Stats in the beginning of the turn:
Diplomatic orders:
Market orders:
Domestic orders:
Challenge and solution:
Spoiler :
Transmississippian Confederation: Ahigin
Leader: Pack Leader Spartacus (Charismatic)
Faction Trait: Barbaric
Karma: Neutral Good
Capital: Wolf’s Lair (Tribal Settlement; Flora, MS)
Structures: Farming Equipment (3), Water Station (2), Forge, Ammunition Convertor, Fortifications (2), School, Totem Temple of the Great Wolf, Gunsmith, Institute, Radio Tower
Population: 6,120
Slaves: 0
Education: Advanced
Caps: 11.2k
Food: 16,710 (+5,380)
Water: 7,690 (+5,550)
Energy: 0 (+0)
Materials: 2,910
Ammunition: 1,525
Military Equipment: 510 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 110 1-H Guns, 70 2-H Guns, 10 Laser Weapons, 4 Light Aircraft
Robots: None
Military Skill: 8
Outposts:
Leader: Pack Leader Spartacus (Charismatic)
Faction Trait: Barbaric
Karma: Neutral Good
Capital: Wolf’s Lair (Tribal Settlement; Flora, MS)
Structures: Farming Equipment (3), Water Station (2), Forge, Ammunition Convertor, Fortifications (2), School, Totem Temple of the Great Wolf, Gunsmith, Institute, Radio Tower
Population: 6,120
Slaves: 0
Education: Advanced
Caps: 11.2k
Food: 16,710 (+5,380)
Water: 7,690 (+5,550)
Energy: 0 (+0)
Materials: 2,910
Ammunition: 1,525
Military Equipment: 510 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 110 1-H Guns, 70 2-H Guns, 10 Laser Weapons, 4 Light Aircraft
Robots: None
Military Skill: 8
Outposts:
Spoiler :
Canton (Canton, MS; Settlement): +800 Food, +900 Water
-Structures: Fortifications (3), Farming Equipment (2), Water Station (2)
-Arsenal: 200 Low-Tech Melee Weapons, 200 1-H Guns, 50 2-H Guns
Chairkey Den (Yazoo City, MS; Tribal Settlement): +580 Food, +1,250 Water
-Structures: Fortifications, Water Station (2), Farming Equipment (2)
-Arsenal: 500 Low-Tech Melee Weapons, 35 1-H Guns, 10 2-H Guns
The Glen (Glen Allen, MS; Settlement): +500 Food, +500 Water
-Structures: Fortifications (2), Forge
-Arsenal: 550 Low-Tech Melee Weapons, 30 1-H Guns, 5 2-H Guns
Green Vale (Greenville, MS; Urban Ruin):
-Structures: Fortifications
-Arsenal: 600 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 75 1-H Guns, 45 2-H Guns, 5 Laser Weapons
Headwards (Edwards, MS; Settlement): +50 Food, +50 Water
-Structures: Fortifications
-Arsenal: 300 Low-Tech Melee Weapons, 25 1-H Guns, 5 2-H Guns
Hermanville (Hermanville, MS; Settlement): +100 Food, +100 Water
-Structures: Fortifications
-Arsenal: 200 Low-Tech Melee Weapons
Minter City (Minter City, MS; Settlement): +450 Food, +250 Water
-Structures: Fortifications (4), Forge, Farming Equipment, Ammunition Convertor
-Arsenal: 200 Low-Tech Melee Weapons, 25 1-H Guns, 15 2-H Guns
Moor’s Head (Moorhead, MS; Settlement): +1,250 Food, +900 Water
-Structures: Fortifications (4), Farming Equipment (2), Water Station (2)
-Arsenal: 400 Low-Tech Melee Weapons, 150 1-H Guns, 60 2-H Guns
Terry (Terry, MS; Settlement): +100 Food, +100 Water
-Structures: Fortifications
-Arsenal: 200 Low-Tech Melee Weapons, 100 1-H Guns
Wicked Burrow (Vicksburg, MS; Urban Ruin): +50 Food
-Structures: Fortifications
-Arsenal: 600 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 75 1-H Guns, 75 2-H Guns, 5 Laser Weapons
-Structures: Fortifications (3), Farming Equipment (2), Water Station (2)
-Arsenal: 200 Low-Tech Melee Weapons, 200 1-H Guns, 50 2-H Guns
Chairkey Den (Yazoo City, MS; Tribal Settlement): +580 Food, +1,250 Water
-Structures: Fortifications, Water Station (2), Farming Equipment (2)
-Arsenal: 500 Low-Tech Melee Weapons, 35 1-H Guns, 10 2-H Guns
The Glen (Glen Allen, MS; Settlement): +500 Food, +500 Water
-Structures: Fortifications (2), Forge
