Ankh-Morpork critical infrastructure¶
Seven systems can fail, six kinds of trouble can start them failing, and a city that saved on the wrong things fails harder. How each failure runs, and what can be done about it, is drawn on the system pages.
Domains¶
Each domain has a system page with its loops and its remedies.
Energy supply: unstable power and blackouts, felt in every other domain
Water and sanitation: unsafe water, low pressure, wastewater backing up
Communications: clacks down, coordination lost, rumours spreading
Transport and movement: bridges closed, trams and omnibuses stopped
Public services: hospitals and the Watch delayed
Commerce and industry: payments failing, supply chains broken
Residential areas: several utilities failing at once
Triggers¶
Players choose one kind of trigger when the game opens: degradation and neglect, which is the default, operational error, supplier failure, crime, protest and sabotage, or hostile states. The choice sets which failures turn up, not what follows them. Each kind and the loops it feeds are on the triggers page.
Remedies¶
No list of remedies is fixed in advance. Each system page draws its own, next to the loops they pull, with whose decision each one is and what it costs. When a diagram changes, its remedies change with it.
Stressors¶
A stressor is a box from the diagrams that starts away from normal. Stressors are chosen with the trigger when the game opens, and each defaults to the city as the system pages describe it. None adds a rule. Each moves where a loop starts.
Maintenance spending, set low: pumps, towers and track age faster
Money for repairs, set low: cracks and leaks wait longer
Stock in the warehouse, set low: a blocked bridge empties the shelves sooner
Spares in store, set low: a failed transformer waits on its makers
Skilled staff, set low: operational errors come more often
Wealth of the district, set apart: the Shades start further below Nap Hill