Botwawki 2.6

Nice story, Thomas.

Starting work on the update now, have very few orders. Get them in folks!
 
Maritime Collective:
Spoiler :
Leader:Mayor Aerwyna Beckett (Scavenger)
Faction Trait: Industrious
Karma: Neutral Good
Capital: Pensacola, FL (Urban Ruin)
Structures: Pumping/Purifying Water Station (2), Fortifications (6), Ammunition Convertor, Jail, Radio Tower, Market, School, Hydroponics Farm (4), Forge
Population:610
Slaves: 0
Education: General
Caps: 8.9k
Food: 6,350 (+500)
Water: 3,100 (+800)
Energy: 0 (+0)
Tech Parts: 28
Scrap Parts:800
Ammunition: 420
Fuel: 195
Military Equipment: 635 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 15 1-H Guns, 50 Plasma Weapons, 1 IFV, 1 Small Boat, 6 B-77 Heavy Bombers
Robots: 7 Mr. Gutsys
Military Skill: 9


Mayor Solution:
Spoiler :
It has been decide on that the B-77 Heavy Bombers will be saved until we have build an airfield. (OC: wish that airport right next to Pensacola can be used as an airfield)

Salvage Order:
Spoiler :
A 100 men full armed army consisting of 10 High-Tech Melee, 80 Low-Tech Melee Weapons, 10 Plasma Weapons and 3 Mr. Gutsys will head to Silverhill Olf Airport. If they meet any big army of bandits or monster they will retreat if they are to strong.


OC: How much would it cost to ask the Sunshine Construction Union to help turn the airport right next to Pensacola into an airfield.
 
@everblack: The Union will build you an airfield for 85k Caps, minimum.
 
Georgia Reclamation District
Spoiler :
Georgia Reclamation District: DuneBear
Leader: Governor Thaddeus Tyreen (Enigmatic)
Faction Trait: Defensive
Karma: Lawful Neutral
Capital: Vault 136 (Vault; Dahlonega, GA)
Structures: Fortifications (4), Jail, Ammunition Convertor, Gunsmith, Institute, Market, Radio Tower
Population: 1,530
Total Population: 3,120
Slaves: 0
Total Slaves: 0
Education: Theoretical Science
Caps: 5k
Food: 8,450 (+3,500)
Water: 9,150 (+3,500)
Energy: 0 (+0)
Tech Parts: 85
Scrap Parts: 1,500
Ammunition: 2,600
Military Equipment: 530 Low-Tech Melee Weapons, 80 1-H Guns, 12 2-H Guns
Robots: 102 Mr. Handys, 193Protectrons, 50 Mr. Gutsys, 50 SentryBots
Military Skill: 2
Outposts:
Spoiler :
Clermont: +500 Food, +500 Water
-Structures: Fortifications (3)
-Population: 420
-Arsenal: 400 Low-Tech Melee Weapons, 100 1-H Guns
Cleveland: +1,000 Food, +1,000 Water
-Structures: Fortifications (4), Farming Equipment, Water Pump/Purifier
-Population: 1,150
-Arsenal: 800 Low-Tech Melee Weapons, 200 1-H Guns, 100 2-H Guns


Governor's Challenge

Spoiler :
Governor Tyreen has determined that every citizen, whether they live at the Vault or in the outpost settlements, will be levied a 1 cap biannual tax.


Orders
Spoiler :

Continue the construction of fortifications at Vault 137 (1 level of fortifications) - 500 scrap

Build two trucks - 600 scrap and 20 tech parts

The attack by the Appmen upon Clermont is reprehensible and Governor Tyreen has determined that they must be dealt with.

Use the remaining 400 scrap (or however much is necessary) to create a fake merchant caravan consisting of goods, costumes, and etc. This caravan will be used to draw out the Appmean as it travels close to the town of Helen. The caravan will will pass by the town of Helen early on the morning of February 23rd in the hopes of drawing out the raiders (traveling west on Route 17 to Route 75).

The plan is that as the raiders draw forward towards the caravan and engage it, the caravan will open fire on the raiders. The caravan will consist of 100 men armed with 20 2h guns 80 1h guns an 20 low tech melee weapons. As the caravan engages the raiders, two hidden forces, lying in ambush, will engage both the town of Helen and the raiders which are engaging the caravan. These two hidden forces will have approached the town of Helen during the night of the 22nd and wait silently until the caravan is attacked.

The first group will consist of 15 sentry bots, 15 Mr Gutsy robots, 50 Protectrons, and 300 men (armed with 40 1h guns, and 260 low tech melee weapons). The second group will consist 10 sentry bots, 10 Mr Gutsy robots, 30 Protectrons, and 400 men armed with 20 2h guns, 20 1h guns, and 360 low tech melee weapons. The first group will strike the town of Helen from the northwest heading southeast into the town. The second group will attack the responding raiders whom are engaging the caravan. They will strike the raiders from the west hitting them in their flank. It is the intention of the caravan to be engaged at the crossroads of Route 75 and Route 17.

If there are any attack dogs available they are to be used (from the domestication challenge).

Every Appmen is to be killed and stripped of their belongings. After the Appmen are defeated, salvage all supplies and materials from Helen and return to the GRD.

If the expedition is not attacked on the morning of the 23rd then it is to continue passing the town of Helen every two days, approaching from the same direction until they are engaged.

It is my understanding the the Enclave will be involved with this attack upon Helen.

Send out a series of expeditions, two each week to the following towns (these expeditions will only start after the Appmen are defeated).
- Jasper
- Tate
- Ball Ground
- Canton

Each expedition will be composed of 5 Mr Handy robots, 5 sentry bots, 5 Mr Gutsy robots, 25 Protectrons, and 100 men whom are armed with 10 1h guns, 5 2h guns, and 85 low tech melee weapons.

Jasper and Tate will be the first towns to have expeditions sent to. The following week will be Ball Ground and Canton. This will be the schedule of said expeditions until these towns are completely salvaged or certain criteria were met for the expeditions to return to base (cycling each week with the first two towns one week, and the other two towns the next week).

Each of these expeditions are in search of salvageable scrap and supplies. If any resistance is met, that cannot be defeated as determined after reconnaissance of said possible threats, notify the Enclave and return to base until further notice.

Send an expedition, completely separate from the above four, to Milton and if possible Alpharetta. This expedition is in search of salvageable scrap, supplies, and information concerning the surrounding area(s) of Atlanta. This expedition is to spend their entire time in this area until their resources force them to return back to Vault 137. However, if the expedition reaches salvage capacity they are authorized to return to the Vault to deposit the salvage and return back to the field.

The expedition will be composed of 10 Mr Handy robots, 10 sentry bots, 10 Mr Gutsy robots, 50 Protectrons, and 150 men. These men will be armed with 20 2h guns, 50 1h guns, and 80 low tech melee weapons. If any resistance is met, that cannot be defeated as determined after reconnaissance of said possible threats, notify the Enclave and circumvent the threat.


To EQ
Spoiler :
Did my expedition to Gainesville, GA salvage any supplies from the US Army Reserve 802nd Ordnance base or the National Guard base? I realize I should have asked you earlier. Thats if these bases are even still around.
 
I totally forgot it was already Wednesday.

