Botwawki 2.6

Ok, stats have been updated at last. So, we'll just push the deadline to next Tuesday for now.
 
Yay. I'll have my orders up later today. Hopefully I can salvage my broken little hole in the ground :/
 
Hardy Reclamation Committee
Spoiler :
Leader: Doctor Mira Verner (Scientific)
Faction Trait: Expansionist
Capital: Hardytown (Hardeeville, SC; Pre-war Community)
Structures: Farming Equipment (2), Water Pump/Purifier (1), Jail, Ammunition Convertor
Population: 710
Slaves: 0
Education: General
Food: 3,290 (+1,200)
Water: 1,290 (+900)
Energy: 0 (+0)
Tech Parts: 47
Scrap Parts: 370
Ammunition: 335
Military Equipment: 100 Low-Tech Melee Weapons, 100 1-H Guns, 50 2-H Guns, 10 Heavy Weapons
Robots: None
Military Skill: 5

Spoiler Doctor’s Challenge :

Doctor Verner has come under intense criticism for the recent disaster and some of our people are blaming her for failure to prepare for such an attack. Some are calling for her resignation, while others believe new elections or votes should be held for a new leader. These people are currently just a vocal minority, but failing to address their claims and criticisms could lead to further difficulty down the line. How do we respond to this issue?

Spoiler Doctor’s Solution :

Dr. Verner accepts responsibility for the inadequate defenses of Hardytown, which resulted in the tragic and heroic sacrifices of so many of those loyal to the Reclamation. This attack has shown that the Reclamation movement cannot be carried on without full-hearted devotion, and so the Doctor has decided that there will be a political reform of the Hardy Reclamation Committee. This will be at least a year long process, and will set the foundation for further expansion of the Reclamation movement.
Henceforth Hardytown will be the capital of the Workers’ Republic of the Reclamation, and the Reclamation Committee will be the leadership of the WRR. The committee will initially be composed of six individuals, elected by the community. These six will then vote among themselves will be the Chairman/woman of the committee. If there is deadlock among the six members, the current Chairperson will be permitted to make a tie-breaking vote.
In this intervening period, as the committee members are elected, Dr. Mira Verner will act as the transitional Chairwoman of the Workers’ Republic of the Reclamation.


Spoiler Orders :

- -A 200 strong expedition (100 low-tech melee, 70 1-H, 25 2-H, 5 HW) will scavenge in Savannah.
- A small party of 10 individuals, including 2 of the post-feral children, with 5 1-H and 5 2-H will attempt to track the raiders. They are not to make contact, and to take any and all precautions to not be spotted by raiders or wildlife. They are not to scavenge for scrap, but if they run across any weapons or something similar, they are encouraged to take it during the return trip.
- A delegate will be sent to Ricon, with the suggestion of a security agreement between the WRR and Ricon. If Hardytown and Ricon stand together against raiders and the wilds of the apocalypse, the outlying Savannah area will much safer for all civilised folk. Also, if Ricon is ever of need of ammunition, the WRR can supply ammunition for an exchange of 2 scrap per [unit of ammunition].


Edit: wups, used to temporary account.
 
So, no update this week because I was stupid, so, instead let's talk about what's coming. First of all, the long promised Karma stat is to arrive. Functionally it does nothing beyond act as a way to gauge the effects of your decisions and your perception in the wasteland. Functions will be added once I think of some good ones that make all possible courses worthwhile in one respect or another. Below I'll include the current Karma ratings and the reasoning for them, I'm open to arguments against my rulings so far, presented with evidence in a reasonable manner.

The other thing coming with this update is one that's been long part of the ruleset but I've not had a chance to use in past iterations of the NES: currency. With the development of secure trade routes and the gradual encroachment of civilization into the wilderness of the Sunshine Wasteland, the world has become a more connected place once more. Caps, the basis of currency throughout North America, are finally recognized as such in the Sunshine Wasteland. Caps will not be measured individually as with the other stats, but will instead be measured by the thousands. All factions with at least one Market will gain the "Caps" stat which will enable the following features:

1. Hiring of mercenary organizations for whatever sort of operation you choose. The type and scale of operation will determine the price. They accept caps only, no other resources. The current companies that will be available for hire will be the following: Talon Company (evil), Regulators (good), and the State Troopers (neutral). There will also be the Sunshine Construction Union, which can assemble any structure for a outright cap payment without any need for resources. They will not accept conflicting contracts, and will accept only the funds from the highest bidder if multiple people attempt to make a contract in the same turn. and will otherwise each have their own rules of engagement and will not accept all types of missions, no matter how much you offer.

2. Sale of surplus goods for caps on the market. Market prices will be set on the front page and change every six months, based on supply and demand. For reference, if the factions of the Sunshine Wasteland sell a lot of food for caps, both the market purchase and sale prices of food will decrease for the following update. There will be a minimum amount required to purchase/sale as I won't be bothering myself with trying to figure out math if you're trying to buy only a single scrap part or food or something ridiculous like that. Slaves, Food, Water, Scrap Parts, Tech Parts, and Ammunition can all be bought or sold for caps if you have a Market.

3. Similarly if you have a Market but a lower education rating, you will be able to hire General, Application, or Theoretical educated experts to help you build a town improvement that you would not normally be able to build. If you have all the other resources, but not the knowledge, you will be able to pay top dollar to import the knowledge long enough to build that structure this turn. You will have to pay the expert per each structure, and this will be an expensive feat.

4. Caps will only rarely be found while salvaging, as your people will pocket the caps for themselves, since they have to be able to buy things too. This of course is dependent on your economic policies and you could always be a communist, you bastard, but your people will typically just grab any caps they see for themselves.

5. Markets will no longer pay out dividends in form of material goods, instead only in varying amounts of caps from taxed goods.


