Botwawki 2.6

The Sunshine Kingdom respectfully disagrees. Our own policies involving former raiders consists mainly of education and rehabilitation rather than punishment. This leads to them becoming just as productive members of our society as if they had been enslaved, with the added bonus that they are not resentful of this productivity. They understand very well that their lives are better now than the raider/scavenging lifestyle that their lack of education and their poverty and need forced them into. We urge all of the citizens of the wastes to embrace this lifestyle and all work together for a better future.
 
The Conch Thalassocracy of the Keys: Grandkhan
Leader: High Doge-President Santiago Ruiz (Charismatic)
Faction Trait: Expansionist
Karma: 0 (Neutral)
Capital: Duck Key, FL (Pre-War Community)
Structures: Water Pump/Purifier, Market, Farming Equipment (2), Fortifications, Water Purifier
Population: 930
Slaves: 20
Education: Oral
Food: 5,190 (+1,000)
Water: 4,955 (+800)
Energy: 0 (+0)
Tech Parts: 1
Scrap Parts: 75
Ammunition: 2,195
Military Equipment: 400 Low-Tech Melee Weapons, 270 1-H Guns, 340 2-H Guns, 14 Heavy Weapons, 2 Rafts, 30 Canoes, 8 Small Boats
Robots: None
Military Skill: 12

Spending
None

Orders
80 people, composed of 64 loyalist Duck Keyers and 16 Big Piners and freed slaves, armed with 40 1-H guns, 36 2-H guns, and 4 heavy weapons, with crews of 16 Duck Keyers and 4 Big Piners and freed slaves per boat, evenly distributed among four small boats, are to travel to the ruins of Saratosa on the west coast of florida, north of Venice. They are to flee at the first sign of danger and protect the vessels at all cost. Once they arrive at Saratosa they are to explore the ruins and scavenge what they can before returning home with the spoils. above all costs they are to protect the boat and ensure that it makes it home safe, though exploration and scavenging on the way back is allowed if the coast is clear and escape is possible.
-In the interests of openning up the democratic process a referendum is held on the continuation of slavery. The questions and the allocated options are as follows:

1. Should the Slave Trade, independent of Domestic Slave Ownership, be permitted in the markets of the Conch Thalassocracy?
YES or NO

2. Should the ownership of Slaves, independent of the Slave Trade in the markets, be permitted in the Conch Thalassocracy?
NO or ONLY SLAVES TAKEN IS PRISONERS FROM RAIDERS AND ENEMIES OF THE THALASSOCRACY or YES WITH NO LIMITATIONS.

All adult residents of Duck Key are permitted to vote in the referendum and violence from both sides is to be prevented by the militia.
 
Just stating that I'm intending on starting the update tomorrow, so get those orders in.
 
Up to you, you could do an Urban Ruin in there, but the food collection would not be as efficient or productive as a Settlement.
 
The Sunshine Kingdom respectfully disagrees. Our own policies involving former raiders consists mainly of education and rehabilitation rather than punishment. This leads to them becoming just as productive members of our society as if they had been enslaved, with the added bonus that they are not resentful of this productivity. They understand very well that their lives are better now than the raider/scavenging lifestyle that their lack of education and their poverty and need forced them into. We urge all of the citizens of the wastes to embrace this lifestyle and all work together for a better future.

Both of us force the defeated peoples to serve our wills, the point is that the Federation does not hide it behind a false veil of freedom.
 
We educate them, and they become productive members of society, In whatever manner they wish! That is the important distinction. Some people who have gone through our education program are now farmers, merchants, trusted military personnel, adventurer/scavengers, and not a few congressmen. The point is, they are free to pursue the goals they want... even if those goals happen to be among other states and people. Once our trained psychologists and therapists have approved them, they are free to do whatever they want, so long as they follow the laws.
 
We educate them, and they become productive members of society, In whatever manner they wish! That is the important distinction. Some people who have gone through our education program are now farmers, merchants, trusted military personnel, adventurer/scavengers, and not a few congressmen. The point is, they are free to pursue the goals they want... even if those goals happen to be among other states and people. Once our trained psychologists and therapists have approved them, they are free to do whatever they want, so long as they follow the laws.

Well, then you do your brainwash over them? And those who are not approved? And these laws delimit their freedom to what extent? I only see adorned slaves who forget who they were and dont know who they are. At least we do not apply such punishment on them. Do not give hope in a world like this. That is cruel.
 