Survivalist Union:
Spoiler :
Leader:Headman Elizabeth Bacall (Scavenger)
Faction Trait: Defensive
Karma: Chaotic Good
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment (3), Water Purifier, Jail, Market, Radio Tower, Fortifications (2)
Population: 950
Total Population: 1,780
Slaves: 0
Education: General
Caps: 10k
Food: 3,540 (+1,660)
Water: 4,310 (+1,700)
Energy: 0 (+0)
Tech Parts: 9
Scrap Parts: 100
Ammunition:2,570
Military Equipment: 110 Low-Tech Melee Weapons, 25 1-H Guns, 45 2-H Guns, 15 Laser Weapons, 1 Power Armor Suit
Robots: None
Military Skill: 6
Outposts:
Spoiler:

New Casablanca (I-95 Florida Exit 96; Urban Ruin)
-Population: 60
-Structures: None
-Arsenal: 20 2-H Guns
Refuge (Johnathan Dickinson State Park, FL; Settlement): +550 Food, +750 Water
-Population: 640
-Structures: Fortifications (3), Farming Equipment (3), Water Pump and Purifier (2), Hydroponics Farm (4)
-Arsenal: 500 Low-Tech Melee Weapons, 150 1-H Guns, 5 Heavy Weapons, 20 Canoes
St. Lucy (Port St. Lucie, FL; Urban Ruin):+250 Food, +50 Water
-Population: 120
-Structures: Fortifications, Farming Equipment, Water Purifier
-Arsenal: 30 1-H Guns, 20 2-H Guns


Headman’s Challenge solution:
Spoiler :
Given the many miles that exist between the capital and Refugee, now the second largest settlement in the Union, we are willing to bestow the title of Vice-Chief upon the former Headman of that town. The position will allow them to run the domestic order of the settlement, particularly with regards to issues such as law and order.

Orders:
Spoiler :
Scavenging/Military
A team of 25 (2 lasers, 8 2-H guns and 15 1-H guns, each with a 1-H melee weapon and the suit of power armour) will load into 5 canoes from Refugee, and take them along the coast, up the barrier islands as far as Vero Beach. They should investigate promising signs of salvage, particularly the old power plant just off the coast from Liberty City. Another team will assemble on land in the relatively safe areas near Liberty City, and shadow them from the coast, checking along the shore for salvage as well as keeping an eye on the boater, in case of problems. This group will consist of 60 people, with 4 lasers, 12 2-H guns and 15 1-H guns, and 34 1-H melee weapons, with the ones with guns providing cover for the ones without during trouble.

Also, if the boats run into trouble on the water, they are to ensure that the power armour reaches land. If they cannot transport everthing they find, either pass it to the land team, or make note of it for later.


Construction:
Transfer one Heavy weapon from Refugee to each of the other settlements. Also transfer 10 1-h guns to New Casablanca and twenty to Liberty City.

Provided they remain available, by 200 scrap for 6k caps.
 
Matriarchs and Patriarchs – the Jackson Family

Nah, Gregg isn’t like your typical dictator, understand? Vault thirty-seven is a family project, a work of art, a business – it’s the Jackson legacy. Gregg has his own inclinations, sure, he’s into robots and Mr. Handy-mans, and certainly when Gregg lays down the law his family follows – but not because they wouldn’t cut him down if they could. They can’t, he’s popular for making an “empire,” and making his family very wealthy – and very powerful. So you want to know how he’ll fall? Well fate isn’t so clear-cut, but I’ve got some ideas.

Tiffany – the Ambitious Sister

Gregg’s got a younger sister, a beautiful and smart young girl with a drive for power and control. She was made head of the Arms Enthusiasts’ Association, but since the peace with Fort Freedom, and the liberal distribution of arms around the empire, that position isn’t serving her much anymore. She isn’t happy about that, which is why she led the expedition to the south – to umm, Cape Coral or whatever. She demanded the leadership position, and the journey was a success – though the citizens out in Fort Freedom usually don’t know how to tell one Jackson from another, and Gregg gets all the credit. I’m not too sure Tiffany Jackson really got that until that expedition – her being all caught up in vault politics – though since that last expedition... I think she’s got an idea for getting into the politics of the slave capital of the Vault thirty-seven empire – Ventura City. Anyway, she’s becoming a vicious soldier, a good leader – and she’s learning when some blood needs to be spilt.

Blake – the Manipulative Uncle

Gregg’s mother, who died before Gregg became overseer, has a brother – Blake. This guy’s a real slime-ball, talks like everything has to make a profit – government is a business, war is a business, women are a business. Blake’s a brownnoser among the governors of the tributaries, but Gregg’s alright with that because he knows Blake is real good at getting the vault the best deal on anything. The profits flow back to the family, and though Blake’s manipulative, he’s not corrupt. He’s a legitimate businessman, or so that’s probably what thinks every time he shakes someone’s hand and crosses his fingers behind his back. He’s dealt with Talon Company mercs, Construction Union negotiators, haughty Nasa folks – quite a repertoire. He was right there with Gregg during those talks about splitting up the scrap of Orlando, and there’s a chance he’ll be there when the knives run through Gregg’s back – but who knows?

Josiah – the Authoritarian Father

Before Gregg, the overseer of Vault thirty-seven was a man called Josiah Jackson – then he retired. Now I know what you’re thinking – like father like son right? Kind of. Josiah retired to give his son a chance at glory – Gregg was of course the expected next Overseer, and no one contested Josiah’s choice. Josiah has a temper, he broke some kneecaps when he needed to – but he was never excessive. Gregg’s... Gregg’s here and there on that, so no, not quite like father like son. Why do I mention Josiah among those who might come after Gregg then? I’ll tell you: Josiah wouldn’t throw the first punch at his own son, but he’d have one hell of a response to whomever did, and if it was him in a fight with anyone other than Gregg, Josiah’d step up, Josiah wouldn’t trust anyone but Gregg or himself with leadership. He sees himself as the highest patriarch, the ultimate authority who is never needed because of Gregg’s firm rule. I think Josiah sees something; I think that’s why he’s been making visits to the governors, why he’s asked for a room in this new mansion being built in Fort Peace.

Gabrielle – the Loving Cousin

Here’s your whiz-kid – the genius who got Gregg his howitzers. Gregg can hardly contain his affection for this girl, it’s almost pathetic. You know when how you find a new herb or some new dead animal, you think, “what things might go well with this?” – that’s Gregg with howitzers. He talks about howitzers on boats, on towers, on trucks – howitzers in the Fruitland, howitzers in Georgia, howitzers in airplanes! All thanks to Gabby’s research at the Jackson Academy. She’s not only book smart though, she’s also got connections with the fellas who do the building of Gregg’s robots, trucks... and howitzers. She’s maybe also the only Jackson to really understand the Fruitland – that crown jewel of the Vault empire. She’s constantly helping hunt for new students for the institute out there, to serve under her, and maybe she’ll understand the power she holds in such a tech-focused empire. Her love for her cousin Gregg... well I’ve seen her recruit people out there... she’s a performer.

“Vault empire” is giving in to Gregg’s terms by the way. It’s a gang. It’s the mafia; and like every good mafia, it’s run by the family, for the family. Sometimes certain family members aren’t good for the family – and that’s when the Guillotine falls on them. That’s what’s gonna happen to me – if they ever find out.
 
You forgot the long lost cousin of your family, Emperor Felix V Jackson. :D
 
Update 30: July - December, 2254

What is a Turkey Anyways?

Inter-Faction Reports​

TRADE SHIFTS AS FERRY CLOSES. Floridian trade routes have shifted towards the end of the year as a ferry near the town of St. Johns was closed down. Reports indicate that the ferry's watchers and spies determined that the Corporate Trade Federation sought to obtain their operation for themselves. Rather than allow this to take place, the ferry owners immediately pulled their rafts to the west bank of the river and evacuated. When Corporate forces arrived, they found the ferry abandoned and some very upset caravaneers. The caravans have since begun using a new bridge recently constructed at Satsuma by the Sunshine Kingdom. Satsuma's recent annexation into the kingdom was spurred by this development, which has once more reopened reliable and secure trade across the St. Johns River in the north, avoiding the radioactive Ocala National Forest.