That about covers it for caps, I think. With the new world's borders being drawn up, this is a bit of a twist for those of you who think you have it figured out. I'm excited to finally get to use these rules, and looking forward to seeing if you find ways to break it. Anyways, without further ado, here's the current Karma ratings:

Key for Ratings
Evil/Chaotic: -100 to -35
Neutral: -35 to 35
Good/Lawful: 35 to 100

Corporate Trade Federation: Neutral Evil
Law/Chaos: -5
Good/Evil: -70
Spoiler :

-5 Evil, -5 Chaos from backstory (Update 8)
-5 Evil, +5 Law from immigration restrictions (Update 8 Challenge)
+5 Law from robot ownership decision (Update 9 Challenge)
-10 Chaos, -5 Evil from razing of Congress City (Update 11)
+5 Good from prisoner exchange decision (Update 11 Challenge)
-15 Evil from legalizing slave trade (Update 12 Challenge)
-5 Evil, +5 Law from slave habitation policy (Update 13 Challenge)
+5 Law from slave murder decision (Update 14 Challenge)
-5 Evil, -5 Chaos from seizure of merchant ship (Update 15 Challenge)
-5 Evil, -5 Chaos from radio broadcasts (Update 17)
-5 Evil from chem production choice (Update 17 Challenge)
-5 Evil, -5 Chaos from chem distribution decision (Update 18 Challenge)
+5 Law from allowing new corporation (Update 19 Challenge)
+5 Law from CEO decision (Update 20 Challenge)
-5 Chaos from CEO choice (Update 21 Challenge)
+5 Good from water pump decision (Update 22 Challenge)
+5 Law from water shortage decision (Update 23 Challenge)
-10 Evil, -5 Chaos from activity (Update 24)
-5 Evil from expansion of slave trade (Update 24 Challenge)
-10 Evil, -5 Chaos from surprise attack on Oscargrad (Update 25)
+5 Law from war preparation decision (Update 25 Challenge)


Empire of America: True Neutral
Law/Chaos: 20
Good/Evil: -5
Spoiler :

+10 Law from backstory (Update 23)
+5 Law from immigration policy (Update 24 Challenge)
-10 Evil, +5 Law from conquest of Uniontown (Update 25)
+5 Good from freeing the slaves (Update 25 Challenge)


Georgia Reclamation District: Lawful Neutral
Law/Chaos: 40
Good/Evil: -20
Spoiler :

+5 Good, +5 Law from backstory (Update 23)
+5 Law from exit to the wasteland decision (Update 23 Challenge)
-20 Evil, +20 Law from alliance with Enclave (Update 24)
-5 Evil, +5 Law from immigration policy (Update 24 Challenge)
+5 Law from prisoner decision (Update 25 Challenge)


Hardy Reclamation Committee: True Neutral
Law/Chaos: 5
Good/Evil: 30
Spoiler :

+10 Good for Backstory (Update 20)
+5 Good, -5 Chaos for immigration policy (Update 20 Challenge)
+10 Good, -5 Chaos for feral child policy (Update 21 Challenge)
+5 Law from serial killer response (Update 22 Challenge)
+5 Good from handling of serial killer (Update 23 Challenge)
-5 Evil, +5 Law from handling of barbarians (Update 24 Challenge)
+5 Good, +5 Law from handling of raiders (Update 25 Challenge)


Kingdom of Heaven: Chaotic Neutral
Law/Chaos: -45
Good/Evil: 15
Spoiler :

+5 Good for Backstory (Update 3)
+10 Good for Immigration Policy (Update 3 Challenge)
+5 Good, +5 Law for Ocala proposal decision (Update 4 Challenge)
+5 Good, -5 Chaos for new faction response (Update 5 Challenge)
-5 Evil, +5 Law for ghoul policy (Update 7 Challenge)
+5 Law on Ocala-Vanguard policy (Update 8 Challenge)
-5 Chaos on Ocala propaganda (Update 9)
-5 Chaos on who the Church serves (Update 9 Challenge)
-5 Evil, -5 Chaos from capture of Congress City (Update 10)
+5 Good on policy toward Ocala (Update 10 Challenge)
-10 Chaos from destruction of the Vanguards (Update 11)
+5 Law from regime change decision (Update 11 challenge)
-5 Chaos from prophet decision (Update 12 Challenge)
-5 Chaos from prophet decision, inactivity (Update 13 Challenge)
+5 Good from crisis response (Update 14 Challenge)
+5 Law from annexation of Ocala (Update 17)
-10 Chaos from succession choice picking method (Update 17 Challenge)
+5 Law from Ocala child support issue (Update 18 Challenge)
-5 Evil, +5 Law from restriction of old documents (Update 19 Challenge)
+5 Good from aiding against Army of Minorne (Update 20)
-5 Evil, -5 Chaos from response to Cult of the Damned (Update 20 Challenge)
-5 Evil, -5 Chaos from deployment of spies (Update 21)
-5 Chaos from spy hanging response (Update 21 Challenge)
-10 Evil, -5 Chaos from you know what you did (Update 22)
+5 Good for radio broadcasts (Update 23)
-5 Evil, +5 Law from leadership decision (Update 24 Challenge)
-10 Chaos from declaration of crusade (Update 25 Challenge)
+10 Good, -5 Chaos from conquest of West Bridge (Update 26)


Maritime Collective: Neutral Good
Law/Chaos: -10
Good/Evil: 70
Spoiler :

+5 Good, +5 Law from backstory (Update 10)
+5 Good from immigration policy (Update 11 Challenge)
+5 Good from plant use decision (Update 12 Challenge)
+5 Law from child support decision (Update 13 Challenge)
+5 Good, +5 Law from challenge to authority decision (Update 14)
+5 Good from new radio broadcasts (Update 15)
+10 Good from illegalization of slave trade (Update 15 Challenge)
+10 Good from defeat of the Fortunate Sons (Update 17)
+5 Good from immigration policy choice (Update 17 Challenge)
+5 Good from plasma weapons choice (Update 18 Challenge)
+5 Good dealing with well-armed nomads (Update 19 Challenge)
-5 Chaos from allowing new Church (Update 20 Challenge)
+5 Good, -10 Chaos from new town policy (Update 22 Challenge)
-5 Chaos from extensive trade (Update 23 Challenge)
+5 Law from education decision (Update 24 Challenge)
+5 Good, -10 Chaos from Sons of Oscar decision (Update 25 Challenge)


New Gulf Commonwealth: Neutral Good
Law/Chaos: -20
Good/Evil: 65
Spoiler :

