2010

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ONE

[1] i) This Book assumes many things. ii) Among them, that you are still alive. iii) It assumes that the world has not been destroyed by fire, that it has not developed radiation flats and a meteorology of fallout. iv) It assumes there has been a breakdown. v) It assumes that a new competition for resources has begun; that there are resources yet available; and that primarily, the Event involved ab initio (or has since developed) an economic revolution.

[2] i) The destabilization of Trade informs the competition for resources—conflict, nationalism, religion, and consciousness are all Narratives for securing these. ii) These will be your ready tools.

[3] i) This assumes that you will kill other people. ii) Begin identifying the people beyond your Group as Outsiders as quickly as possible. iii) Begin before the Event, if you are able.

[4] i) You will need a Place, and it will require a name. ii) Your Place is your strongest Narrative.

TWO

[1] i) If your Place serves also as your residence prior to the Event, then there are a number of preparations you can make. ii) Of course, stockpiling firearms, ammunition, fuel, preserved or preservable foods, and medical supplies is a priority. iii) However, over-preparation can lead to disaster (c.f. 2.1.iv–2.1.v). iv) If your Place is too near an urban center, then Outsiders may attempt to Forage it for supplies or shelter. v) If your Place is over-prepared, it loses mobility, which is among a Group's most primary survival characteristics.

[2] i) A Group inhabiting a Place too near an urban center will endure considerable Administrative stress in the process of negotiating with potential Additions to the Group, for this negotiation inevitably includes a number of necessary eliminations—Rejections that stress the Place's perimeter. ii) This is problematic, for in this instance, your Group will be forced to eliminate Rejections before your Narrative has solidified against the psychological damage that can result from doing so. iii) A Group requires time to identify not only itself but also its Outsiders. iv) For this reason, situate your Place an appropriate distance away from any urban center. v) Given time, a Group will stabilize its Narrative such that Additions and Rejections will not stress Administration.

[3] i) If, conversely, your Place is situated far from any urban center, is relatively inaccessible, and has available resources, prepare as much as possible as far in advance as possible.

I.

"PLAN"

[1] i) You will need a Plan. ii) This Plan must include a Place, a Group, and an Event Exit Strategy.

I. a.

"PLACE"

[1] i) The principles behind selecting a Place are simple. ii) It should be remote yet not excessively so—later, Trade, exploration, and recruitment will become vital. iii) Your Place should offer security. iv) That is to say that while it may not be equipped ab initio with ramparts, palisades, or the like, it must at least offer a high degree of visibility of the surrounding territory. v) In the event that you attempt too late to secure a Place and the available locations offer neither fortification nor visibility, then you must settle for something discreet, preferably a cave or other such enclosure. vi) In the unfortunate situation that, post-Event, you have neither a Group nor a satisfactory Place, you must immediately gather the necessary resources and equipment to sustain and defend yourself. vii) If you posses a skill-set that would make you a worthwhile Addition to a Group, such as small electronics or generator repair, husbandry, medical training, or engineering, then you need only concern yourself with sustenance and defense. viii) If, however, you lack a skill-set with which to Trade yourself to a Group, then you must hoard, secure, and transport items of worth, including medical supplies, ammunition, or essential knowledge.

[2] i) Your Place will require a name. ii) With the other territorial, cultural, and discursive landmarks of your old "self" dislocated, Foraged, or destroyed, you must very quickly project yourself into your new Place, which for a time, will be all Places. iii) A Place is a form of extended consciousness, in that it delimits and defines perception. iv) Motivated perception, in turn, delimits the construction of your world. v) The strengths, weaknesses, and needs of your Place will, in time, re-author your Narrative of self and align your existential concerns. vi) Your Group will develop a new cultural discourse (a new culture altogether), and it is this new discursive entity—this interactive phantasm—that will orient your cognitive development into the new era. vii) Naming your Place imbues it with cognitive force. viii) Naming your Place alters it from inert territory to a raison d'être. ix) It is advised that you name your Place prior to the Event, which will enhance the motivation to reach it, should you encounter difficulty executing your Event Exit Strategy.

