The Commune

The commune is a micro Dalmer state found in liptic. The commune is infamous for its brutal environment. The commune is beset by extreme hasards; macro sized orc bands, widespread banditism, a curse that continuously reanimates feral zombies, hostile fauna, who all contribute to create an inhospitable environment.
Led by Commune Secretary General Arian Shroud; the commune is a league of small cities and towns centered around the economic and secure development of the Liptican region. Their goals are to secure as many settlements as possible and defend them through commerce, research, vast construction and infrastructure projects and power projection.
== Citizens ==
The commune has a population that is 10% Organic for 90% Robotic, split across 40 enclaves.
=== Robotics ===
Most primary and secondary economic positions are held by robots, leaving only the commercial and trading to organics. Robots constitute 90% of the communes population. They also take part in the enclaves defenses during attacks.
=== Recruitment ===
The commune has a strict recruitment process, called NAP (new arrival process) which is necessary due to the harshness of living in Liptic. 
New applicants are subjected to triage at a recruitment center, where they are subjected to medical testing. They are then trained and equiped by the directorate general of armaments before their placement in an enclave for assignment to a trade.
=== Citizen dress code ===
Citizens of the commune are called communards, but are known as the suits abroad. This is because the commune has a semi caste system based on one's profession known as the citizen's dress code.
Provisioners: Tan suits
Tailors: Tuxedo
Medics: Lab coat 
Armor trader: Black suit
Weapon trader: Striped suit
General trader: Blue suit
Victual vendor: Grey suit
Farmhand: Jumpsuit + Rifle
Guard: Fatigues + Combat armor
Soldier: Robot armor + Power armor
== Geography ==
=== Major cities ===
Hypogea (Robot factory)
Vault (Historical capital)
Strand (Research and development)
Fountain (Administrative capital)
=== Cities ===
40 enclaves (including farms, industrial zones, commuter towns, reprocessing plants, cage towns, wholesales and shopping villages).
8 Treasuries (2 in colonies)
3 Bastions
5 Forts
== Government ==
=== Commune Secretary General ===
The Secretary General (currently Arian Veil) is the supreme executive officer of the commune. The secretary general is in charge of maintaining the peace and executing public policy, aided by several ministries, each in charge of a public sector.
=== Commune Government ===
The commune's public policies are enacted by a cabinet of ministers, who each implement and execute policy on their given jurisdiction. 
There are several superministries; leadership, enforcement, welfare, labor, resources and governance.
=== Leadership ===
Secretary General: 
Robotic Affairs: 
Organic Affairs: 
=== Enforcement ===
Defense: 
Police: 
Incarceration: 
Intelligence: 
=== Welfare ===
Redistribution: 
Societal Engineering: 
Healthcare: 
Entertainment: 
=== Labor ===
Automation: 
Bioscience: 
Advanced Systems: 
=== Resources ===
Housing: 
Trade and supply: 
Agriculture: 
Water: 
Power: 
=== Governance ===
Revenue: 
Administration: 
Diplomacy: 
Media: 
Justice: 
== Economy ==
In terms of economics, the Commune trades with independent institutions found around the region, these independent institutions provide services to the dalmer without being part of the league.
Despite the numerous industries championed by the Commune in weapons, chemistry, clothing and consumables, the main source of wealth of the commune is its access to water purifiers. Clean water is such a luxury that it replaces currency in most trade deals between the commune and the other Dalmer of the area.
While Commuters are all equipped to fight (most usually with rapid fire CR weapons) civilians wear dress suit outfits while the military wear dedicated combat and power armor.
The resilience of the commune is enhanced by their waste not want not mentality, where everything they produce is torn down, recycled and then sold, from farming goods to appliances to corpses. As a rule, communal towns technically all have a specialty production, which is supplied by the extraction of certain items from the common stores in order to manufacture, or sell them to outside buyers.
=== Commune Economic Circuit ===
Materials, victuals and technology are the basis of the commune's economy.
These allow the commune to build, feed, and content their population.
