Botwawki 2.6

Cool!

I think I have covered every faction, right? Polyblank invented his own flag, so Core of Matter should be good to go as well.

P.S. Poliblank - why lithium, by the way? I know it looks pretty nice as an emblem, but it's also a very reactive, flammable, and unstable element, so the metaphor of it is quite two-sided. :)

Dr. Manhattan had it right:
I thought of having Lithium because of the fact that there would be 3 members if they joined the atom union, and each time the atom would be changed depending on the number of members.

However, as I realised the double metaphor myself too, I think it has great potential for fun.
 
Oh, it's actually quite clever. Good luck passing through the francium-223 stage. Although you have a long way to go before reaching it. :)
 

Update 34: July – December, 2256
Hide and Seek

Inter-Faction Reports

AMUSEMENT PARK ADVERTISES 2257 OPENING. Radios throughout the central Florida area have begun to broadcast advertisements for a lavish grand opening to be held at the town called Universe City. Both Sunshine Educational Radio and the Radio of the South have begun mentioning the reopening of a portion of the pre-war park that exists within the Universal Reclamation Project. Ads have suggested that one of the older roller coasters will be the first thing brought online, along with other simplistic rides from the old world. A new hotel called the Blue Lagoon has been opened, with spacious accommodations and luxury services, while boxing and motorcycle races are offered for those with a competitive spirit. It’s hoped that the grand opening will be a major success, and many of the high class of various nearby factions are claimed to already be booking their suites.

Faction Reports

Atom Union
Spoiler :

The community of Albany, led by a leadership calling themselves the Core of Matter, has now become the cornerstone of a new federation of towns called the Atom Union. Negotiations with the neighboring and cooperating towns of Easebur and Arlington led to a productive merger between the three communities. They have declared the new Atom Union, and it represents the first new democratic society in Georgia since the destruction of the Echols Republic. The process of combination and merger took some time, but the new Union has come out all the strong for it. Unfortunately, the Union had little luck at its first real endeavor, an expedition to the town of Colquitt. Apparently previous groups had already thoroughly looted the town and only a pittance of scrap was recovered by the expedition. On the positive side, analysis of the soil and foliage around Colquitt indicated that the area was incredibly fertile for farming, and a settlement built there could be highly prosperous.

Turn Stat Changes
+1,260 Food, +1,260 Water, +15 Tech Parts, +700 Scrap Parts, +1,000 Ammunition from annexation of Arlington
+660 Food, +660 Water, +5 Tech Parts, +1,450 Scrap Parts, +200 Ammunition from annexation of Easebur
+30 Power Armor Suits from enigmatic find
+100 Scrap Parts from Colquitt expedition salvage
-500 Scrap Parts from construction
+5k Caps, -50 Tech Parts, +4,000 Scrap Parts from market sales and purchases
+1k Caps from market dividends
+60 Population from new ghoul migrants
+10 Population from natural growth
+20 Population from immigration to Albany
+20 Population from immigration to Easebur
-90 Food, -140 Water from consumption

Commissioner’s Challenge: With the creation of the Atom Union we now have a new problem: determining who will be the commissioner of the new council of the three towns. The enigmatic Mark Jobs remains a popular candidate from Albany, while Arlington has offered a charismatic leader from the local populace. Easebur has instead offered a skilled scavenger as a possible new leader. The council must now select from among these candidates who will be the commissioner of the new Union.


Corporate Trade Federation
Spoiler :

The Corporate Trade Federation has waged another successful campaign against a local rival. The Luigi Bros Salvage Company, which had previous refused to pay Corporate taxes on salvaging in Jacksonville ruins, was assaulted at their compound in the east. The attack faced heavy losses, as the defenders were well prepared for such a move and inflicted withering fire upon the attackers. Still, sheer numbers eventually overwhelmed the base’s defenses, after inflicting heavy damage on local fortifications. The attackers occupied the base and immediately began salvaging what they could of local scrap and parts in the area. The former assets of the Luigi Bros were brought back to Saint Augustine, bolstering the faction’s material wealth. Some people have begun to feel as though the whole offensive was pointless in the wake of a flagrant violation of the same salvage laws as the Sunshine Kingdom set up an outpost within rifle distance of Fort Jacksonville in the ruins. The massive party from the south was shadowed by the Federation’s forces, making many uneasy about the possibility of a new war in the wake of the construction of the Kingdom’s new outpost in the Federation’s backyard.

Turn Stat Changes
-380 Population, -760 Ammunition from assault on Luigi Salvage Co losses
+8k Caps, +400 Food, +400 Water, +20 Tech Parts, +400 Scrap Parts, +1,350 Ammunition from spoils of assault on Luigi Salvage Co
+900 Scrap Parts from Jacksonville area salvaging
+13k Caps from market dividends
+20 Population from natural growth
+10 Population from immigration to Saint Augustine
+50 Population from immigration to Jax Exec Airport
+50 Population from immigration to Fort Jacksonville
-580 Food, -380 Water from consumption

CEO’s Challenge:Some of our people are arguing that our immigration laws are too restrictive. They argue that with current laws we will eventually be overwhelmed in numbers by more liberal factions like the Sunshine Kingdom. They have called for the opening of immigration borders, despite more conservative concerns about security risks. How do we respond to this debate?


Empire of America
Spoiler :

The Empire of America has continued to attract lowlifes from across the Sunshine Wasteland, bringing in more and more raider recruits to bolster its ranks. This is in spite of unpopular regulations against recreational chem usage throughout the empire, though reportsclaim that the regulations are rarely enforced outside of Felix City among the increasingly raider majority population. The Empire’s salvagers continue to skirt the interior of Birmingham, choosing instead to explore the areas outside of the downtown area. They reached Fultondale this year, and undertook limited salvaging efforts. They were mostly hindered from collecting any substantial amount of scrap by the numerous local wildlife which kept the expedition in an almost constant state of siege. Salvage efforts stopped quickly, as only the easily collected bits of scrap were kept by the fighters.

Turn Stat Changes
+50 Population, +50 Low-Tech Melee Weapons from raider recruitment
-300 Ammunition from Fultondale expedition losses
+100 Scrap Parts from Fultondale expedition salvage
-5,000 Food, -700 Water from contamination
-600 Scrap Parts, -15 Tech Parts from construction
+10 Slaves, +3k Caps from market dividends
+145 Scrap Parts from slave production
+10 Population from natural growth
+30 Population from immigration to Athens
+10 Population from immigration to Heavenly City
+40 Population from immigration to Paris
+40 Population from immigration to Napoleontown
+40 Population from immigration to Rome
+150 Food from surplus production
-350 Water from consumption

Emperor’s Challenge:Many of the original inhabitants of the bunker now known as Felix City have died or moved on since we first opened our doors and entered the wasteland. Our populace is increasingly dominated by unruly raider types and new immigrants. Very few know the origins of our people or of Emperor Felix himself, and this could be an opportunity. When we teach new people of our history, should we tell them the truth of our military heritage, or create an elaborate mythology about the Jackson family, or something in between?