[3] i) Do not share the location of your Place with Outsiders, pre-Event or post.

I. b.

"GROUP"

[1] i) Establish your Group before the Event. ii) A Group offers the obvious advantage of collaborative survival, in that Members of a shared ideology and motivation become, very quickly, one social organism implied by their Place. iii) Discuss the Group, the Place, and the Event often. iv) In this regard, by the time the Group inhabits the Place, it will already imply a history, which is an essential component of your Narrative.

[2] i) Your Group must first include Members who can contribute. ii) While it may be argued that physically non-contributive members can accentuate your emotional state, including them will be a calculated risk, for as your Narrative develops, this accentuation may weaken, depending on the success or Failure of your Place. iii) Further, physically non-contributive members consume resources and create new theaters of concern.

[3] i) However, physical contributions can include such areas as entertainment, social cohesion, and Narrative development. ii) This means that Members may be considered contributive if their skill-sets include musical talent, brewing or distillation, esoteric horticulture, storycraft, or other such knowledges and skills. iii) These contributions imply equipment that the Group must acquire and transport. iv) Such transportation is a risk, but it is a delayed investment that will later enhance your Narrative and strengthen Place-Narrative.

[4] i) Despite these possibilities, no Group can sustain Secondary Members (the aforementioned) without adequate Primary Membership (those who can endure physical labor and who can and will fight). ii) Secondary Members do not mature into Primary Membership until the Group Arrives at the Place and establishes its first Day. iii) For this reason, your Group should focus primarily on Members who can effect a successful Event Exit Strategy.

[5] i) Do not allow your Group to grow too large. ii) Further, you must elect (or someone must assert) Leadership. iii) This Leader is the final, authoritative voice during the crucial period before a Group Arrives at its Place. iv) Post-Arrival, decentralize your Leadership—by force if necessary. v) Would-be autocrats who resist decentralization are warned that they risk expulsion, rebellion, even banishment or death, for as the Narrative establishes itself, Leaders are primary targets for blame-placement. vi) Because the early stages of establishing a Place involve many difficulties, losses, and discomforts, it is inevitable that blame will require placing. vii) Leaders are warned that they will likely carry this blame, and as the majority of Places will Fail, most Leaders will lose either their lives or, at the very least, their chances for survival.

I. c.

"EVENT EXIT STRATEGY"

[1] i) Your Event Exit Strategy is the sequence of maneuvers that will Evacuate your Group to its Place.

[2] i) That only some will execute an Event Exit Strategy is to your benefit—those who do not will generate the disorder from which you can Forage a number of useful supplies. ii) Your first inclination, post-Event, will be to assemble your Group and Evacuate. iii) Disregard your inclination.

[3] i) Your Event Exit Strategy begins with the convention of the Group in a first-place. ii) The first-place is meaningless—it is a location only. iii) You and your Group should take pains not to become attached to the first-place, as it may weaken the Event Exit Strategy.

[4] i) If you are a lone Member who must travel to join your Group, proceed immediately to your Place or nearest rendezvous point. ii) The First Phase of the Event Exit Strategy involves unacceptable risk to lone Members. As such, this phase is restricted to a Group-sanctioned excursion Party.

[5] i) If your Group is sufficiently large that Cells of three or more members share urban centers, then each Cell should independently execute the First Phase of your Event Exit Strategy prior to Evacuation. ii) Otherwise, only one Cell should attempt the First Phase.

[6] i) Do not ignore signs of the impending Event. ii) It is far better to gather in the first-place, preparing for the Event, and find yourselves mistaken than not to gather at all. iii) Should you find that you are not with your Cell or Group when the Event occurs, collect yourself and any others for whom you are responsible and proceed immediately. iv) Arm yourself before you make your way to the first-place. v) Once you begin the journey to the first-place, do not stop. vi) Do not render aid to Outsiders. vii) Do not gather supplies, no matter how available they appear. viii) Do not be alarmed by civil disorder. ix) Do not be alarmed by violence. x) Alter your route to avoid areas of obvious risk. xi) Remain in your vehicle as long as possible. xii) If Old Trade has completely Collapsed by this point, do not hesitate to use your vehicle as a weapon. xii) In the event of complete Collapse, law enforcement and military personnel are likely not to be the social allies they once were. xiv) Regard them and their instructions with trepidation.