Materials come from two sources, salvage and supplies.
Salvage is collected by the robots, which is processed to be later used as materials. Salvaging yields too little and is too random to be able to reliably fuel the needs of the commune. Because of this, the commune is largely dependent on trade to secure supply shipments.
Supplies are bought from merchants who have access to bulk amounts of materials, which are acquired by the communes sales force. 
Victuals come from farming, aquifers and hunting.
Farming is done by robots, which ensures food self-sufficiency for the commune. The commune, following the massive health risks that cannibalism posed, diversified their meat diets to include beef, hound, bear, reptile and gorilla meat. They also began the mass production of pastas, cakes, chips and breakfast cereals on top of their already consequential agricultural efforts. 
Aquifers are managed by robots, which ensure that the commune can condensate, collect, bottle and store purified water with such efficiency and in such quantities that it is exported en masse. The commune holds a quasi monopoly on fresh water supplies in the area, thanks to its many water purification systems and moisture collectors.
Hunting is done by a network of cage traps maintained by the commune, in order to supply more elaborate meat based dished. However yields are too low to be reliable, so most meat is acquired via the commune sales force.
Technology is the main advantage the commune possesses, as it gives them access to the various machines, worktables and robots they make use of.
Machines compose the mass production apparatus of the enclave that fabricates all their basic needs. Machines produce the communes food, clothing, protections, tools, and weaponry.
The economic circuit begins with the commune sales force trading the communes excess bottled water for materials. Materials are then used as an initial investment to create a new enclave. The investment allows the commune to build a robotic work force and supplies to build the new complex.
== Defense ==
Due to being assailed by the undead, beasts, creatures, feral animals, various clans and raiders and many other threats, the commune is constantly equipped for war. In order to enforce peace in between towns, the commune devotes a large part of its resources to power projection projects such as the Den mother, a gigantic blimp capable of deploying whirler units (called wolves), the Castle, a fortified structure where soldiers are trained and artillery strikes are fired from, and an army of robots.
The Standard Commune Defense Force is a kurat militia, with several standardized organizations of military units, called power projections. 
=== Communal principal power projection ===
==== The Keep ====
The Keep is the main military headquarters of the Commune and serves as one of its training facilities. its main strength, beyond its use as a training facility is also its many artillery pieces that can provide fire support against most attacks from land sea or air.
==== The Watcher ====
The watcher is a giant robot used as power projection by the commune. An offensive siege weapon, the watcher uses mostly its lasers and grenade launchers in combat. 
==== The Den Mother ====
A flying aircraft carrier, the Den Mother is an armored blimp that can store and deploy up to 10 wolf aircraft at once. By default the Den Mother is the headquarters of the Cavalry.
=== Secondary power projection ===
==== The Cavalry ====
Air cavalry destined to deploy troopers for air to surface operations. The commune has an air force of four whirlers and a stealth bomber. These units are used as fast transportation for emergency relief and military assistance. The whirlers are also used as aerial support thanks to onboard rotary guns. The stealth bomber is autonomous and kept in a hidden laboratory and unleashed via warp pad in order to conduct bombing runs.
==== The Guard ====
Artillery corps. Every settlement of the commune has at least one artillery piece to perform rapid fire support in areas designated by signal flare. Commune guards serve a dual purpose as security officers for entry points into villages, police officers and artillery operators for military operations. Guards typically wear light armor due to their civilian lifestyle, especially compared to volunteers who deal much greater threats outside of villages. 
==== The Militia ====
Light, fast deployment infantry. These troops are trained to quickly respond to signal flares. Every settlement has a defense system where the alarm will also fire emergency flares signaling the militia. 
==== The Army ====
Also known as the volunteers, the commune army are power armored strike troopers. The army is usually deployed in the heaviest of engagements. The troopers usually are sent to establish footholds in areas under heavy fire. When necessary, these troopers can summon reinforcements via warp grenades. These soldiers are called upon via warp relay grenade. While on duty, these soldiers patrol the citadel armed and armored until they are called upon to react to an immediate threat. 
