Civilization101Blueprint

Tier 0 — Triage

Everything here is achievable with your bare hands and whatever you are carrying. No step in this tier requires a single manufactured input you cannot scavenge or make in an afternoon. This is the only tier where speed matters more than quality.

0
Triage
Any survivor, day one Day 0 – Day 90 ≥ 1+ people

Stop dying. Nothing else on this site matters until this tier is closed.

Energy used: about 5,000 kcal per person per day, Cook's hunting stage (100,000 BC) · where civilization stands

Binding constraint. The binding constraint is water and body heat, not food. You have roughly 3 days without water and 3 hours without shelter in a cold wind, against 3 weeks without food. Almost everyone who dies in the first month dies of dehydration, hypothermia, or a diarrhoeal infection from their own camp — not of starvation, and not of predators.
A spring emerging from rock — the best water available without technology.
t0-water-find
Secure a source you can reach twice a day, forever, without a fight.
Water Guide ×3BuildSheet ×2
A rolling boil: no dose, no timer, nothing to measure.
t0-water-safe
Kill what is in the water before it kills you.
Water Guide ×5BuildSheet ×2 70–100 °C
A bow drill in use: bearing block in the left hand, wrist locked to the shin, foot on the board, spindle outside the bow.
t0-fire
Make fire from nothing, then never make it from nothing again.
Energy Guide ×3Sheet ×16 Up to ~600 °C in an open fire
Dry-stone and thatch shepherds' huts. Shelter is a heat problem before it is an architecture problem.
t0-shelter
Get off the ground, out of the wind, and dry.
Shelter Guide ×2Sheet ×11
A raised composting latrine, vented and reachable from outside.
t0-latrine
Break the faecal–oral route on day one, before habits form.
Water Guide ×5BuildSheet
Za'atari camp, Jordan, 2013: shelters in blocks along a straight main street, with open ground kept for services.
t0-camp
Place shelters, water, latrines and paths on the first day so that fire, flood and faecal disease cannot sweep the camp.
Settlements Guide
Struck flint flakes and a hammerstone. The first tool that makes other tools.
t0-cut
Make something that cuts, and something that can make another one.
Tools Guide ×3Sheet
Hemp rope, laid up from fibre. Almost nothing else on the ladder gets built without it.
t0-cord
Turn plant fibre into string, then string into rope.
Materials Guide ×4Build ×2Sheet ×7
A woven funnel trap — passive gear that works while you sleep.
t0-food
Take calories out of the landscape while you wait for agriculture to start paying.
Food Guide ×5Build ×2Sheet ×7
Basket weaving near Lake Ossa, Cameroon. Carrying and storing come before almost everything.
t0-containers
Carry, store and cook — before you have pottery.
Materials Build
A packed first aid kit. Most of what saves a life here is clean water, pressure and patience.
t0-firstaid
Stop bleeding, prevent infection, and set what is broken.
Health Guide ×5
Sundanese rice granaries on capped posts. Seed held back is next year's food.
t0-seed
Protect the genetic capital that everything above this tier is built on.
Food Guide ×5
A village panchayat office in Kerala — where a community's decisions are actually made.
t0-org
Agree the rule for making decisions, before you need to make a hard one.
Society Guide
Petroglyphs at Golpayegan, Iran. Marks that outlast the people who cut them.
t0-record
Begin, on day one, the deliberate transfer of what you know to people who will outlive you.
Knowledge