The Evacuation (Arc)

The Evacuation is an event arc in The Fall of Winterhome.

We have to evacuate
This event will trigger after you investigate the generator.

"Sir, the chief engineer says there's still hope. We didn't dismantle the last of our Dreadnoughts. If we repair it, we can leave Winterhome and find another place to live.

Yet people are doubtful. "Where would we go? It's nothing but a frozen wasteland as far as the eye can see!""

You have the following options:


 * [lie] i know of another city: You know no such thing, but people will believe you. Hope will rise greatly.
 * I don't know where to go... but we have to try!: People will lose heart - work efficiency will fall by 10%.

Note that if you lie, The Price of a Lie (Arc) will trigger later.

Fate of the disabled
If you have amputees when you begin evacuations, this event will trigger.

"Sir, an amputee wants to talk to you about the evacuation.

"I know I won't make it to the Dreadnought, the climb to the plateau is far too difficult. I could only go if I had a Prosthesis. I lost my limb working to save this city. Please don't forget about people like me, sir.""

You have the following options:


 * I see: You will only be able to evacuate amputees if you make Prostheses for them.

A pragmatic approach
A few days in the evacuations, this event will trigger.

"Sir, some engineers are here to see you. They want to talk about their evacuation.

"Without our skills there's no chance of the expedition succeeding, but only a few of us have been sent to the Dreadnought so far. To increase the chances of us reaching somewhere habitable, we should be evacuated as soon as possible.""

You have the following options:


 * I will send all of you: You will have to send all the engineers to the Dreadnought.
 * I will send some of you: You will have to send 25 engineers to the Dreadnought
 * I need you here: Hope will fall

Dreadnought food stores too low
If you don't have enough food in the Dreadnought for the number of evacuees currently in it, this event will trigger

"Sir, there's too little food in the hold of the Dreadnought to feed the people already aboard. If we set out like this, some of us might starve during the journey."

You have the following options:


 * Not now
 * Let's take a look: The Dreadnought panel will be opened.

Stowaways!
This event will trigger during the evacuation.

"Sir, we've found stowaways in the Evacuation Centre! Some people are so afraid that they're unwilling to wait for their turn and want to make for the Dreadnought on their own by stealing supplies or hiding in the transports.

If we let this escalate, we won't be able to carry out the evacuation in an orderly fashion!"

You have the following options:


 * I see: Discontent will rise. Hope will fall.
 * We need guards to deal with such situations: You will have to build Guard Stations or establish the Faith Keepers.
 * Send the guards in: Requires an active Guard Station or Faith Keepers

People stop the fugitives
If you do not stop the stowaways, this event may trigger.

"Sir, our citizens have stopped some people who tried to steal resources and flee for the Dreadnought. A fight has broken out - if we don't do anything, someone might get hurt."

You have the following options:


 * Stay out of it: Some people may get hurt.
 * Stop the fight: Discontent will rise. Requires an active Guard Station or Faith Keepers

Frightened family
If you have children in your city in the evacuation, this event may trigger later.

"Sir, a family with children is going to the Evacuation Centre to leave for the Dreadnought on their own.

"Father, I'm scared! I don't want to leave!" cry the kids. "Hush, dear, and be brave! We'll be safe if we get to the Dreadnought before all the cabins are full.""

You have the following options:


 * Let them go: Two workers and two children will leave the city for the Dreadnought. Discontent will rise greatly.
 * Convince them to stay: Enabled by low discontent and high hope. Discontent is too high or hope is too low
 * Stop them: Hope will fall. Requires an active Guard Station or Faith Keepers

Panicked workers
This event may trigger later on in the evacuation if there's room remaining in the Dreadnought.

"Sir, panic has broken out among the workers! Some of them have left their workplaces and gone to the Evacuation Centre. They're shouting that they won't work a minute longer if they don't have a place aboard the Dreadnought. Many others are joining them.

If we don't do something, they'll steal {f_rations} Food Rations and {wood} Wood to equip themselves and try to reach the Dreadnought on their own!"

You have the following options:


 * Let them go, we'll manage: Discontent will rise greatly. Hope will fall greatly. A group of people will try to reach the Dreadnought on their own.
 * Convince them to stay: Enabled by low discontent and high hope. Discontent is too high or hope is too low
 * Use lethal force to stop them: People will get badly hurt and some may die. Requires an active Guard Station or Faith Keepers

Desperate escape
This event will trigger as conditions worsen.