A TRUE WONDER OF THE WASTELAND BUILT. The Sunshine Construction Union was hired to build Vault 37 a capital building in Fort Peace which makes foreigners gasp in awe. It is a ten-story office building with three two-story wings branching off from the main floor. In the front there is a green grass lawn with a fountain, and a paved street leading into the east wing, which itself has an extensive garage. The east wing is the vaunted security wing, in addition to a garage possessing a robotics bay, computer-banks for security communication and security cameras, and a secure armory where most of Fort Peace’s arms are stored. In the west wing there is ample conference space and some offices for various diplomatic and bureaucratic work. In the north wing there’s an assembly room that could fit dozens of delegates, with the second floor having a viewing gallery for guests. The central tower itself possesses a two-story high lobby with luxurious seating and a cafe for guests and employees. The fully functioning elevators service the remaining eight floors. The third and fourth floors are luxury apartments for special guests and wealthy members of the Vault Empire. The fifth and sixth floors are office space, with computer-banks and cubicles. The seventh floor is offices specifically for the secretary and other main staff of the Overseer himself, while the eighth floor is a tall-ceiling office for Gregg Jackson himself, with a hemispherical glass and metal roof, carpeted flooring, and the works – overlooking the Fruitland from all directions. The whole complex is surrounded by a wall with barbed wire, be constantly guarded by Gregg Jackson’s most loyal marksmen, have an electronic gate entrance, and most importantly – it is adjacent to an eighteen-hole golf course.

MARITIME COLLECTIVE DECLARES VICTORY OVER MAJOR RAID. The Collective Radio has begun loudly trumpeting a major victory over Vault 37 towards the end of the year. Apparently a major raid was launched on the settlements of the Gulf Coast by Vault 37, destroying the peaceful communities of Steinhatchee and New Panama. When they reached Pensacola, they found a bit more than they expected and were devastated by the town's defenses. The defenders claim that two ships were sunk in the process of the battle and that the vault dwellers were sent fleeing with severe damage to their third ship. The Collective states that they lured the enemy into a decisive ambush and slaughtered them in the crossfire. They have declared that slavers and raiders who support them will not be tolerated in the Collective and that future raids will be met with overwhelming firepower.

Faction Reports​

The Core of Matter
Spoiler :

The Core of Matter had a quiet conclusion to the year, peacefully ending it with a small expedition to a neighboring town in the north called Leesburg. They had sought to undertake salvaging and scavenging throughout the area, but found instead that the town was still occupied by inhabitants. The community, calling itself Easebur, welcomed the expedition in friendly terms, but restricted them from salvage in their area. While it was nice for morale to discover such a friendly town nearby, the expedition did return home empty-handed. All hopes are far better for next year.

Turn Stat Changes
-400 Water from contamination
+10 Population from immigration
-60 Food and Water from consumption

Commissioner's Challenge: The commissioner has been visited for several nights in a row by a deranged person dressed in a black costume who keeps trying to inform him of crimes taking place in Albany. He claims to be a vigilante fighting crime and that he "is the night." The odd figure seems to be able to disappear at will, and can never quite be caught by the commissioner. How do we respond to this unusual occurrence?


Corporate Trade Federation
Spoiler :

The Corporate Trade Federation has done much to improve local operations while quietly ending the year. Unfortunately an attempt to seize a ferry nearby to St. Johns was unsuccessful and simply resulted in the closing of the ferry completely and the movement of the operation and most trade to Satsuma. The disruption of trade was thankfully not catastrophic for the Federation, but it was unfortunate. Meanwhile, salvage production has picked up in Jacksonville, as Fort Jacksonville has been fortified and developed with new means of sustainability. The scrap accumulated from these operations was further bolstered in number by yet another successful nautical expedition to Fernandina Beach. Sadly the quiet ending to the year was marred by constant attacks upon Federation caravans even within the territory under their control. The bandits have been ruthless and are believed to be connected to the Kingdom of Heaven, choosing to burn the caravans rather than loot them of goods. Dozens have been killed or wounded in these attacks which continue to plague the Corporate leadership

Turn Stat Changes
-1k Caps, +49,000 Food from market purchases
-1,300 Scrap Parts, -8 Tech Parts from construction
+1,000 Scrap Parts, +25 2-H Guns from Fort Jacksonville local area salvage
+500 Scrap Parts, +5 2-H Guns from Fernandina Beach expedition salvage
-40 Population from bandit attacks
+12k Caps from combined market dividends
+10 Population from natural growth
+40 Population from immigration to Fort Jacksonville
+50 Population from immigration to St. Johns
+350 Food, +550 Water from surplus production

CEO's Challenge: People have been found in the streets of Saint Augustine at night after the full moon, torn apart as if by a wild animal. Stories have begun circulating about a man who by moonlight turns into an animal and kills. All superstitious nonsense of course, but there has been a rising amount of fear among our people, so how do we respond to these incidents?


Empire of America
Spoiler :

The Empire of America has once more expanded its grasp across the Sunshine Wasteland. A new expedition was outfitted to explore the much larger city of Tuscaloosa, hoping to find a new town to conquer or salvage to help expand the existing towns of the empire. They were not disappointed. Within the ruins of Tuscaloosa a small community was found on the old campus of the University of Alabama called the Crimson Hold. Subsisting on minimal farming and local salvage, the town was poorly prepared for the Empire's attack. The imperial forces, using laser weapons, far outgunned the local inhabitants and quickly conquered the town, establishing a new garrison within. The town has been added to the empire's protective gaze, and it's hoped that it will be allowed to operate peacefully as it has in the past, despite the losses that have taken place.

Turn Stat Changes
-10 Population, -300 Ammunition from capture of Crimson Hold losses
+400 Scrap Parts, +5 Tech Parts from capture of Crimson Hold spoils and local area salvage
+25 Slaves, +4k Caps from market dividends
+80 Scrap Parts from slave production
+20 Population from immigration to Felix City
+20 Population from immigration to Crimson Hold
+10 Population from immigration to Heavenly City
+10 Population from immigration to Napoleontown
+.5k Caps from taxation
+630 Food, +30 Water from surplus production

Emperor's Challenge: Our advisors have recently suggested that our salvage efforts would be more effective if local scavengers and salvagers in our various towns were allowed to continue to salvage on their own rather than solely relying upon what our expeditions retrieve. They claim that these towns could then provide scrap on their own until local areas run out completely. On the other hand, there's some concern about breaking from the traditions of conquest and salvage we've already established. Should we start ordering our towns to collect scrap locally or continue with our current path?


Georgia Reclamation District
Spoiler :

The Georgia Reclamation District has had a truly successful and exciting conclusion to the year. An operation was launched, with the assistance of the Enclave, to wipe out the vicious marauders known as the Appmen based out of the ruins of Helen. By deploying a fake caravan, they were able to lure the Appmen out of their fortifications for an open battle on the road outside of the town. Deploying robots and Enclave power armor, they managed to bring the raiders out into an incredibly one-sided ambush. Overwhelming firepower and devastating fields of fire allowed them to destroy the raider army without needing to assault their stronghold. Following this massive victory, the District and their Enclave allies attacked Helen itself. Vertibirds were able to bypass most of the defenses and destroy the remaining guards and liberate the town. Efforts by the District in the days that followed led to the transit of the Appmen's slaves to Clermont while the town itself was looted for supplies and abandoned.

Numerous expeditions were sent out by the District into the rest of northern Georgia, as they sought more lucrative salvage and materials for construction with varying degrees of success. The first such expedition was sent to the ruins of Tate, where they were able to retrieve a decent amount of scrap from the vacant ruins without any incident. The second expedition instead found Jasper, an actual active community with a decent defense militia. They were rebuffed and sent back, but the town did not appear hostile on sight, but rather just wary of strangers. No salvage was retrieved from the area as the expedition withdrew. A third expedition went to the oddly named ruins of Ball Ground and found the mother lode of salvage. In addition to a substantial haul of scrap, they found the remains of an old laboratory that apparently made it through the Great War and ensuing years unscathed. Inside was an incredible supply of intact tech parts which have been added to the stockpiles of the faction. Sadly, the Canton expedition, while retrieving plenty of scrap was not considered as much of a success as the one to Ball Ground.