[7] i) The first-place is your priority. ii) It is your identity. iii) "You" do not exist. iv) You are an extension of its consciousness. v) Only the journey to reach it is real. vi) The journey is only a synaptic ribbon. vii) All roads lead to the first-place. viii) Do not panic.

[8] i) If you must reach the first-place on foot, pay constant attention to your surroundings. ii) Avoid open areas. iii) Do not let Outsiders come within reach. iv) Run, if you must. v) Use violence if you must. vi) Do not let weapons fire discourage you. vii) Do not run in straight lines.

[9] i) Avoid public transportation unless you are capable of seizing and operating the vehicle. ii) Under these circumstances, remove or incapacitate other occupants. iii) Do not take Outsiders to the first-place.

[10] i) When the Event occurs, monitor news programs in constant shifts. ii) If such programs are unavailable, allow capable Members to perform reconnaissance in graduated distances from the first-place. iii) Reconnaissance operatives should follow the same guidelines as Members approaching the first-place on foot. iv) You are watching for clear signs of the Collapse of Old Trade. v) It is likely that looting, violence, arson, and vandalism will either accompany or precede the Collapse. vi) When it has become clear that civil unrest has outpaced local authorities, you will begin the First Phase of your Event Exit Strategy.

[11] i) As uncontrollable disorder becomes the new rule of law, law enforcement and military personnel will necessarily abandon their cohesion to tend to their own Groups and families. ii) At this point, though your Group is now in considerable danger, you may Forage without fear of legal reprisal. iii) Should you begin the First Phase while the rule of law still prevails, then your Group is Criminal. iv) Contrary to popular anarchic thought, your new society is unlikely to develop order, and therefore operation, if it takes its infantile steps criminally. v) The Plan is a reaction. vi) It is not a catalyst; neither is it a revolution.

I. c. i.

"THE FIRST PHASE"

[1] i) The First Phase is the acquisition of supplies before the Evacuation. ii) This acquisition necessitates at least three Members. iii) Additional Members can strengthen the operation, but care must be taken not to expand an excursion Party beyond the tolerance of its central, task-based Leadership. iv) It is primarily an exercise in vigilance.

[2] i) The excursion Party must only include Group Members who are capable of and willing to commit violence against others. ii) Members who are willing yet incapable may assist as an Auxiliary Demolitions Party.

[3] i) Contrary to the Narratives of contemporary media, committing acts of severe, debilitating violence against others is monumentally difficult for all but a small percentage of society. ii) As such, overcoming the aversion to violence is best effected through disguise. iii) Party Members should adorn themselves with masks. iv) They should wear clothing or armor that obscures their skin. v) They should take new names. vi) They should carry upon them some Mark that identifies their alignment with the Party. vii) Deliver this Mark in the presence of the rest of the Group, solemnly and with great respect. viii) This cognitively ordains the Party to its task.

[4] i) Further, Party Members (and Leaders specifically) should replace terms such as "murder," "kill," or "injure" with "neutralize," "remove," or "incapacitate." ii) The Leader should order early acts of violence, rather than leaving their analysis and execution to Party Members, which delivers the Leader from conscience-accountability with the knowledge that he or she did not personally harm a victim. iii) The Party Member is delivered from such accountability with the knowledge that the voice of the Group directed his or her actions. iv) The Group is everything. v) The Party is simply an exploratory idea developing the Narrative. Party Members must be reminded of this often—they are not themselves when in Party.

[5] i) Leaders and other Party Members must congratulate, thank, or otherwise affirm acts of violence committed by a Party Member in the interest of the operation. ii) Party Members must be made to feel that their actions are appropriate to the Narrative. iii) Party Members are encouraged to remember that those they must neutralize or incapacitate are Outsiders—direct opponents to Group survival. iv) If Outsiders' survival interests interfere with the Group's, then, morally, these Outsiders are natural enemies—they are predators.

