Beginning of the World As We Know It: A Test

EQandcivfanatic

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The Beginning of the World As We Know It

North America is a wide open continent, lots of room to set up factions.

Next Update: Not Available Yet

Introduction​

As some of you may know, I'm currently running a much larger and more ambitious NES, called Capto Iugulum. Check out, join, learn, and love it. The reason I'm choosing to launch this NES now is threefold. First of all, I've started a new job which is going to create gaps in the update periods for Capto Iugulum. Second, based on my schedule, Capto Iugulum will once more switch to a new thread when it hits the 1940 update, and I've been thinking of introducing a new background RNG system among other elements. This NES will include the new system and various other elements that I won't disclose at this time which could be implemented in Capto Iugulum. Therefore, this NES will serve as a valuable testing ground for my new RNG and ideas, while still predominantly working off of the ruleset used in the previous NES of the same name. Third, and most important, I've been wanting to do this for a while now, and am thrilled to have an excuse other than that to do so. By participating, you are preventing me from being so desperate for a Fallout setting, that I give luckymoose atomic weapons. :p

I'd like to state that you don't need to know the Fallout universe to participate here or to play the games at all. If you want to know more, I've provided the link to the Fallout wiki's "world of" page, but I'm not going to be using the same names and locations for much of the sites involved with the world of this NES, just a similar history and weapons. There may be some similarities with various NPC factions which will pop up when I think you've relaxed, but overall, this should be considered as a simple post-apocalyptic fresh-start NES.

The Story​

Summary

The Fallout world exists in an alternate timeline that split away from the history of the real world following World War II. Up until the Great War in 2077, the Fallout world was dominated by the distinctively American culture of the 1950s, though with a far more advanced technological progression. The Fallout world's setting is heavily influenced by the science fiction anthology Worlds of Tomorrow, which was released during the Golden Age of Science Fiction in the 1950s. We begin the NES in 2140, a little less than seventy years after a major nuclear war. For your interest:

http://fallout.wikia.com/wiki/Fallout_world

Timeline of Events

NOTE: Been slightly modified by myself in some minor ways to fix some things which irked me.

Spoiler :

1945: The Second World War comes to an end with the detonations of atomic bombs on Hiroshima, Tokyo, and Nagasaki.
1961: The United States Space Agency puts Captain Carl Bell as the first man in space.
1969: The United States is reorganized into thirteen commonwealths, each of which encompasses several states. The national flag is changed to represent this, with fourteen stars, one for each commonwealth and the final one for the federal government and nation as a whole. The United States puts the first two men on the moon.
2020: The last final mission to the moon is completed, as the US Space Agency sees its budget fatally cut.
2037: The Mr. Handy robot is the first robot created for the mass market and is wildly popular among the American people for its labor saving uses.
2042: After a massive earthquake devastates Mexico City, the US military is brought into Mexico, effectively commandeering the resources and independence of the Mexican nation.
2052: The Resource Wars begin as the European Commonwealth launches several disastrous wars into the Middle East to secure their oil sources. The United Nations collapses by the middle of the year as the United States and most other players withdraw.
2053: The "New Plague" breaks out globally, and the United States declares full quarantine of the nation, forbidding overseas travel as the borders close. At the end of the year, terrorists use nuclear weapons for the first time, destroying Tel Aviv.
2054: The Resource Wars escalate as the Europeans and Islamic countries participate in a limited nuclear exchange, further devastating the region. In response, the United States government begins sponsoring Vault-Tec in its goal to create an underground environment for the survival of the species during a nuclear war.
2059: Saber rattling begins between China and the United States, as the US refuses to share fuel resources obtained from Alaska.
2060: Fossil fuels become too scare to use in cars, and most people are forced to give up their automobiles. Some electric and fusion powered cars are manufactured, but only in limited amounts. The situation brings the US economy nearer and nearer to bankruptcy. The war between Europe and the Islamic nations comes to a close as the last drops of oil are wrung from the Middle East. Both regions immediately dissolve into feuding states locked in constant war.
2065: Power rationing in the United States begins after a nuclear meltdown nearly occurs in New York City.
2066: America's refusal to sell or share oil to fossil fuel dependant China results in the breakdown of diplomatic relations and the invasion of Alaska by the Chinese. Anchorage is overrun and most of the state is occupied by China. American scientists invent the first crude fusion cell, and begin the slow process of upgrading the United States' power supply.
2069: As fighting in Alaska continues to stalemate, Canada faces increasing pressure from the United States as American military forces simply begin taking what they need from the Canadian countryside.
2072: As Canadian outrage grows against American military and business interests, the United States disbands the Canadian government and annexes Canada into the USA.
2074: China begins deploying biological weapons both in the field and on the American home front. The United States responds with a full invasion of mainland China.
2076: Food and energy riots devastate the United States, fuelled by pictures and video of American atrocities against Canadian civilians.
2077: At long last the Chinese are pushed out of Alaska after 11 years of vicious warfare.

October 23, 2077: The nuclear missiles fly between the United States and China, exterminating much of the world's population and bringing about a new dark age in human history.

2140: Radiation levels have declined to a level in which the population can once more establish a new era of civilization and conflict. After all, war, war never changes.


Faction Set-up​


NOTE: I'd recommend that you actually read what the various options are used for before making your selections. Some choices are incapable with others, so make sure to look up what you're interested in. Don't worry though, the setup is probably the most complicated part of the NES, get through it and you'll be fine. Oh yes, if you die, you're more than welcome to create a new faction to spite the person who killed you. Don't be afraid to pick a starting location near another player, remember, the US is BIG. Also, if you want player interaction, you kinda have to start near others.

Faction Name: (Not Available because they will come to kill you later: Enclave, The Master's Army, Skynet) Check out the Capitol Type section for suggestions on names and so forth. Typically it may be best to start out simply naming your faction after wherever you start
Leader Name:
Leader Trait: Choose one from Charismatic, Scientific, Fearsome, Scavenger, Lucky, Enigmatic
Starting Location: Essentially anywhere located on Google Maps that could also be found on the provided world map
Leader Background: optional, story based
Origins: Choose one from Pre-War Military, Vault Dwellers, Tribal Nomads, or Survivors
Traits: Choose one from Isolationist, Technocratic, Defensive, Expansionist, Religious, Barbaric, Industrious, or Friendly
Capital Type: Choose one from Vault, Cave System, Pre-War Community, Urban Ruin, Tribal Settlement, Tribal Camp, Bunker
Background: Optional, story based (If you choose Vault, Not Applicable)

Spoiler :

Leader Traits

Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.

Charismatic: Immigration rates are higher.
Scientific: Increases likelihood of finding intact tech parts and robots when salvaging.
Fearsome: All soldiers fight better.
Scavenger: Increases the likelihood of finding good stuff when your leader goes with a scavenging or exploration party
Enigmatic: Occasionally, the leader will acquire items needed by the computer through his mysterious ways.
Lucky: Helps a little bit with everything.

Origins

The Origins section of creating your faction revolves around the type of people that your faction was created out of. They should be fairly self explanatory. With the exception of Survivors, most of the different types can only start in one particular place.