Georgia Reclamation District
Spoiler :

The Georgia Reclamation District has faced a major setback and some are concerned that the faction’s darkest hour could be in the immediate future. A major fire in Cleveland destroyed the local water purifying and pumping station, greatly diminishing the town’s primary source of clean water for drinking. To compound these woes, the town of Jasper was once again nearly overrun by a group of raiders from the north. Thankfully the Enclave quick response force was deployed, defending the town from destruction and wiping out the raiders and their camp. Some good was seen with the annexation of the town of Vinland, which had been long struggling before their contact with the GRD. To help with confidence, the GRD didn’t even require the aid of the Enclave in encouraging the annexation this time. Good news also came in from the numerous expeditions sent out from the cities of the District, to points all over northern Georgia.

Close to Vault 136 itself was the Lumpkin County Airport, long neglected by the vault’s scavengers. The airport was looted quickly of all relevant supplies within, returning with a decent haul, but also a report that the airport was unlikely to contain anything more of value.Similar results were had in the Clarkesville and Cornelia areas, though it’s likely that the smaller towns around Cornelia could still contain decent amounts of scrap and other unfound salvage. Notes were also made that the Clarkesville area seemed highly fertile for farming and agriculture, and recommended that if a future farming settlement was ever needed, that it would be a highly ideal location. They were mostly successful and none of these expeditions reported any particular difficulty in their efforts, the area filled with more passive wildlife than any real danger. Two other expeditions had less positive reports to send home.

The largest and most focused expedition sent out this year was to Dobbins Air Reserve Base, seeking to overwhelm the base defenses and garner a hefty salvage. The attack went well enough at first, as the weapons of the GRD overwhelmed the robots defending the old ruin. Unfortunately, they opened one hangar to find within literally hundreds of active robots that had been previously unable to engage. The result was massive casualties among the expedition and a loss of much of their robot escort that they had brought along. To add insult to injury, not much of value was actually retrieved from the old base, but the expedition leader advised future trips to check every possible spot within. An expedition was also sent to the ruins of Talking Rock, where a previous expedition had been lost to unknown causes. They were unable to find any traces of this old expedition, but did find a good deal of scrap, tech, and even a stockpile of old guns. Sadly the area did not seem to offer anything else in decent salvage, and they suggested that any future trips to the area would likely be futile.

Turn Stat Changes
-1 Water Pump/Purifer in Cleveland from destructive fire
-1 Fortifications, -50 Population, -125 Ammunition from raider attack on Jasper losses
+300 Low-Tech Melee Weapons from spoils of raider attack
-2,000 Scrap Parts, +100 Laser Weapons from construction and production
+140 Food, +140 Water, +15 Tech Parts, +200 Scrap Parts from Vinland annexation
+200 Scrap Parts, +4 Tech Parts from Lumpkin County Airport expedition salvage (Tapped out)
-160 Population, -760 Ammunition, -13 Protectrons, -3 Mr. Gutsys, -2 Sentry Bots from Dobbins Air Reserve Base expedition losses
+400 Scrap Parts, +3 Tech Parts from Dobbins Air Reserve Base expedition salvage
+500 Scrap Parts, +6 Tech Parts, +15 1-H Guns from Talking Rock expedition salvage (tapped out)
+800 Scrap Parts, +6 Tech Parts from Clarkesville expedition salvage (Tapped out)
+800 Scrap Parts, +3 Tech Parts from Cornelia area expedition salvage
+6k Caps from market dividends
+40 Population from natural growth
+40 Population from immigration to All’s Well
+10 Population from immigration to Clermont
+10 Population from immigration to Cleveland
+20 Population from immigration to Jasper
+60 Population from immigration to Vinland
+4.7k Caps from taxation
-1,000 Food, -1,300 Water from consumption
+4 Energy, +300 Scrap Parts from production

Governor’s Challenge: The driving concern for our whole faction is the imminent water shortage caused by the loss of production and our own dwindling stockpiles. If we do not take measures to bolster our water stockpiles, over a thousand people could die in the next six months. How do we respond to this crisis?


Maritime Collective
Spoiler :

The Maritime Collective has remained focused on maintaining the peace in its area. This has come in a form of tribute to Vault 37, contributing a number of tech parts to preserving the fragile situation as it is. The Collective’s main salvage effort was against their former settlement at Hurlbert Air Force Base, seeking to reclaim whatever treasures may lay within. They preceded their expedition by deploying their bombers in an aggressive manner for the first time, valuable practice for the pilots. When the main force arrived to secure the base, they found the majority of robots destroyed, and the few that remained heavily damage and erratic. Liberal use of firepower quickly resolved the situation and the Collective secured a substantial amount of scrap from the compound. As a bonus, the bombing revealed a previously concealed bunker which contained artillery pieces from before the war. The artillery that was still intact was brought back to Pensacola, completing a now highly formidable howitzer battery for protecting the town.

Turn Stat Changes
-10 Tech Parts, +500 Scrap Parts from goodwill gifts with Vault 37
-1,170 Ammunition from salvage of Hurlbert Air Force Base losses
+500 Scrap Parts, +1 Tech Part, +2 Howitzers from Hurlbert Air Force Base salvage
+2k Caps from market dividends
+50 Population from immigration
-380 Food, -80 Water from consumption

Mayor’s Challenge:The mayor is dead! Aerwyna Beckett died this morning from an apparent heart attack after leading our community for years. The question is now, who will take her place as our new mayor? Some people have called for elections, and a charismatic candidate will be the most likely victor in that scenario. Others have suggested that the oldest child of Beckett would be an ideal candidate for mayor, giving us a skilled scavenger as mayor without the fuss of electoral process. Who should be our new mayor?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth has managed to win its biggest military victory since the war with the spider ants at the dawn of the Commonwealth’s existence. The vicious band of raiders known as the Sons of Simp, destroyers of the Echols Republic and other communities throughout Florida and southern Georgia, were engaged not far from the independent town of Newberry. The Commonwealth hired the group known as the Regulators to pave the way for their advance, and the Regulators managed a bonus by deactivating the slave collars of the Sons of Simp captives remotely shortly before the battle began. The fighting took place over two days, but the Commonwealth emerged victorious after rooting out the last holdouts from an old bar in the area. The assets of the Sons were confiscated by the Commonwealth and the majority of slaves chose to join the community at Ocala, grateful to be freed of their painful existence. Other good news came in for the Commonwealth from the ruins of Orlando when a local salvage team out of Ocoee managed to discover an intact warehouse chock full of tech parts. The massive haul was brought home and added to the stockpiles with commendations for the salvage team.