A final, larger expedition was sent south toward the ruins of Atlanta, Georgia's greatest prewar city. Rather than entering the city itself, the expedition sought only to explore and scout the northern suburbs and outskirts of the ruins. Starting with the township of Milton, the expedition found a large number of ghouls in the area, and the expedition's robots and guards were hard-pressed to keep them at bay while the scavengers did their work. The fighting took a toll on the expedition's stockpiles, but they were still able to remain focused on their efforts, finding an old and small armory that still had laser weapons that had not been looted by past scavengers. The expedition continued south into Alpharetta which thankfully was emptier of hostiles, but they were only able to retrieve an additional pittance of scrap before having to return home to the vault.

Turn Stat Changes
-1,100 Scrap Parts, -20 Tech Parts, +2 Trucks from construction
-10 Population, -50 Ammunition, -15 Protectrons, -10 Mr. Gutsys from battle with the Appmen losses
+510 Population (to Clermont), +700 Food, +700 Water, +510 Scrap Parts, +250 Ammunition from Appmen spoils
+800 Scrap Parts, +1 Tech Part from Tate expedition salvage (Tapped out)
+1,100 Scrap Parts, +106 Tech Parts from Ball Ground expedition salvage (Tapped out)
+1,100 Scrap Parts from Canton expedition salvage
-5 Protectrons, -45 Ammuntion from Atlanta outskirt expedition losses
+1,700 Scrap Parts, +15 Laser Weapons from Atlanta outskirt expedition salvage
+5k Caps from market dividends
+30 Population from natural growth
+10 Population from immigration to Vault 136
+10 Population from immigration to Clermont
+3.6k Caps from taxation
+4 Mr. Handys from Enclave gift
-170 Food and Water from consumption

Governor's Challenge: In the wasteland, the size of a community's population seems to influence that community's power and influence. The Enclave recently allowed us to annex Clermont and Cleveland without regard for their possible mutated status or impurity caused by years of radiation. For the most part, these people have been normal, contributing to our society and apparently untarnished by radiation, despite being looked down upon by the Enclave. Still, we believe that since the Enclave allowed us to annex these two towns, they may let us revise our immigration policy to be more inclusive and allow significantly more people to join us. On the other hand, pushing the Enclave further could lead to trouble. How do we respond to the idea of becoming more inclusive and welcoming to immigration?


Kingdom of Heaven
Spoiler :

The Kingdom of Heaven has been constantly struggling, facing a severe water shortage. A water purifier built in Oscargrad barely managed to ease tensions a bit, but the kingdom still fell far short of the water needed to cover everyone's basic needs. The Sunshine Kingdom bailed them out in this difficult time, sending aid in the form of water supplies over the new bridge in Satsuma. Most hopes were placed this time upon the expedition sent to the northwest, hoping to recover what goods they could from the scattered towns in the region. Unfortunately, most of the towns they passed through have long since been tapped out of anything of value or use. They did not achieve any real success until reaching Bronson, which they promptly stripped of the supplies remaining. They had to go even further to Old Town and Cross City before they ran out of space in their wagons and had to return. The supplies were retrieved, but some are concerned that it won't be enough to solve the still looming water crisis.

Turn Stat Changes
-1,400 Scrap Parts, -13 Tech Parts, +200 Ammunition from construction and ammunition conversion
-50 Ammunition from guerilla campaign
-20 Population from northwest expedition losses
+1,500 Scrap Parts, +8 Tech Parts from northwest expedition salvage
+700 Water from Sunshine Kingdom gift
+6k Caps from market dividends
+20 Population from natural growth
-1,060 Food, -1,250 Water from consumption

King's Challenge: The water crisis is not over. Our new purifier barely did anything to ease the problem and new problems have emerged. Our people are loudly protesting about the construction of a gunsmith when a water pump was far more urgent. This has led to threats of rioting and misbehavior towards the crusade, which is now being viewed as a disaster. How do we respond to these growing threats of unrest and disorder in this trying time?


Maritime Collective
Spoiler :

The Maritime Collective had a nearly catastrophic, which was prevented from turning into disaster by sending out only a single expedition to an old airfield called Silverhill Olf. The expedition itself had no problems reaching the facility only to find it overrun with defensive robots of varying sizes and types. The robots proved a difficult foe to face, but use of plasma weapons and the relatively small number of robots was enough to achieve victory. Unfortunately, they found nothing of true significance in the old airfield, finding instead just a decent amount of scrap parts. The salvage was returned without incident, building up the stockpile as the faction dreams of an airfield and power in the skies. These dreams were furthered when reports of a series of unusual aircraft flying from north to south over the town were heard later in the year, furthering speculation on the possibilities of flight.

The event that nearly brought the Collective to an end came towards the end of the year when three large ships were spotted on the horizon. The town had been previously warned by the survivors of New Panama, who drove overland in their IFV to warn the Collective of attack. To this end, they were able to plan a victorious battle against the raiders. Notifying the raiders that they would accept demands and turn over rare weapons, the people of Pensacola instead set an ambush. The two IFVs were waiting, loaded for bear while the ships entered Pensacola Harbor. Not expecting an attack from the rear, the IFVs caught the ships by surprise, and as it turned out, the vehicles' cannons were more than enough to punch large holes in the ships' hulls. They inflicted tremendous damage upon the first two, and managed to use their better mobility to avoid being hit by the vessels' howitzers, which were predominantly pointed in the wrong direction. Eventually one ship began withdrawing, managing to destroy one of the IFVs with its cannon, but otherwise they retreated. In the wake of the battle, the other ships were slowly settling and burning, and the Collective's vessel went out to survey the damage. It was discovered that one ship had mutinied along with the slaves on board after the ship was disabled. The other vessel was found only a few surviving crew members, as most had been killed by the bombardment or resultant fires. They eagerly surrendered. Many of the supplies that had been loaded for bear were salvaged before the ships sunk to irrecoverable depths, allowing the Collective to bring back survivors and weapons ashore.

Turn Stat Changes
-400 Water from contamination
-10 Population, -40 Ammunition from Silverhill Olf Expedition losses
+10 Population, +1 IFV from New Panama refugees
+600 Scrap Parts from Silverhill Olf Expedition salvage (tapped out)
-1 Fortifications, -130 Population, -10 Fuel, -420 Ammunition, -1 IFV, -7 Mr. Gutsys from raid on Pensacola losses
+270 Population, +1,100 Scrap Parts, +800 Ammunition, +150 1-H Guns, +210 2-H Guns, +70 Laser Weapons, +10 Heavy Weapons, +15 Plasma Weapons, +1 Howitzer from raid on Pensacola spoils
+6k Caps from market dividends
+60 Population from immigration
-320 Food, -20 Water from consumption

Mayor's Challenge: The attack upon our coast by the raiders of Vault 37 was very nearly the end for us. While the supplies we retrieved in the aftermath of the attack should allow us to sustain ourselves against future attack, we must be forever vigilant. In the meantime, there's two mostly sunken ships in our harbor. Some believe we should leave these in place as hazards against future attack, while others argue we should scrap them using our own vessel. How do we respond to this debate?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth has carried on with very little going on, beyond a minor raider attack on the town of Ocoee. The town's defenses held easily and managed to prevent any significant disruption from the attack.