-5 Chaos for Backstory (Update 1)
+10 Law for decision to stay and fight (Update 3 Challenge)
+10 Good for defeat of mad scientist (Update 5)
-5 Chaos for Education decision (Update 6 Challenge)
+5 Law for Leesburg decision (Update 7 Challenge)
+5 Good from Radio Broadcasts (Update 8)
+5 Good, +5 Law from Leesburg annexation (Update 8)
+5 Good, -5 Chaos from immigration policy (Update 8 Challenge)
+5 Good from immigration reform (Update 9 Challenge)
+5 Good from decision to stay and fight (Update 10 Challenge)
+10 Good, +5 Law from defeat of Silver Horde (Update 11)
-10 Chaos from political decisions (Update 11 Challenge)
-5 Chaos from political decision (Update 12 Challenge)
+5 Law from annexation of Umatilla (Update 13)
-5 Evil, +5 Law from exile of Maieek (Update 14 Challenge)
+5 Good from puppet man response (Update 17 Challenge)
+10 Good from illegalization of slave trade (Update 18 Challenge)
+5 Good, -5 Chaos from response to political threat (Update 19 Challenge)
-5 Chaos from allowing new elections (Update 20 Challenge)
+5 Good, -5 Chaos from handling sensitive information (Update 21 Challenge)
-5 Chaos from immigration request policy (Update 22 Challenge)
-5 Chaos from Cult of the Damned policy (Update 23 Challenge)
+5 Law from not listening to deranged bobblehead (Update 24 Challenge)
-5 Chaos from appointing bobblehead advisor (Update 25 Challenge)


Sunshine Kingdom: Lawful Good
Law/Chaos: 95
Good/Evil: 45
Spoiler :

+5 Law for Backstory (Update 0)
+5 Good for Preservation of Old Space Tech (Update 0 Challenge)
+5 Law for Immigration policy (Update 2 Challenge)
+5 Good for treatment of Ghouls (Update 3 Challenge)
+5 Law for Radio Broadcasts (Update 4)
+5 Good for treatment of ghouls (Update 4 Challenge)
+5 Law from relationship with Mims (Update 5)
-5 Evil from accepting eating of human meat (Update 5 Challenge)
+5 Law from Nasa Congress (Update 6)
+5 Good from gift to Mims (Update 6)
+5 Good from immigration policy revision (Update 6 Challenge)
+5 Law from creation of first market (Update 7)
-5 Evil from allowing aftermarket (Update 7 Challenge)
+5 Good, +5 Law from destruction of Beach Boys (Update 8)
+5 Good from immigration debate response (Update 8 Challenge)
-5 Evil from aftermarket slave trade (Update 9)
+5 Law from aftermarket crackdown (Update 9 Challenge)
+5 Law from aftermarket trials (Update 10)
-5 Evil, +5 Law from rebel threat response (Update 10 Challenge)
+5 Law from annexation of Mims (Update 12)
+5 Good from chem sale policy (Update 12 Challenge)
+5 Good from gifts to other communities (Update 13)
+10 Law from annexation of Fort Cocoa (Update 14)
+5 Good from immigration policy choice (Update 14 Challenge)
+5 Good from allowing Maieek to remain (Update 15 Challenge)
+5 Good, +5 Law from food crisis response (Update 16 Challenge)
-5 Evil, -5 Chaos from allowing Cult of the Damned (Update 17 Challenge)
+5 Good, +5 Law from destruction of Death Rays (Update 18)
+5 Good from treatment of Fort Cocoa survivors (Update 19 Challenge)
+5 Good from defeat of Army of Minorne (Update 20)
+5 Good from distribution of captured goods (Update 20 Challenge)
-5 Evil, +5 Law from Cult of the Damned response (Update 21 Challenge)
-5 Evil from you know damn well what you did (Update 22)
+5 Law from handling of new information (Update 22 Challenge)
+5 Law from handling church debate (Update 23 Challenge)
+5 Law from regime change decision (Update 24 Challenge)
+5 Law from succession pick (Update 25 Challenge)


Survivalist Union: Chaotic Good
Law/Chaos: -50
Good/Evil: 35
Spoiler :

-10 Chaos from backstory (Update 10)
+5 Good from immigration policy (Update 10 Challenge)
-5 Chaos from chem use decision (Update 11 Challenge)
-5 Chaos from school education decision (Update 12 Challenge)
-5 Chaos from priest response (Update 14 Challenge)
-5 Chaos to cult response (Update 15 Challenge)
+5 Good, -10 Chaos from cult response (Update 16 Challenge)
+5 Good, +5 Law from chem sales response (Update 17 Challenge)
-5 Chaos from inactivity towards decision (Update 18 Challenge)
+5 Good, -5 Chaos from political decision (Update 19 Challenge)
+5 Law from acceptance of constitution (Update 20 Challenge)
-5 Chaos from rat crisis (Update 21 Challenge)
-5 Chaos from radio broadcasts (Update 22)
+5 Good from warning response (Update 22 Challenge)
+5 Good, +5 Law from regime change response (Update 24 Challenge)
+5 Good, -5 Chaos from election decision (Update 25 Challenge)


Vault 37: Lawful Evil
Law/Chaos: 60
Good/Evil: -40
Spoiler :

+5 Law from backstory (Update 12)
+5 Law from armory decision (Update 12 Challenge)
+5 Law from GOAT decision (Update 13 Challenge)
+5 Law from immigration policy (Update 14 Challenge)
-5 Evil, +5 Law from fez-wearing man response (Update 15 Challenge)
-5 Evil, +5 Law from gang response and control (Update 16 Challenge)
-5 Evil from technology research choice (Update 17 Challenge)
-5 Evil from decision towards conquest (Update 18 Challenge)
-5 Evil, +5 Law from conquest of Ventura Estates (Update 20)
-5 Evil, +5 Law from conquest of Poinciana (Update 20)
-5 Evil, +5 Law from education policy (Update 20 Challenge)
-5 Evil, +5 Law from conquest of Davenport (Update 21)
-10 Evil, -5 Chaos from razing of Supercenter (Update 21)
+5 Law from slave market compromise (Update 22 Challenge)
-5 Evil, +5 Law from Fruitland immigration decision (Update 23 Challenge)
+10 Good, +10 Law from negotiation with rebels (Update 24 Challenge)
+5 Good, -5 Chaos for reform decision (Update 25 Challenge)


Waycross: True Neutral
Law/Chaos: 15
Good/Evil: 0
Spoiler :

+5 Law from backstory (Update 23)
+5 Good from immigration policy (Update 23 Challenge)
+5 Law from response to superhero conflict (Update 24 Challenge)
-5 Evil, +5 Law from Enclave refugee decision (Update 25 Challenge)
 
About the sort of alignment idea that I was going for. Or at least, that Julie Keyes was going for. Bacall is... a little different. Which I'll get too soon.
 