Pre-War Military: This represents the descendants of military units which somehow survived the Great War at various underground bases in North America. Starts with high tech military equipment and tech parts, but small amounts of all other resources, including low food and water, can only start in Bunkers.
Vault Dwellers: This represents the descendants of those who survived the Great War by residing in the Vault-Tec Vault system. Starts with a large amount of food, water, and tech parts; but has very limited military equipment; can only start in vaults, please read the vault section before deciding.
Tribal Nomads: This represents the descendants of those who survived the Great War by retreating to various less populated places and reestablishing a tribal civilization. Has large amount of low tech military equipment as well as food and water, no tech parts; can only start in Tribal Settlements or Tribal Camps.
Survivors: This represents the descendants of those who survived the Great War by nearly sheer luck, living in the ruins of the cities and towns and eking out an existance scavaging from the rubble. Moderate in all respects, can start everywhere except for Tribal Communities and Vaults.

Faction Traits

Choose this trait wisely. Unlike leader traits, this will NEVER change under any circumstances and are the very basis of your nation. If you would like something not seen here, bring it up in the thread, and I'll determine whether or not it's a valid trait for the NES.

Isolationist: Reduced faction appeal to immigrants and refugees
Technocratic: Faction gains +1 Tech Parts a turn
Defensive: Ammunition decreases at a much slower rate, troops are stronger when defending an outpost.
Expansionist: New towns require half as much scrap parts to build.
Religious: New immigrants are more likely to bring you various supplies.
Barbaric: Soldiers fight better in all battles.
Industrious: Scavengers return double the amount of scrap parts from scavenging missions.
Friendly: Larger amount of immigrants per turn.

Starting Community Types

Your starting community will be the place your nation is born from. While you may start as a humble settlement among the Wasteland, the type of place you choose to begin from will indubitably shape the sort of nation you create. Each starting type has its benefits, and some starting types can ONLY become settlements in a nation by starting with them (see Rules section for more information on settlements). Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location. Lastly, some starting community types cannot be created in certain climate regions. Check Google Earth to find good locations.

Vault: A vault is part of a pre-war nuclear shelter campaign, which was advertised to protect the people, and even help them thrive in a post-nuclear environment. They are said to be self-sufficient and able to sustain internal support indefinitely. Can only be started in by Vault Dwellers, will have higher number of food, water, and tech parts. Most vaults can be sealed in an emergency, which prevents any attack. Therefore a vault will NEVER be attacked by NPC raiders. These can also be started anywhere on the map, regardless of terrain. There is one important addition to this place however, which can either make your or break you from the very beginning, beyond your own control. All vaults are part of the Vault-Tec Sociological Experiment. This means that every vault has a flaw or unique feature, which will be randomly selected at the start of the game. This means, that beyond the already stated benefits, stats like population, ammunition, and the army will be completely randomized, and unknown at the start. (Examples of Vault Names: Vault 101, Vault 3, Vault 21)

Pre-War Community: A pre-war community is a small town or suburb which somehow managed to survive the onslaught of nuclear war and its devastating aftermath while maintaining the pre-war concepts of civilization. You cannot start as one of these in a heavily developed city region (as on the terrain map). TOWNS OR SUBDIVISIONS ONLY. These communities begin with a fairly low amount of food and water, as well as a relatively high population. On the plus side, they produce their own food and water internally. These communities also have a fair amount of tech parts at the start. They also have ammunition and fairly good weapons, though not quite military grade.

Urban Ruin: Located only within the highly urban regions of the former United States, these ruins are generally notable and relatively intact buildings. A good example would be communities based around pre-war landmarks or businesses. You can only start in a Urban Ruin if your starting location is within a heavily developed city region (as on the terrain map). Starting here will mean a large starting stockpile of food and water, but no means of producing more. Starting here will also mean a moderate amount of tech parts and ammunition as well. Starting weapons will be typically moderate, a small amount possibly being military grade. Your starting population number will typically be rather low.

Tribal Settlements: These are recently established settlements by nomadic tribes which have in a sense reverted from civilization. You can only begin in one of these in a climate region that is not tundra or urban. These can only be started in by Tribal Nomads, and typically are able to feed and water themselves, but rarely have any starting weapons or otherwise. They also start with a relatively large number of people as compared to other starting sites.

Tribal Camp: Though some tribes have settled down, most have not, and continue to lead a nomadic existence across the more open areas of North America. A Tribal Camp is a mobile settlement, and is the only one of its type. If you are a nomadic tribe, this is also your only settlement, and it cannot have structures or anything. The plus side is that with a tribal camp, you are able to grow food on the move, but overall, you're going to want to look for a new home.

Bunker: These are Pre-War installations established by the United States military in the case of nuclear war. They come with large stockpiles of food, water, and ammunition, but no way to produce any more of their own. Starting populations tend to be fairly high. Also, it is quite likely that starting here will mean possessing decent military-grade weaponry.

Cave System: Cave systems are naturally occurring formations which exist throughout North America, typically as Pre-War tourist attractions or hideaways. They were therefore ideal refuges after the conflict, and some contain springs and so forth, allowing for survival of a few lucky individuals. Starting here gives a low starting population, but typically a more self-sustainable one at the same time.
 
Sample Game Stats​

Spoiler :

Edgewood Militia: EQandCivfanatic
Leader Gorly Araynn (Lucky)
Faction Trait: Expansionist
Capital: Edgewood (Florida, Former USA; Pre-War Community)
Structures: Farming Equipment (3), Purify/Pumping Station (2), Forge, Small Reactor
Population: 793 (+8)
Total Population: 928
Slaves: 0
Education: General Education
Food: 1,534 (+910)
Water: 452 (+1,300)
Energy: 0 (+1)
Tech Parts: 197
Scrap Parts: 1,250
Ammunition: 895
Military Equipment: 215 Low-Tech Melee Weapons, 125 1-H Guns, 85 2-H Guns, 13 Heavy Weapons
Robots: 1 Mr. Handy
Military Skill: 7
Outposts:
Spoiler :

New Williamsburg: +80 Food
-Armory: 200 Low-Tech Melee Weapons, 15 1-H Guns
-Population: 135 (+1)
-Structures: None



The Rules​
Spoiler :

Population, Slaves, and Loyalty

Your population is all your people that you have available to you. Typically the numbers are going to start very small, but will quickly grow throughout the course of the NES. The "civilized" zones such as your faction won't be the only survivors out there, and based on your faction traits and other stats, you'll be receiving a slow flow of immigrants and refugees from more wild territories. This will be included alongside "natural" growth as well.

Unlike previous NESes, the Population stat isn't a representation of a larger population or a base from which to create an army. Your Population IS your army. Therefore, it is very important to keep your people happy and loyal as well as provide them with state of the art weapons and good equipment for battle. You have absolute control over your people, send them wherever you choose. They live to serve your whims and the faction as a whole. As long as they stay loyal, that is. The slave stat is entirely up to you. If you want slaves, feel free to capture some from the wasteland or other factions. Thanks to state of the art bomb collar technology, it's easier than ever to enslave people! Just place the collar around a prisoner's neck and if they try to run away... BOOM.

Education

The Education rating of your population represents the base that your intellectuals have when it comes to scientific endeavors. This is created so that we have an accurate descriptor which can define what sort of projects your faction can create or work on. Each type has a different effect, but do not feel too bad if you are the "lowest" type as this actually means you likely have a better handle on things such as farming or fighting than more intellectual factions. Educational levels WILL NOT be changed at any point. The levels of Education are as follows:

Oral Education: This represents a culture which educates its youth through Oral Tradition and knowledge. This is the most practical of the Education levels, and if you are at this level, you will have a typically easier time at salvage and farming. Unfortunately, you're less likely to recover Tech Parts and Projects will generally be more expensive for you, while some which revolve around high technology will not be allowed altogether.