Turn Stat Changes
-3,000 Food from contamination
-10k Caps from expenses
-2,000 Scrap Parts, +500 Ammunition, +100 Low-Tech Melee Weapons from construction and production
-16k Caps, +20 1-H Guns, +20 2-H Guns from Universal Reclamation Project purchases
-290 Population, -2,095 Ammunition from battle with Sons of Simp losses
+820 Population, +12,000 Food, +5,000 Water, +52 Tech Parts, +870 Scrap Parts, +3,470 Ammunition, +1,200 Low-Tech Melee Weapons, +350 1-H Guns, +160 2-H Guns, +40 High-Tech Melee Weapons, +350 Laser Weapons, +10 Heavy Weapons, +30 Power Armor Suits from spoils of battle with Sons of Simp
+600 Scrap Parts, +156 Tech Parts from Orlando area salvage
+50 Population from natural growth
+30 Population from immigration to Bushnell
+50 Population from immigration to Fort Apopka
+100 Population from immigration to Leesburg
+10 Population from immigration to Ocala
+30 Population from immigration to Ocoee
+50 Population from immigration to Umatilla
+12k Caps from market dividends
+5k Caps from Fairgrounds dividends
-1,620 Food, -1,810 Water from consumption

Governor’s Challenge:The opening of the new park in Universal City next year has caused a number of our merchants and entertainers at the Leesburg Fairground to encourage a policy of embargo against the new park. They claim that the new park risks collapsing their business, as it could offer more entertainment at lower costs. The merchants have substantial influence in the town and they have encouraged us to prevent travel to Universe City at any cost. How do we respond to this pressure?


Sunshine Kingdom
Spoiler :

The Sunshine Kingdom has remained highly active towards the end of the year, performing what some thought would be risky maneuvers with apparently good rewards. The old Museum of Air and Space in Nasacity has been reopened as the Royal Smithsonian, with plans for a major expansion of historical exhibits to the facility. The territory of the kingdom was expanded with an expedition to Jacksonville, passing through the territory of the occasionally hostile Corporate Trade Federation. A major incident was avoided, and the new town of Prosperity was built in the ruins of Jacksonville, looking to share salvage of the area with the Federation’s own scavengers. Plenty of scrap and tech were found in the first sweep of the area, and it seems likely that this will be a prosperous community, much like Dragonville in Orlando’s ruins. A second expedition was sent out to the west of the St. Johns River to explore the long neglected ruins of Camp Blanding. The truly massive compound was crawling with a number of different robotic defenses and booby traps to prevent such explorations. Attempts to hack the robotic defenses were deemed futile when it was discovered that each bot had its own independent programming rather than a centralized source. Many in the expedition were killed or wounded in this discovery, but a small portion of the base was cleared. It is believed many possible salvage runs could be successful in the future, as much of the Camp remained unexplored.

Turn Stat Changes
+1.5k Caps from Satsuma toll bridge
-30 Ammunition from raider attack on Universe City losses
-5k Caps from Sunshine Trade League investment
-10 Tech Parts from gift to Universal Reclamation Project
+50k Caps from income
-55k Caps from expenses
-1,000 Scrap Parts from construction of Prosperity
+600 Scrap Parts, +12 Tech Parts from recovered salvage near Prosperity
-30 Population, -205 Ammunition from Camp Blanding expedition losses
+500 Scrap Parts, +8 Tech Parts from Camp Blanding expedition salvage
+1,800 Scrap Parts, +12 Tech Parts from Orlando area scavenging
+5k Caps from market dividends
-200 Scrap Parts, -40 Tech Parts from construction
+40 Population from natural growth
+40 Population from immigration to Nasacity
+20 Population from immigration to Christmas
+50 Population from immigration to Dragonville
+40 Population from immigration to Edge
+20 Population from immigration to Mims
+50 Population from immigration to New Fort Cocoa
+30 Population from immigration to New Smyrna Beach
+30 Population from immigration to Oak Hill
+10 Population from immigration to Prosperity
+60 Population from immigration to Satsuma
+4.6k Caps from taxation
+590 Food, +1,070 Water from surplus production

Queen’s Challenge: The expansion of the Royal Smithsonian has led to an awakening in interest in Old World history and the stories beyond old ruins and areas. A number of people are looking to the monarchy to provide funds for the creation of the Royal Archaeology Society, which would seek to preserve and research the history of old ruins, rather than simply tearing them apart for scrap. Of course, there are practical concerns, as some believe that it’s better to forget the old world and use its remains to fuel our own civilization. Should we finance these amateur archeologists or keep our priorities focused on our own development?
 
Survivalist Union
Spoiler :

The Survivalist Union has managed to close out the year with a decent haul in salvage and production. New facilities in St. Lucy have dramatically increased the faction’s food and water production, helping to prevent a dire situation of shortages from arising. Local salvage similarly had a highly productive year, and were highly enthusiastic to announced the discovery of a large amount of old high-tech melee weapons to bolster local defenses. Another salvage expedition was sent to scout out the ruins of the south, long dreaded after previous expeditions to the region met with horrible fates. The expedition had little trouble before reaching Palm Beach, where they immediately came under attack by the feared dragons within. The dragons caused intensive damage and casualties, but seemed to keep their distance enough as salvage was undertaken in the northern parts of the town. An ample amount of salvage, including some guns from an old police station was recovered, and returned, albeit with a goodly number of losses to the infernal sky lizards.

Turn Stat Changes
-200 Water from contamination
-12.7k Caps, +5,800 Food, +5 Tech Parts from market purchases
-500 Scrap Parts, -12 Tech Parts from construction
-40 Population, -355 Ammunition from southern expedition losses
+700 Scrap Parts, +7 Tech Parts, +10 1-H Guns from southern expedition salvage
+400 Scrap Parts, +1 Tech Parts, +25 High-Tech Melee Weapons from Port St. Lucie area salvage
+3k Caps from New Strip dividends
+2k Caps from market dividends
+20 Population from natural growth
+10 Population from immigration to Liberty City
+10 Population from immigration to New Casablanca
+40 Population from immigration to Refuge
+30 Population from immigration to St. Lucy
+390 Food from surplus production
-120 Water from consumption

Headman’s Challenge: One of our people found an unusual egg at the airport in Palm Beach during the scavenging operation. It seems close to hatching and our people are considering checking it out to see what creature comes out and whether it could be tamed. On the other hand, if it hatches into an immediately dangerous creature, lives could be lost in the process. Should we keep the egg or destroy it?