==== The Watch ====
Combat robots. The watch are primarily used to protect settlements, and sometimes to man artillery pieces. Despite requiring heavy investments in infrastructure, equipment and maintenance, the watch is one of the most reliable branches of the Commune's power projection. 
==== The Patrol ====
The only permanent fighting force that consists of non provisioner patrols and the general's personal guard. The patrol are mixed unit squads. The patrols role is to safeguard the roads and wilderness near settlements. Generally patrols are composed of light, heavy and robotic elements and can be either on foot or mounted.
Patrols also accompany officers on the field. Patrollers wear shielded black suits underneath a shadowed heavy combat armor and helmet, and are armed with a PAAR (ported automatic assault rifle), a SRCCS gauss rifle or a laser chaingun. Blacksuits are soldiers who survived serving under the general and are considered retired from active duty. 
==== Provisioners ====
While not military units, provisioners are automated suits of power armor that fight using laser weapons, incendiary explosives and rotary guns. Provisioners patrol as a secondary role, since they are the most often on the roads linking villages. Provisioners protect provider robots. 
=== Standard commune weapons ===
Ported Automatic Assault Rifle: The standard issue weapon of commune military, the rifle is manufactured by AGOSS rifle solutions. Due to the massive cost of the weapons of the commune, PAAR are standard weapons. 
TSO Plasma Rifle
TSC Gauss Rifle
=== Standard commune armor ===
ABAD Heavy Shadowed Combat Armor
LLC Black suit
== Healthcare ==
The commune, following the massive health risks that cannibalism posed, diversified their meat diets to include beef, hound, bear, reptile and gorilla meat. They also began the mass production of pastas, cakes, chips and breakfast cereals on top of their already consequential agricultural efforts.
== Towns ==
The commune is a league of towns, with each town being led by the Communal General.
Communal settlements are hubs of trade, farming and industry, most are small scale operations with an emphasis on economic resilience (as settlements tend to be destroyed on a regular basis, limiting the use for mass production facilities). However, they are fond of large factories, and are clients to mass production institutions, notably for consumer goods such as potted meats and entertainment.
=== Citizens ===
Commune settlements are varied, but generally are assortments of farms, industrial zones, forts and commuter towns.
Usually commune settlements have between 20 and 25 inhabitants. The organic population however is a minority, compared to the robotic population however, with less than 30% of the total population being organic.
However this is compensated by commuter towns being nearly devoid of robots (outside of guards).
Most settlements have a base staff, inhabitants with defined roles which are shared between organic and robotic citizens.
==== Organics ====
6 merchants (armorers, tailors, artificers, restaurateurs, general stores, clinics)
1-2 Logisticians (provisioners, logistics bots) 
==== Robotics ====
10 Workforce (farmers, salvagers)
3 Specialized workforce (drivers, beacon manager, trappers)
1-2 Guards (artillery, patrol) Note: this concerns civilian settlement patrols only, Road patrols are staffed with organics, but aren't considered civilians as they are part of the military. 
=== Standard settlements ===
Defensive turrets
Farms
Water supply
Generators
Bell
Beacon
Robot finder
Salvage station
Merchants area (clothes, food, weapons, armor, general, clinic)
Living quarters
Robot builder
Power armor gantry
Caravan post
Upgrade station
Production facility
Warfare factory
==== Aquamanor ====
A water purification plant based out of a manor home. The site contains two warehouse barracks and a small farm. The value of clean water makes it a target for raids. For this reason access to the water plant is heavily defended.
==== Omnifarm ====
A large food production farm with an extensive amenity village.
==== Settlements ====
Farms: While all settlements are expected to be self-sufficient, farms are dedicated to the excessive production of foodstuffs and water to support other settlements.
Robot factories: Where servatrons are created and modified
Goods Factories: Where supplies and victuals are constructed and shipped to commerce hubs.
Armories: Forts where armors are constructed and maintained.
Salvage yards: Where items are scrapped and salvage missions start.