[6] i) When in Party, look twice, move once. ii) The obvious strategy is for a Leader to move his or her Party directly into a facility to Forage supplies, counting on martial strength to carry the Party through any necessary violence. This is an unnecessary expenditure of energy, as well as an unnecessary risk. iii) Party excursions are conservative operations. iv) Remember that, while it is unseen and generally unknowable, personal energy is a Group's greatest resource. It must be replenished with food, water, and rest, all of which will be in precious supply. v) As such, squandering energy with unnecessary maneuvers or unnecessary risk is a crime of waste, committed against the Group.

[7] i) It is better for the Party to use the energy of others to its advantage. ii) The key to the First Phase of the Event Exit Strategy is to execute the maneuver before too much time passes. iii) In the early period following the Event, when civil unrest outpaces law enforcement, great numbers of urban Outsiders will flock to places such as grocery stores, pharmacies, feed suppliers, and hardware stores. iv) Some will waste their energy at electronics stores and other commodity suppliers. Avoid these facilities.

[8] i) The Party is watching for disorder. ii) The most conservative Forage occurs outside facilities wherein chaos reigns. The reason behind this is that the situation offers the greatest capitalization on the personal energies of others. iii) Those that do successfully negotiate internal facility disorder will have expended great amounts of personal energy in doing so (indeed, they may already have sustained injuries), which makes them ideal targets.

[9] i) The maneuver does not begin until you have established surveillance. ii) The surveillance officer's primary duty is to watch for signs of risk—approaching mobs, rogue military patrols, or competing Parties endanger your Party, necessitating abortion and reassignment.

[10] i) In the theater of violence itself is the acquisitions team. ii) Ideally, they are three. iii) If your Party has only three Members, then the surveillance operation must necessarily be rolled into their tasks. iv) Under these circumstances, the tolerance for risk is higher, for the Party must acquire the supplies it needs, risk or not.

[11] i) The most conservative form of the maneuver involves three roles for the acquisitions team: diplomat, mule, and escort. ii) The diplomat approaches Outsiders as they exit the facility, having successfully negotiated the disorder inside. iii) The diplomat requests the supplies in question from the target. iv) If the target declines, the diplomat threatens force. v) If the target reciprocates, the three incapacitate the target and Forage the supplies. vi) The mule moves the Foraged goods out of the immediate theater and into a nearby caché. vii) The escort monitors surrounding activity and will defend the mule and his or her payload, should either come to risk. viii) The Party must remember that its behavior is not its own. ix) You are not yourselves. x) The Place is thinking, and it requires vicious behavior.

[12] i) Repeat this process until it becomes infeasible.

I. c. ii.

"THE SECOND PHASE"

[1] i) The second phase assumes the successful execution of the first. ii) It assumes the Group has reconvened in toto at the first-place, Party casualties notwithstanding. iii) If the First Phase is foregone, proceed directly to the second phase, the Evacuation.

[2] i) You may Evacuate by a number of different means.

a) i) If one of your Members is a qualified pilot, travel by air; however, be prepared to Forage wheeled vehicles from the areas around your Place after you Arrive—you will need them during later Place operations.

b) i) Rely on trains only if you must and only if one of your Members can operate a locomotive. ii) Trains' dependence upon their tracks makes them vulnerable.

c) i) If you must reach your Place via boat, rely on smaller, faster craft—use several if you can. ii) When traveling by water, keep other craft at a distance—if they draw near, disable them, either by weapons' fire or by the use of incendiary devices. iii) Risk-tolerance approaches zero when traveling via watercraft.

d) i) Evacuating by car, truck, or diesel transport is your most likely method. ii) Take the time to secure fuel. iii) Do not secure all of your supplies or fuel in one vehicle. iv) Use at least enough vehicles that if one is compromised, its crew, supplies, and passengers can be adequately transferred to the other vehicles. v) Off-road capable trucks are advised. vi) Where possible, avoid the use of highways and other roads. vii) Avoid traveling through urban centers at absolutely all cost.