Turn Stat Changes
-10 Population, -190 Ammunition from raider attack on Ocoee
+5k Caps from combined market dividends
+30 Population from natural growth
+30 Population from immigration to Bushnell
+50 Population from immigration to Fort Apopka
+10 Population from immigration to Leesburg
+30 Population from immigration to Ocoee
+10 Population from immigration to Umatilla
-810 Food, -940 Water from consumption

Governor's Challenge: The growing population in the towns of the Commonwealth have begun to cry out for further representation of these towns in the governance of the faction. They have begun to insist on a larger council for running the Commonwealth to include representatives from all the assorted communities, citing their increased strength in comparison to the Emerald Vault. How do we respond to these calls for greater autonomy?


Running With Wolves
Spoiler :

The tribe of Running with Wolves has once again slowly zigzagged its way across Mississippi as they seek out salvage and new wealth to support them. They began by trading with the town of Minters' City which produced for them a large amount of swords and spears from the local forge. These new weapons were quickly added to the arms part of the tribe's caravan, supporting their defenses and arming future tribe members. The tribe had little problems with its first few stops, retrieving minor amounts of easily carried scrap parts from Ruleville and Sunflower. Both towns were vacant of any real life, having been hunted through by people from Minters' City for decades.

The first real trouble came in the town of Indianola which was populated by a band of slaving raiders who had been long plaguing Minters' City. The people there had warned the tribe of the raiders' presence, allowing them to get the drop on the enemy camp. The raiders were attacked and wiped out, with a moderate loss of life among the part of the Wolves. The fighting was bitter, but most of the enslaved people were freed from the raider savages. They for the most part joined the Running With Wolves, though a few did return home to their friends and families back in Minters' City. The raiders' stocks were quickly added to those of the tribe, including a good deal of weapons and even some advanced technology.

Some of the freed people pointed the tribe towards a town known as Moor's Head, apparently located in the ruins of Moorhead. The tribe ventured onward and managed to negotiate a trade with this new settlement, securing the tribals with their first firearms and ammunition. From there the tribe's migration was relatively uneventful and met few new people beyond the occasional migrants who wished to join the safety of the tribe. They managed to bolster water stockpiles at Lake Dawson before pressing on to Isola, where a decent amount of salvage was retrieved. In Belzoni, the large amount of local wildlife took its toll on the migration, killing a handful of people and wounding more as scrap was recovered from the ruins. Yazoo City proved quieter, allowing them to retrieve scrap in peace and recover from the losses of Belzoni.

From Yazoo City, the tribe pushed onward to the ruins of the old capital of Jackson. The large city ruins were approached with trepidation, as they were unsure what they would find there. They passed through the old ruins of Flora on the way, and some remarked at the vibrancy of local wildlife and trees, suggesting that it would be incredible farmland should the tribe ever choose to settle down. Jackson itself was the forsaken ruins many expected, but some scouts were surprised to find scattered holdouts throughout the ruins, never larger than one or two families. Ghouls were found to be plentiful, but not overrunning the city, and wildlife had begun to creep into the outskirts. The tribe found a good place to fortify and bed down for a month or two to close out the year.

Turn Stat Changes
-1,200 Scrap Parts, +120 Low-Tech Melee Weapons from trade with Minters' City
+300 Scrap Parts from Ruleville salvage
+100 Scrap Parts from Sunflower salvage
-40 Population from battle in Indianola losses
+1 Military skill from combat
+50 Population, +500 Food, +500 Water, +15 Tech Parts, +140 Low-Tech Melee Weapons from spoils of battle in Indianola
+400 Scrap Parts from Indianola salvage
-800 Scrap Parts, -500 Food, -500 Water, +500 Ammunition, +100 1-H Guns from trade with Moor's Head
+400 Water from Lake Dawson bucket chain
+300 Scrap Parts, +1 Tech Part from Isola salvage
-10 Population from Belzoni area losses
+600 Scrap Parts from Belzoni area salvage
+200 Scrap Parts, +2 Tech Parts from Yazoo City salvage
+600 Scrap Parts, +6 Tech Parts, +5 1-H Guns from Jackson salvage
+20 Population from new tribe members
-520 Food, -770 Water from consumption

Governor's Challenge: A good number of our people are descendants of an old tribe from the west before we crossed the Mississippi. They speak limited English, but for the most part use their old language when others are not around. There's some concern that this could diminish the cohesion of the tribe and that they should stop. Of course, if we pressured them into using English more, it could cause problems or friction. How do we respond to this issue?
 
Sunshine Kingdom
Spoiler :

The Sunshine Kingdom has opened its institute to a new trade agreement with the Edgewood Militia, as the two factions have begun sharing information and support. This was supported by a generous donation of technology parts by the Militia, accumulated from years of salvaging in the ruins of Orlando and surrounding towns. For the most part the year continued in a prosperous vein, as ample stocks of scrap were recovered from the ruins of Orlando as local salvaging operations enter full tilt. The town of Satsuma was bought into the Kingdom with the construction of a bridge over the St. Johns which offered the people there unprecedented prosperity and protection. They eagerly welcomed the Kingdom with open arms, allowing the new construction to take place and assuring their position as a new trading hub in the east.

Unfortunately, not all news turned out to be good news for the Sunshine Kingdom. An expedition was sent south, and many felt it was ill-fated to begin with due to the results of pass expeditions to the area. Initially they passed through Okeechobee without any incident, harvesting plenty of scrap and even tech parts from the region around the lake. The expedition continued overland to Fort Myers, where they had extensive trouble with the local mirelurks, and ample ammunition had to be used to keep the constant attacks at bay. The expedition still managed to escape unscathed, but around Immokalee, they began suffering losses to giant mosquitoes and other vicious wildlife. Upon reaching the southern side of Lake Okeechobee they were pleased to encounter a friendly settlement known as Clewiston, which welcomed them with open arms. After a day's rest , the expedition moved north and found themselves caught in an ambush by one of the most massive raider tribes ever encountered. These forces, likely the true parties responsible for unending attacks on the Survivalist Union and other settlements in the region, seemed to be preparing to surprise Clewiston, but caught the expedition in their trap instead. The vicious battle that emerged resulted in the loss of the rest of the expedition's ammunition and they were outgunned and badly outnumbered. The raiders were eventually wiped out, despite outnumbering the Kingdom's forces three to one. The expedition was nearly destroyed, and no one escaped without some sort of injury. The few surviving slaves of the raiders were freed and the expedition was forced to abandon most of the scrap they had previously collected as they turned to go home, mourning their dead. They did encounter a massive expedition from Vault 37 on the way home, passing through Okeechobee, but no incident took place.

Turn Stat Changes
-700 Water from gift to Kingdom of Heaven
+70 Tech Parts from deal with Edgewood Militia
-4,600 Scrap Parts, -12 Tech Parts, +700 Ammunition from construction and ammunition conversion
+2,200 Scrap Parts, +6 Tech Parts, +30 1-H Guns from Dragonville local area salvage
+500 Scrap Parts from New Fort Cocoa local area salvage (Tapped out)
-440 Population, -700 Ammunition from southern expedition losses
+1 Military Skill from combat experience
+40 Population, +300 Scrap Parts, +14 Tech Parts, +400 Low-Tech Melee Weapons, +170 1-H Guns, +25 2-H Guns from southern expedition salvage
+7k Caps from combined market dividends
+30 Population from natural growth
+10 Population from immigration to Nasacity
+30 Population from immigration to Christmas
+20 Population from immigration to Dragonville
+60 Population from immigration to Mims
+50 Population from immigration to New Fort Cocoa
+30 Population from immigration to New Smyrna Beach
+10 Population from immigration to Oak Hill
+40 Population from immigration to Satsuma
+3.8k Caps from taxation
+1,050 Food, +120 Water from surplus production

Queen's Challenge: An issue of concern has been arising about the Cult of the Damned. There have been rumors coming out of Oak Hill, of people being forced to swear allegiance to the Cult over the Kingdom, and even more sinister rumors of sacrifice being restored by these people. The Cult of the Damned bears extensive influence in Congress and is highly popular among many people despite these dark rumors. How should we respond to the calls for investigation?