Commerce Hubs: Where tradespeople gather to peddle their wares and offer their services.
Forts: Fortified settlements where recruits are trained and armed with power armor and heavy weapons.
Recruitment centers: Simple settlements destined to house newcomers until they are dispatched to areas where they are needed.
=== Commuter towns ===
Commuter towns are non production focused cities built specifically to cater to a non working population. These centers are dedicated to shopping and leisure and have a vastly better living standard than other towns. Examples of commuter towns include Flowerbed Drive in, (Named for the planters the citizens grow crops on their rooftops.) and the Waterwall Hotel (Named for the large number of deepsoil water extractors in a row behind the resorts houses.).
=== Farms ===
The communes growing population requires a steady supply of victuals, as such the towns of Abe, Flowerbed, Waterwall and the Borg of Sunshine are dedicated to farming Produce and Water. Some other farms are dedicated to harvesting anthropomorphs, such as the Finch and Rocker cage towns.
==== Commune Agriculture ====
Commune farms produce carrots, corn, gourds, razorgrain, tato and mutfruit.
These are then used as foodstuffs or ingredients for victuals, as well as some other applications such as adhesive production.
==== Commune Hydroponic plot ====
Supports 4 plants, produces between 2 and 4 food units.
==== Commune Hydroponic grid ====
For a population of 20, a hydroponics grid of 9 plots is used to feed the local population. 
Specialized enclaves manage more than one grid for surplus production.
==== Commune Crofter ====
Each crofter can care for 12 plants, so 3 are required at a minimum to manage a 3x3 grid plantation.
Clinic
Center for medical goods and services. Clinics are equipped with performance utilities used to gauge the health and abilities of patients. The center comes with a barber, surgery equipment, photoropter, and various exercize machines, as well as a commissary for specialized medicines and equipment.
Hydroponic towers
Most of the food and water produced by the commune comes from hydroponic laboratories, any meat based products are processed via machines, but the ressources cost for maintaining food animal traps makes it a limited activity, and are kept in storage as emergency foods.
Hydroponic towers are a common site in enclaves, and often the target of raids.
Artisanry
The artisanry is a room where various machines and tools can be found to produce, modify and repair items.
The workshop comes with various tools and workbenches for chemistry, smithing, tailoring, engineering, robotics and cooking projects.
The artisan is also where robots in need of maintenance and repair are sent. 
Supply room
Typically near the community storage chest, next to which is a sorter, set to specific items or components needed for a commoners project.
Podestations
Commune ministries have offices in enclaves, where grievances are received and processed by a podestat to the appropriate authorities.
==== Commune Bastions ====
Military infrastructures responsible for the power projection of the commune. Bastions are destined to coordinate military power in order defend the commune and aid in its development through pacification operations (mostly against the other races).
Bastions are kept out of the treasury network, and have their own supply network. This ensures that the military power of the commune can be maintained in case of logistical catastrophe, but at the cost of double tithing.
Bastions:
Den Mother (mobile)
Keep
Covenant
==== Commune Treasury ====
City where the local authority collects tithes from enclaves. Tithes can be of currency, victuals, medicine, manpower, industrial and military supplies, who are collected in treasuries to be redistributed across the Commune.
Most of the communes industrial production takes place in treasuries, which are supplied in tithes of food, medicine and currency which are then redistributed to enclaves that are in need of them.
Tithes also finance great industrial projects in treasuries which resulting in the mass production of food, medicine and water, but also weapons, protections and robots.
Tithes are also used to buy shipments of supplies from outside sources.
=== Reprocessing plants ===
Reprocessing plants are designed to pull out items with specific components. The setup is simple, each object extractor contains a database with every available item on the market and their components, and can extract those that contain a specific component. The extractor is then linked to a recycler who will disassemble the item into components to be used or add them to the common stores. 
=== Cage towns ===
Cage towns are cities where animates are captured for meat. Captured Prey are slaughtered and processed, their remains sorted so that their bones, skin and organs are put into storage. Their meat however is turned to fertilizer. Cage towns were established in order to lessen the impact of fertilizer production on food stores which sometimes lead to famine.