[3] i) When the terrain requires you to travel by road, organized shipping lane, or established flight path, attempt to keep an Outsider's vehicle in sight at all times. ii) You may need to disable this other vehicle in order to Forage parts, should one of yours require repair. iii) When possible, avoid "roadside" repairs and simply confiscate other vehicles. iv) Expect resistance.

[4] i) Your vehicles should not drive so closely together upon the open roads that they would be disabled simultaneously by anti-vehicle fire, roadside bombs, or other devices. ii) If one vehicle is compromised, the other(s) should travel far enough ahead to double-back and safely neutralize the roadside threat before attempting a rescue.

[5] i) Leaving your urban center by wheeled vehicle is likely to be difficult—most highways will be congested beyond use by accident-sites, abandoned vehicles, or roadway brigandry. ii) Use alternate routes. iii) Avoid interstate highways—use old state-controlled alternatives. iv) Pre-Event, take the time to learn the whereabouts of nearby para-military groups, which may include religious or philosophical sects, racial supremacists, or other para-legal organizations. v) Avoid routes which will take your Group past these places.

[6] i) Do not stop to render aid to Outsiders. ii) Stop to render aid for your own Members only after scout vehicles have ensured the security of the area. iii) If the security of the area cannot be ensured, deploy your excursion Party on a reconnaissance and assassination mission. iv) Take no chances. v) If your Group must appeal to other travelers for aid, minimize the number of Members exposed when doing so, as it is likely that the Member flagging for help will come under weapons' or debris fire. vi) Conceal your Group as much as possible. vii) Other motorists are more likely to help a single person or a small Group than a large one. viii) Be prepared to ambush those who stop to render aid.

[7] i) Expect roadblocks. ii) If a roadblock catches your pilot crew by surprise, then there is a possibility that your vehicle will, in turn, catch at least some of the roadblock crew by surprise. Use your vehicle as a weapon in this instance. iii) As soon as possible, open fire or deploy your Party to neutralize the roadblock crew. iv) You will likely sustain casualties and the vehicle will almost certainly be rendered inoperable. In a desperate situation, the sacrifice of the first vehicle may ensure the passage of the second.

[8] i) Do not stop for rest. ii) Alternate your crews if necessary. iii) Proceed directly to your Place. iv) Stopping at residences to Forage will likely result in death, for each will be its own siege warfare situation. v) Only unattended fields of produce or grain are worthy of Forage. vi) Under these circumstances, keep the vehicles constantly ready. vii) Do not turn off their engines, even to refuel.

[9] i) Expect resistance in every location. ii) When you reach your Place, expect resistance.

THREE

"ARRIVAL"

[1] i) When you reach your Place, consider it enemy territory. Nearby Groups may very likely have already begun surveillance operations, scouting others' likely Places and laying in wait to Forage their lives and materials when Group vigilance will naturally be at its lowest since the Event. ii) Arriving successfully at your Place is, indeed, a time for celebration, but you have not Arrived until you have secured the area. iii) Leadership will not be reassigned or decentralized until the Place is secure.

[2] i) In the event that your Place belonged to an Outsider under the premises of Old Trade, you will need to remove him or her. ii) If your Place contains arable land, it will be to your benefit to first approach the once-owner and attempt to Add him or her to your Group, as his or her expertise with the land will be to your benefit. iii) In the unfortunate event that the once-owner objects, you will need to eliminate him or her and his or her family, for requisitioning land from those that still believe they own it will only lead to rebellion, revenge, or warfare. iv) Though you may feel vestigial guilt for "stealing" this land, remember that Old Trade "ownership" was underwritten by now-unstable law enforcement and military personnel. v) Under the premises of New Trade, "ownership" is the ability to deter Outsiders from acquiring what you do not wish them to acquire.

[3] i) When you have secured your Place, your primary Group concerns are food, water, shelter, and reconnaissance. ii) As soon as possible, designate a new task-based engineering Leader. iii) He or she must begin immediately securing the necessary apparatus for resource-security, such as wells, shadoofs, irrigation channels, Foraging Parties, etc.