That's pretty awesome. True neutral forever!
 
So at the moment the deadline is tomorrow and I have only two sets of orders. Just saying.
 
Oders will be in later today. Like, this evening.
 
I shall send them tomorrow.
 
Sunshine Kingdom: Thomas.berubeg
Leader: Queen Stephanie Bede (Scientific)
Faction Trait: Tech Savvy
Capital: Nasacity (Titusville, FL; Settlement)
Structures: Pumping/Purification Water Station (2), Farming Equipment (3), Radio Tower, Fortifications, Recycling Facility, Market, Energy Reactor, Automated Defense System, Airfield, Hydroponics Farm (2), Advanced Gunsmith, Jail
Population: 350
Total Population: 2,710
Slaves: 0
Education: Applied Science
Food: 6,680 (+3,120)
Water: 6,830 (+3,290)
Energy: 0
Tech Parts: 21
Scrap Parts: 1,165
Ammunition: 245, 2 Mini-Nukes
Military Equipment: 154 Low-Tech Melee Weapons, 1 High-Tech Melee Weapons, 46 Laser Weapons, 3 Plasma Weapons, 12 Heavy Weapons, 6 Power Armor Suits, 2 Rafts
Robots: None
Military Skill: 11
Outposts:
Spoiler :

Dragonville (Orange County Courthouse, Orlando, FL; Urban Ruin)
-Population: 420
-Structures: Fortifications
-Arsenal: 310 Low-Tech Melee Weapons, 200 1-H Guns, 5 2-H Guns, 60 Laser Weapons, 5 Heavy Weapons, 5 Protectrons, 6 Mr. Handys
Mims (Mims, FL; Settlement): +470 Food, +240 Water
-Population: 270
-Structures: Farming Equipment (3), Fortifications, Pumping/Purifier Water Station
-Arsenal: 194 Low-Tech Melee Weapons, 65 1-H Guns, 63 2-H Guns, 6 Laser Weapons, 3 Plasma Weapons
New Fort Cocoa (Cocoa Beach, FL; Settlement): +350 Food, +900 Water
-Population: 340
-Structures: Farming Equipment (2), Water Pump/Purifier (2)
-Arsenal: 194 Low-Tech Melee Weapons, 3 High-Tech Melee Weapons, 65 1-H Guns, 126 2-H Guns, 6 Laser Weapons, 3 Plasma Weapons, 5 Heavy Weapons
New Smyrna Beach (Settlement): +1,200, +750
-Population: 880
-Structures: Fortifications (4), Water Pump and Purifier, Farming Equipment (2), Water Purifier
-Arsenal: 349 Low-Tech Melee Weapons, 3 High-Tech Melee Weapons, 130 1-H Guns, 326 2-H Guns, 5 Plasma Weapons, 15 Heavy Weapons, 1 Fat Man, 15 Power Armor Suits
Oak Hill (Oak Hill, FL; Settlement): +400 Food
-Population: 450
-Structures: Farming Equipment
-Arsenal: 294 Low-Tech Melee Weapons, 165 1-H Guns, 6 Laser Weapons, 3 Plasma Weapons, 1 Power Armor Suit, 5 Protectrons


Orders:

Dedicate this turn to a MASSIVE scrapping effort.
 
Survivalist Union:
Spoiler :
Leader: Headman Elizabeth Bacall (Scavenger)
Faction Trait: Defensive
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment (3), Water Purifier, Jail, Market, Radio Tower, Fortifications
Population: 870
Total Population: 940
Slaves: 0
Education: General
Food: 2,680 (+860)
Water: 3,100 (+900)
Energy: 0 (+0)
Tech Parts: 16
Scrap Parts: 1,100
Ammunition: 2,265
Military Equipment: 40 Low-Tech Melee Weapons, 25 1-H Guns, 30 2-H Guns, 15 Laser Weapons, 1 Power Armor Suit
Robots: None
Military Skill: 6
Outposts:
Spoiler:

St. Lucy:
-Population: 70
-Structures: None
-Arsenal: 30 1-H Guns, 20 2-H Guns


Headman’s Challenge solution:
Spoiler :
We will construct a set of new fortifications around each settlement. As well, we will place a call for citizens to take up arms. All citizens in possession of private weapons, and skill to use them are called upon to join the Free Corps. Free Corps members will be granted special exemptions labour duties, and extra rations, once the current situation is over. Citizens that possess weapons, but lack skill in using it, or doubt there ability in combat may turn them over to the Union, with the promise of a reasonable reward or their choice (such as supplies, home expansion, chems, the likes based on what they turn in). Visiting merchants will be offered a similar deal.

We will also found the position of Marshall of the Union: a loyal, skilled soldier who will be granted the right to use the Power Armour in battle.


Orders:
Spoiler :
Construction:
Construct a set of Fortifications around both St. Lucy and Liberty City for 500 scrap each.
Scavenging/Military
A team 60 soldiers with 10 on the Lasers, 30 2-H guns (20 from Liberty City, 10 for St. Lucy), 20 1-h guns and 20 1-h melee weapons. The Power Armor will be given to the Marshall, or if s/he has not yet been chosen, then I (Bacall) will. He or she will carry one of the lasers and a melee weapons. Half of any volunteers for the Free Corps will travel with them.

This team will travel to the site of Indian’s Hideout to locate anything that can be found in the ruins. Bacall will apply her expertise if the site seems secure. They will then attempt to track the barbarians up to a distance of about 20 miles from Union territory, but do so cautiously; they are apparently numerous, and another loss is not acceptable. Avoid fighting if there is any chance of being overrun. However, if it seems safe, then they expedition should bee free to bleed them.
 
Empire of America:
Spoiler :
Empire of America: christos200
Leader: Emperor Felix V Jackson (Fearsome)
Faction Trait: Barbaric
Capital: Marion Emergency Bunker (Bunker; Marion, AL)
Structures: Market, Farming Equipment
Population: 290
Total Population: 580
Slaves: 0
Total Slaves: 0
Education: Oral
Food: 3,410 (+1,000)
Water: 2,910 (+500)
Energy: 0 (+0)
Tech Parts: 13
Scrap Parts: 260
Ammunition: 2,660
Military Equipment: 250 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 20 1-H Guns, 10 2-H Guns, 300 Laser Weapons, 50 Power Armor Suits
Robots: None
Military Skill: 9
Outposts:
Spoiler :

Uniontown: +500 Food, +500 Water
-Population: 290
-Structures: None
-Arsenal: 400 Low-Tech Melee Weapons, 90 1-H Guns, 100 Laser Weapons


Emperor’s Challenge:
Spoiler :
Slave trade should be allowed, however the slaves must originate from foreign territories as American citizens are not allowed to become slaves.