-Arsenal: 550 Low-Tech Melee Weapons, 30 1-H Guns, 5 2-H Guns
Green Vale (Greenville, MS; Urban Ruin):
-Structures: Fortifications
-Arsenal: 600 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 75 1-H Guns, 45 2-H Guns, 5 Laser Weapons
Headwards (Edwards, MS; Settlement): +50 Food, +50 Water
-Structures: Fortifications
-Arsenal: 300 Low-Tech Melee Weapons, 25 1-H Guns, 5 2-H Guns
Hermanville (Hermanville, MS; Settlement): +100 Food, +100 Water
-Structures: Fortifications
-Arsenal: 200 Low-Tech Melee Weapons
Minter City (Minter City, MS; Settlement): +450 Food, +250 Water
-Structures: Fortifications (4), Forge, Farming Equipment, Ammunition Convertor
-Arsenal: 200 Low-Tech Melee Weapons, 25 1-H Guns, 15 2-H Guns
Moor’s Head (Moorhead, MS; Settlement): +1,250 Food, +900 Water
-Structures: Fortifications (4), Farming Equipment (2), Water Station (2)
-Arsenal: 400 Low-Tech Melee Weapons, 150 1-H Guns, 60 2-H Guns
Terry (Terry, MS; Settlement): +100 Food, +100 Water
-Structures: Fortifications
-Arsenal: 200 Low-Tech Melee Weapons, 100 1-H Guns
Wicked Burrow (Vicksburg, MS; Urban Ruin): +50 Food
-Structures: Fortifications
-Arsenal: 600 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 75 1-H Guns, 75 2-H Guns, 5 Laser Weapons
Spoiler :
- send 50 food and 50 water to Carthage with a standard offer to join our Confederation. As usual, we will introduce ourselves, tell the Carthagenians about our ways and their rights if they join us, and we’ll let them make a free decision;
- send 50 food and 50 water along with English- and Spanish-speaking envoys to the Choctaw tribe. If we find a way of successfully communicating to them, we’ll do a standard pitch about joining us or, if they’re not ready, just being our good neighbors. If we fail to find a common tongue, we’ll let the gift of free will do the talking (at least they’ll know we’re good guys). In latter case, several Gray Stalkers (missionaries of Great Wolf) will stay living in the tribe as our ambassadors in order to learn their language AND (if allowed) proselytize among locals.
- send 50 food and 50 water along with English- and Spanish-speaking envoys to the Choctaw tribe. If we find a way of successfully communicating to them, we’ll do a standard pitch about joining us or, if they’re not ready, just being our good neighbors. If we fail to find a common tongue, we’ll let the gift of free will do the talking (at least they’ll know we’re good guys). In latter case, several Gray Stalkers (missionaries of Great Wolf) will stay living in the tribe as our ambassadors in order to learn their language AND (if allowed) proselytize among locals.
Market orders:
Spoiler :
- sell 4000 food for 148k caps;
- buy 2000 ammo for 82k caps;
- buy 400 materials for 36.4k caps (priority);
- buy 2000 ammo for 82k caps;
- buy 400 materials for 36.4k caps (priority);
Domestic orders:
Spoiler :
- send a group of Watchful Ones to The Glen in order to gather any information about Fort Anguilla from the locals. Clearly, they don’t know everything, but when we first came into contact with The Glen-dwellers they did let us know that the Fort Anguilla garrison “is up to no good,” which means the locals probably know at least something. We’re interested in any pieces of information we can gather: what kind of people live there, what is their agenda, what’s their past history of relationship with The Glen, what caravans or visitors ever go there, where they get supply, etc. [EQ, please PM me whatever info I gather; I’m not looking for a super-detailed narration, just some description of who these people are, how they act, what they want, and who feeds them - or whichever of that I can gather.]