Survivalist Union
Spoiler :

The Survivalist Union has concluded the year quietly with only a minor expedition to bolster its stockpiles at this time. Using canoes from the newly joined town of Refuge, a journey was taken up the old Intercoastal Waterway, scouting the barrier islands along the eastern coast. For the most part the canoes were unable to carry any significant amount of scrap parts, so they had to content themselves with other finds instead. Among these turned out to be a decent supply of tech parts from the old hotels on the islands which were recovered and brought back to the mainland. The expeditions were more excited by the recovery of a number of guns from old police stations, and even some more advanced laser weapons from an old Coast Guard office. These weapons were all brought back to the Refuge armory, supporting the local garrison. Considerable comment was caused by the passing of a massive expedition from Vault 37 through the territory of the Union, performing extensive salvaging in the ruins of Port St. Lucie.

Turn Stat Changes
+6 Tech Parts, +10 2-H Guns, +15 Laser Weapons from island chain salvage
-6k Caps, +200 Scrap Parts from market purchases
+2k Caps from market dividends
+10 Population from natural growth
+60 Population from immigration to Liberty City
+30 Population from immigration to New Casablanca
+60 Population from immigration to Refuge
+40 Population from immigration to St. Lucy
-320 Food, -280 Water from consumption

Headman's Challenge: One of our canoe scouts spotted an unusual gray aircraft crash into the water east of Refuge. They would like to send out canoes to investigate the crash and recover anything before it sinks completely into the Atlantic Ocean. There are some concerns though, about what defenses the aircraft may have and the risk of sending canoes out into the open ocean. Should we attempt to retrieve supplies from the aircraft or not?


Vault 37
Spoiler :

Vault 37 ended the year with numerous bangs, booms, and other noises associated with explosions. On the home front, the administrative part of government have left Vault 37 itself for the new settlement of Fort Peace. The construction of the splendid new palace there has enabled Gregg Jackson and his supporters to conduct the business of empire from a glamorous setting. They have continued to oversee all of the myriad construction and salvaging work ongoing throughout the region, and the facilities built within make it all the easier. The new building has been accompanied by the construction of a new radio tower, which at last brings the voice of Vault 37 to the rest of the Sunshine Wasteland. Ever more migrants have been reported, many of them being led to prosperity by this newfound voice on the radio waves.

Unfortunately not all has been rosy progress for Vault 37. An expedition was sent in three large vessels built for use in Tampa Bay, but now designed to raid and salvage locations up the Florida coast of the Gulf of Mexico. The expedition began fairly well, slowly progressing up the coast and salvaging a number of small towns. They encountered some resistance in Yankeetown, where a group of raiders had made camp. The raiders were fairly easily dispatched with artillery fire from the vessels and the rest were quickly mopped up with minimal casualties. The few survivors were taken as slaves and the rest of the area looted for supplies and intact weapons. The expedition progressed well from there, continuing to find plenty of salvage and loading it aboard ship with difficulty, lacking any smaller vessels beyond tiny lifts. Cedar Key turned into an odd scenario when a few military grade robots attacks the scavengers, but no one was able to find whatever it was they may have been guarding. The next stop, Steinhatchee, was found to be home to an initially friendly, but poor community. Without any significant goods to claim, the expedition took the people themselves, enslaving them and putting them aboard ship after a vicious fight. They found very little else along the coast of any value until reaching the ruins of Carrabelle, where plenty of scrap was recovered, though giant mosquitoes killed a few people in the process.

When the expedition reached New Panama, they demanded surrender by radio, but the town refused, choosing instead to fight. This proved to be fatal to the community, for despite some advanced weaponry, they were unable to inflict more than light damage upon the warships or the landing raiders. Most of the town's population was killed in the bombardment, particularly when a shell set the town's fuel storage on fire. The fires spread rapidly, destroying much of the town. The raiders were lucky to recover the large amount of weapons and scrap they did, but most of the population appear to have died or fled. The expedition proceeded west, slowly scrapping smaller buildings and towns along the coast until they arrived at Pensacola. Once more a surrender was demanded, and the town agreed, promising to hand over their unique weapons, including intact bombers and a large supply of plasma weapons. Eager to obtain the loot, the admiral in charge fell into the trap of the Maritime Collective. With most of the ships' guns facing towards the town, they were caught when they entered the bay from behind as the mechanized vehicles of the town possessed cannon with armor-piercing rounds that devastated the ships. Two ships were stalled and apparently lost before the third withdrew, throwing shells into the town and surrounding area. The ship barely made it out with less than half of its crew alive, and badly damaged. They managed to somehow make it across the Gulf of Mexico back to Tampa, badly listing, and eventually capsizing after the supplies and people were retrieved off of it. It capsized onto the shore, despite every attempt to save it.

Turn Stat Changes
-12,200 Scrap Parts, -138 Tech Parts, +2 Large Boats from construction
-275k Caps, +300 Slaves, +5,000 Ammunition from market purchases and construction union hiring
-20,000 Food, +6,000 Scrap Parts from mysterious merchant trade
+1,600 Scrap Parts, +10 Tech Parts, +20 1-H Guns from Pinellas County salvage efforts
+500 Scrap Parts, +1 Tech Parts from Ventura City local area salvage
+600 Scrap Parts from Davenport local area salvage
+400 Scrap Parts, +4 Tech Parts from Haven local area salvage
-510 Population, -6,600 Ammunition, -200 Low-Tech Melee Weapons, -200 1-H Guns, -200 2-H Guns, -30 Heavy Weapons, -3 Howitzers, -2 Trucks, -3 Large Boats from northern coastal expedition losses
+80 Slaves, +600 Scrap Parts, +13 Tech Parts from northern coastal expedition spoils
-400 Population, -3,250 Ammunition, -15 Mr. Gutsys from southern expedition losses
+180 Slaves, +800 Food, +800 Water, +250 Ammunition, +4,900 Scrap Parts, +29 Tech Parts, +100 Low-tech Melee Weapons, +50 1-H Guns from southern expedition salvage
+10k Caps from combined market dividends
+1,100 Scrap Parts from slave production
+60 Population from natural growth
+200 Population from immigration to Fort Peace
+50 Population from immigration to Davenport
+800 Population from immigration to Fort Freedom
+10 Population from immigration to Haven
+10 Population from immigration to Poinciana
+50 Population from immigration to Sugarmill
+40 Population from immigration to Thicket
+10 Population from immigration to Timber Hold
+50 Population from immigration to Ventura City
+18,540 Food, +1,790 Water, +10 Energy from surplus production

Overseer's Challenge: The loud news of our defeat at the hands of some barely literate barbarians echoes from every radio in the Sunshine Wasteland. The Maritime Collective has wasted no time in letting everyone know we can fail and be beaten. This has even given some pause to our own people and tributaries. This is dangerous thoughts, and some of our advisors suggest we ban listening to any radio broadcasts beyond our own. Of course this could alienate other factions and any of our people who enjoy those other stations. How do we respond to this issue?


Workers' Republic of the Reclamation
Spoiler :

The Workers' Republic of the Reclamation has calmed fears about unknown aircraft in the area by reassuring the public with speeches and parades. This has been backed up by nothing unfortunate taking place and the construction of new fortifications and a promising new institute of study and education. The Republic has achieved promising new heights with current salvage operations, the first of which was an offensive against the base defenses of Hunter Army Airfield. The attack was costly, as many were killed in the fighting, but it proved worthwhile to all involved. Within they found crates upon crates of intact power armor suits for people of all shapes and sizes. This impressive new addition to the Republic's arsenal could prove decisive when confronting bandits and other threats in the future. Expeditions sent to the east and west to survey a number of small towns had less success to report. Both expeditions were keeping eyes out for potential farming areas, but found nothing but empty ruins and worthless land. Some salvage was returned from both sides of the expeditions, including a goodly amount of tech parts and even a small arsenal of handguns.