[4] i) The engineering Leader's other primary task is the construction of temporary shelter—tents, natural shelters, or other forms of simple housing will suffice at this point. ii) Your inclination will be simply to rest once you Arrive. iv) Disregard your inclination.

[5] i) Muster a number of your combatant Members for defense and reconnaissance. Theirs will be the task of ensuring the safety of the engineering operations as well as scouting for nearby Groups. ii) Unless presented with a life-or-death defense situation, your reconnaissance Party should not engage other Groups or Parties.

[6] i) Should the Party encounter potential Additions, these Additions must present a worthwhile contribution to the Place, such as necessary knowledge, valuable equipment, or the capability of physical labor. ii) Accepting Secondary Membership Additions will be determined by the number of such Members already in your Group. iii) The precise ratio of Secondary-to-Primary members will vary from Group to Group, based on such factors as the martial stability of surrounding territory, the abundance or availability of resources, or the need for manual-labor workforces. iv) The Leader should not authorize a Forage for others' supplies, should the Party encounter individuals with such in their possession. v) The reasoning behind this is that now that you have Arrived at your Place, it is important not to establish military authority on the idea of wanton barbarity, for this can lead to divisions of power between combatant-Members and non-combatants. vi) You must maintain your combatants as a militia, not an army, for they must be as invested in the equality of the Group and the Place as are working non-combatants.

I.

[1] i) You will require Special Days and Monuments. Both strengthen your Narrative.

I. a.

"SPECIAL DAYS"

[1] i) Your first Special Day should be "Arrival Day"—an after-the-fact remembrance of your Arrival—and it should be a Day of Rest. This is a Day for telling and retelling Narratives of the Evacuation and Arrival. This is a Day of celebration. ii) Watch rotation is not a violation of the terms of rest.

[2] i) If you have fermented drink, tobacco, or esoteric herbs and chemicals among your supplies, offer these for use upon Arrival Day. ii) Secondary Members with musical skill, storycraft, or other Expressions-of-Society abilities should contribute these to Society on Arrival Day (and other Days to follow), thus graduating into Primary Membership. iii) From this point forward, it will be part of their contributions to arrange new material that is a specific expression of Place-culture instead of recycling Old Trade expressions.

[3] i) Do not restrict the content of Place expression, even when it seems to threaten prosperity. It is necessary that Members express their frustrations and losses. Doing so, in fact, strengthens prosperity, contrary to what you may think. ii) Censorship initiates Collapse and Failure, at any stage in a Place's history.

I. b.

"MONUMENT"

[1] i) You should raise your first Monument on "Arrival Day"—under the circumstances, this work does not violate the terms of rest, and you may requisition Members with necessary skills to this end. ii) Your Monument may take any of a number of forms: an edifice of new beginning, a cenotaph, an expression of the Place itself, etc. iii) Avoid the use of religious Monuments, for later Additions may not share this faith, which can create division, unrest, and Failure. Religion should, under all circumstances, be a personal event, as should be the maintenance of its paraphernalia. iv) Do not attach the Place itself to a religion. Doing so invites later fanaticism, which is almost certain to Fail your Place. v) Do not enforce specific codes of morality. vi) Do not practice racism, sexism, or other forms of prejudice. Doing so limits the development of prosperity and opportunity without question. xii) Do not tolerate intolerance.

[2] i) Your Monument is your Place. It is a version of yourself that resists age and recidivism, insofar as you maintain it. ii) You must be and think your Place, and your Place must think you. iii) Your first Monument is your existential compass, and your first Day, in projection, is your last.

FOUR

"ADMINISTRATION SCHEMATIC"

[1] i) With your resource-security apparatus in place, your temporary housing secure, the status of surrounding Groups and Places mapped, and your first Day established and your first Monument erected, you must enact your Administration Schematic. This Schematic must consist of four critical elements: a civilian militia Leader, a popularly elected Administrative Senate, term limitation for elected Administrators, and mandatory militia-training for all Members.