Transmississippian Confederation
Spoiler :

The Wasteland Wolves have reformed themselves once more, merging into a tribal group with the Chairkey People called the Transmississippian Confederation. This has led to a combination of the two cultures as they seek to build closer ties and tribal unity against a larger and more hostile world. The hostility of the world was reinforced by a major raider attack against Wolf's Lair, which thankfully was repulsed with some losses. The raiders fled into the wasteland, carrying their dead with them. Gifts were sent to the nearby factions of Old Trace and Canton, hoping to buy favor, and the results seemed to be mixed, though Canton clearly received the gift better than Old Trace. Sadly, not all news was good news, and people feared the worst when a massive salvage group consisting of over half the tribe failed to return. Eventually ten people stumbled out of the wastes, telling the story of the doomed expedition. Apparently they had no success in salvaging, as when they reached Edwards, they found a friendly but struggling settlement there. They passed on, as little scrap existed in the area, headed to Redwood in the north. Unfortunately there they were ambushed by a group of strange people with an odd and completely foreign language. The expedition was defeated and badly mauled, and the survivors were enslaved. Though the attackers never spoke English, it became clear that those released were released only to spread the message of what took place.

Turn Stat Changes
-40 Population, -125 Ammunition from raider attack on Wolf's Lair losses
+1 Military Skill from combat
+890 Food, +890 Water, +8 Tech Parts, +800 Scrap Parts from Chairkey People annexation
-200 Food, -200 Water from Canton and Old Trace gifts
-390 Population, -60 Ammunition, -400 Low-Tech Melee Weapons, -50 1-H Guns, -5 2-H Guns from western expedition
+10 Population from natural growth
+30 Population from immigration to Wolf's Lair
+60 Population from immigration to Chairkey Tribal Grounds
+780 Food, +280 Water from surplus production

Pack Leader's Challenge: The loss of so many of our friends and family has shaken many of our people. Hundreds lay dead and the Mohammedetans are a mysterious and unknown foe. Some people have claimed that both the Wolves and the Chairkeys should band together and flee as a group once more, heading further east which could be safer from this sort of threat. Others believe that we should take the offensive and try to wipe out the enemy, as risky as such a move may be. How do we respond to this debate?


Universal Reclamation Project
Spoiler :

The Universal Reclamation Project easily repulsed a raider attack on its walls towards the end of the year. The raiders themselves fled after realizing they would be unable to penetrate the thick defenses of the city. Only minor injuries were inflicted upon the defenders, who were aided by the Sunshine Kingdom’s minor local garrison. The Project was mostly focused on the restoration of a number of old theme park rides within the confines of the city. While some had previously been converted to residences or knocked down for farming area, the rides were reclaimed and rebuilt for entertainment purposes. Similarly training has begun for boxers and motorcycle riders, as a massive track was dug out using explosives outside of the city itself. These diversions are being offered up as the key attractions, along with a new hotel, for a grand opening of the park beginning next year. The town has braced itself for the inevitable flood of tourists as some have already trickled into the local hotel.

Turn Stat Changes
+10 Tech Parts from Sunshine Kingdom gift
+16k Caps, -20 1-H Guns, -20 2-H Guns from New Gulf Commonwealth purchases
+27.4k Caps, +2,800 Food, -3,000 Water, +1 Tech Part from market purchases and sales
-.4k Caps for useless courier service
-650 Scrap Parts, -13 Tech Parts, -50 Ammunition from construction
+1,100 Scrap Parts, +6 Tech Parts from Orlando area salvage
-440 Ammunition from raider attack losses
+6k Caps from market dividends
+10 Population from natural growth
+10 Population from immigration
+11k Caps from taxation
+500 Food, +400 Water from surplus production

Master of Ceremonies’ Challenge: The Grand Opening is looking to be a spectacular hit for the Wasteland tourist trade. Still, some of our people are somewhat bitter about all of the rising crime and travelers. They have loudly complained to all who listen about how the reconstruction project is destroying local livelihoods and the rise in crime throughout the entire region. They are quickly undermining support for our leadership and we must effectively respond to the criticism. How do we react to the growing antagonism against our regime?


Vault 37
Spoiler :

Vault 37 has begun looking for new friends and updating old relationships as the year drew to a close. A new alliance has been formed with the slaver stronghold of Southden, as the Overseer agreed to liberalize the slave trade, opening markets to individual purchases, and not just for the state. The newly defensive arrangement has offered Southden some security while developing a new market for their goods. On a different diplomatic front, relations have been repaired with the Maritime Collective as the two factions exchanged gifts, with promises for a better relationship in the future. While much bitterness remains at the blood shed in previous battles, the more optimistic and pacifistic types believe this could a be a stepping stone to a greater friendship. The regularly visiting merchant is the third source of new diplomacy, as he has been invited to increase the size of his scrap shipments in exchange for an even larger amount of food exports. The trade was appreciated, and the merchant has begun bringing in multiple ships to manage the trading.

Not all was good news, and even while salvaging in Pinellas County has been upped to a whole new level with the deployment of a large number of new Mr. Handys, disaster struck the faction as a whole. A major expedition was outfitted to head south, hoping to find good salvage all the way to the door to the Everglades. The expedition, eight hundred strong, started poorly with the destruction of the expeditions' Mr. Handys when they ran across a particularly massive Mirelurk nest in Bradenton. A similar nest resulted in high casualties in Port Charlotte, inflicting heavy casualties, and the expedition was already down seventy-five percent by the time they made it to Naples. In Naples they were ambushed by a very well armed group of raiders, some of whom were dressed in tattered vault outfits. The raiders deployed a plane which delivered multiple devastating bombardments upon Vault 37's expedition. The raiders were outnumbered and outgunned, however, and the plane was shot down, while the raiders themselves were wiped out or fled. By this point, the expedition had been whittled down to less than one hundred people, and the trucks were destroyed in the fighting. What remained of the expedition was torn apart on the road home by unseen forces, though one of the few survivors who returned to Fort Freedom claimed they were deathclaws using chameleon like abilities, similar to those that inhabited southern Orlando until recently.