Turn Stat Changes
-2,500 Scrap Parts, -50 Tech Parts from construction
-60 Population, -750 Ammunition from Hunter Army Airfield losses
+200 Scrap Parts, +200 Power Armor Suits from Hunter Army Airfield salvage
+500 Scrap Parts, +25 1-H guns from eastern expedition salvage
+500 Scrap Parts, +8 Tech Parts from western expedition salvage
+10 Population from natural growth
+30 Population from immigration to Hardytown
+10 Population from immigration to Ricon
+470 Food, +170 Water from surplus production

Chairman's Challenge: With the establishment of a new institute, we must now determine the course our research and development will take. Our brightest minds have outlined a couple possible routes for us to take towards the future. Some suggest we pursue predominantly theoretical lines of research into physics for the possible success that could give us. Others suggest we look towards practical advances in weaponry. The third group suggests that we look towards improved production of food, water, and other basic essentials for life. What course should we set?


Market Prices​

Slaves: 10 Slaves for 2.6k caps

Food: 3,300 for .1k caps

Water: 100 Water for 1.2k caps

Energy: 1 Energy for 5.1k caps

Tech Parts: 1 Tech Part for 2.6k caps

Scrap Parts: 100 Scrap Parts for 3.1k caps

Ammunition: 100 Ammunition for 3k caps

Radio Stations​

Black Hat Radio – Broadcasting in the Clear – Port St. Lucie, Florida
-Assorted Country music
-Anarchist propaganda
-invitations for immigration

Collective Assistance Radio – Broadcasting in the Clear – Pensacola, Florida
-Music
-Tips and Hints for surviving in the Sunshine Wasteland
-Adventures of Wasteland Dan
-True Church of the Citadel Show

Commonwealth East Radio – Broadcasting in the Clear – Apopka, FL
-Music
-Orlando local area news
-Advice on scrapping and sale of scrap, advertisements for local market

Enclave Military Radio – Coded Broadcasts

Georgia State Official Radio – Broadcasting in the Clear – Vault 136, GA
-General North Georgia area news
-Status Updates of the Georgia

Jacksonia Radio - Broadcasting the Clear - Fort Peace, FL
- Jazz Music
- Radiant Descriptions of the Fruitland
- Coded Broadcasts

Nasa Educational Radio – Broadcasting in the Clear – Titusville, Florida
-Educational Radio Broadcasts about Wasteland Survival
-News relating to communities on the Atlantic Coasts
-Weather Reports for east and central Florida
-Baseball invitations and games

New Age Corporate Radio – Broadcasting in the Clear – Saint Augustine, Florida
-War Reports and Anti-Crusade Information
-Word informing raiders about the wonders and wealth of Ocala, and its defenses

Radio of the Faith – Broadcasting in the Clear – Ocala, Florida
-Worship Services
-Hymns
-Messages of Hope

Radio of the South – Broadcasting in the Clear – Undisclosed Location in Central Florida
-Southern Rock and Country Music
-Comedy Sketches
-Historical Information about Florida and the Commonwealth
-Radio based board game advice and creation

NPC Diplomacy

OOC

As before, I'd really appreciate it if anyone could go in and update the current Google reference map, it's severely out of date, and at this point, I'd say we're almost to the point where we should just start from scratch.

@Everblack: I've been assuming that the airfield is already part of your settlement, probably some of the land you use for farming or housing.

Happy Thanksgiving, Americans! Everyone else: labor until you tire, and then, work some more.

World Map

XUxQPmT.png
 
Aerwyna Beckett Speech​

Spoiler :
As a large crowed of people gather at the Pensacola town center for a speech which would be broadcast thought out the whole Wasteland from the mayor Aerwyna Beckett and the recent events that have unfold. Some whispers could be heard among the many citizens like "Vault 37 attacked us with no warring" and "How is our Mayor going to respond to this?" but soon the chatting was silent as Aerwyna Beckett walked up to the podium. Many people could see the face of there Mayor who was trying very hard to keep herself composed but everyone could see as clear as day she was livid. Aerwyna took a deep breath and then begun to speak. People of the Maritime Collective we have lived here for as long as the the aftermath of the Great War. My Great grandfather watched over this place and his descendants continue to watch over this land. I swore to my father that I would keep this place safe a haven know it wasn't easy with the attack of bandits, cannibals, and other deadly creature of the Wasteland but we did it anyway. We no only survived but thrived. We were able to set laws and constructed homes, grow food, and defend our self with much help. We ever killed anyone for food, or enslaved anyone to get were we are today. We did this by are our own two hands. Now we have enemy that threatening our very exist and that threat is the Barbaric faction Vault 37. These monsters attack one of our independent state after the state refused to bend there knee to them. They killed many of people and head to us thinking that they could do the same to us. But the faction lose the battle because of there big egos thinking that any settlement not under their rule will fall easily. I here informing this to the slaves that are under Vault 37 heels knowing by now they are probably going to cut off there broadcast to prevent what is being told but am till going to say it. Your masters do not control you. They may beat you, scare you, or even persuade you with their snake like tongue that your better under their rules but your not. What am going to tell you is a quotes that my Grandfather written down and pass on to his descendants. My father total me that he could never remember who say it but it goes like this "Freedom is never more than one generation away from extinction. We didn't pass it to our children in the bloodstream. It must be fought for, protected, and handed on for them to do the same". If we a small state who has less numbers then this mighty faction can give them a fatal defeat there is nothing stopping you from doing the same thing and free yourself from them. At last to the Overseer of Vault 37 your may bring all you have to bear on to us but let it be know that in this war we will make it as costly for you as possibly. Send as much as you want and will fight til either you give in or till our deaths because we dont bend our knee to tyrants like you. After that Aerwyna Beckett leave only to hear the sounds of many people applauding and shouting her name in cheers.
 
Updated the Google reference map for current factions and NPC settlements. Goofed up at some point and deleted the monsters (woops) but those were all super outdated, so hopefully that's not too much of a loss. Probably got some stuff wrong, and also just put the markers on generic town centres, so everyone should probably move things to their ideal locations.

EDIT: Question for EQ, can ammunition be used the same turn it's converted?
 
Rumoured responses to the failed raid of Pensacola by Gregg Jackson:

"... negligible losses..."

"... if the biggest problem I have to deal with is some barbarians figuring out we aren't literally invincible, I think we're probably gonna be alright."

"They think we're at war? *guffaws* Let them build up their defences, they'll waste their time and resources to no response by me - I've better things to deal with than half-literate savages off in the middle of nowhere."

"By all accounts a successful voyage... tell Ed I don't blame him - he'll get another chance at admiral..."
 
EDIT. Ignore.
 
Updated the Google reference map for current factions and NPC settlements. Goofed up at some point and deleted the monsters (woops) but those were all super outdated, so hopefully that's not too much of a loss. Probably got some stuff wrong, and also just put the markers on generic town centres, so everyone should probably move things to their ideal locations.

EDIT: Question for EQ, can ammunition be used the same turn it's converted?

Thanks, also, yes, ammunition can be used the same turn.
 
From: The Core of the Matter
To: Easebur
Considering the hostile landscape of our surrounding environment, the Commision and the people of Albany feel safer and better with a pact of co - operation with the people of Easebur. What do you say?
 