- after market transactions occur, build an Air Field and 1 level of Farming Equipment in Wolf’s Lair for 3000 + 300 = 3300 materials (the air field is a priority);
- dispatch a scrapping expedition of 200 people with 200 low-tech melee weapons, 20 1-H guns and 5 2-H guns from Wicked Burrow garrison to the ruins of Vicksburg. The expedition will be equipped with radios. If Wicked Burrow is under attack, a radio message will be sent with an order to return to the fort and join the defenders;
- dispatch a scrapping expedition of 200 people with 200 low-tech melee weapons, 20 1-H guns and 5 2-H guns from Green Vale garrison to the ruins of Greenville. The expedition will be equipped with radios. If Green Vale is under attack, a radio message will be sent with an order to return to the fort and join the defenders;
- deploy all available light aircraft in the newly built air field and have them perform reconnaissance duty in the square Canton-Carthage-Kosciusko- Durant. The pilots will be specifically instructed to fly only in good weather and to not fly too low in order to prevent the aircraft from being hit by some lucky bullet from the ground. The airplanes will be painted light blue and gray in order to make them less noticeable in the sky. All machines will be equipped with radios and will feed all reconnaissance info to the commanders of the Lone Wolves and Stray Dogs. The pilots and the commanders will use secret pass phrases in order to be able to verify that the recon actually comes from the pilots (in case an airplane crashes and raiders use the surviving radio to lure the hosts into a trap). For future reference, this Transmississippian air unit will be known as Wind Riders;
- the Lone Wolves and Stray Dogs will perform a joint anti-raider operation in the first part of the season, supported by the Wind Riders’ aircraft reconnaissance. Each of the hosts will consist of 1000 people with 1000 low-tech melee weapons, 25 high-tech melee weapons, 200 1-H guns, 100 2-H guns, and 5 laser weapons and will be equipped with radios. The anti-raider campaign will be performed with the goal of encircling and fully destroying the existing raider groups previously encountered in Camden, Thomastown, and Redwater, using Confederate superiority in reconnaissance, logistics, and combined arms. Both hosts will be wary of the ghoul threat and will stay away from Sharon;
- once the anti-raiding operation north of Carthage is over, the hosts will replenish their ammunition and proceed farther north-east. The Stray Dogs will perform scrapping duty in Kosciusko, Ethel, McCool, and Weir, while the Lone Wolves will try and scavenge the ruins of McAdams, Sallis, Durant, and Goodman. If possible, the hosts will support each other in large-scale battles. Meanwhile, the Wind Riders will continue providing reconnaissance to both units. In the end of the season, both armies will return to Canton;
- if a major enemy incursion in the Transmississippian territory occurs at any point throughout the season, one of the hosts will abandon its mission and will be redeployed to the critical spot.
- after market transactions occur, build an Air Field and 1 level of Farming Equipment in Wolf’s Lair for 3000 + 300 = 3300 materials (the air field is a priority);
- dispatch a scrapping expedition of 200 people with 200 low-tech melee weapons, 20 1-H guns and 5 2-H guns from Wicked Burrow garrison to the ruins of Vicksburg. The expedition will be equipped with radios. If Wicked Burrow is under attack, a radio message will be sent with an order to return to the fort and join the defenders;
- dispatch a scrapping expedition of 200 people with 200 low-tech melee weapons, 20 1-H guns and 5 2-H guns from Green Vale garrison to the ruins of Greenville. The expedition will be equipped with radios. If Green Vale is under attack, a radio message will be sent with an order to return to the fort and join the defenders;
- deploy all available light aircraft in the newly built air field and have them perform reconnaissance duty in the square Canton-Carthage-Kosciusko- Durant. The pilots will be specifically instructed to fly only in good weather and to not fly too low in order to prevent the aircraft from being hit by some lucky bullet from the ground. The airplanes will be painted light blue and gray in order to make them less noticeable in the sky. All machines will be equipped with radios and will feed all reconnaissance info to the commanders of the Lone Wolves and Stray Dogs. The pilots and the commanders will use secret pass phrases in order to be able to verify that the recon actually comes from the pilots (in case an airplane crashes and raiders use the surviving radio to lure the hosts into a trap). For future reference, this Transmississippian air unit will be known as Wind Riders;
- the Lone Wolves and Stray Dogs will perform a joint anti-raider operation in the first part of the season, supported by the Wind Riders’ aircraft reconnaissance. Each of the hosts will consist of 1000 people with 1000 low-tech melee weapons, 25 high-tech melee weapons, 200 1-H guns, 100 2-H guns, and 5 laser weapons and will be equipped with radios. The anti-raider campaign will be performed with the goal of encircling and fully destroying the existing raider groups previously encountered in Camden, Thomastown, and Redwater, using Confederate superiority in reconnaissance, logistics, and combined arms. Both hosts will be wary of the ghoul threat and will stay away from Sharon;
- once the anti-raiding operation north of Carthage is over, the hosts will replenish their ammunition and proceed farther north-east. The Stray Dogs will perform scrapping duty in Kosciusko, Ethel, McCool, and Weir, while the Lone Wolves will try and scavenge the ruins of McAdams, Sallis, Durant, and Goodman. If possible, the hosts will support each other in large-scale battles. Meanwhile, the Wind Riders will continue providing reconnaissance to both units. In the end of the season, both armies will return to Canton;
- if a major enemy incursion in the Transmississippian territory occurs at any point throughout the season, one of the hosts will abandon its mission and will be redeployed to the critical spot.