Turn Stat Changes
+10 Tech Parts, -500 Scrap Parts from goodwill gifts with Maritime Collective
-20,000 Food, +6,000 Scrap Parts from mysterious merchant trade
-5600 Scrap Parts, -20 Tech Parts, -40 Energy, +40 Mr. Handys from construction and production
-50k Caps from expenses
-780 Population, -4,250 Ammunition, -400 Low-Tech Melee Weapons, -200 1-H Guns, -200 2-H Guns, -80 Laser Weapons, -10 Heavy Weapons, -6 Mr. Handys, -2 Trucks from southern expedition losses
+5,400 Scrap Parts from Pinellas County area salvage
+400 Scrap Parts from Davenport area salvage
+400 Scrap Parts from Haven area salvage
+250 Scrap Parts, +2 Tech Parts from Timber Hold area salvage
+500 Scrap Parts from Ventura City area salvage
+60 Slaves, +6k Caps from combined market dividends
+800 Scrap Parts from slave production
+70 Population from natural growth
+150 Population from immigration to Fort Peace
+60 Population from immigration to Davenport
+120 Population from immigration to Fort Freedom
+20 Population from immigration to Haven
+40 Population from immigration to Poinciana
+60 Population from immigration to Sugarmill
+30 Population from immigration to Thicket
+10 Population from immigration to Timber Hold
+60 Population from immigration to Ventura City
+59k Caps from taxation

Overseer’s Challenge: There has been reports of increasing technical failures within Vault 37. The equipment in the vault has begun to show its age and deteriorate rapidly. Our engineers suggest that repairs could be made to extend the vault's lifespan for another five years or maybe more, at a cost of 2,000 Scrap Parts and 100 Tech Parts. Some of our advisers have recommended instead just scrapping what remains at the vault and abandoning it for the new capital at Fort Peace, rather than forking over such a great expense in resources. How do we respond to this issue?


Workers' Republic of the Reclamation
Spoiler :

The year closed out with substantial excitement for the Workers' Republic of the Reclamation. While expeditions to the north of Nanabozho have demonstrated incredibly low results in their salvage, big gains were made elsewhere. A force of settlers were sent into Savannah itself to establish a base at an old gulf club on the east side of town. The expedition was successful, but during the construction process substantial amounts of fighting was heard to the east and aircraft seen flying overhead in all directions. The expedition went to the believed site of a local base, and found it abandoned with numerous dead bodies and supplies scattered about. With no sign of the Enclave returning, the prized assets remaining the outpost were hauled out and brought back to the new outpost. Included was an almost intact aircraft of their own, and the great potential it could be for the faction as a whole.

On another front, a major assault was launched upon the old base defenses activated at Parris Island. A major force was mustered and launched at the position there and they tremendous success. Unfortunately, they lacked many munitions, due to a raider attack earlier in the year on Nanazbozho. The shortage of ammunition is what led to most of the casualties in the battle at Parris Island. The base defenses were cleared at a moderate cost, and some supplies were retrieved from the ruins, though nothing particularly of note beyond a few obsolete guns from an old guard house. Optimists among the expedition argue that there's still plenty of territory for future expeditions to cover on the island should they choose to return.

Turn Stat Changes
-800 Ammunition from raider attack on Nanabozho losses
-1,500 Scrap Parts from construction of Tabaldak
+400 Scrap Parts, +20 Power Armor Mk2 Suits, +1 Vertibird from Tabaldak construction and Enclave base salvage
-50 Population, -610 Ammunition from assault on Parris Island losses
+400 Scrap Parts, +6 Tech Parts, +10 1-H Guns from Parris Island expedition salvage
+100 Scrap Parts from northern expedition salvage
-300 Scrap Parts, -7 Tech Parts from construction
+10 Population from natural growth
+40 Population from immigration to Viracocha
+30 Population from immigration to Nanabozho
+40 Population from immigration to Tabaldak
+260 Food, +560 Water from surplus production
+5k Caps from market dividends

Chairman's Challenge: The aircraft we recovered from the abandoned Enclave base offers us the potential to fly. Unfortunately there are no training manuals for this aircraft and we have no one with any flying experience. Some have recommended a careful process of trial and error to learn to fly the aircraft, while others suggest we should just scrap it for what scrap and tech it could provide. What should we do with this captured asset?


Market Prices​

Slaves: 10 Slaves for 2.3k caps

Food: 2,500 for .1k caps

Water: 100 Water for 1k caps

Energy: 1 Energy for 5k caps

Tech Parts: 1 Tech Part for 2.1k caps

Scrap Parts: 100 Scrap Parts for 3.4k caps

Ammunition: 100 Ammunition for 2.9k caps

Radio Stations​

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

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

Core of Matter Radio – Broadcasting in the Clear – Unknown location
-Scientific and Technological News
-Math Problems

CTF Radio – Broadcasting in the Clear – Saint Augustine, Florida
-Immigration information and advertisements
-Corporate advertisements

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

Napoleonic Radio – Broadcasting in the Clear – Felix City, AL
-French music
-Stories about the life of Napoleon Bonaparte

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

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

Reclamation Radio – Broadcasting in the Clear – Hardeeville, South Carolina
-News of Reclamation Efforts
-World History Lessons

NPC Diplomacy

To: New Gulf Commonwealth
Spoiler :

From: Newberry

Your recent display of force has impressed upon us your ability to defend distant territories. We are interested in admittance to your Commonwealth.


To: Transmississippian Confederation
Spoiler :

From: Canton

Our first knowledge of you came from our acquaintances in Old Trace, and they painted you as a band of backward barbarians, just barely more civilized than raiders. We are glad to see by your gifts and discussions that this is not the case. We are more than happy to enjoy mutual prosperity, as long as you refrain from salvaging in Canton itself.


To: Transmississippian Confederation
Spoiler :

From: Old Trace

Jackson is ours and always has been ours, along with its peripheries. Any salvaging in this area will be viewed as hostile, and will be fired upon by our militia. You've been warned


To: Transmississippian Confederation
Spoiler :

From: Mohammedetans

هذه هي الأرض الموعودة، لم تكن موضع ترحيب هنا


OOC

@Golden1Knight: Because you did not provide a name for the new leader, one was chosen for you. The name can be changed should you feel the need to do so.

@DuneBear: Pickens County Airport is already assumed to be part of the farming area of the settlement of Jasper. Sorry, but that just can’t count as a separate expedition at this point.

@thomas.berubeg: I don’t do 5s. 5s are evil. Your expedition to Jacksonville had 230, not 225. Also you only had 17 heavy weapons total that I could find. That was the amount sent to the new town.

World Map

 
“THIS cost the kingdom fifty thousand caps? Where did it all that money go?” Princess Lydia exclaimed to herself softly. Sure, the building looked different from it’s previous incarnation as a dusty and nearly abandoned warehouse of old technology, but fifty thousand caps worth.

The curator giving her the royal tour had the good grace to look ashamed. “We hadn’t realized how damaged the building actually was. Water damage, radiation damage. It’s a wonder the building hadn’t fallen in on itself years ago. Honestly, it’s a good thing old James died when he did, or we might never have known how bad it was.”

The crowd in the museum filled the air with the murmuring rumble of incomprehensible conversation.

Lydia turned a haughty look on the young curator. “James Harrison was an officer of NASA years before you were born. He took care of this place as well as he could, and you would do well to remember that he was a hero. You wouldn’t have a job without him.”

The curator grimaced, and tried to apologize “I only meant...”