Orders:
Spoiler :
100 soldiers, equipped with 100 Laser Weapons and 100 Low-Tech Melee Weapons, shall explore Brent, Alabama and search for scraps and if they find a settlement, they shall conquer it. If they are attacked, they are to fight it out unless victory becomes impossible and they shall orderly retreat.


Building Orders:
Spoiler :
Build a Water Purifier in Marion for 100 Scrap Parts, 2 Tech Parts.
Build a Water Purifier in Uniontown for 100 Scrap Parts, 2 Tech Parts.
 
Maritime Collective:
Spoiler :
Leader: Mayor Aerwyna Beckett (Scavenger)
Faction Trait: Industrious
Capital: Pensacola, FL (Urban Ruin)
Structures: Pumping/Purifying Water Station (2), Fortifications (6), Ammunition Convertor, Jail, Radio Tower, Market, School, Hydroponics Farm (3), Forge
Population: 500
Slaves: 0
Education: General
Food: 890 (+450)
Water: 2,340 (+850)
Energy: 0 (+0)
Tech Parts: 21
Scrap Parts: 100
Ammunition: 220
Fuel: 199
Military Equipment: 545 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 5 1-H Guns, 50 Plasma Weapons, 1 IFV, 1 Small Boat
Robots: 7 Mr. Gutsys
Military Skill: 8


Mayor solution:
Spoiler :
The Railroad will be allow to stage a base here.


Salvage Order:
Spoiler :
A 100 men full armed army lead by Aerwyna Becket consisting of 10 High-Tech Melee, 85 Low-Tech Melee Weapons, 1 IFV, 3 Mr. Gutsys, and 5 Plasma Weapons will head to Jack Edwards National Airport using the boat if they have to cross body of water. If the bandit attack the army will use full force on them to show them we mean business. If things get to dangerous while salvage they we will retreat.
 
Georgia Reclamation District
Spoiler :
Georgia Reclamation District: DuneBear
Leader: Governor Thaddeus Tyreen (Enigmatic)
Faction Trait: Defensive
Capital: Vault 136 (Vault; Dahlonega, GA)
Structures: Fortifications, Jail, Ammunition Convertor, Gunsmith
Population: 1,450
Slaves: 10
Education: General
Food: 2,300 (+2,000)
Water: 2,800 (+2,000)
Energy: 0 (+0)
Tech Parts: 112
Scrap Parts: 1,510
Ammunition: 0
Military Equipment: 320 Low-Tech Melee Weapons
Robots: 100 Mr. Handys, 200 Protectrons, 50 Mr. Gutsys, 50 SentryBots
Military Skill: 2


Governor's Challenge
Spoiler :
Do not censor any form of media but invite the Enclave and its officers to speak before the populace of the Vault regarding American history after the nuclear war. The citizens are Americans yes, but have not been actively part of the American political process for sometime - active in society.


Orders
Spoiler :
Manufacture 500 pieces of ammunition, 25 1h guns, and 12 2h guns.

Send an expedition composed of 10 Mr. Gutsys, 10 SentryBots, and 100 GRD citizens to salvage any usable items at the University of North Georgia in Dahlonega, if it still stands.

Send an expedition to Murrayville and Gainesville (south of Dahlonega) to salave any usable scrap, and etc. that remains (weekly expeditions). Expeditions are to be composed of 10 Mr Handy robots, 10 sentry bots, 10 Mr Gutsy robots, 50 Protectrons, and 100 men. Explore Brenau University in Gainesville and salvage anything that is useful. If any resistance is met do not engage but gather intelligence on said force. Relay to Enclave, and if it is determined that the resistance is weaker compared to the expeditions, then eradicate said resistance.


To EQ
Spoiler :
I expect some punishment for being late and if you refuse the orders, as they are late, then it is all good with me. Hopefully nothing too bad happens - maybe I'll end up with a favorable dice roll ;):lol:.
 
Update 27: January – June, 2253​

Jingle, Jangle​

Inter-Faction Reports​

A CURRENCY FOR THE WASTELAND. The development of strong factions and thriving amounts of immigration have spurred the creation of a unified currency for the Sunshine Wasteland. Old, pre-war bottle caps have become the currency of choice, easily carried and in limited quantities. This de facto currency has been said to already be in use throughout the North American continent in more civilized areas. The introduction of currency to the use of local governments is a new phenomenon, and thankfully with the development of trade routes and regular commerce, the entire region is unified under the new economic paradigm. Mercenary groups have made themselves available for hire, while collaborating merchant caravans have begun to offer a variety of products for sale on the open market. It seems likely that this could mark a new era for the Sunshine Wasteland.

MYSTERIOUS BATTLE AT LAKE CITY. Lake City, Florida was once the home of a vicious raider tribe known as the Scourge. After a bitter battle with another force these raiders were wiped out, and Lake City has become a frequent stopping point for people travelling to the Fruitlands in the south. Reports from various groups of migrants and merchant caravans have implied that some sort of disaster has befallen a particularly large group of migrants in the town. After about a week of hearing reports of unidentified aircraft in the area, massive explosions were heard, and the sounds of bitter battle erupted during the night. The following morning, scouts from a nearby merchant caravan reported that Lake City has become highly radioactive in parts, and signs of energy weapons use could be seen throughout the area. No survivors were found, and it seems likely that they were stripped of all weapons and other possessions by the unknown assailants. There has been widespread speculation about this attack, and who the culprits could be.

Faction Reports​

Corporate Trade Federation
Spoiler :

The Corporate Trade Federation seems to have been given some breathing room as the conflict against the kingdoms continues in name only. Some deal does seem to have been reached with the Sunshine Kingdom but neither side have shown any movement towards honoring this deal in anything but name. In the meantime, the Federation has continued to prepare itself for further attacks, bolstering its fortifications and seeking to acquire more ammunition for their weaponry. A new ammunition convertor will hopefully bolster the arms and position of the Federation, along with the meager amount of scrap recovered by the latest nautical expedition to Fernandina.