New Gulf Commonwealth: Quisani
Leader: Governor Booker T. Ryan VI (Lucky)
Faction Trait: Industrious
Karma: 0 (Neutral)
Capital: Vault 77 (Outside of Lisbon, FL; Vault)
Structures: Fortifications, Forge, Ammo Convertor, School, Radio Tower, Water Pump/Purifier (2), Farming Equipment (2)
Population: 540
Total Population: 2,020
Slaves: 0
Education: General
Food: 10,450 (+1,880)
Water: 12,340 (+2,400)
Energy: 0 (+0)
Tech Parts: 8
Scrap Parts: 2,000
Ammunition: 1,395
Military Equipment: 156 Low-Tech Melee Weapons, 60 1-H Guns, 20 2-H Guns, 30 Laser Weapons, 5 Plasma Weapons, 2 Power Armor Suits, 1 Raft, 5 Canoes
Robots: None
Military Skill: 7
Outposts:
Spoiler:

Fort Apopka (Apopka, FL; Urban Ruin)
-Structures: Fortifications (2), Market, Radio Tower
-Population: 440
-Arsenal: 100 Low-Tech Melee Weapons, 100 1-H Guns, 125 2-H Guns, 100 Laser Weapons, 4 Power Armor Suits

Leesburg (Leesburg, FL; Settlement): +300 Food, +300 Water
-Structures: Water Purifier, Fortifications (4), Farming Equipment, Jail, Market
-Population: 480
-Arsenal: 244 Low-Tech Melee Weapons, 115 1-H Guns, 40 2-H Guns, 70 Laser Weapons, 2 Power Armor Suits, 1 Howitzer

Umatilla (Umatilla, FL; Settlement): +300 Food, +400 Water
-Structures: Fortifications (2), Farming Equipment, Water Pump/Purifier
-Population: 500
-Arsenal: 100 Low-Tech Melee Weapons, 150 1-H Guns, 2 Power Armor Suits




Governor's Challenge

Spoiler :
Governor’s Challenge: We have come into possession of information linking former political opponent Chuck Finley with a feared Orlando drug fiend and bandit known as Sam “the Ax.” The number one provider of chems and decapitations in the Orlando ruins, evidence exists that he is an old friend of Chuck Finley, who had migrated into the Commonwealth a few years ago. Some of our advisers believe we should release this information to the public and thus discredit any opposition to the Ryan family, while others believe we should sit on it to keep Finley and his cohorts under political control quietly. How should we deal with this sensitive information?


Governor's Challenge Solution

Spoiler :


Booker T. Ryan VI was sitting in the mess hall, when someone tripped behind and bumped into him. He looked around and saw a scruffier looking fellow. The man got up, brushed himself off and apologized. When Ryan turned around, there was a note sitting on his cafeteria tray. He unfolded it and read:


Finley has ties to the Ax

Well, well, well, looks like Ole Chuck ain't the good ole' boy he makes himself out be. Well, it might be best to keep a lid on this and see what we can get out of it.





New Gulf Commonwealth Orders (Short)

Spoiler :


The Brotherhood may have infiltrated the NGC, so we need to be vigilant for any activity on their part. To be on the safe side, we should follow any prominent proponents of their faith in the community to see if they are smuggling weapons or acting in a subversive manner.

We are taking Ocoee under our wings, so we will be transferring a water pump and purifier, a set of farming equipment, and 30 2-h and 30 1-h guns to the settlement. We will also be expanding on their fortifications. A fraction of Leesburg (30 laser weapons and 2 power suits will be transfered down there for the season.


Fort Apopka will remain vigillant for actions taken by the Ax and his gang. They will continue scavenging in Orlando, with a focus on finding tech parts to build a gunsmith


Spending

Energy: 0 (+0)
Tech Parts: 8
Scrap Parts: 2,000
-500 (Ocoee fortifications)
-500 (Ammunition)
-500 (100 Low-tech weapons)
Ammunition: 1,395
 
Well, then you do your brainwash over them? And those who are not approved? And these laws delimit their freedom to what extent? I only see adorned slaves who forget who they were and dont know who they are. At least we do not apply such punishment on them. Do not give hope in a world like this. That is cruel.

No one is not approved, though it may take years before one is considered able to live in civil society, before addiction to chems are kicked, before socialization . No one is brainwashed, but simply provided with housing, work, food, and an education. And most people realize that their lives, and that of their children, is simply better off. All we hear from your complaints of hypocrisy are the whinings of a people who depend on exploitation to keep their wealth, and subscribe to a false honesty to justify it to themselves.
 