Workers’ Republic of the Reclamation
Spoiler :
Leader: Chairman Norman de Paur (Enigmatic)
Faction Trait: Expansionist
Karma: Neutral Good
Capital: Hardytown (Hardeeville, SC; Pre-war Community)
Structures: Farming Equipment (2), Water Pump/Purifier (1), Jail, Ammunition Convertor, Fortifications (2), Institute
Population: 640
Total Population: 1,230
Slaves: 0
Total Slaves: 0
Education: Theoretical Science
Food: 6,480 (+1,700)
Water: 3,280 (+1,400)
Energy: 0 (+0)
Tech Parts: 99
Scrap Parts: 1,220
Ammunition: 165
Military Equipment: 290 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 200 1-H Guns, 30 2-H Guns, 205 Laser Weapons, 5 Heavy Weapons, 115 Power Armor Suits
Robots: None
Military Skill: 5
Outposts:
Ricon (Rincon, GA; Settlement): +500 Food, +500 Water
-Population: 590
-Structures: Fortifications (3)
-Arsenal: 290 Low-Tech Melee Weapons, 25 High-Tech Melee weapons, 175 1-H Guns, 30 2-H Guns, 200 Laser Weapons, 5 Heavy Weapons, 115 Power Armor Suits

Spoiler Chairman’s Challenge :

With the establishment of a new institute, we must now determine the course our research and development will take. Our brightest minds have outlined a couple possible routes for us to take towards the future. Some suggest we pursue predominantly theoretical lines of research into physics for the possible success that could give us. Others suggest we look towards practical advances in weaponry. The third group suggests that we look towards improved production of food, water, and other basic essentials for life. What course should we set?

Spoiler Chairman’s Solution :

WRR University faculty will focus on theoretical research. The Reclamation aims to recover the Earth, not simply make do with what the apocalypse left behind.


Spoiler Orders :

- Construct fortifications and a radio tower in Hardytown for 700 scrap, 8 tech.
- Convert 520 scrap into ammunition
- Begin broadcasting Reclamation Radio, having programs based on WRR propaganda, praising the reclamation efforts of every faction in the Sunshine Wasteland, and whatever world history we still know about (focusing on human achievement, world wonders, space exploration and what have you).

- A force of 300 soldiers armed with 200 laser, 50 2-H, 50 High-tech melee (with 50 1-H sidearms), 5 HW and 100 Power Armour Suits assault McAs Beaufort, falling back if they sustain more than 30% casualties. After dealing with automated defenses, they are to survey and scavenge the airfield and attached facilities, looking especially for prewar hardware that could be repaired, as well as the condition of the airfield itself. If they still have time, or were unsuccessful in the assault, they are to scavenge Port Royal and communities in transit. Take population and weapons at an even amount from Ricon and Hardytown.
- An expedition of 100 (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) are to scavenge the previously explored areas of Savannah, retreating if they encounter any heavy resistance.
- An expedition of 100 (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) are to scout and scavenge north of Ricon, primarily Springfield, Guyton and Clylo. If any heavy resistance is met, immediately pull back.

-Following the battle of McAs Beaufort, whether a victory or defeat, Hardytown and Ricon will be renamed, either to celebrate the Reclamation’s victory, or to show the people that change is coming. Hardytown will be renamed Viracocha, and Ricon will be renamed Nanabozho.
 
The Core of the Matter

Stats:
Spoiler :

Leader: Commissioner Mark Jobs (Enigmatic)
Faction Trait: Tech Savvy
Karma: True Neutral
Capital: Albany, GA (Pre-War Community)
Structures: None
Population: 560
Slaves: 0
Education: General
Food: 1,540 (+500)
Water: 1,140 (+500)
Energy: 0 (+0)
Tech Parts: 335
Scrap Parts: 0
Ammunition: 700
Military Equipment: 75 1-H Guns, 25 2-H Guns, 25 Laser Weapons
Robots: None
Military Skill: 3


The Challenge:
Spoiler :

The commissioner has been visited for several nights in a row by a deranged person dressed in a black costume who keeps trying to inform him of crimes taking place in Albany. He claims to be a vigilante fighting crime and that he "is the night." The odd figure seems to be able to disappear at will, and can never quite be caught by the commissioner. How do we respond to this unusual occurrence?


The Solution:
Spoiler :

This man obviously posseses technological capabilities we have not seen before. As such, an open ambush would be risky and would most likely fail as he could check the areas. Try to appease him and set a place for meeting each time, so that we might gain info on his technologies.


Orders:
Spoiler :

Send a force of 70 ( 50 H1 - Guns, 10 H2 - Guns and 10 Laser Weapons ) to explore nearby Sylvester, Georgia, and scavenge for resources. If they deem it too dangerous, they are advised to act with tactical caution and propable retreat.
 
Just confirming that once again we're aiming for Wednesday to get those orders in!
 
New Gulf Commonwealth: Quisani
Leader: Governor Milton James Ryan (Enigmatic)
Faction Trait: Industrious
Karma: Neutral Good
Capital: Vault 77 (Outside of Lisbon, FL; Vault)
Structures: Fortifications, Forge, Ammo Convertor, School, Radio Tower, Water Pump/Purifier, Farming Equipment
Population: 610
Total Population: 3,440
Slaves: 0
Education: General
Caps: 20k
Food: 5,580 (+2,630)
Water: 9,300 (+2,500)
Energy: 0 (+0)
Tech Parts:48
Scrap Parts: 2,150
Ammunition: 2,605
Military Equipment: 176 Low-Tech Melee Weapons, 30 1-H Guns, 520 2-H Guns, 5 Plasma Weapons,1 Raft, 5 Canoes
Robots: None
Military Skill: 7
Outposts:
Spoiler:

Bushnell (Bushnell, FL; Settlement): +700 Food, +200 Water
-Structures: Farming Equipment (2), Water Pump/Purifier, Fortifications (2)
-Population: 470
-Arsenal: 200 Low-Tech Melee Weapons, 60 1-H Guns, 30 2-H Guns, 30 Laser Weapons, 46 Mr. Gutsys

Fort Apopka (Apopka, FL; Urban Ruin)
-Structures: Fortifications (2), Market, Radio Tower
-Population: 650
-Arsenal: 100 Low-Tech Melee Weapons, 120 1-H Guns, 125 2-H Guns, 100 Laser Weapons, 4 Power Armor Suits, 1 Howitzer

Leesburg (Leesburg, FL; Settlement): +300 Food, +300 Water
-Structures: Water Purifier, Fortifications (4), Farming Equipment, Jail, Market
-Population: 610
-Arsenal:244 Low-Tech Melee Weapons, 95 1-H Guns,20 2-H Guns, 40 Laser Weapons,2 Power Armor Suits

Ocoee (Ocoee, FL; Settlement): +200 Food, +300 Water
-Structures: Fortifications (3), Water Pump/Purifier, Farming Equipment
-Population: 440
-Arsenal: 100 Low-Tech Melee Weapons, 100 1-H Guns, 30 Laser Weapons, 2 Power Armor Suits

Umatilla (Umatilla, FL; Settlement): +350 Food, +400 Water
-Structures: Fortifications (3), Farming Equipment (2), Water Pump/Purifier
-Population: 600
-Arsenal: 100 Low-Tech Melee Weapons, 150 1-H Guns, 2 Power Armor Suits

Governor's Challenge:

Spoiler :
The people of the New Gulf Commonwealth ask for representation. It did not take much deliberation to determine this is a fair resolution. The governance of the NGC requires that each city should be heard. Each city shall have a representative on a council that will report to the Governor. Each city has the right to organize a city council of three citizens under that representative to oversee the day to day operations of the particular city.


Orders:

Spoiler :

Build 2 sets of farming equipment, one for Bushnell and the other for Umatilla, as well as an additional water purifier/pump for the Emerald Vault.

Additionally, early in this half year, we will send out a 500 man team (armed with 100 1-h 100 2-h, 100 laser, 200 low tech) to scour the NGC's Orlando territory.

During this time, preparations will begin for a fair to be held by Leesburg next season. Radio announcements will be made inviting folk far and wide to come visit and enjoy various festivities being held. A special reminder to Maieek the Liar that he is not welcome. (400 scrap will be dedicated to this project).




 
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