Cage towns are vital in case of emergencies, as they serve as the Commune's emergency fertilizer reserves, either in case of poor crops or a need for venturi.
=== Wholesales ===
Wholesales are merchant towns, where enormous extractor centers pull out the communes excess production that are exported to clients outside the league.
The opposite of wholesales are details, who typically sort out spoils of war collected by citizens and non standard productions for the purposes of resale. 
==== Hangman Fen industries ====
The military industrial complex of the Commune. The Hangman Fen is the industrial site that produces military robotics and equipment necessary to arm for commune settlements. 
The site produces combat and robot armor, as well as most CR weapons. 
Laser weapons are curiously missing from the factory's production log, these are produced elsewhere due to lack of demand for laser weapons.
Ground Floor
Main computing room
The main computer is on the bottom floor, and determines what is produced.
Modification station
Once the items are produced, they are taken from the final storage and modified at work stations.
Mass recycler
Three recycler units linked to the common storage to increase breaking down of salvage.
Robot builder
Where servatron and combat class robots are built. 
First floor
Factory floor
The factory floor is where the assembly lines build the needed items for settlements (primarily heavy combat/robot armor, weapons). 
Every assembly line consists of a component extractor, a fabricator and a conveyor storage.
Assembly lines
All extractors are loaded with every component necessary to build every item the fabricator can build.
The fabricator, as a precaution from shortages should, at term be stocked with 1000 unit shipments of every necessary component to build items. 
Naturally, all assembly lines are on a switch to prevent resource overuse by another assembly line.
Salvage floor
Robot managed floor for salvaged item flow into the factory. Supervised by a settler managing the beacon desk on the first floor.
Extraction point
At the end of the assembly lines is an object extractor linked to a hopper that brings the items to a conveyor storage at the bottom floor.
Factory longevity
The factory is a crucial element of the Commune as it is the source of all weaponized robots and most of its weapons. The Commune has a no repair policy, in the sense that what cannot be recycled, such as weapons and clothes, aren't recyclable. 
For example when a settler is killed, it is recycled and its items sold in bulk. This is a slight compensation for the absolutely gargantuan material and operating costs of the factory. 
==== Abe Farm Pharma ====
The Farm is the largest agricultural facility in the commune, and is also responsible for the manufacture of pharmaceutical materials. In reality, the facility is little more than a farm with a gargantuan composter, converting the crops into fertilizer (sometimes to the point of creating food shortages). This is because most of the materials required cannot be produced en masse, and so the Commune relies on the strong profits from sales of venturi. The farm imports massive quantities of plastic from other sources in order to feed its production of Venturi.
Fields
Abe farm produces every type of food available and employs dozens of robot farmers to harvest and store them. While most of it is sent to victual stores in Commune villages, sometimes the composting unit eats through the communes food stores and creates shortages. 
Composting unit
The composting unit is where excess foodstuffs are sent to be converted to fertilizer. This is only theoretical as the machine routinely uses food from the commune food shortages. 
Despite this, the captaincy tends to look away as the Venturi profits that come from it are often more than adequate to solve short term food scarcity.
Fabricator unit
The fabricator unit is where the venturi is produced. It follows standard assembly line organization with a component extractor, fabricator and storage unit. The assembly line of the unit is different in that each line has two extractors for plastic and fertilizer, in order to prevent a backup of plastic.
==== Commune Sweatshop ====
A 16 line assembly to create outfits to dress commune citizens, but also to supply stores as a source of profit. The line produces mostly dresses and suits, but also more casual wares.
==== Commune food processing center ====
A central hub that packages the food production of the commune into more easily distributed units. The center produces pasta, cheese, pastries, potato mash, chips, cereal products and other foods when the necessary products are available.