I. a.

"CIVILIAN MILITIA LEADERSHIP"

[1] i) If you allow your militia Leader to govern his or her combatants with full autonomy, he or she will eventually establish a military dictatorship. ii) To avoid this, make your militia Leaders accountable to your elected Administrative Senate. iii) Militia men and women must swear loyalty and obedience to the civilian Leadership and to the Group that sustains them. iv) In the event that your militia Leader attempts a coup, he or she must be removed from power and either banished or executed, as determined by popular vote. v) The militia Leader's life is, at all times, in the Group's hands.

[2] i) A militia Leader must be permitted to perform his or her job however he or she can. ii) Militia Leaders must offer full operation transparency to the Administrative Senate (even if a Final Leader serves over them). These reports need not be disclosed to the Group at large. iii) Your militia Leaders will necessarily order acts of violence, sabotage, and Old-Trade inhumanity in the pursuit of Group prosperity.

[3] i) Though militia service creates a fellowship among its men and women, it is wise to assign certain trustworthy and discreet militia men and women the task of Secret Service. ii) The Secret Service reports directly to the Administrative Senate.

[4] i) Your militia must be civilian-led, for military objectives are a means to an end, and never an end themselves.

I. b.

"ADMINISTRATIVE SENATE"

[1] i) Your Administrative Senate should represent the varied concerns of your Group. ii) Allow your Members to elect their Senators directly. The use of intermediary voting schematics will generate distrust, which will eventually lead to unrest and Failure.

[2] i) Make all Senate decisions by majority rule. ii) If you choose to elect a Final Leader, the Senate must have the power to overturn his or her decisions with a sufficient majority.

[3] i) The use of Final Leaders is attractive, and your Group will likely call for one. ii) Final Leaders are characters of Place, and as such, increase morale.

[4] i) Any Member should be eligible for election as either Senator or Final Leader. ii) Do not impose registration fees, taxes, or rites. iii) Despite your best efforts, any Administration will lead to intermittent frustration and disappointment among your Membership. This is the nature of compromise, and it should be celebrated. iv) Prosperity arrives piecemeal. Content the frustrated with that. Content yourself with that.

I. c.

"TERM LIMITATION"

[1] i) Limit the length of the terms of your Senators and Final Leader. ii) Punish those who do not relinquish their terms when they expire.

[2] i) Militia Leaders are appointed by the Administration. As such, they are not elected and are not subject to term limitation.

I. d.

"MANDATORY MILITIA TRAINING"

[1] i) All physically and mentally capable Members must undergo mandatory militia training. ii) Further, all Members must provide themselves (or be provided) with arms. iii) The reasoning behind this is two-fold: (A) should the Place come under attack, your militia may not be sufficient in and of itself (B) it will likely become necessary at some point for your civilian Membership to forcibly remove its Administrators, Administrations, or militia Leaders. iv) Forbid the use of arms in the settling of differences between Members, militia men and women, or between the militia and the civilian Membership. Punish such crimes severely. Assault upon another Member is a banishment-inducing offense.

[2] i) Forbid the organization and congregation of para-militia groups. ii) Allow and encourage non-violent demonstration. iii) Allow and encourage public debates, meetings, and reports.

FIVE

"ADDITIONS AND RECRUITMENT"

[1] i) In the early period after your Arrival, you will have to rely on recruiters to secure worthwhile Additions to your Group. ii) In time, as your Narrative expands into surrounding territories, Addition-seekers will, instead, come to you. Under these circumstances, you can reassign your recruiters to general intelligence-gathering.

[2] i) Recruitment and Addition will become vital to your prosperity for several reasons: (A) the larger your Group, the larger, faster, and more effective your resource-security, engineering, and defense programs; (B) the sooner these programs become self-sufficient, the sooner you can relegate Members with other beneficial skill-sets to other, full-time tasks; (C) the sooner you can expand these full-time non-rotating assignments, the sooner your Place will develop professionals, which will add to the prosperity of your Place.