"Sir, with the mood in the city so low, people are desperate to flee for the Dreadnought before it's full. Some of them have raided the stockpiles, stealing Food Rations and Wood to equip themselves for the journey. Should we stop them from leaving?"

You have the following options:


 * Let them go: Discontent will rise greatly. Hope will fall greatly. Some people will leave for the Dreadnought on their own.
 * Convince them to stay: Enabled by low discontent and high hope. Discontent is too high or hope is too low
 * Use lethal force to stop them: People will get hurt badly and some may die. Requires an active Guard Station or Faith Keepers

Determined engineers
This event will trigger as conditions worsen.

"Sir, a few engineers are leaving the city to try their luck in Frostland.

"We gave Winterhome everything we had, but you failed us," one of them says bitterly. "There's no place for us on the Dreadnought. We're not going to wait for death - we'll try finding shelter somewhere else.""

You have the following options:


 * Let them go: A few engineers will leave the city Discontent will rise
 * Stop them: People may get hurt. Requires an active Guard Station or Faith Keepers

Riot at the Evacuation Centre!
This event will trigger as conditions worsen.

"Sir, the morale among our people is so low that a desperate mob has stormed the Evacuation Centre! They looted Food Rations, Wood and Steel and are leaving the city to flee for the Dreadnought.

The situation is getting out of control!"

You have the following options:


 * Let them go: Discontent will rise greatly. Hope will fall greatly. A group of people will leave for the Dreadnought on their own.
 * Convince them to stay: Enabled by low discontent and high hope. Discontent is too high or hope is too low
 * Use lethal force to stop them: People will get badly hurt and some may die. Requires an active Guard Station or Faith Keepers

Sacrifice
This event will trigger later on in the evacuation if you have engineers in your city.

"Sir, a group of engineers is here to talk to you about staying behind.

We know that there aren't enough cabins for all of us aboard the Dreadnought. That's why we're volunteering to stay here. We'll do what we can to keep the Generator running as long as possible."

You have the following options:


 * Your sacrifice will never be forgotten: Engineers' efficiency will rise by 10%

The children are gone
If you have at least 30 children remaining in your city later on in the evacuation, this event may trigger.

"Sir, a group of 30 children disappeared in the night, along with 5 adults! The parents, most of whom stayed in the city, are defiant.

"You would never have sent them to the Dreadnought!" snarls one of the mothers. "We won't let them die in this hellhole when this damnable contraption blows up!"

It seems that some of the parents were selected to guide the children to the Dreadnought - but contact with them has been lost..."

You have the following options:


 * Leave them to their fate: Hope will fall
 * Bring the children back: 5 people will leave the city to search the Frostland

The children didn't arrive
If you leave the children to their fate, this event will trigger.

"Sir, the Dreadnought crew have sent us dire news - there's no sign of the children, and they should have arrived long ago. People went looking for them, but no one has been found."

You have the following options:


 * They should never have left Winterhome: Hope falls

The search has failed
If you send a party to search for the children, this event will trigger.

"Sir, the people who went to bring the children back have returned. They failed to find them. The freshly fallen snow has covered their tracks. We don't know where they went."

You have the following options:


 * We did all we could: Hope falls slightly

Dreadnought fuelled
This event will trigger once you fuel the Dreadnought.

"Sir, we've filled the Dreadnought with Coal. From now on we can start it when you give the order.

We can raise its capacity by converting decks to cabins, and send more people and Food Rations. But people are getting more anxious by the day - some may try to get to the Dreadnought without permission. This might endanger the evacuation - if we don't have enough cabins and food for everyone, we'll suffer from illness and starvation during our journey. You must decide when to launch the Dreadnought to safely evacuate those on board."

You have the following options:


 * Not now
 * Let's take a look: The Dreadnought panel will be opened.

The last transport
If you evacuate all your citizens, this event will trigger.

"After the departure of the last transport, there is nobody left in Winterhome who can be saved.

It's time to launch the Dreadnought."

You have the following options:


 * Time to move on: The Dreadnought will be launched.