“I know you meant no harm, it’s just that so few people remember the old bunker, care about the old things. I was only five when we made the exodus... Come... Steven... was your name? Show me the Museum!”

He bowed stiffly, and turned. “This central wing is what remains of the old building, though very few of the original materials remain. This building houses the rockets and vehicles that sent our ancestors into space. On your left is a test copy of Virgo IV, the third manned mission to the moon. Commander Aligheni painted the nose art you can see there on both this capsule and the one that landed on the moon. To the right is the first american satellite. It was recovered in 2045.”

Lydia was fascinated. She had never known how alive these old pieces of technology were, how each piece was a story to itself.

Her gaze turned towards a pair of capsules at the end of the room, partially hidden behind a rocket on it’s side. Steven smirked.

“The triplets - Clarabelles 6 and 8.” He was silent, clearly waiting for her to ask.

Lydia took the bait. “The triplets? why are there only two?”

“Clarabelle 7 disappeared in 1996. All three capsules were in orbit at the same time, performing approaches to Starbase II, Clarabelles 6 and 8, and the starbase experienced momentary circuit failures, and at the same time, Clarabelle 7 dissapeared.”


“Do they know what happened?”

“No clue, no sign was ever found... But before he died, commander Bligh, who was piloting Clarabelle 8, published an account of what happened that night. According to him, he and commander Suits in Clarabelle 6 both saw something. Something not from earth...”

Lydia was enthralled. She had never known that the mysteries of the past were so, well, mysterious. Stephen smiled. He knew exactly how she felt.

“DO you want to see the rest of the museum?”

“Yes, yes... give me a moment.”

“As long as her highness needs, of course. But there are things just as interesting in the new wings. A skeleton of a warrior of Minorne, statues that our lab rats say are over three thousand years old, the original prototype plasma weapon - the lassitor, and if her majesty is interested, I can show her the institutes labs in the basement? A significant chunk of the caps were invested in state of the art facilities.” He presented his arm.

Lydia wordlessly nodded, and placed her hand on his arm. As he led the way into the other wings of the museum, Lydia knew that every cap spent had been worth it.


Spoiler :
Yay for unrevised flash fiction. Hope there aren't too many terribly egregious errors.
 
Well, coulda gone better, coulda gone much worse.

About where in Palm Beach did the Dragons first appear (if there were any street signs or anything in sight)?
 

From Transmississippian Confederation
To Headwards, Canton, Jacmed, Minter City, Moor's Head

A new enemy has arrived to our land. A traitorous and ruthless enemy. A wondering tribe of Mohammedans has crossed the Mississippi River with only goal to cleanse this land of anyone weaker then them. We have lost a lot of brave men and women to this foe, but we, the people of Transmississippian Confederation, will not bend our knees to this new self-righteous conquerors. Here, on this bank of the great Misssissippi River we will take our resolute stance against the tyrants of the Wasteland, even if it costs us our lives. Never again will we run from the muck of humanity that thrives on oppression and suffering of others.

Let it be known we're gathering an army that will hunt and destroy Mohammedetans once and for all. Our people are brave, our hunters are cunning, and the Spirit of the Great Wolf is running with us on this Great Hunt. However, we will need all the warriors and all the weapons the Transmississippian Wasteland can offer. We encourage all of you to consider for a moment what fate may await your communities, your families, and your ancestors' spirits if we fail and the horde of merciless destroyers comes to your land. We will be taken out one by one, unless we're willing to unite our fighting forces in the face of a new common enemy. It is the time to come out of your foxholes and look the danger in the face.

If you're willing to join us in this war, send as many warriors as you can with best weapons you possess to Wolf's Liar, which will be our gathering point. If you find it too dangerous to weaken your garrison in this hard times, we will accept your help in the form of firearms, melee weapons, and ammunition. Be it donation to the common cause, or a lease, or a fair barter (weapons for food, water, or tech parts), we will accept any help your community is willing to provide.

Remember, shall we fail, nobody will be strong enough to stop them.
 
Awesome update EQ! You're the man! :D

@anyone, is there a map floating around with labeled communities? :) Still haven't figured out which towns are where ><
 
Workers&#8217; Republic of the Reclamation
Spoiler :

Leader: Chairman Norman de Paur (Enigmatic)
Faction Trait: Expansionist
Karma: Neutral Good
Capital: Viracocha (Hardeeville, SC; Pre-war Community)
Structures: Farming Equipment (2), Water Pump/Purifier, Jail, Ammunition Convertor, Fortifications (3), Institute, Radio Tower
Population: 580
Total Population: 1,440
Total Slaves: 0
Education: Theoretical Science
Caps: 11k
Food: 7,480 (+1,700)
Water: 3,980 (+2,000)
Energy: 0 (+0)
Tech Parts: 111
Scrap Parts: 1,600
Ammunition: 0
Military Equipment: 265 Low-Tech Melee Weapons, 20 High-Tech Melee Weapons, 135 1-H Guns, 20 2-H Guns, 150 Laser Weapons, 5 Heavy Weapons, 100 Power Armor Suits
Robots: None
Military Skill: 5
Outposts:
Nanabozho (Rincon, GA; Settlement): +500 Food, +1,100 Water
-Population: 520
-Structures: Fortifications (3), Market, Water Pumping/Purifying Station
-Arsenal: 265 Low-Tech Melee Weapons, 20 High-Tech Melee weapons, 125 1-H Guns, 20 2-H Guns, 145 Laser Weapons, 5 Heavy Weapons, 85 Power Armor Suits
Tabaldak (Savannah, GA; Urban Ruin):
-Population: 340
-Structures: Fortifications (2)
-Arsenal: 50 Low-Tech Melee Weapons, 10 High-Tech Melee Weapons, 100 1-H Guns, 20 2-H Guns, 100 Laser Weapons, 50 Power Armor Suits, 20 Power Armor Mk2 Suits, 1 Vertibird

Spoiler Chairman&#8217;s Challenge :

The aircraft we recovered from the abandoned Enclave base offers us the potential to fly. Unfortunately there are no training manuals for this aircraft and we have no one with any flying experience. Some have recommended a careful process of trial and error to learn to fly the aircraft, while others suggest we should just scrap it for what scrap and tech it could provide. What should we do with this captured asset?

Spoiler Chairman&#8217;s Solution :

The vertibird will be returned to Enclave forces, along with the mk.2 power armour suits.


Spoiler Orders :

- The vertibird and 20 power armour Mk2 suits are handed over to Enclave forces.
- construct fortifications in Tabaldak for 500 scrap.
- convert 1,100 scrap into ammunition.