General Education: This represents an educational system moderately similar to what we have in real life. While your population is likely to be literate and have a good knowledge of history, this has very little practical application. Typically if you have a General Education you will not receive any bonuses or detractions unlike all other types.

Applied Science Education: This represents a working engineering knowledge of pre-war technology. This is the best sort of education to have for the recovery of tech parts and getting old technology working. While you will not receive any bonuses towards research or new technology, you will be superior at recovery efforts and construction.

Theoretical Science Education: This represents theories and speculation as a form of education at a higher level of learning. While this won't help with day to day matters, if you want to research NEW technology, and not just harness the new world, this is the way to go.

Supplies in Their Natural Habitats

Food and Water are the most important resources out there, period. Good food and purified water are essential to the literal survival of not just the faction, but the very species. Each person that you have in your faction will require 1 Food and 1 Water every year. If they do not receive it, they will die. This includes slaves unfortunately. Some old pre-war facilities have food or water production of their own, sometimes in large amounts. Food and water is very rarely found during scavenging, as it has either long since expired or was looted in the few weeks after the Great War itself.. Slaves will always die first when low on food or water.

Energy represents the production of electricity in your faction or other related energy. Energy is very rarely found as batteries from Urban Ruin sites. The only reliable way to accumulate energy is through your own production. Energy is also essential for activating robots to join your army.

Scrap parts represent the random detritus that is the leftovers of the modern world. This can include anything from the shells of cars, to timber, to any assorted scrap metal, wood, or other building material. They are used in construction as well as to create low technology weapons for use. This is by far the easiest thing to salvage from any ruin, and can really only NOT be found in the middle of a desert. They can also be converted into ammunition with the appropriate facilities.

Tech Parts represent any leftover bits of the old world that can be converted to more sophisticated uses in warfare and production today. Tech parts are used for pretty much everything, and are frequently hard to find. Unless you're a Technocratic society or have found a particularly wonderful place in the Wastes, you generally won't receive any per turn production of Tech Parts. The majority of the time, they will be found ONLY by scavenging amid the ruins of pre-war society.

Ammunition is required for the use of all non-melee weapons. Without it, your guns are just fairly useless clubs and you'll get torn apart by the most primitive tribes. Different types of guns expend ammunition quicker, and you lose ammunition based on how many battles you fight in a turn and how many. You can find more ammunition through scavenging or by conversion with the appropriate facility in a settlement.

Military Equipment and Skill

The United States, being the home of the gun nut, has a large amount of guns just lying around the place. Scavenging and exploring will often result in the recovery of different types of weapons. Even better, when you defeat a group of raiders or another faction's army, their weapons become your own. The list of goodies you can use to fight are in a below post. Lastly, if you don't have enough weapons for your whole population, it is assumed that they are using standard melee makeshift stuff, which is always the least effective tool.

Military Skill is the type of ability that your population has for combat. Remember, all of your population generally knows at least something about fighting and war, otherwise they'd die off. Therefore, your whole population is your army and this stat reflects what sort of experience and abilities they posses in the terms of combat. Obviously the higher the better, and the more you fight, the better you get. This is also inherently increased if you have a leader with the Fearsome trait or a faction trait of Barbaric.

Exploration and Scavenging

As frequently mentioned above a large amount of your time and energy would be best focused on sifting through the ruins of society. By sending out scouting parties you can locate promising ruins which could work well as a outpost or community. You could also find nice bits of salvage and old-war gems, including hidden special projects that you could bring to life with just enough Tech Parts and/or Energy. My recommendation is that you have at least one scouting party heading out somewhere every turn. Of course, there's always the small chance that they'll get hit by raiders or other factions, so make sure to give them some firepower to help them out. To Explore to Scavenge simply say in orders "Send __ people to Explore and/or Scavenge in _____ spot.

Outposts and Expansion

In this NES there is no "blobbing" across the map like giant amoebas. Instead, the civilizations of the post-apocalyptic future begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. You can create outposts in one of two ways. If you know, based on independent research (i.e. Google Maps) that there's something worth claiming near your current position, go for it. You could also send out exploratory parties, and I will mention places of interest that you could colonize. Ultimately you will have to send part of your population to establish the new base, and hopefully they will reach their objective. There's always the chance they will be hit by raiders on the way, so once again, make sure they have weapons. Remember, it's not a proper settlement if there's no one living there. There are several "standard" types of places you can discover that are detailed here. These do not include some of the places which qualify as starting zones, as they typically must be conquered, not colonized. Building a settlement requires 5,000 Scrap Parts and 200 Population, as listed further below. Any other are able to be claimed without such demands, but are far less likely to produce food and water.

Urban Ruin: This is the most common type of outpost or settlement that you can establish. These typically are buildings, small towns, or landmarks leftover by the old world which are intact enough to be fortified and turned into outposts. When establishing a base in a urban ruin, you are likely to find tech parts, and this is the only way you're likely to discover the rarest of pre-war artifacts as well as plenty of standard ammunition and regular weapons.

Military Base: This is a particularly uncommon type of outpost or settlement you can discover and claim. These are particularly nice because frequently they have large amounts of ammunition, and occasionally even ammunition-producing machines. They can also have decent stockpiles of food and water within them, sometimes even limited production facilities of their own. One or two military bases may even have fun treasures hidden within them.

Settlement: Whenever you're in a particularly barren region, there's always the option to simply just create a settlement out of spare parts in the area. While this may be useful to help monitor your territory or encourage trade, typically settlements have little or no resources of their own. If they're created in some of the very scarce fertile lands they can become profitable farming communities.

Cave System: Outside of the cities, there are occasionally cave systems in the mountains and other isolated regions. These are frequently a good source of water, and perhaps other resources as well from failed post-war attempts at survival. They are also hard to find and therefore rarely come under attack by raiders, making them easy to defend and man.

Projects

There's two types of projects here. The standard kind, where you approach me about something you'd like to try, and I'll give you the price in tech parts/energy, and the moderator kind. The latter is highly sophisticated pieces of equipment that I've got charted around North America, much of it which could greatly aid your faction's development. Projects typically cost a combination of Tech Parts and Energy, but sometimes may require one or the other. I'll let you know when the price is secured. All projects WILL be tied to different outposts, and if you lose the outpost where a project is located, you lose the project to whoever claimed your site.

Warfare in Post-Apocalyptia

As I've already mentioned, there are no standing armies or militias. Every person in your faction knows how to fight and thanks to the leftovers of modern technology, only a small number of people actually need to stay home and farm or maintain things. In order to fight, simply state the number of people you want to send into battle, what weapons you want them to carry, and where you want them to go. Typically war is fought as a series of firefights, not sustained fronts or warfare. Each battle will expend ammunition, so be careful of your stockpiles before you go out on campaign. If you run out of ammo, it is quite likely things will end poorly for you. Another important tip, NEVER send ALL of your people out to battle. You WILL lose your home base while everyone's gone. Always keep a garrison at your outposts if you want to keep them. When planning battles, feel free to be as detailed as you'd like. Whatever makes you enjoy the NES more!

