The politics of the factory floor are also making themselves felt more and more. Otto Richter, inventor of the Horizon subway system, was one of a number of influential steam designers who began as just another mechanic in the factory, and even at the peak of his success never lost touch with his working class roots. After retiring from steam design he wrote a short manifesto entitled The Foreman and the World's Fate, which set forth a philosophy of world-as-machine, with the workingmen who build and maintain the means of production being oppressed by "counter-productive parasites" who have usurped control of the means of production from the workers. The tract was only ever supposed to be passed amongst Richter's friends, but several underground presses published copies following his death; the authorities were slow to realise its inflammatory nature, Richter having enjoyed the Emperor's favour due to the success of the subway system.
The tract itself is an angry, sometimes incoherent polemic against the moneyed classes, and in terms of political philosophy is somewhat simplistic (Conversations with Otto, published anonymously after The Foreman and the World's Fate became famous, presented a much more developed political philosophy, but some historians doubt that all the monologues recorded therein actually originated with Richter). It did, however, crystallise and clarify many of the grievances of factory workers everywhere, and many movements - such as Horizon's Steam Union - have drawn heavily on the ideas therein. Arguments over the finer point of Richterism between its proponents are always intesne; a meeting between delegates of the Horizon Steam Union and the Richterist Worker's Party of Irgar famously came to blows when the Irgarim workers sneered at the Union's insistance on the principle of decent working conditions for all.
Have someone infiltrate the factory/ship/whatever and work out the design of the machine by watching it in operation. This is a decidedly more dangerous option for them if they are caught.
Inventing a New Machine
The process of inventing new steam machines is as follows:
1: E-mail the GMs and tell us what you want to do. We will e-mail you back telling you how viable the project is. We hope to be able to say "yes" to most ideas - the closer your invention adheres to the philosophy behind steamworking, the more likely this is to happen.
2: Spend 1 turnsheet action producing the blueprints for your invention.
3: Convince investors to fund your project and hire steamworkers.
4: Spend four sleepless turns (three if you're an ex-steamworker and have therefore designed the machine from a steamworker's POV) hoping nobody sabotages the project before the steamworkers have finished building the thing. You may reduce the time taken to produce the machine by 1 turn for each additional Staggering investment you are able to obtain for the project above and beyond the minimum required (though a prototype steam machine will never take less than two turns to produce).
5: Have someone famous smash a bottle of champagne against the side of your machine as you throw the big lever to start the thing up.
It's that simple!
The State of the Art
Factories
Most simple goods can be mass-produced by factories. Clothing, books, newspapers, basic weaponry, that sort of thing. Factories cannot produce items of the same quality or aesthetic appeal as hand-crafted items. Nor can factory machinery ever attain the precision required to make more complicated items; factories will never produce items more mechanically complex than, say, a crossbow, let alone anything as complex as clockwork or steam machines.
Steam Ships
These vast, slow hulks can carry staggering amounts of trade goods over water - even the smallest are the size of several large warehouses. They are not perfect, however. They are slower than sailing ships, and less agile. Perishable goods cannot be carried great distances by steam ship, for they will be rotten in the hold by the time they reach their destinaton. Furthermore, any pirate ship can outmanoeuvre a steam ship with ease; the expense of hiring sailing escorts severely undermines the profits that would otherwise be making steamship operators rich beyond their wildest dreams.
Trains
Woo woo!
Steam trains are large, fast, and noisy. You can often hear the rumbling of the comparatively small subway trains beneath the city; out in the countryside, you can hear one of the gargantuan overland trains coming from miles away. Bandits can and do prey upon steam trains - there simply isn't enough soldiers and mercenaries in the world to guard every place the trains have to stop to refill their water tanks or drop off some mail.
The Steam Union
The Steam Union is an ineffectual hybrid of a workingman's club, a real-life trade union, and a college JCR. It is often likened to a big sleepy good-natured bear - fearsome when it is roused, but actually stirring it to action is difficult. Seniority is Casual in the Union: the Rank setup works as follows:
Rank 1: You are a rank-and-file Union member. You have the membership card, you turn up to the lunches and don't listen carefully at meetings, and you down tools and take up placards when you're told to.
Rank 2: You are a minor but known member of the Union. Factory foremen and Union-affiliated steam designers hold this rank by default, simply because their jobs involve having authority over other steamworkers. Alternately, you could be a normal steamworker who happens to be enthusiastic about the Union, Richterism, and worker's rights.
Rank 3: Union work is now taking up a significant amount of your spare time. Should strike action occur you're probably going to be closely involved in organising the pickets and keeping an eye out for strikebreaking Rumblers. The Union will pay you a Poor income (this could come in useful should you be fired for your Union-related activities), and may make Trivial purchases for you from time to time.
Rank 4: At this point you are probably spending more of your time working for the Union than you are actually on a factory floor. You will have a Moderate income from your Union work; you can also apply to get Minor purchases made for you through the Union. You're a bigshot in the Union now: you make speeches at meetings regularly and your motions may even be passed from time to time. If you're not on the Central Committee of the Union they still listen carefully to your advice, and you often get involved in heated debates about major policy decisions.