- Expeditions of 100 (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) are to continuously run out of Tabaldak, scavenging central Savannah.
- An expedition of 100 (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) is to scavenge on Parris Island and the surrounding area. They are to keep an eye out for good farming locations for settlement.
- An expedition of 100 (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) is to scout and scavenge the communities north of Viracocha (Varmville, Barnwell, Wiliston, Blackville, Bamber). They are to especially focus on finding a good are for a new settlement, ideally close to the Savannah River.
- An expedition of 100 (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) is to scout and scavenge the communities west of Nanabohzo (Statesboro, Metter, Swainsboro, Twin City). They are to keep an eye out for good farming settlement locations.
- An expedition of 100 (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) is to circle Savannah, scouting and scavenging the outlying communities and suburbs (Richmond Hill, Georgetown, Montgomery). They are too keep an eye out for good farming or easily fortified settlement locations.
 
Hey it could be ALOT worse :p

Interestingly enough, Georgia is starting to get crowded, very interested to see how that goes ;3
 
All right folks, we're actually skipping an update this week, and assume that the orders are due instead next Wednesday (2/4). Have too much going on this week to really crack down and do the update, so it's going to have to wait.
 
Of course, take your time.
 
Hey, I'm joining in southern Mississippi. I'm not sure if we're allowed to be ghouls? If we aren't then I have no issue changing to something else.

Faction Name: Mississippi Democratic Republic
Leader Name: Chairman Jim
Leader Trait: Enigmatic
Starting Location: Natchez, MS
Leader Background: A pre-war NASA engineer from Alabama reduced to ghouldom by the aftermath of the War, just about the only thing Jim was blessed with (his original surname having passed even from his own memory) was literacy. In the harsh post-war world, Jim and the fellow ghouls he banded with found themselves oppressed and ostracized. Throughout the fields of post-war Alabama and Mississippi, he saw ghouls dehumanized, an ostracized underclass to their smoothskin masters. And he could do nothing. That is, until he found an English copy of Chairman Mao's Little Red Book, hidden away in the closet of an abandoned Alabama house. And reading this thoroughly convinced him that perhaps the teachings of that old Chairman were the sole path for ghoul liberation. Jim spread these words to his fellow ghouls. After some initial defeats, Jim's now-armed group came upon Natchez, which in those days was a city of smoothskin masters lording over an underclass of lowly ghouls. But Jim and his men entered Natchez and sacked it, turning it to the ghouls, and Jim was proclaimed Chairman of the new Mississippi Democratic Republic.
Origins: Tribal Nomads
Traits: Expansionist
Capital Type: Tribal Camp
Background: Optional, story based (If you choose Vault, Not Applicable)
 
@Southern King: Welcome aboard! You're exempt from the below:


Just warning everyone this is likely to be my sole communication until starting the update on Wednesday. I can answer any questions sent in by PM over the next couple of hours, but consider this the only warning before the update itself.
 
EQ, I've finally come up with an idea for a faction. I haven't read any of the previous updates so that I can be as IC as possible with an isolated tribe finally making contact with outsiders. Hope this is allowed.



Faction Name: The Sawgrass Tribe
Leader Name: Mr. E
Leader Trait: Enigmatic
Starting Location: In the Everglades, near the south of Lake Okeechobee
Leader Background: Mr. E has been the chieftain of the Sawgrass Tribe since the day the bombs dropped. Mr. E, seemingly a modified Mr. Gutsy with a unique personality programming and the official looking "PROTOTYPE: SERIES - MR., MODEL - E" stamped across his outer hull, has no recollection of who he was made by or for. Unsure if there are any other unique "Mr." bots similar to him out there, he has nonetheless followed his programming to the letter: gather up enough humans to ensure the survival of the species, lead them into the wilderness to establish a sustainable society where they can be protected, and ensure future generations will never again threaten to destroy the world. He has done this, gathering up a band of survivors shortly after the bombs fell and leading them into the remote Everglades where he has mentored and guided the growth of their civilization into that of an isolated tribal people.
Origins: Tribal Nomads
Traits: Barbaric
Capital Type: Stilt Town - a town built of raised buildings out on the sawgrass plains of the Everglades (Tribal Settlement)
Background: Since as far back as the stories go, the Sawgrass Tribe has lived in the Everglades. They've kept to themselves, not because they're afraid of outsiders, but because they have no need to interact. Their enigmatic leader, the curious metal god called "Mr. E" by the tribesmen, has guided them to a life of plenty. Over the generations they had spread across the 'Glades, forming settlements and trading amongst their own with no real interaction with the outside world. They've survived the wildlife, the hurricanes, famine and drought. However, recently traders returning to Stilt Town have reported the complete absence of people in the outlying outposts. A few have returned ill, from an unknown cause. Mr. E has promptly ordered the isolation of any sick. Following his programing, he has determined that some new plague must be sweeping the Sawgrass Tribe, and that it might finally be time to contact the outside world in search of anyone who might be able to help.
 
Fingers crossed...

Stats in the beginning of the turn:
Spoiler :
Transmississippian Confederation: Ahigin
Leader: Pack Leader Spartacus (Charismatic)
Faction Trait: Barbaric
Karma: Chaotic Neutral
Capital: Wolf&#8217;s Lair (Tribal Settlement; Flora, MS)
Structures: Farming Equipment (3), Water Pumping Station, Forge, Ammunition Convertor, Fortifications (2)
Population: 380
Total Population: 1,220
Slaves: 0
Education: Oral
Food: 5,740 (+2,000)
Water: 5,500 (+1,500)
Energy: 0 (+0)
Tech Parts: 37
Scrap Parts: 800
Ammunition: 250
Military Equipment: 610 Low-Tech Melee Weapons, 55 1-H Guns
Robots: None
Military Skill: 7
Outposts:
Spoiler :
Chairkey Tribal Grounds (Yazoo City, MS; Tribal Settlement): +500 Food, +500 Water
-Structures: None
-Population: 840
-Arsenal: 800 Low-tech Melee Weapons

Domestic orders:
Spoiler :
- convert 300 scrap parts into ammo;

- with remaining 500 scrap parts build level 1 fortifications around Chairkey Tribal Grounds site;

- gather an army of 780 people (180 from Wolf&#8217;s Lair and 600 from Chairkey Tribal Grounds) with 780 low-tech melee weapons (410 weapons from Wolf&#8217;s Lair and 370 weapons from Chairkey Tribal Grounds) + 50 1-H guns, joined by any expeditionary troops and weapons sent by other towns (see Diplomacy section). The army will be known as Wolf&#8217;s Host and will be lead by Pack Leader Spartacus himself. The host will campaign against Mohammedans (more on strategy and tactics in the War Orders section);

- all remaining population of Wolf&#8217;s Head and Chairkey Tribal Grounds will dedicate the rest of the season to agriculture and gathering remaining scrap from Flora and Yazoo City. Since our settlements are already located in these locations, I assume no travelling is required and the settlements don&#8217;t have to be abandoned in order to gather scraps from there.