A final tip. Even if there are no other factions near you, be ready for war. You never know if raiders or wasteland monstrosities will come pouring out of the Wastes to kill you in your own house. On that note, any fights a group of yours may have with raiders counts as a battle for ammunition purposes. Remember, only the guns with the group caught in battle will expend ammunition.

Trade and Diplomacy in the Wasteland

I'm assuming that no factions have communications with each other at the beginning. Contact will be mentioned in the thread, and I'd like to state that considering the state of the USA, there's a good chance of isolation for a few turns. Fear not, I'm going to happily provide those isolated with issues and conundrums of their own to ponder over and address in their orders. Diplomacy as a whole, when you do locate other factions, is an informal affair. Declarations of war are unneeded in most circumstances, just attack if you're going to attack. Treaties in general are typically out of character at the current time, though as nations develop, perhaps they will be of use. There's no global community to impress, just yourself and other survivors.

Orders and Updates

Based on what we've had so far in the terms of updates, here is the lowdown on what I expect and what you should expect with each update. My life is made easier when you are specific about deployment of various weapons and devices to all your various installations. Other than that, go nuts if you choose. Take a look at the Lessons of the Wasteland below for further tips on orders and how to act in this NES.

Updates will be divided into four significant sections. First of all are any major events which affect more than a single faction at a time. Typically this will include inter-faction wars or other catastrophes. Second of all are the various faction reports, which include stat changes, what's been going on internally in your faction, and the Overseer's Challenge. The Overseer's Challenge is an event which will occur in the time span of the next update, and must be responded to by you, the leader of your people. This will vary based on your location, actions, and my whims. They can occasionally lead to great reward or extreme disaster, depending on the choices you make. Ignoring the Challenge is a choice in of itself, so you've been warned. The Overseer's Challenges have been provided to help ya'll make it through the time without diplomacy and intrigue. The third section of the update will be the Diplomacy section, where any NPCs will contact you in order to make various deals and plans. Lastly we have the OOC section, where I will provide my own messages to various players about their orders or other non-in character developments.


The World of Fallout​

Initially I was going to create a nice and complex terrain map which I would have updated every turn as events changed things around. However, I've changed my mind. Remember, Google Maps is your friend, if you want to know the terrain, and I'll be checking and doubling checking terrain myself as we go. A quick description:

Much of the East Coast is either heavily urbanized ruined regions or swamplands created by postwar flooding. Anywhere with big cities in real life has big cities here as well. Mountains throughout North America have NOT moved and are all generally in the same place they are historically. Most of the continent is what is called "the Wasteland." This terrain is typically arid conditions in which very little can grow or survive. If you have more detailed questions, I'll be happy to attempt to answer them. Attached below is the map for where you would like to start out your faction.

Spoiler :
AJBTL.png
 
Weapons of the Wasteland​

These are the various weapons which can be salvaged or built by the factions of the Wasteland, including you. Some can only be scavenged, so keep this in mind when you're drooling over the possibilities. Robots can only be built (so far) using Tech Parts, as you will not find usable robots for your purposes in the wastes, though you may find hostile ones.

Standard Weapons

Low Tech Melee: These are purpose built melee weapons such as swords and the like. Significantly better than improvised arms that people use by default. You can create these by spending 5 Scrap Parts for 1 Low-Tech Melee Weapon if you have a forge. Obviously, Melee weapons do not expend ammunition in battle.

High Tech Melee: These are pre-war military hand to hand combat devices, such as "Power Fists" and more civilian items like chainsaws. These are great for stealthy operations and combat against those who do not have guns. These can only be salvaged. Like Low Tech Melee, these devices do not expend ammunition in battle.

One-Hand (1-H) Guns. These are projectile 1 hand weapons such as pistols, submachine guns, and revolvers. For the sake of simplicity I'm including shotguns in this category as well. Simply put, these are the best weapons for combat in close quarters, urban regions. They are fairly common throughout civilian ruins. They expend 1 Ammunition each per battle fought in a turn.

Two-Hand (2-H) Guns: These are projectile rifles, hunting or otherwise. Best for open base defense and in-the-field combat, as well as being nearly as good as 1-H Guns in close combat. They are somewhat common among civilian ruins. They expend 2 Ammunition each per battle fought in a turn.

Heavy Weapons: These are missile launchers, grenade launchers, and other explosive devices. They are good in any circumstance when you're not trying to be subtle about your capabilities. At first, they can only be salvaged from prewar military installations and a select few civilian installations. They expend 5 Ammunition each per battle fought in a turn.

Laser Weapons: These were fairly standard issue for the United States military at the time of the Great War. They come and all shapes and sizes, and are generally known for packing a much bigger punch than projectile weapons. They are typically only found among Army or National Guard bases. They expend 3 Ammunition each per battle fought in a turn.

Rare Weapons

Howitzer: These are modern artillery pieces in their purest form. One of the few pieces of military equipment pre-war not based on electronics, except for guidance, these artillery devices can be found at scattered bases across the wasteland. However, without the attached vehicles, they can be very difficult to move, so are best in a defensive position. They expend 50 Ammunition each per battle fought.

Plasma Weapons: These had just been issued to the military prior to the Great War, and are known for the extreme firepower, being able to punch through almost any type of armor, reducing their victims to a green goo. They are difficult to find and can only be located from ruins of large military bases. They expend 4 Ammunition each per battle fought.

Power Armor: Power Armor was the next generation military combat armor issued prior to the war, and most military bases had a stockpile of them at some point, though they were soon shipped out to Alaska or China for active combat. Soldiers wearing these are essentially invulnerable to most types of attack. Think of them as one-man tanks, vulnerable only to several explosive attacks. Can be built only by people with the designs. Cost is 50 Scrap Parts and 1 Tech Part per suit.

Fat Man/Mini-Nuke: The Fat Man is one of the biggest guns out there. Essentially this gun propels a small nuclear device out of a launcher, smashing apart medium-sized groups of enemies, as well as pretty much any vehicle or hapless fool in power armor. Unlike other guns they use Mini-Nukes as ammunition. Unlike other guns, they will ONLY be used in battle if you specifically say so, due to the rarity of both the gun and the ammo. Both the Fat Man and Mini-Nukes can only be found through lucky salvage.

Robots

Mr. Handy: These were developed for the civilian market as the first personal robot, particularly for cooking and repair work around the house. They still can help maintain fortifications and so forth, but you'll likely find them best for close-combat, as they possess a small flamethrower as well as numerous melee weapons. They can also be used for basic salvaging and construction. When salvaging they can only return Scrap Parts. Fortunately, they're VERY good at it. These can be created for 1 Energy and 3 Tech Parts.

Protectron: These are common pre-war security robots, generally used by civilian companies and police forces. They possess a laser weapon as well as limited disabling close-combat devices. These can be created for 1 Energy and 5 Tech Parts.

Mr. Gutsy: This was the military model of Mr. Handy, capable of constructing field fortifications, as well as possessing a military grade flamethrower and laser or plasma weapons. These can be created for 3 Energy and 10 Tech parts.

Sentry Bots: These are very rare and uncommon pre-war advanced security and military robots. Unlike the Mr. Gutsy, these have no "peaceful" functions. They are armed with a gatling laser, missiles, and a flamethrower, all of which are constructed and supplied by internal programming. If you encounter these, be prepared to die or run away. These cannot be built.