Turn Stat Changes
-Water Pumping Station from fire in building
+3,000 Ammunition, -10 Mr. Handys from trade with mysterious merchant
-1,500 Scrap Parts, -5 Tech Parts from construction
+200 Scrap Parts from salvage expedition to Fernandina
+20 Population from natural growth
+60 Population from immigration to St. Johns
+5 Slaves, +4k Caps from Saint Augustine market dividends
+5 Slaves, +3k Caps from St. Johns market dividends
+385 Scrap Parts from slave production
+710 Food and Water from surplus production

CEO’s Challenge: The development of a new currency for the wasteland has led our leadership to believe that we need more caps for the government’s use. Some have advised taxation of our citizenry to acquire these taxes, as requiring payment of caps to our leaders could quickly bolster what resources we have at our disposal. On the other hand, members of the New Age Corporation have loudly argued against the taxation of individuals, claiming that we should simply focus on market revenues as we have in the past. How do we proceed with this delicate issue?


Empire of America
Spoiler :

The Empire of America was faced with a grave setback. Uniontown was directly attacked by a large band of barbarian raiders who stopped at nothing to overwhelm the meager defenses. Lacking any proper fortifications beyond a derelict wall, the Empire’s defenders were rapidly overrun and only a few holdouts survived using the garrison’s stockpile of laser weapons. Unable to destroy these last holdouts, the raiders simply looted the rest of the town taking dozens as slaves and everything else they could find. Eventually they pulled back, leaving much of the town in flames and over two thirds of the population dead or enslaved. Some limited construction helped to boost morale slightly, as more water supplies have been provided to the community. An expedition to the town of Brent further bolstered morale, as the expedition managed to brave the natural hazards and wildlife of the trip and come back with a large amount of tech parts and a modest amount of scrap with no real difficulty.

Turn Stat Changes
-210 Population, -500 Food, -500 Water, -390 Ammunition, -200 Low-Tech Melee Weapons, from raider attack on Uniontown losses
+1 Military Skill from combat
-200 Scrap Parts, -4 Tech Parts from construction
+200 Scrap Parts, +6 Tech Parts from Brent expedition salvage
+25 Slaves, +1k Caps from market dividends
+25 Scrap Parts from slave production
+10 Population from natural growth
+30 Population from immigration to Marion Emergency Bunker
+20 Population from immigration to Uniontown
+570 Food, +170 Water from surplus production

Emperor’s Challenge: After the fighting in Uniontown, we found a large amount of the musical instrument known as the “tuba.” It has been suggested that these instruments could be used to help bolster morale after the recent defeat. On the other hand, our more practical advisers state that around 100 Scrap Parts could be recovered if we scrapped them instead. How do we respond to this debate?


Georgia Reclamation District
Spoiler :

The Georgia Reclamation District has continued to prosper and look to new horizons throughout the Appalachian Mountains. The gunsmith and ammunition convertor have been working flat out to provide better weapons and munitions for the District beyond the melee weapons given to them from the Enclave. Two major expeditions were launched, relying upon robot defenses and salvagers. The first went to the small town of Murrayville, and a large giant ant mound was discovered in the ruins. The ants avoided any contact with the expedition, which was allowed to salvage intensively around the town outskirts without issue. The prize of the operation was the discovery of a private citizen’s arsenal, allowing a few more guns to enter into the vault’s growing armory.

The District’s second expedition went through a bit more difficulty and struggle than the previous one. Passing through Murrayville, avoiding the giant ants, the expedition went to Gainesville further to the southeast. This town was found to be home to a large group of cannibalistic raiders who were running short on food. The expedition managed to avoid detection, using robots to scout the area without arousing too much suspicion. In combination with two power-armored Enclave squads, the District’s robots assaulted the town and the overwhelming firepower devastated the raiders’ defenses. They were wiped out and the town was quickly salvaged for other supplies and the raider bodies were stripped of what arms and weapons they had.

Turn Stat Changes
-1,090 Scrap Parts, +500 Ammunition, +25 1-H Guns, +12 2-H Guns from construction and ammunition conversion
+1,400 Scrap Parts, +5 1-H Guns from Murrayville salvage expedition
-5 Protectrons from Gainesville expedition losses
+1,300 Scrap Parts, +2 Tech Parts, +100 Low-Tech Melee Weapons from Gainesville expedition spoils
+20 Population from natural growth
+10 Population from immigration
+520 Food and Water from surplus production

Overseer’s Challenge: The raiders we wiped out had some dogs including a number of newborn puppies. While many of the dogs were killed out of necessity in combat, the others could still be rehabilitated as pets or guard dogs. Still, there is a risk, as we don’t know how useful these animals will be and they could consume too much of our foodstuffs or spread disease. Can we keep them?


Kingdom of Heaven
Spoiler :

The Kingdom of Heaven remains at war, and the army at West Bridge has prepared itself for future combat with the Corporate Trade Federation, vowing to fight till the last against any counterattack. However, for the time being it seems as though no counterattack is forthcoming. The Kingdom’s raiders have contented themselves with occasional raids against caravans and convoys bearing the colors of the Federation, but have had very little success beyond the occasional slit throat or sniper attack. Immigration has continued to pick up to a large degree in the Kingdom, as despite the war, many seem to have the desire to rally to the Church’s call for crusade.

Turn Stat Changes
-200 Scrap Parts, +200 Ammunition from conversion
-10 Population, -50 Ammunition from raider attack on Oscargrad losses
+1k Caps from market dividends
+20 Population from natural growth
+120 Population from immigration to Ocala
+120 Population from immigration to Citra
+200 Population from immigration to Oscargrad
+120 Population from immigration to West Bridge
-930 Food, -570 Water from consumption

King’s Challenge: The war is likely to continue for some time, and the acquisition of caps could aid us in the development of our war effort and in providing more basic supplies to the growing population at home. Some have suggested a one-time large tax on all of our citizens, which could provide us with a substantial amount of income if we require 100 caps per person or something at that level. Alternatively a regular, but lesser tax could provide us with more regular amounts of income into our coffers in the long run. Others suggest that we retain our focus simply on collecting raw materials and just live with what we make through the market. How do we respond to this debate?