No one is not approved, though it may take years before one is considered able to live in civil society, before addiction to chems are kicked, before socialization . No one is brainwashed, but simply provided with housing, work, food, and an education. And most people realize that their lives, and that of their children, is simply better off. All we hear from your complaints of hypocrisy are the whinings of a people who depend on exploitation to keep their wealth, and subscribe to a false honesty to justify it to themselves.

Well, I'm afraid we'll never get a common understanding. At least, we can agree to not attack the ideas and ways of life of each other, and maintain a policy of good neighborliness.

-The Federation
 
Leader: Headman Julie Keyes (Charismatic)
Spoiler :
Faction Trait: Defensive
Karma: 0 (Neutral)
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment (2), Water Purifier, Jail, Forge, Market
Population: 840
Total Population: 990
Slaves: 0
Education: General
Food: 1,870 (+1,210)
Water: 2,490 (+1,400)
Energy: 0 (+0)
Tech Parts: 17
Scrap Parts: 750
Ammunition: 2,760
Military Equipment: 70 Low-Tech Melee Weapons, 105 1-H Guns, 80 2-H Guns, 25 Laser Weapons, 1 Power Armor Suit
Robots: None
Military Skill: 6
Outposts:
Spoiler:

Indian’s Hideout (Indian River State College, Fort Pierce, FL): +280 Food, +500 Water
-Population: 150
-Structures: Forge, Farming Equipment, Water Pump/Purifier
-Arsenal: 50 Low-Tech Melee Weapons, 30 1-H Guns, 20 2-H Guns


Headman’s Challenge solution:
Spoiler :
Regulate the rat farms closely; if there seems to an increase in escapes and feral populations cull the farm stock immediately to approximately one quarter. While we shouldn’t just through away what we have, but should not let it become a threat to what we have.

Related, the Union will be holding a “Build a Better Giant Rat Trap” contest, with rewards for the best design.

Also consider if there are enough dogs or similar domestic/tame creatures and surplus rats to start a public rat-baiting ring.


Orders:
Spoiler :
Scavenging/Military
A 50 man expedition will be sent to investigate the area the raiders likely emerged from, with 5 lasers, 20 2-h guns, 25 1-h guns and 50 lt melee weapons. If they fins any raider groups that they can reasonably take, then they should attempt to attack and disperse them. If the group seems to big, then they will note the location and any intel they can fins for latter. This expedition should aim to be able to return within two months but if they find a good lead, follow it over this time. Keep an eye out for likely scavenging.

Another expedition will depart later, preferably after the first returns. This will be composed of 100 individuals, with the new suit of power armour as well as 10 lasers, 40 2h guns, 50 1h guns, and 50 melee weapons. This group will travel south to Stuart and Port Salerno to engage in force recon; find monsters, kill monster if reasonable (lot a mirelurks down there, if I remember right). If they can manage a decent bit, they should look of good salvage, but if it is too overwhelming then they should kill what they can and do some salvaging in safe areas nearby.


Construction:
Construct a radio tower in Liberty City with 200 scrap and 10 tech parts.
For the first month or so Broadcast the following:
Mojave Radio; the voice of Las Vegas.
Playing western music and Cowboy radio plays, broadcasting from the ruins of Las Vegas!


Play cowboy serials (old and original), western music, the likes. You know, to mess with people.

After about a month, switch to
Black-Hat Free-Radio
When the Sunshine is Killing you, wear the Hat!


Broadcast mostly entertainment, with music and radio plays (both old and originals put together by members of the community), plus general news, advertisements about the Union the Liberty City market, and a little anarchist propaganda.
 
Well, I'm afraid we'll never get a common understanding. At least, we can agree to not attack the ideas and ways of life of each other, and maintain a policy of good neighborliness.

-The Federation

The Sunshine Kingdom wishes nothing but peace and prosperity with it's neighbors, and promises not to interfere with your way of life. However, we ask that the same courtesy is extended to us. We also wish to make it very clear that we do not consider humans property, and so will not assist in the recapture of former slaves from slave owners.
 