Calling for strike action involves a complicated voting process which, for reasons of sanity, we'll abstract out. Your rank in the Steam Union is roughly equivalent to your popularity: the higher your rank, the louder your voice. A Rank 4 member calling for strike action will get much more support than a Rank 1 member. When a call for strike action goes out, we will let all players of Steam Union PCs know and ask them to make their feelings felt in the housekeeping section of their turnsheets. We will then add up the number of Ranks in favour and the number of Ranks against, and factor in the opinions of any NPC Steam Union members who might have strong feelings about the issue (for the most part we'll restrict this to NPCs directly involved with the issue at hand, or have been convinced to vote one way or the other by PC steamworkers). So, a Rank 4 Union member effectively has 4 times the voting power of a Rank 1 member. A simple majority is required for limited strike action (for example, strikes happening at a specific factory or project). A three-quarters majority is required for a general strike.
Grey Engineering
The Grey Order practices an unusual form of engineering which attempts to fuse steam and clockwork. This doesn't always succeed, and is greeted by both clockworkers and steam afficionados with horror; the philosophies behind clockwork and steam power are different and often opposed to one another, and the philosophy tends to affect the people who get involved with those aspects of engineering.
The Grey Philosophy
Grey technology is a meeting of opposites. Clockwork and steam are forced to violate their own nature, to an extent, in order to work with each other. Whilst this means that Grey technology lacks the strengths of clockwork and steam, it also compensates for the weaknesses, and has a few interesting properties of its very own.
Grey technology is not clockwork. It is not as artistically pleasing. Nor is it ever as precise, nor is it ever as small (it's rare to see bits of Grey technology smaller than a large dog). On the other hand, it is much more durable and resiliant than fragile clockwork, and can bring more power to bear.
Grey technology is not steam. It cannot be used to mass-produce goods. Nor can it bring quite as much power to bear, nor is it as robust, nor can it operate on quite such a grand scale (it's rare to see Grey machines bigger than large buildings - the Citadel of Steam is something of an exception, but then again there are steamships bigger than the Citadel of Steam). It is, however, slightly less of a sledgehammer, is not as smoke-belchingly ugly, and is capable of much more finesse.
Grey technology is tied to a mystery. The Citadel of Steam and Grey Magic are poorly understood by many, but it's definitely the case that if Grey Magic runes are incorporated into designs for Grey technology interesting effects can be produced.
Grey technology is versatile. It can't do many things brilliantly, like steam and clockwork can, but it can do a great number of things adequately.
The Practicalities
Portfolio
An individual skilled in Grey Engineering can produce and repair the most common Grey items: taxis, Grey Hounds, and Greywriters. All items you backengineer, modify, and invent are also part of your Portfolio, as are items that the Grey Order gives you the blueprints of.
Producing one of these items requires a Significant investment in materials, and takes three turns. The time required can be reduced to two turns if Grey Apprentices are available, and if you are a member of the Grey Order you might be able to have the project funded if you can convince your superiors that it's in the best interests of the Order.
Backengineering
Is a painstaking but doable process. A Significant investment and two turnsheet actions will allow you to backengineer a piece of Grey engineering and add it to your portfolio. Members of the Grey Order will have little reason to do this (if they need to know how an unfamiliar bit of Grey technology works they can just ask for the blueprints from their superiors), unless they come across a piece of technology made by an unauthorised individual - in such case, the Grey Order will probably fund the research since it would quite like to know what is going on.
Modification
Requires a turnsheet action and a Significant investment - as always, this investment can come from the Grey Order if you convince your superiors of the necessity of the modification. Once you have paid your money and done the work you have succesfully modified a Grey machine.
New Inventions
Producing a new invention requires Grey Engineers skilled in clockwork and steam, or a Grey Engineer skilled in both (though the latter are rare). It costs a Major amount of money and takes four turns (three if you have Apprentices) to produce a brand-new Grey prototype, but it's an excellent way to gain promotion within the Order and if you pitch your idea right the Order may fund your project.
The State of the Art
Few pieces of Grey technology have been released from the Citadel of Steam, but here are the most notable ones:
Taxis
As detailed in the transport section. Few cities other than Horizon have adopted taxis, due to the necessary modifications to the roads, although a few places in Irgar use them.
Grey Hounds
Only vaguely look like dogs: they are more like lumpy metal boxes on four legs with a powerful gripping arm on the front. They are about the size of a large greyhound, and are produced as companions and servants for the idle rich. They fetch the newspaper and slippers and can see off assailants with ease, but they are very expensive (a Staggering investment) - they're a real status symbol amongst those who aren't paranoid about letting a Grey Order-produced mechanical hound with a powerful gripping arm for a head follow them around.
Greywriters
Are an absolute godsend for the underground press. Many printing presses are great big steam-powered things, and for running off thousands and thousands of copies of a newspaper, tract or book there's really no alternative to a steam press. Greywriters are small, temperamental, and break down if you try to make them print things too rapidly - but feed them a book or tract and they'll be able to make few dozen copies over the course of the next hour, before they need to stop and cool down for a while. Their main advantage is their size: steam presses are vast and fill entire cellars, Greywriters are the size of a large cabinet and are much more concealable. Many underground presses have continued to operate in a limited fashion using Greywriters after their steam presses have been impounded by the Watchdogs. A Greywriter is a Major investment.