Diplomatic orders:
Spoiler :
- ask towns of Headwards, Canton, Jacmed, Minter City, and Moor's Head to send expeditionary troops to support Wolf&#8217;s Host. If no troops can be dispatched, our envoys will request donations of firearms and ammo. If such help can&#8217;t be provided, we will be willing to conduct trade at the following exchange rate: 5 tech parts or 50 food or 50 water in exchange for 2 1-H guns or 1 2-H gun (we'll try to buy as many guns as possible). These communities will be reminded that shall the Host lose its battle against Mohammedans, other free communities on this bank of the Mississippi River will have no chance to defend against these barbarians;

- send 10 people previously released by Mohammedans back to them with a false message that they were allegedly exiled by Transmississippian Confederation as traitors and cowards. Under that claim, they will try to join Mohammedans either as free members of the tribe or even as slaves (they may claim that they&#8217;re now being hunted down by the Confederation and are so desperate that even slavery under Mohammedans is a viable option for them; they&#8217;ll still try to join as free people if possible). If/when admitted into the tribe, they will spread the word among the slaves that a relief force is coming and that their help is crucial (since Mohammedans don&#8217;t speak English and Spanish, it shouldn&#8217;t be too hard to communicate; they should still be wary of informers and collaborators among the slaves). Whenever the camp is attacked by Wolf&#8217;s Host (more on that in War Orders section), our ten agents will try to kill off the overseers and raise all slaves in rebellion against Mohammedans.

War orders:
Spoiler :
- Wolf&#8217;s Host will be divided into the following units: Wolf&#8217;s Head (50 best pathfinders with 50 low-tech melee weapons and 50 1-H guns (250 ammo)), Wolf&#8217;s Heart (500 warriors with 500 low-tech melee weapons plus any expeditionary troops with their weapons provided by other communities), Wolf&#8217;s Paws (100 fiercest warriors with 100 low-tech melee weapons and 250 ammo each each Paw), Wolf&#8217;s Tail (30 nobles from both tribes including Spartacus himself);

- Wolf&#8217;s Head will be sent forward with an order to find the location of Mohammedans. They will be extremely careful and wary of potential ambushes. In order to locate the enemy, they may peacefully interrogate travelers and use other pathfinding clues (since Mohammedans are a travelling tribe with children, elderly, and various possessions, they must leave a lot of traces and shouldn't be capable of fast marches under normal circumstances). Once the enemy is spotted, several runners will be dispatched to inform the rest of Wolf&#8217;s Host about the location of the enemy. Meanwhile, the Head will start tracing the path of Mohammedans&#8217; migration at a safe distance, harassing their foraging parties using our reach superiority (we have 1-H guns with ammo and the enemy has guns, but no bullets). The Head&#8217;s goal at this point is to provoke the enemy to a pursuit. Once Mohammedans dispatch a force to fight our skirmishers, they will fall back and lead the enemy to our main force. If something goes wrong and the Wolf&#8217;s Head finds itself encircled or overrun, all ammo has to be destroyed (I don&#8217;t care how: shooting in the air or creating a big explosion);

- Wolf&#8217;s Heart, Paws, and Tail will perform a forced march towards the location of the enemy once the Head&#8217;s runners arrive. Any potential ambush locations will be scouted before our army passes through them in order to prevent falling into another trap. These locations will be noted as good potential places to ambush the enemy. Good defensive positions will be noted as well. Once the Head provokes a pursuit from Mohammedans, the Heart will choose a good ambush or defensive location into which the Head will try to lead the enemy. If the enemy&#8217;s pursuit party tries to retreat, the Heart and the Head will attack with the goal to overwhelm it and destroy, in order to prevent them from informing the rest of the enemy&#8217;s tribe about the danger;

- If the above described tactics is successful, we will try to destroy the enemy piecemeal. If not, the Heart will still try to engage the enemy in a major battle in order to tie Mohammedans by combat. While the battle goes on, the Paws will maneuver around the enemy&#8217;s flanks and attack the enemy&#8217;s camp or rear (depending on where they keep their slaves). Ideally, at that moment our ten agents and their supporters (see Diplomacy section above) will start a slave rebellion. If confusion or bad timing prevent rebellion and rear attack from succeeding, the Paws will go ahead with breaking through into the enemy&#8217;s nomadic camp and looting all of the guns Mohammedans have there (if any). (Mohammedans don&#8217;t have ammo to use them, so the hope here is that they keep them among their belongings instead of carrying useless guns into combat). These trophy guns will be turned against the enemy using the ammo that the Paw warriors already carry on themselves (see army composition above);

- Spartacus and the Wolf&#8217;s Tail will act as an HQ and a mobile reserve for the main fighting force. If the victory becomes impossible, Spartacus and the Tail warriors will try to cover the retreat of the rest of the army, even if it means sacrificing his life. We will especially try to save as many guns and ammo from being captured by the enemy;

- If we are victorious, the enemy will be slaughtered to the last person, except for children under 5 years old (they can&#8217;t be made responsible for the inhuman ways of their parents). The children will be brought to Wolf&#8217;s Lair and raised as true Wasteland Wolves. Freed slaves will return to our land as well, unless they descend from other communities, in which case they will be allowed to return to their lands. Small embassies will be sent to Headwards, Canton, Jacmed, Minter City, and Moor's Head with the word of our victory and symbolic gifts of 50 food and 50 water.

Challenge and solution:
Spoiler :
Pack Leader&#8217;s Challenge: The loss of so many of our friends and family has shaken many of our people. Hundreds lay dead and the Mohammedetans are a mysterious and unknown foe. Some people have claimed that both the Wolves and the Chairkeys should band together and flee as a group once more, heading further east which could be safer from this sort of threat. Others believe that we should take the offensive and try to wipe out the enemy, as risky as such a move may be. How do we respond to this debate?

Pack Leader&#8217;s Solution: We&#8217;ve been running away from our oppressors for too long. Now that we&#8217;ve finally found a place that we can call our homeland, there can be no retreat. We will fight our enemy like hunters hunt their game, without anger or mercy. The die is cast, and let the Great Wolf run with us on that hunt.
 
All right, starting work on the update now. I believe there's still a few stragglers on the orders front, so get them in! It's going to be a fun update!

EDIT: This has already been posted in While we Wait, but seeing as this is the one active NES, I'm posting here. In my own opinion, you should all vote yes in favor of a merger, but ultimately, this is a decision that all active NESers or IOTers should make based on their own preference. The future of NESing on CFC depends on the choice you make here:

http://forums.civfanatics.com/showthread.php?t=542970
 
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