Maritime Collective
Spoiler :

The Maritime Collective has started the year with extreme violence. A massive raider attack was launched against the well defended walls of Pensacola, seeking to loot the town and take its wealth for their own. The raiders were badly mauled by the town’s militia who used their superior defensive position to utmost advantage. The walls were never breached and hundreds of raiders were killed or wounded attempting to scale them. The raiders withdrew with their dead, giving up the attack on the town and leaving them to enjoy their victory. An expedition soon followed to Gulf Shores where the Collective’s salvagers engaged a much smaller band of cannibalistic raiders in the ruins. The raiders were defeated due to not having anything that could trounce an IFV, which simply rolled over any defensive positions. The raiders were scattered and the town was opened to the Collective salvage efforts. The community has profited and seems well poised for future defense.

Turn Stat Changes
-20 Population, -150 Ammunition from raider attack on Pensacola losses
-70 Ammunition, -4 Fuel from Gulf Shores Expedition losses
+1 Military Skill from combat experience
+600 Scrap Parts, +40 Low-Tech Melee Weapons from Gulf Shores Expedition salvage
+2k Caps from Market Dividends
+10 Population from natural growth
+30 Population from immigration
-70 Food from consumption
+330 Water from surplus production

Mayor’s Challenge: The establishment of bottle caps as a de facto currency throughout the Sunshine Wasteland has brought a new issue to the observation of our government. While the market provides modest dividends in terms of caps, it does not provide a large or guaranteed amount. Some of our advisors have suggested taxing the people, while others suggest that we should tax New Panama instead of our own citizens. Others state we should be content with the modest income the market grants us and focus on selling any excess wares we may have. How do we respond to this debate?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth has expanded its territory once more, reclaiming the ruins of the town of Bushnell. Intensive construction efforts were undergone, rebuilding shattered buildings and establishing a rudimentary town wall around the old town center. Some old scraps were recovered in the process, but the most exciting find was the discovery of an intact military warehouse outside of town. Apparently the town was briefly used for storage of old National Guard surplus Mr. Gutsys which were slated to be replaced by newer robots. They were all in dormant but intact status, allowing them to be easily reactivated for defense of the new town. Combined by a lucrative year of salvage in Orlando, the Commonwealth has managed to thrive and prosper under a new regime led by the enigmatic Milton James Ryan, son of the previous governor.

Turn Stat Changes
-3,300 Scrap Parts, -7 Tech Parts from construction
+400 Scrap Parts, +60 Mr. Gutsys from Bushnell construction salvage
+1,000 Scrap Parts, +5 Tech Parts from Orlando area salvage
+1K Caps from Fort Apopka market dividends
+3K Caps from Leesburg market dividends
+30 Population from natural growth
+20 Population from immigration to Bushnell
+10 Population from immigration to Fort Apopka
+10 Population from immigration to Leesburg
+40 Population from immigration to Ocoee
+20 Population from immigration to Umatilla
-530 Food, -610 Water from consumption

Governor’s Challenge: The development of caps as a currency has led to concern about a lack of currency for our government. Some advisers have suggested a minor tax to help build up the Commonwealth’s funds, while others believe that dividends from markets should be enough and that any tax would be an unneeded infringement upon personal liberty. How do we respond to this debate?


Sunshine Kingdom
Spoiler :

The Sunshine Kingdom is somewhat at peace. A deal was made with the Corporate Trade Federation which has somewhat eased tensions on the home front. Unfortunately, the Federation has not yet freed its slaves, so there are some concerns about the validity of the agreement and whether or not the fighting may resume. Meanwhile, the kingdom has quietly continued salvage efforts across the land, bringing in a large amount of Scrap and Tech Parts for future endeavors. It seems that for the time being, there is a moment of calm for the people of the kingdom.

Turn Stat Changes
+700 Scrap Parts, +10 Tech Parts from Dragonville local area salvage
+500 Scrap Parts, +4 Tech Parts from New Fort Cocoa local area salvage
+300 Scrap Parts, +6 Tech Parts from New Smyrna Beach local area salvage
+200 Scrap Parts, +6 Tech Parts from Oak Hill local area salvage
+6k Caps from market dividends
+30 Population from natural growth
+30 Population from immigration to Nasacity
+40 Population from immigration to Dragonville
+60 Population from immigration to Mims
+20 Population from immigration to New Fort Cocoa
+50 Population from immigration to New Smyrna Beach
+10 Population from immigration to Oak Hill
+170 Food, +340 Water from surplus production

Queen’s Challenge: With caps acknowledged as a de facto currency in the Kingdom and the rest of the Sunshine Wasteland, we need to develop an approach towards acquiring more currency for the government’s coffers. Some have suggested a level of taxation upon our citizens, as requesting only a single cap a year could yield nearly three thousand for the faction’s greater good. Others claim any taxes could be detrimental to our people’s well being. How do we respond to this debate?


Survivalist Union
Spoiler :

The Survivalist Union is still recovering in the wake of the vicious destruction of Indian’s Hideout. New fortifications were established at both towns within the Union, in the hopes of preventing or at least mitigating any future raider assaults. A salvage expedition was sent to Indian’s Hideout to find anything remaining in the ruins of value and they did have some success. A good deal of scrap was recovered, while in one home, a large amount of assaults rifles were found, likely secretly hoarded by a former citizen there. The guns have been added to the armory back at Liberty City, a strong step towards replenishing the town’s defenses. Scouts attempted to track the raiders, but after salvaging efforts were completed, the trail had gone cold, and the best anyone could say is that they headed west somewhere. Many fondly hope that that will be the last seen of this particularly brutal band of thugs.

Turn Stat Changes
-1,000 Scrap Parts from construction
+400 Scrap Parts, +30 2-H Guns from Indian’s Hideout salvage expedition
+1k Caps from market dividends
+10 Population from natural growth
+50 Population from immigration to Liberty City
+30 Population from immigration to St. Lucy
-170 Food, -130 Water from consumption

Headman’s Challenge: Our leaders have acknowledged that caps have become a de facto currency across the Sunshine Wasteland. Some believe that we should focus on acquiring as many caps as possible in order to allow purchase of rare goods on the open market. Others believe that we can maintain our status through standard methods of scrap and tech acquisition by salvage. How do we respond to this debate?