Vehicles

Raft: This uncontrollable floating device is simply a means of carrying people or items behind a different, slow-moving boat. Used best with canoes. Trade over water is not viable for a turn without rafts to go with your canoes. These can be built for 50 Scrap Parts.

Canoe: These ancient boats are going to require at least 5 people each to move them swiftly along. They of course have no fighting capacity, but can be used in conjunction with rafts to move supplies around on rivers or lakes.
Oral Education: 50 Scrap Parts
General Education: 50 Scrap Parts, 1 Tech Part
Applied Science Education: 50 Scrap Parts, 1 Tech Part
Theoretical Science Education: 50 Scrap Parts, 2 Tech Parts

Small Boat: These are modern powered vessels that can carry a good deal of cargo and can move on larger rivers, assuming no significant debris. They can be armed if you choose to arm them with whatever weapons you have in your arsenal. Consider these to be approximately the same size as a very large yacht or small warship.
Oral Education: 6,000 Scrap Parts, 70 Tech Parts, 1 Reactor
General Education: 5,000 Scrap Parts, 60 Tech Parts, 1 Reactor
Applied Science Education: 5,000 Scrap Parts, 50 Tech Parts, 1 Reactor
Theoretical Science Education: 5,000 Scrap Parts, 40 Tech Parts, 1 Reactor

Mechanized Walker: These weapons were not built even before the great war beyond a few scattered prototypes. These massive devises were designed as energy self-sufficient replacements for the old tank corps. They use environmental elements to produce energy, though they do require a substantial amount of ammunition in battle. Can only be built if you possess the designs.
Oral Education: Cannot be Built
General Education: 5,000 Scrap Parts, 100 Tech Parts, 1 Reactor
Applied Science Education: 4,000 Scrap Parts, 90 Tech Parts, 1 Reactor
Theoretical Science Education: 5,000 Scrap Parts, 100 Tech Parts

Important Structures

The following are key structures which are used to expand the capabilities of your faction, in order to secure your safety and prosperity. All buildings are listed in the settlement's stats in which they are built. This by no means an all inclusive list, and feel free to think of anything else that may have been missed here. Another note is that farms are not included here (beyond hydroponics), and this is because I'm assuming that there be some sort of farms anyways. Please read the descriptions thoroughly as some structures require a geographic trait. Furthermore, as it is clarified here, your educational level makes a difference on the prices for various things. A detailed summary of this is above under the Education rules.

Spoiler :

New Town: This is the construction of a new settlement, as discussed above in the ruleset. It costs 5,000 Scrap Parts and at least a contribution of 50 Population to build a new settlement in the open. Vaults and cave systems are of course exceptions to the rule, as they are already partially fortified for your settling pleasure.

Forge: This simple technology is still essential, allowing for the working of scrap metal into low-tech melee weapons, such as swords and other medieval style weaponry. It's cheap, but important to the development of an army which does not need to rely on ammunition.
Oral Education: 500 Scrap Parts
General Education: 400 Scrap Parts, 1 Tech Part
Applied Science Education: 300 Scrap Parts, 1 Tech Part
Theoretical Science Education: 400 Scrap Parts, 1 Tech Part

Hydroponics Farm: This allows for farming without fertile lands, and can even be done to a limited degree indoors. Essentially what this will do is convert some of your water production at an outpost into food production. Needless to say, you must have some form of water production in your stats to build one of these.
Oral Education: 100 Scrap Parts, 4 Tech Parts
General Education: 50 Scrap Parts, 2 Tech Parts
Applied Science Education: 50 Scrap Parts, 1 Tech Part
Theoretical Science Education: 50 Scrap Parts, 2 Tech Parts

Radio Tower: This structure allows for broadcasting into the wasteland, music or otherwise.
Oral Education: 300 Scrap Parts, 15 Tech Parts
General Education: 200 Scrap Parts, 10 Tech Parts
Applied Science Education: 200 Scrap Parts, 5 Tech Parts
Theoretical Science Education: 200 Scrap Parts, 8 Tech Parts

Water Purifier: This structure helps purify water found in the wasteland, not from a lake or river. This means irradiated bottled water mostly, but could also be sewage or otherwise. Also includes acting as a purification cistern for rainwater.
Oral Education: 100 Scrap Parts, 2 Tech Parts
General Education: 200 Scrap Parts, 3 Tech Parts
Applied Science Education: 200 Scrap Parts, 2 Tech Parts
Theoretical Science Education: 200 Scrap Parts, 3 Tech Parts

Water Pumping Station: This structure takes water from a clean lake or river and pumps it out in large amounts for consumption. Be warned, eventually it is possible to pump a lake dry. Only viable at a body of water with clean, fresh water.
Oral Education: 300 Scrap Parts, 3 Tech Parts
General Education: 200 Scrap Parts, 5 Tech Parts
Applied Science Education: 200 Scrap Parts, 3 Tech Parts
Theoretical Science Education: 200 Scrap Parts, 4 Tech Parts

Water Pumping and Purifying Station: This structure combines the above two, but is what you build when dealing with irradiated bodies of water. As with regular pumping stations, it is possible to pump a lake dry.
Oral Education: 400 Scrap Parts, 6 Tech Parts
General Education: 300 Scrap Parts, 8 Tech Parts
Applied Science Education: 200 Scrap Parts, 6 Tech Parts
Theoretical Science Education: 300 Scrap Parts, 7 Tech parts

Farming Equipment: This is essentially reapers and harvesters and the like, ye olde style, not mechanical. Assuming your area is suitable for farming in the first place, this will improve the output you provide.
Oral Education: 50 Scrap Parts, 2 Tech Parts
General Education: 100 Scrap Parts, 4 Tech Parts
Applied Science Education: 100 Scrap Parts, 2 Tech Parts
Theoretical Science Education: 100 Scrap Parts, 4 Tech Parts

Recycling Facility: This allows you to break down guns and tech parts into Scrap Parts for further use. All guns create 10 Scrap Parts when broken down, all tech parts create 50 Scrap Parts when broken down by this facility. The reverse does not apply here.
Oral Education: 400 Scrap Parts, 1 Tech Part
General Education: 300 Scrap Parts, 2 Tech Parts
Applied Science Education: 300 Scrap Parts, 1 Tech Part
Theoretical Science Education: 200 Scrap Parts, 4 Tech Parts

Energy Reactor: This is a basic nuclear reactor that can be constructed with a significant background in education or the ability to learn it from other sources. These will produce 1-2 Energy per turn for your faction and can be used to power various large vehicles as well. Consider these as small scale engines, not a behemoth to power half the east coast. Energy reactors are requisites for some larger pieces of useful tech. They can count as a cost when used as an engine for a larger device. Cannot be built if you have an Oral Education background.
Oral Education: NA
General Education: 4,000 Scrap Parts, 60 Tech Parts
Applied Science Education: 3,000 Scrap Parts, 50 Tech Parts
Theoretical Science Education: 2,000 Scrap Parts, 40 Tech Parts

Ammunition Converter: This facility allows you to grind down Scrap Parts in order to convert it to Ammunition for usage on the battlefield at a one for one ratio.
Oral Education: 500 Scrap Parts, 5 Tech Parts
General Education: 1,000 Scrap Parts, 5 Tech Parts
Applied Science Education: 500 Scrap Parts, 3 Tech Parts
Theoretical Science Education: 1,500 Scrap Parts, 1 Tech Part
 
