01 — Read the map
Nine districts. Civic Center is your house. Incidents light up as amber markers. Roads between districts can slow, jam, or close. Storms and floods rewrite the graph while you watch.
MUNICIPAL EMERGENCY NETWORK
Establishing uplink…
FIELD MANUAL 01
Nine districts. Civic Center is your house. Incidents light up as amber markers. Roads between districts can slow, jam, or close. Storms and floods rewrite the graph while you watch.
Rescue crews, medics, heavy gear, and transport are finite. Select an incident, assign what it actually needs, then dispatch. Units travel from Civic. Travel time is weather plus the road they have to take.
Fires want gear and crews. Wrecks want rescue and transport. Floods want gear and transport. Civilian clusters want medics and transport. Wrong units still grind, just slowly. Leave a job cold and it spreads, blocks a road, or writes casualties.
Ignore the yards and you inherit a chemical later. Save the harbor and South Flats stays reachable. Overwork a crew and they start the next shift short. Between missions you spend budget on bays, desks, and new service types.
The shift ends when the clock runs out — or when the casualty ceiling breaks. Pause with Space. Speed with 1 / 2. A weather desk upgrade shows the next front before it hits.
Fire Brigade owns flames. Engineers open roads and kill floods. Airlift ignores the ground. Hazmat is the only clean answer to a chemical plume.
SHIFT 01 / 05
ER-OPS-114
DISASTER RESPONSE
SHIFT 01
MISSION CLOCK
T+00:00
WEATHER
RAIN
AFTER ACTION
INFRASTRUCTURE WINDOW
Spend what the last shift bought you. New bays put more bodies on the floor. New service types change which jobs you can even touch.
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