Maritime Collective
Spoiler :
Leader: Mayor Aerwyna Beckett (Scavenger)
Faction Trait: Industrious
Karma: 0 (Neutral)
Capital: Pensacola, FL (Urban Ruin)
Structures: Pumping/Purifying Water Station, Fortifications (2), Ammunition Convertor, Jail, Radio Tower, Market
Population: 700
Slaves: 0
Education: Oral
Food: 1,470 (+300)
Water: 1,970 (+400)
Energy: 0 (+0)
Tech Parts: 64
Scrap Parts: 2,000
Ammunition: 915
Fuel: 396
Military Equipment: 565 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 165 1-H Guns, 100 2-H Guns, 75 Laser Weapons, 70 Plasma Weapons, 2 IFVs, 1 Small Boat
Robots: 10 Mr. Gutsys
Military Skill: 7


Mayor Solution:
Spoiler :
The Monster Eggs will be kept on the outskirts of the settlement for rising. This way if the creatures that come out craved human fresh we will kill them.


New settlement will be building in the ruin city of Panama City. The settlement will be renamed "New Panama". If there are human habit there we will ask if this is there settlement and if not then there be asked if they want to joint ours but if they are a settlement of there own will move back to our place.

Stuff transfers to New Panama:
250 Low-Tech Melee Weapons, 1 IFVs, 2,000 scrape, 20 Plasma Weapons, 50 1-H Guns, 10 2-H Guns, 20 Laser Weapons, 400 ammo, 400 food and water, Population 300, 120 fuel, 40 tech parts.

Scrape used to build up Panama:
-1000 for building ruin city
-Water Pumping and Purifying Station 400 Scrap Parts, 6 Tech Parts
-Hydroponics Farm 100 Scrap Parts, 4 Tech Parts
-Jail 300 Scrap Parts

To: Hurlberg
From Maritime Collective


Spoiler :
Greeting trade neighbor we would like to inform you that we are expend to the east of you. We are extending a invite to join the Maritime Collective because if you do join we will be able to help each other out more often in surviving. Your leaders will be granted a seat on our council so as your settlement has a voice in the matter of things concerning your place or the Maritime Collective well being. If you chose to refuse the invite we will till continue being trade partner and still help you out if needed.
 
Spoiler :

Vault 40: ChiefDesigner
Leader: Overseer Elizabeth Finn (Fearsome)
Faction Trait: Industrious
Karma: 0 (Neutral)
Capital: Vault 40, Everglades, FL (Vault)
Structures: Gunsmith, Ammo Convertor, Radio Tower
Population: 1,015
Total Population: 1,030
Slaves: 0
Education: General
Food: 7,480 (+2,000)
Water: 6,280 (+2,000)
Energy: 0 (+0)
Tech Parts: 27
Scrap Parts: 1,290
Ammunition: 560
Military Equipment: 283 Low-Tech Melee Weapons, 385 1-H Guns, 140 2-H Guns, 10 Laser Weapons, 20 Heavy Weapons
Robots: 2 Mr. Handys
Military Skill: 4
Long-Term Expeditions:
Spoiler :
B-26 Bomber Wing
-Location: Nasacity, Sunshine Kingdom
-Population: 15
-Arsenal: 2 Plasma Weapons, 2 Power Armor Suits, 3 B-26 Marauders



Orders
Spoiler :
* It's a long shot, but let's see if this works. An expedition of 150 People, 100 2-H Guns, 5 Laser Weapons, 10 Heavy Weapons, 35 1-H Guns, 1 Mr. Handy travels to the outskirts of Lake Placid. Bring the Talon Company prisoner with us; have him liaise with his fellows and, if possible, have them stop shooting at our salvage parties.

In coordination, the Radio Tower will broadcast the following transmissions when the salvage party approaches:

-.. . .- -.. .-.. -.-- ... .-- . . .--. . .-.
.-.. --- ... - -.-. .... .. .-.. -..

Monitor the behavior of the robots in response to this broadcast. If the robots remain hostile, turn around and go salvage some other ruins.


Overseer's Challenge
Spoiler :
No hope for it. Send people into clear the Vault; employ the power armor, heavy weapons, and everything we've got at it. Try to stabilize the lower levels. If it doesn't work, guess we're moving out.
 
Was slammed at work last week, and I am officially on vacation in a couple of hours, so I'd say the chances of a update before the middle of next week are pretty slim.
 
Ok, EQ, have fun!
 
I'm back from vacation, but my jump drive was damaged, so I'll be needing to get a new one before the updating is continued. At the moment, we're looking at either Friday or Monday for the complete update.

On a side note, I'll be doing NESes on CFC until the day either I or the forum itself dies.
 
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