Player Factions​

The Atomic Foxes: Blaze_Injun
Leader: Mila Quinn (Fearsome)
Faction Trait: Industrious
Capital: 1057th Bunker (Bunker; Lynchburg, Virginia, USA)
Structures: Ammunition Converter, Pumping/Purification Station
Population: 235 (+2)
Slaves: 0
Education: General Education
Food: 1,497 (+0)
Water: 1,747 (+250)
Energy: 0 (+0)
Tech Parts: 28
Scrap Parts: 1,950
Ammunition: 2,265
Military Equipment: 100 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 400 Laser Weapons, 50 Power Armor Suits
Robots: None
Military Skill: 6

The Beat: The Last Melon
Leader: DJ Omniscience (Enigmatic)
Faction Trait: Technocratic
Capital: Imperias Nightclub (Urban Ruin; Toronto, Ontario, Canada)
Structures: Radio Tower
Population: 530 (+5)
Slaves: 0
Education: Oral Education
Food: 1,735 (+250)
Water: 1,735 (+250)
Energy: 0 (+0)
Tech Parts: 18
Scrap Parts: 700
Ammunition: 2,725
Military Equipment: 500 1-H Guns, 350 2-H Guns, 50 Laser Weapons, 10 Heavy Weapons, 1 Canoe
Robots: None
Military Skill: 3

Black Hills Refuge: talonschild
Leader: Liam Burgoyne (Charismatic)
Faction Trait: Religious
Capital: Black Hills Refuge (Cave System; Black Hills, South Dakota, USA)
Structures: None
Population: 470 (+5)
Slaves: 0
Education: Oral Education
Food: 1,940 (+450)
Water: 2,640 (+650)
Energy: 0 (+0)
Tech Parts: 1
Scrap Parts: 300
Ammunition: 1,045
Military Equipment: 100 Low-Tech Melee Weapons, 100 1-H Guns, 20 Plasma Weapons
Robots: None
Military Skill: 4

Crimson Dawn Tribe: Nailix
Leader: Andor "The Bear" (Fearsome)
Faction Trait: Defensive
Capital: Cheat Mountain (Tribal Settlement; Cheat Mountain, West Virginia, USA)
Structures: Ammunition Converter
Population: 1,189 (+12)
Slaves: 41 (+1)
Education: Oral Education
Food: 2,027 (+1,000)
Water: 1,927 (+1,000)
Energy: 0 (+0)
Tech Parts: 6
Scrap Parts: 1,150
Ammunition: 410
Military Equipment: 600 Low-Tech Melee Weapons, 15 High-Tech Melee Weapons, 80 1-H Guns, 80 2-H Guns
Robots: None
Military Skill: 5

The Disney Empire: SouthernKing
Leader: Donald Duck (Charismatic)
Faction Trait: Technocratic
Capital: Disneyville (Pre-War Community; Lake Buena Vista, Florida, USA)
Structures: None
Population:1,005 (+10)
Slaves: 0
Education: General Education
Food: 50 (+500)
Water: 50 (+500)
Energy: 0 (+0)
Tech Parts: 35
Scrap Parts: 0
Ammunition: 680
Military Equipment: 55 1-H Guns, 15 2-H Guns, 21 Laser Weapons
Robots: None
Military Skill: 3

The Klan: bestshot9
Leader: James Raven (Fearsome)
Faction Trait: Barbaric
Capital: Friendly (Pre-War Community; Friendly, Maryland, USA)
Structures: None
Population: 877 (+9)
Slaves: 30
Education: Oral Education
Food: 734 (+500)
Water: 734 (+500)
Energy: 0 (+0)
Tech Parts: 10
Scrap Parts: 150
Ammunition: 600
Military Equipment: 350 Low-Tech Melee Weapons, 75 1-H Guns, 25 2-H Guns
Robots: None
Military Skill: 5

Menotomy Minutemen: momo1000
Leader: General Jonah Abraham (Charismatic)
Faction Trait: Industrious
Capital: Arlington (Pre-War Community; Arlington, Massachusetts, USA)
Structures: Forge, Purifier/Pumping Station, Farming Equipment
Population: 1,071 (+11)
Slaves: 0
Education: General Education
Food: 409 (+510)
Water: 999 (+800)
Energy: 0 (+0)
Tech Parts: 32
Scrap Parts: 1,700
Ammunition: 1,100
Military Equipment: 60 Low-Tech Melee Weapons, 75 1-H Guns, 25 2-H Guns
Robots: None
Military Skill: 3

Nor-Ad: Grandkhan
Leader: Commander Hal Shepard (Scientific)
Faction Trait: Technocratic
Capital: Nor-Ad (Bunker; Mount Davis, Pennsylvania, USA)
Structures: None
Population: 215 (+2)
Slaves: 0
Education: Applied Science Education
Food: 1,002 (+0)
Water: 1,002 (+0)
Energy: 0 (+0)
Tech Parts: 87 (+1)
Scrap Parts: 450
Ammunition: 2,425
Military Equipment: 50 High-Tech Melee Weapons, 15 1-H Guns, 375 Laser Weapons, 50 Power Armor Suits, 1 Howitzer
Robots: None
Military Skill: 5

The Order of the Staff: thomas.berubeg
Leader: Doctor Pendragon (Scientific)
Faction Trait: Religious
Capital: Order's Refuge (Cave System; Seven Fountains Lake, Virginia, USA)
Structures: Radio Tower
Population: 174 (+2)
Slaves: 0
Education: Applied Science Education
Food: 2,004 (+450)
Water: 2,914 (+650)
Energy: 0 (+0)
Tech Parts: 40
Scrap Parts: 1,200
Ammunition: 310
Military Equipment: 125 Low-Tech Melee Weapons, 125 1-H Guns
Robots: None
Military Skill: 4

Pellicle Research: Quisani
Leader: Clark "Mouseman" Mouser (Enigmatic)
Faction Trait: Technocratic
Capital: Pellicle Research (Urban Ruin; Detroit, Michigan, USA)
Structures: Recycling Facility, Forge, Purifier, Farming Equipment (Worthless)
Population: 510 (+5)
Slaves: 0
Education: General Education
Food: 1,500 (+250)
Water: 1,560 (+290)
Energy: 0 (+0)
Tech Parts: 22 (+1)
Scrap Parts: 400
Ammunition: 1,025
Military Equipment: 100 Low-Tech Melee Weapons, 100 1-H Guns, 50 2-H Guns, 50 Laser Weapons
Robots: 20 Mr. Handys
Military Skill: 3

Revere School District: Terrence888
Leader: Li Dashi "Darren" (Scientific)
Faction Trait: Technocratic
Capital: Bath (Pre-War Community; Fairlawn, Ohio, USA)
Structures: None
Population: 608 (+6)
Slaves: 0
Education: Applied Science Education
Food: 756 (+500)
Water: 754 (+510)
Energy: 0 (+0)
Tech Parts: 92 (+1)
Scrap Parts: 150
Ammunition: 485
Military Equipment: 45 Low-Tech Melee Weapons, 45 1-H Guns, 15 2-H Guns, 20 Laser Weapons
Robots: None
Military Skill: 3