Vault 37
Spoiler :

Vault 37 truly seems to have entered a golden age, as the previously troubled settlement of Fort Freedom continues to spur the faction forward. Constant endeavor and labor has led to the construction of a new freighter, loudly proclaimed to be the first such vessel built in the Sunshine Wasteland since before the Great War. Upon completion, the vessel has been used as a base for salvage efforts throughout the Pinellas Peninsula, allowing a more secure facility for the salvagers from Fort Freedom. The salvagers, assisted by robots, have had plenty of success in this endeavor, though they were delayed by the time it took to build the new ship. The Fort has continued to prosper with the onset of a new trade route with a foreign trader who has an equally large vessel. The trades have been lucrative for both sides, and could be maintained for years to come.

Turn Stat Changes
-10,000 Food, +3,000 Scrap Parts from trade with mysterious merchant
-5,260 Scrap Parts, -66 Tech Parts, -15 Energy, +1,010 Ammunition, +1 Large Boat, +5 Mr. Gutsys from construction and ammunition conversion
+1,400 Scrap Parts, +1 Tech Part from Pinellas County area salvage
+400 Scrap Parts, +6 Tech Parts from Davenport local area salvage
+100 Scrap Parts from Haven local area salvage
+150 Scrap Parts from Poinciana local area salvage
+200 Scrap Parts from Ventura City local area salvage
+180 Scrap Parts from slave production
+4k Caps from Ventura City market dividends
+50 Population from natural growth
+30 Population from immigration to Davenport
+500 Population from immigration to Fort Freedom
+20 Population from immigration to Poinciana
+20 Population from immigration to Ventura City
+17,080 Food, +230 Water, +10 Energy from surplus production

Overseer’s Challenge: Ironically, Fort Freedom would like to enact a 10 cap entry fee per person for future immigrants. The caps would obviously go the coffers of the larger empire and are unlikely to stem the current flood of immigrants, but they believe this could be a good way to better the entire faction rather than just the settlement. The leaders are split on the decision, however, as some are concerned about the precedent that could be set in the future and are overall opposed to any form of taxation. Since the caps would be going to Vault 37, they have put this forward to the Overseer’s decision. How do we respond to this proposal?


Waycross
Spoiler :

The town of Waycross was mostly quiet though a couple of minor events were recorded by local inhabitants. First a group known as the Railroad was turned away from Waycross and rejected for potential troublemaking. Second, over the course of February, a large number of unidentified aircraft were spotted flying nearby for several weeks. The aircraft eventually stopped making appearances but caused a lot of comment among Waycross’ citizenry.

Turn Stat Changes
-500 Water from contamination
+4k Caps from market dividends
+10 Population from natural growth
+30 Population from immigration
-20 Food, -170 Water from consumption

Mayor’s Challenge: A member of our community, a particularly odd individual, has been claiming that the Enclave are coming to kill us all. With the unusual appearance of airplanes and rumors of a horrific event down at Lake City, there could be some merit to this probably insane fellow’s ramblings. He claims that the Enclave has buried an army of murderous robots underneath Waycross and has been spotted digging holes throughout the area. These holes are starting to become a hazard to travel and trade. How do we respond?


Workers’ Republic of the Reclamation
Spoiler :

The Hardy Reclamation Committee has reformed into the new Workers’ Republic of the Reformation after the harsh events of the past year. Mila Verner has been appointed the interim Chairman, but the Committee has yet to select someone more permanent to the post, and the matter remains up for debate. Meanwhile, more pressing concerns continue to loom over the community. A small group of people were sent to track the raiders who struck at the town last year, and they had some success, tracking them to the ruins of Richmond Hill south of Savannah. It seems though that the raiders ran afoul of the local mirelurks and were mostly wiped out, and the survivors scattered. The trackers managed to retrieve a small amount of guns left behind by the raiders and bring them back to Hardytown. The standard salvaging expedition to Savannah had good success, managing to retrieve a sizeable amount of scrap to return to the town’s stockpiles without any significant incidents.

Turn Stat Changes
+10 2-H Guns from raider tracking expedition salvage
+500 Scrap Parts from Savannah expedition salvage
+10 Population from natural growth
+20 Population from immigration
+460 Food, +160 Water from surplus production

Chairman’s Challenge: The office of Chairman is up for debate and our Committee could choose out of three different paths. Verner continues to be a possible choice for continuing as chairman, but a more charismatic member of the Committee could be a good selection too. Also, one of the more enigmatic members of the Committee has been offered forth as a choice, but his uncertain past makes him a bit of an unknown. Who is selected as the new Chairman?


Market Prices​


The following are currently standing prices set by the Sunshine Merchant Alliance that you can sell your various goods to or buy goods from. Prices are measured in thousands of caps. Prices will change based on supply and demand with each update, so keep an eye here. You cannot buy or sell partial amounts of the set ones below, you must sell or buy the full amount listed. You can only buy or sell if you have a Market.

Sale Prices

Slaves: 10 Slaves for 5k caps
Food: 100 Food for 1k caps
Water: 100 Water for 2k caps
Energy: 1 Energy for 5k caps
Tech Parts: 1 Tech Part for 1k caps
Scrap Parts: 100 Scrap Parts for 0.5k caps
Ammunition: 100 Ammunition for 2k caps

Radio Stations​

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

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

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

Enclave Military Radio – Coded Broadcasts

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

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

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

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

NPC Diplomacy

To: Survivalist Union
Spoiler :

From: Refuge

We are beginning to struggle with producing enough food and water for all of our people. If you could secure the route between us with a new settlement between here and St. Lucy, we would be interested in joining your Union.


To: Workers’ Republic of the Reclamation
Spoiler :

From: Ricon

We agreed to your proposed security arrangement. Let any raiders in our lands fear our strength!


OOC

A couple of notes on markets now. Yes, you will only receive caps from them from here on out. Also, any town or faction that has a market can be considered to be contactable through the merchant traders. There are no IC restrictions on contacts with anyone who has a market, as the merchants will carry any diplomacy free of charge.

About mercenary groups: they will only accept a single contract at time for the moment, and when it comes to this, it’s first come, first serve.

@Dunebear: With this NES, I don’t view any orders as late as long as they come before I’m actually done updating. So don’t worry about it. Also the university has already been stripped in previous updates, Dahlonega has nothing left to scrap.

I did the stats and weapons post first this time, no messup today!

World Map

 
To: The CTF
From: The Sunshine Kingdom

Why have you not released and freed the slaves?
 
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