[3] i) While your Group grows, so do others. ii) One of the primary deterrents to assault or Forage is a sufficiently large Group, accompanied by a sufficiently large defense force. iii) This competition for resource-security between groups creates a perpetual-motion phenomenon as all race in size toward Collapse. iv) This phenomenon is unavoidable, but with careful attention to distrust and unrest among your Group, you can delay such Failure such that your Group yet exists while others Collapse. v) As others Collapse, your Group may Forage their lives and resources. vi) When no significantly sized Group exists within range to oppose yours, Failure-recovery will be faster and simpler.

[4] i) The precise skills and abilities you will seek in your Additions will be situation-specific. Several you should watch for (and can rarely have too many of) include medical personnel, experienced educators, physical laborers, engineers, tailors, and combatants. Of particular value are either doctors or midwives capable of safely managing births, since procreation is unlikely to decrease, even following the Collapse of Old Trade.

[5] i) The sooner you can recruit, establish, and support a medical community, the sooner you can enhance your Group in the form of temporary visas. Seekers of particular professional communities, such as those who wish their children safely born, can exchange goods and materials for the services of your specialist communities and a temporary stay in your Place—a visa. vi) This reduces the immediate need for and risk of external Foraging. vii) This capitalizes on the energy-expenditure of others and conserves your own.

[6] i) Recruiters who range from the Place to seek Additions should be capable of and willing to commit acts of violence, as very often, their survival will depend upon it. ii) Outfit your recruiters with the best your militia has to offer in arms, equipment, and armor. iii) Recruiters should be effective at personal stealth, and they should be able to withstand torture, should they be captured by opposition Groups. iv) It is advised that recruiters be equipped with poison or some similar device for eliminating themselves, lest opposition Groups Forage valuable intelligence from them.

[7] i) Recruiters should double as spies and saboteurs. ii) They should be personable and should appear trustworthy. iii) Only Members with unflagging loyalty to the Group (or whose loyalty can be ensured by the continued presence of valuables at your Place) are eligible for this service.

SIX

"POLICING, MILITIA-SERVICE, AND THE NECESSARY LIES OF PROSPERITY"

I.

"POLICING"

[1] i) When your Group reaches sufficient size that you need a system of law-enforcement, your police force must be comprised of civilians. ii) Do not use your militia to police your civilians. iii) Situate informants within your Police force to ensure it does not abuse your civilian Membership. v) Disclose all policing activities to your Group. vi) Do not use excessive force.

I.I.

"MILITIA SERVICE"

[1] i) Avoid the implementation of a full, professional army for as long as possible. With professional armies come the risk of military coups. Instead, rely upon a civilian militia, and employ an elite, professional officers' corps. ii) Determine the length of rotational service in your militia by popular vote. iii) When rotated out of service, militia men and women should immediately assume some other form of contribution. In this fashion, you anchor your potentially internally dangerous militia to the Place and its Members by keeping them Members and not para-Member enforcers. iv) Rely upon a volunteer militia for as long as you can. v) When this is no longer sufficient, you must resort to conscription.

I.I.I.

"THE NECESSARY LIES OF PROSPERITY"

[1] i) Ensuring Group and Place prosperity, especially in the presence of nearby opposition groups, necessitates a number of deceptions. ii) For example, when opposition Groups become intolerably capable of harming your Group, they necessitate elimination and Forage—even when they have yet to commit any offense against your Group. iii) Your Group is everything. iv) Your Place is all Places.

[2] i) Your civilian Membership will, most certainly, oppose pre-emptive strikes, acts of sabotage, assassinations, and the like. This is a mark of your new civilization. ii) To avoid confrontations between the Group and its Administration, ensure that you devote appropriate time, energy, and resources to effecting the deceptions, the blame placement, and the counter-Narratives that will draw the support of the Administrated for the necessary operations of prosperity.

[3] i) Prosperity requires such deceptions; however, ensure that such operations are always targeted beyond your Place and Membership. ii) Targeting such operation inward leads immediately to Collapse and Failure, for your armed citizenry will remove you. As you would also do. As you should also do. As is always done.

[4] i) Your Place is an edifice of entropy. ii) All maneuvers and operations lead eventually to Warfare and Failure. This is inevitable. ii) Struggle not against Failure; struggle instead to facilitate the most rapid Recovery you can.

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