Of the 9 food products, only five are produced independently by the commune, since the others depend on hunting and trapping, a little developed trade in the commune. Usually, all machines are line fed with 1000 standard long preservation units for production runs, and the meat dependent article machines are on standby with dedicated extractors set to feed them when the meat is in stock
==== The Mothership ====
Facility with a fleet of 15 Resource Finding Automated Systems (SAFER) for the purpose of finding materials.
=== Shopping villages ===
The commune villages use special factories to extract required components to produce specific items. 
==== Triple A (Artificer and armorer) farm ====
# Adhesive
# Aluminium
# Asbestos
# Ballistic fiber
# Circuitry
# Copper
# Crystal
# Fertilizer
# Fiber optics
# Gears
# Glass
# Lead
# Leather
# Nuclear material
# Oil
# Plastic
# Screw
# Silver
# Spring
# Steel
# Wood
==== TAC (Traditional armaments components) farm ====
# Adhesive
# Asbestos
# Gears
# Oil
# Plastic
# Screw
# Spring
# Steel
# Wood
==== HAC (Heavy armaments components) farm ====
# Adhesive
# Aluminium
# Circuitry
# Gears
# Nuclear material
# Oil
# Screw
# Silver
# Spring
# Steel
# Wood
==== EAC (Energy armaments components) farm ====
# Adhesive
# Circuitry
# Crystal
# Fiber optics
# Gears
# Glass
# Nuclear material
# Oil
# Plastic
# Screw
# Silver
# Spring
# Steel
# Wood
==== Bullet Farm ====
# Copper
# Fertilizer
# Lead
# Oil
# Plastic
==== Protective personal polymers farm ====
# Adhesive
# Aluminium
# Ballistic fiber
# Leather
# Steel
==== Food packaging plant ====
# Carrot
# Plastic
# Purified water
# Razorgrain
# Brahmin meat
# Mongrel dog meat
# radstag meat
# Steel
# Tarberry
# Tato
# Cloth
# Mole rat meat
# Silt bean
# Aluminium
# Oil
# Corn
# Mirelurk egg.
=== Businesses ===
==== The Bulk ====
A processing plant where unused products are broken down for parts and packaged into shipments. The shipments are then either used by the colonies or sold for profit.
==== The Byproduct factory ====
A factory that exploits empathy. The company imprisons various animates in order to attract and corral their kind into death traps. The bodies are then processed in auto butchers. The meat bone and other byproducts of the animates are sent back into the community chest. The butchers working the factory floors use pressure weapons to dismember the dead before putting them into the grim butchery machines.
==== Factory floor ====
The Factory floor is a corridor lined with cages atop of which are powered turrets. When the cages are filled, a switch opens the cages and activates the turrets. Once the animals are dealt with, the factory floor activates, conveying the carcasses to the butchers. Factory floors are rare, and are used as adjustment variables in times of scarcity. In normal operation, factory floors are mostly to capture animals and attract members of that species into death traps to be processed into usable components, resources and food.
==== Lunchbox association ====
An Empire sanctioned association that sends donations to colonies, which are sent via warpnet to random colonies in their iconic lunch boxes. The colonists then open the boxes for their contents. Most colonies install lunchbox factories to extract the goods and send the boxes back in order to receive more boxes.
==== Lunchbox factory ====
Works by exploiting the lunchbox association. The boxes pass before a tripwire system that fires at the box, opening it and revealing the loot. The opened box and its contents are separated, the box is sent back to the association, in order to receive a new one. The contents are sent to further filter systems for food, drink, table wares, office supplies, toys and other miscellanea.
==== Noct Grinder ====
An industrial plant that attracts nocts and grinds them into usable materials, works on the same principle as Byproduct factories, but without direct intervention, the entire plant is automated. This is mainly because the presence of sentients tends to aggravate Nocts, so factory workers simply collect the wares and clean the machines in the daytime.
==== Radiation plant ====
A peculiar plant that is designed to attract post humans that emit radiation. They are placed within isolation chambers to harness the radiation they emit.
==== AGOSS rifle solutions ====
Main article: AGOSS rifle solutions
An arms manufacturer that builds PAAR rifles.
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