United Robotics Systems: TerrisH
Leader: General Gryphon Smith (Charismatic)
Faction Trait: Friendly
Capital: Arresbee Theriford (Bunker; Buffalo, New York, USA)
Structures: None
Population: 688 (+7)
Slaves: 0
Education: General Education
Food: 804 (+250)
Water: 804 (+250)
Energy: 0 (+0)
Tech Parts: 14
Scrap Parts: 2,050
Ammunition: 855
Military Equipment: 50 High-Tech Melee Weapons, 400 Laser Weapons, 50 Power Armor Suits
Robots: None
Military Skill: 5

Vault 83: theDright
Leader: Constantine Cromwell (Scientific)
Faction Trait: Industrious
Capital: Vault 83 (Vault; Lake Moomaw, West Virginia, USA)
Structures: Forge
Population: 749 (+7)
Slaves: 0
Education: General Education
Food: 4,024 (+2,000)
Water: 4,024 (+2,000)
Energy: 0 (+0)
Tech Parts: 105
Scrap Parts: 3,000
Ammunition: 675
Military Equipment: 140 Low-Tech Melee Weapons, 100 1-H Guns, 30 2-H Guns
Robots: None
Military Skill: 1

Vault 94: Technojock
Leader: Grelock Skullsplitter (Fearsome)
Faction Trait: Industrious
Capital: Vault 94 (Vault; Tuscarora State Park, Pennsylvania, USA)
Structures: Forge
Population: 909 (+9)
Slaves: 41 (+1)
Education: General Education
Food: 2,550 (+2,000)
Water: 2,550 (+2,000)
Energy: 0 (+0)
Tech Parts: 58
Scrap Parts: 2,300
Ammunition: 805
Military Equipment: 400 Low-Tech Melee Weapons, 180 1-H Guns
Robots: None
Military Skill: 1
GECK: Active to Deploy

Vimary: ChiefDesigner
Leader: Lucien L'Allier (Scavenger)
Faction Trait: Friendly
Capital: Vimary (Cave System; Montreal, Quebec, Canada)
Structures: None
Population: 440 (+4)
Slaves: 0
Education: Oral Education
Food: 2,215 (+450)
Water: 3,015 (+550)
Energy: 0 (+0)
Tech Parts: 10
Scrap Parts: 700
Ammunition: 850
Military Equipment: 125 1-H Guns, 25 2-H Guns, 25 Laser Weapons
Robots: None
Military Skill: 3

Wall Street Republic: J.K. Stockholme
Leader: Adam Cordell (Charismatic)
Faction Trait: Expansionist
Capital: Wall Street (Wall Street; New York City, New York, USA)
Structures: None
Population: 750 (+8)
Slaves: 0
Education: Oral Education
Food: 2,000 (+250)
Water: 2,000 (+250)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 0
Ammunition: 1,500
Military Equipment: 125 1-H Guns, 75 2-H Guns, 10 Heavy Weapons, 25 Laser Weapons
Robots: None
Military Skill: 3

Washington Island:The Farow
Leader: Matthew Moir (Scavenger)
Faction Trait: Defensive
Capital: Washington Island (Pre-War Community; Washington Island, Wisconsin, USA)
Structures: Farming Equipment
Population: 747 (+7)
Slaves: 0
Education: General Education
Food: 843 (+540)
Water: 763 (+500)
Energy: 0 (+0)
Tech Parts: 20
Scrap Parts: 600
Ammunition: 1,240
Military Equipment: 150 1-H Guns, 100 2-H Guns, 25 Laser Weapons, 3 Canoes, 3 Rafts
Robots: None
Military Skill: 4

The Wolverines: Lord Herobrine
Leader: Alan Shepherd (Lucky)
Faction Trait: Industrious
Capital: DOW Chemical (Urban Ruin; Midland, Michigan, USA)
Structures: Purifier, Farming Equipment (2), Radio Tower, Water Purifier/Pump
Population: 444 (+4)
Slaves: 0
Education: Oral Education
Food: 2,691 (+330)
Water: 3,171 (+700)
Energy: 0 (+0)
Tech Parts: 23
Scrap Parts: 2,600
Ammunition: 1,530
Military Equipment: 20 Low-Tech Melee Weapons, 75 1-H Guns, 30 2-H Guns, 10 Laser Weapons
Robots: None
Military Skill: 3


NPC Settlements: Playable

If you choose to play as one of the below, simply create a leader (with leader trait) and choose a faction trait, and you're good to go.
Spoiler :

Appomattox
Capital: Appomattox (Pre-War Community; Appomattox, Virginia, USA)
Population: 150 (+2)
Slaves: 0
Education: General Education
Food: 300 (+100)
Water: 200 (+150)
Energy: 0 (+0)
Tech Parts: 0
Scrap Parts: 200
Ammunition: 400
Military Equipment: 100 1-H Guns, 50 2-H Guns

Cherryland
Capital: Cherryland (Pre-War Community; Door County Cherryland Airport, Wisconsin, USA)
Population: 250 (+3)
Slaves: 0
Education: Oral Education
Food: 200 (+250)
Water: 50 (+200)
Energy: 0 (+0)
Tech Parts: 6
Scrap Parts: 200
Ammunition: 150
Military Equipment: 50 1-H Guns

The Eggmen
Capital: Egg Harbor (Settlement; Egg Harbor, Wisconsin, USA)
Population: 100 (+1)
Slaves: 40 (+1)
Education: Oral Education
Food: 50 (+250)
Water: 100 (+150)
Energy: 0 (+0)
Tech Parts: 0
Scrap Parts: 100
Ammunition: 100
Military Equipment: 50 Low-Tech Melee Weapons, 50 1-H Guns

The Fiends
Capital: Salisbury (Urban Ruin; Salisbury, Pennsylvania, USA)
Population: 90 (+1)
Slaves: 45
Education: Oral Education
Food: 100 (+200)
Water: 50 (+200)
Energy: 0 (+0)
Tech Parts: 0
Scrap Parts: 250
Ammunition: 50
Military Equipment: 150 Low-Tech Weapons, 50 1-Guns, 20 Laser Weapons

Freeland
Capital: Freeland (Urban Ruin; Freeland, Michigan, USA)
Population: 100 (+1)
Slaves: 30 (+1)
Education: Oral Education
Food: 100 (+100)
Water: 300 (+50)
Energy: 0 (+0)
Tech Parts: 2
Scrap Parts: 600
Ammunition: 250
Military Equipment: 100 Low-Tech Melee Weapons, 55 1-H Guns, 20 2-H Guns, 10 Laser Weapons

Steven's City
Capital: Steven's City (Urban Ruin; Stephens City, Virginia, USA)
Population: 40 (+1)
Slaves: 0
Education: Oral Education
Food: 50 (+40)
Water: 40 (+50)
Energy: 0 (+0)
Tech Parts: 2
Scrap Parts: 500
Ammunition: 200
Military Equipment: 40 1-H Guns

Newmark
Capital: Newmark (Settlement; New Market Airport, Virginia, USA)
Population: 100 (+1)
Slaves: 0
Education: Oral Education
Food: 300 (+200)
Water: 100 (+200)
Energy: 0 (+0)
Tech Parts: 0
Scrap Parts: 600
Ammunition: 300
Military Equipment: 50 1-H Guns

Reavers
Capital: Middletown (Urban Ruin; Middletown, Virginia, USA)
Population: 250 (+5)
Slaves: 100 (+1)
Education: Oral Education
Food: 300 (+100)
Water: 500 (+150)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 100
Ammunition: 200
Military Equipment: 200 Low-Tech Melee Weapons, 50 1-H Guns

