the more Styles+Disciplines you have, the less likely you are to get the chance to roll for that point at all. This week, you got all three; since you were only starting to research Doctrine: Superior Training this week, it didn't get a chance to level itself immediately to level 1, but in return it didn't mess with the other things' odds of leveling).
Current State:
Name: [We really should cement this some time]
Gender: Male
7 Respect, 4 Fear, 2 Loyalty, 1 Fame
- Level 2 Style: Magitech (201/1000)
= Level 2 Doctrine: Mobility (21/100)
= Level 1 Doctrine: Superior Ranged Armament (11/100)
= Level 0 Doctrine: Superior Training (9/100)
Current Force:
-Armor/Vehicles
= 1 Thaumatank (100/100 HP, 130/100 Morale, 32/32 Mana)
== 3 Magitech Elites
-Squad A
= 2 Magitech Elites (60/60 HP, 60/50 Morale, 7/7 Mana)
= 1 Magitech Sergeant (50/50 HP, 52/32 Morale, 7/7 Mana)
= 6 Recruits (20/20 HP, 40/10 Morale, 1/1 Mana)
-Squad B
= 2 Magitech Elites (60/60 HP, 60/50 Morale, 7/7 Mana)
= 1 Magitech Sergeant (50/50 HP, 52/32 Morale, 7/7 Mana)
= 6 Recruits (20/20 HP, 40/10 Morale, 1/1 Mana)
-Squad C
= 2 Magitech Elites (60/60 HP, 60/50 Morale, 7/7 Mana)
= 1 Magitech Sergeant (50/50 HP, 52/32 Morale, 7/7 Mana)
= 6 Recruits (20/20 HP, 40/10 Morale, 1/1 Mana)
-Squad D
= 2 Magitech Elites (60/60 HP, 60/50 Morale, 7/7 Mana)
= 1 Magitech Sergeant (50/50 HP, 52/32 Morale, 7/7 Mana)
= 6 Recruits (20/20 HP, 40/10 Morale, 1/1 Mana)
-Reserves
= 4 Magitech Elite (60/60 HP, 50/50 Morale, 7/7 Mana)
= 2 Recruits (20/20 HP, 10/10 Morale, 1/1 Mana)
-Training
= None
-Off-Duty
= 1 Raider Sergeant
= 1 Raider Commando
= 1 Raider Infantry
-Stored Equipment
= 2 Raider Gear
= 1 Raider Commando Gear
Locations:
-The Shell: 523 Civilians, 7 Respect, 4 Fear, 2 Loyalty (Generates 7.1 labor: 3 Large Farms, 1 Foundry, 2 Factories, 1.1 Salvage))
= Garrison: PC, 15 Magitech Elites, 4 Magitech Sergeants, 26 Recruits; 1 Thaumatank
= 1 Laboratory, 6 Large Farms, 10 Residential Zones, 2 Barracks, 1 Foundry, 2 Factories
= 4 Unmanned Foundries, 8 Unmanned Factories, 26 Undeveloped Space
= Produces 600-569 = 31 Surplus food; 44 Raw Materials
= Processes 40 Raw Materials into 20 Resources, 20 Resources into 10 Equipment
= Current Stockpiles: 237 Food, 14 Raw Materials, 5 Resources, 10 Equipment
Assign the equipment, adjust your battle groups if you feel the need, and then determine your plans for the week.
First post being updated shortly. Update finished, I cleaned up the Unit List a lot but there may still be things written down wrong. If you see stupid shit like a unit's stats referencing an ability it doesn't have, let me know.
Also, Superior Training scaling doesn't show up until it's level 1, since the scaling is all multiple-of-Discipline/Style-Level stuff.