Challenge and solution:
Spoiler :
Pack Leader’s Challenge: Missionaries from an organization called the Fellowship of the Palm have recently arrived in our territory. They claim to represent the true church of Christianity and seek to bring us new ways of medical care and treatment in exchange for opening up missions throughout our land. Their fervent belief makes some of our people uncomfortable and they are concerned about the destabilizing influence these missionaries could have. How do we respond to their proposal?
Pack Leader’s Solution: What would our devotion to the Great Wolf be really worth if we were afraid of letting some hand-worshipers proselytize among us? After all, we have successfully integrated Allof-worshipers into the fabric of our society, so why should we forbid the Palm-fellows to live among us?
In order to set expectations straight, we will send a delegation to meet with local Fellowship’s hierarchs. The delegation will include some English-, Spanish-, and Mohammedan-speaking interpreters, as well as high-ranking Gray Shamans (as representatives of the Gray Wolf faith) and informal leaders of the Lammite community. They will share our views of religious plurality and free competition in spiritual matters with the Palmists. If they believe they can follow such rules, they’re welcome to stay and open their missions. If not, we will still allow regular Palmists stay and live in our cities, but we will ask any openly proselytizing missionaries to leave our land.
Meanwhile, in order to remind our people about the importance of the Gray Wolf faith, an addition to the main Temple of Great Wolf will be built in Wolf’s Lair. We will erect a new totem pole dedicated to the event known among our people as Stray Dogs’ First Hunt. The pole will depict scenes from the battles of Sharon, Camden, Thomastown, and Redwater. [I didn’t mention it in the Domestic orders, since I doubt I’m required to spend any serious amount of materials. It’s just a carved wooden pole with some nice designs on it.]
Pack Leader’s Solution: What would our devotion to the Great Wolf be really worth if we were afraid of letting some hand-worshipers proselytize among us? After all, we have successfully integrated Allof-worshipers into the fabric of our society, so why should we forbid the Palm-fellows to live among us?
In order to set expectations straight, we will send a delegation to meet with local Fellowship’s hierarchs. The delegation will include some English-, Spanish-, and Mohammedan-speaking interpreters, as well as high-ranking Gray Shamans (as representatives of the Gray Wolf faith) and informal leaders of the Lammite community. They will share our views of religious plurality and free competition in spiritual matters with the Palmists. If they believe they can follow such rules, they’re welcome to stay and open their missions. If not, we will still allow regular Palmists stay and live in our cities, but we will ask any openly proselytizing missionaries to leave our land.
Meanwhile, in order to remind our people about the importance of the Gray Wolf faith, an addition to the main Temple of Great Wolf will be built in Wolf’s Lair. We will erect a new totem pole dedicated to the event known among our people as Stray Dogs’ First Hunt. The pole will depict scenes from the battles of Sharon, Camden, Thomastown, and Redwater. [I didn’t mention it in the Domestic orders, since I doubt I’m required to spend any serious amount of materials. It’s just a carved wooden pole with some nice designs on it.]