Botwawki 2.6

Stats in the beginning of the turn:
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:
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

Diplomatic orders:
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.

Market orders:
Spoiler :
- sell 4000 food for 148k caps;

- 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.

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.]
 
OOC:
Two Questions:
1. Is there still room to join (I know I'm super late)
2. Is Hunter Army Air Field claimed?
 
Mister Lothar

Cartography is a particularly obscure subject in this era. Most people don't travel much further than a few kilometres in any direction of their place of birth - let alone the breadth of the southeastern United States.

However you needn't travel very far to find, in some attic or abandoned university campus, the raw materials by which you can picture the entire Sunshine Wasteland. Government topographic maps, urban cover maps, rail maps, road maps, county maps, river maps - they're all there, waiting for someone like Mister Lothar to find them.

Mister Lothar works at the Jackson Academy of the Arts and Sciences, a student of physics whose theoretical projects occupy his working hours - it's in his spare time he permits himself to make maps.

And with the publication of his first comprehensive political map, Mister Lothar inaugurates the Jackson Academy Cartography Society:

Spoiler :
53uY0Lc.png


OOC: This map was made using government maps available online, using numerous layers, including several not in the png posted above, which were used to precisely locate each settlement. Every settlement has been placed exactly where the stats say it ought to be, so this is a very accurate map.

There is one exception, Alfredstown, which has no location associated on the front page, and has been placed between McDavid Florida and Flomaton Alabama. I guessed based on Ahigin's and EQ's maps.

Also, I also believe Fort Blue isn't on EQ's most recent map.

Territorial 'control' is aesthetic - though as a rule I gave 30 kilometres radius for each settlement, plus areas between close settlements, and all areas I know to have railroads through them as part of coloured 'territory.'
 
I furiously love it!!! Wanne be a new map person? Or should both of us continue mapping the Wasteland each in his own way?
There is one exception, Alfredstown, which has no location associated on the front page, and has been placed between McDavid Florida and Flomaton Alabama. I guessed based on Ahigin's and EQ's maps.
Yep, been there. I don't remember exactly how I resolved the issue.

Also, as DuneBear pointed out to me in PM, some of Georgia cities were a bit misplaced on EQ's maps.

And I repent, the last turn I shifted some GRD cities around a bit, in order to get all town names horizontal and readable on the map.
Also, I also believe Fort Blue isn't on EQ's most recent map.
Correct, I noticed that too. I think you were much more precise in locating it than me, though.
Territorial 'control' is aesthetic - though as a rule I gave 30 kilometres radius for each settlement, plus areas between close settlements, and all areas I know to have railroads through them as part of coloured 'territory.'
My personal approach to territorial control was to paint the area that the faction has scavenged through and controls pretty well. Of course, it's always still possible to have somebody stumble into your territory and make a mess out of your flower garden.
 
To be fair I prefer Ahigin's maps. These are a bit too large and I honestly liked how the cities connected in spite the fact there's probably tens of kilometers between them.
 
I'm just a player, but know that much: Savannah is under the Reclaimed Free Republic (a game faction), so existence of a previously undiscovered community there is highly unlikely.

Ah, shame. I really should have joined this earlier considering that I live in Savannah.
 
Just letting everyone know that orders are definitely due on Tuesday.


Ah, shame. I really should have joined this earlier considering that I live in Savannah.

Well a bunker or vault is still acceptable for a start there, if you chose to make one, as theoretically it could have stayed concealed up to this point.
 
From: People's Republic of America
To: Elrod


We thank you for your assistance. We would like to make you an offer: to join our Republic as an Autonomous City. You will manage your internal affairs on your own while the central government shall protect your city from enemies and manage the foreign policy. What do you think of it? You will both have autonomy and protection from any enemies. If you refuse, we shall accept your will but we hope that you will see past the regional feelings and instead look at the bright future we can have together. An arrow can easily be broken, but many arrows together are hard to break.

Cough. Cough.
 
@christos: as per other situations, diplomatic response will be received with the update.
 
160th Special Operations Aviation Regiment
Spoiler :
937px-160th_SOAR_emblem.svg.png
The Regiment's Logo​

Faction Name: 160th SOAR, more informally the Night Stalkers
Leader Name: LTC John Roscoe
Leader Trait: Charismatic
Starting Location: Hunter Army Airfield
Leader Background: The commander of the 3rd Battalion of the SOAR, popularly elected by the members of the airfield (see below)
Origins: Pre-War Military
Traits: Industrious
Capital Type: Bunker
Background: As the tensions leading to the Great War continued to build, the commander of the garrison of the airfield ordered the construction of a bunker system in case the base needed to be defended from a possible invasion in the future. This proved to be prudent as it allowed most of the SOAR to survive the direct nuke hit in nearby Savannah. While members of other units made it to the bunker, the SOAR received special warning due to its special role in the Special Ops programs of the time, and thus the need to keep its advanced stealth technology hidden. The leader of the SOAR at that time was LTC James Michealson, and as the ranking officer there he was in command of all the bunker. Over time this honor went from being awarded to the ranking officer to the commander of the SOAR, picked by popular vote. LTC John Roscoe is the latest in this line, and he made the fateful decision to send some scouting parties to investigate what has survived both on base and around Savannah and the Savannah River. Now, as the Night Stalkers prepare to set out in the world, they are prepared to restore order to the wasteland and continue America and its ideals. What will they find among the ruins of Savannah?

Let me know if the lore is not up to speed of what actually happened, since I didn't want to search through all the pages looking for information on Savannah.
 
To be fair I prefer Ahigin's maps. These are a bit too large and I honestly liked how the cities connected in spite the fact there's probably tens of kilometers between them.

I think both certainly have their advantages. I agree that Ahigin's maps have a certain aesthetic appeal for having filled out political boundaries, however JK's is very precise and the terrain addition is extremely helpful and quite beautiful.

Thank you both who have chosen to make maps for this game that all of us enjoy so much!
 
however JK's is very precise and the terrain addition is extremely helpful and quite beautiful.
Exactly my thinking.

Frankly, upon looking through the file he sent me, I think his approach is much more efficient, since he has so many helpful layers to select from.

I'm gonna stick to regularly updating my maps every game turn, because my process is a bit simpler and each update takes much less time. Once in a while, JK will update his map as well, or I can do it when I have a bit of extra free time, now that he sent me his XCF file.

There's also another option. Since everyone who prefers my maps mentions solid borders as their main reason to like them, I may try to switch to JK's file completely, but with extended land control.
 
Exactly my thinking.

Frankly, upon looking through the file he sent me, I think his approach is much more efficient, since he has so many helpful layers to select from.

I'm gonna stick to regularly updating my maps every game turn, because my process is a bit simpler and each update takes much less time. Once in a while, JK will update his map as well, or I can do it when I have a bit of extra free time, now that he sent me his XCF file.

There's also another option. Since everyone who prefers my maps mentions solid borders as their main reason to like them, I may try to switch to JK's file completely, but with extended land control.

I actually prefer the reduced borders on JK's map. It feels much more 'Fallout' having so much pure wasteland between settlements, and really drives home that even with all the rapid expansion of player factions, they are still just small blips of civilisation in the wastes. The expanded borders make it look like the factions are able to control territory, which for the most part they can't, unless they heavily invest on constant patrols or have very tightly packed settlements.

Still love both maps though, and appreciate all the effort you two put into them.
 
In regards to wasteland control, J.K.'s map is probably a bit more accurate. While there are areas with solid control and relative peace, most of the wasteland is definitely still no-man's-land.
 
Just making a fresh reminder that I intend to begin updating tomorrow morning, so get those orders in!
 
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