The Serpents
Capital: Windhull (Urban Ruin; Winding Hill, Pennsylvania, USA)
Population: 150 (+2)
Slaves: 40 (+1)
Education: Oral Education
Food: 250 (+250)
Water: 300 (+100)
Energy: 0 (+0)
Tech Parts: 2
Scrap Parts: 100
Ammunition: 500
Military Equipment: 90 Low-tech Melee Weapons, 40 1-H Guns, 20 2-H Guns

The Terrors
Capital: Brookledge (Settlement; Brookledge Golf Course, Cuyahoga Falls, Ohio, USA)
Population: 150
Slaves: 10
Education: Oral Education
Food: 200 (+250)
Water: 50 (+150)
Energy: 0 (+0)
Tech Parts: 4
Scrap Parts: 600
Ammunition: 100
Military Equipment: 100 Low-Tech Melee Weapons, 50 1-H Guns

Welland
Capital: Welland (Settlement; Welland, Ontario, Canada)
Population: 200
Slaves: 0
Education: Oral Education
Food: 50 (+200)
Water: 300 (+200)
Energy: 0 (+0)
Tech Parts: 1
Scrap Parts: 400
Ammunition: 420
Military Equipment: 40 1-H Guns, 50 2-H Guns
 
Monsters of the Wasteland​

The below monsters are not all that there is to find. I'll be adding to this as new species and strange creatures are discovered.

Cazador

These vicious beasts apparently descend from wasps or other insects, and seem to enjoy lurking in high places. They have been found to be attracted to radio waves and can cause problems for anyone broadcasting or receiving on the radio. With surprisingly strong carapaces, and the tendency to kill in groups, they are very vicious beasts, and hard to kill due to their speed and strength. At all costs avoid nests, which are typically found in urban or mountainous areas.

Spoiler :




Feral Ghoul

The ghoul was a human who was exposed to so much radiation that they lost most of their skin, and are pretty much just zombies now, barely retaining any of their memory of being a human. They attack everyone and everything, regardless of the odds, but have been known to congregate together in mass attacks upon travelers and scavengers. They prefer dark areas such as subways and sewers, but can be found en masse in pretty much any urban ruin or center. As in the movies, the appropriate response to these creatures is a shotgun blast to the face. Some claim though, that there may be ghouls which have retained their humanity, but none have been seen as of yet.

Spoiler :




Giant Spider

Giant spiders are known to be quick and vicious, spinning nearly invisible webs in which to trap their prey. With the surplus human population, that's their favorite target as a food source. Though they prefer to trap people within their webs, they are quick and vicious in combat, and have been known to drop upon people from above, being rather sneaky. While they do not quite hunt as a pack or with any organization, they do tend to cluster together in the same areas. They move silently through ruins, particularly in marshy areas. The best defense is to avoid being where they are.

Spoiler :




Mirelurk

A mirelurk is a vicious beast of unknown origins with what appears to be natural armor plating and deadly claws. They tend to prefer to capture their victims and bring them to the lair in order to feed the young and sick among their nests. Melee combat is discouraged with these beasts. Laser and plasma weapons seem to have the greatest success against their armor.

Spoiler :


Mole Rat

The mole rat is one of the more common species out there, an tunneling descendant of pre-war rats or mice. They eat pretty much anything, and are definitely known for their appetite. They can cause significant damage to any food stores should they be allowed access to them. The mole rat can pretty much be killed by anything and are really only a danger to weak or unarmed people.

Spoiler :




Radroach

The Radroach is hands-down the most common new species to be found in the Wasteland. Evolved from pre-war cockroaches, they are found in dark and dank places, and particularly enjoy worming their way into vaults. Their exoskeleton does seem to resist smaller caliber bullets, but overall are rather fragile and easy to destroy.

Spoiler :

 
Faction Name: The Order of the Staff
Leader Name: Dr. Pendragon
Leader Trait: Scientific
Starting Location: In the Shenandoah Valley, in the Ridge opposite the seven fountains lake, with the entrance opening towards the river.
Leader Background: Dr. Pendragon knows that the only way to survive the future is to be as knowledgeable and ready as possible for it. Born long after the bombs fell, he learned in the schools about the glorious technology of the past, about the glorious achievements, and vowed that, one day, he would emulate that.
Origins: Survivors
Traits: Religious
Capital Type: Cave System
Background:

"I will remember that I remain a member of society, with special obligations to all my fellow human beings, those sound of mind and body as well as the infirm."
-Part of the Oath of the Staff

... We were led out of the burning city by Doctor Smith. As the bombs fell and the fires raged, he gathered us from where we were housed, All of us, Doctors, Nurses, Orderlies, patients, and led us to safety. He knew, when the rest of us panicked and thought only of our coming deaths, he knew that we had to leave. He organized us all, getting all of those who could, even the patients, to gather what equipment we could, what books we could, everything that wasn't bolted down, and load them into the ambulances. It was practically a miracle: fourteen ambulances and fifteen automobiles, loaded to the brim with patients and medical equipment, roaring out of the city in a glorious convoy.

He led us to the Cave, to our home, and we sealed the entrance, knowing of the poison that would seep in if we left it open for too long, and we set up shop... -Account of the exodus, written by Nurse Janet O'Keefe
 
Faction Name: Vault 7
Leader Name: Jonas Lucian
Leader Trait: Lucky
Starting Location: near Toledo, Ohio
Leader Background: Jonas Lucian was the grandson of the Vault's first Overseer. When he was twenty (five years ago), the Overseer died in an "unfortunate accident", and Jonas was chosen as the new Overseer. He soon proved to be good enough at the task of leading the vault that he remained being chosen, and avoided the "unfortunate accidents" that tended to befell over those who did not behave accordingly to the minimum requirements, or that made unreasonable requests. However, as radiation fell to livable levels and some supplies started to dwindle, he had to make the hard choice, and he ordered that the Vault Door, which had remained closed for sixty-three years, be opened so that they could once more face the outer world...
Origins: Vault Dwellers
Traits: Technocratic
Capital Type: Vault
Background: We live in a vault, our ancestors lived in a vault, so there is little we can talk abou-lt... :D
 
Faction Name: Menotomy Minutemen
Leader Name: General Jonah Abraham
Leader Trait: Charismatic
Starting Location: Arlington, MA
Origins: Survivors
Traits: Industrious
Capital Type: Pre-War Community
Background: After the bombing of Boston, survivors from the surrounding suburbs found themselves all alone in the dark new world. A man named Jonah Abraham, who had once been mayor of the town of Arlington, MA, rounded them all up using his charismatic speeches. They walled off the town of Arlington and declared themselves the Menotomy Militia, named after the original name of the town. To survive, the people of the Militia have all of the riches of New England to reap.
 
Hey,

Faction Name: The Atomic Foxes
Leader Name: Mila Quinn
Leader Trait: Fearsome
Starting Location: Near Lynchburg Va.
Leader Background: Grand daughter of a Sgt, Mila rose through the ranks to be elected Commander by her fearsome dealings as well as her fearsome actions.
Origins: Pre-War Military
Traits: Industrious
Capital Type: Bunker
Background: The members now known as the Atomic Foxes started as soldiers of the 1057th RCT. A clericial error sent orders for them to "Bunker up".


Blaze Injun
 
First pointing out that I've updated stats for the initial few factions. You can send in orders for update 0 if you choose, but you will not be penalized if you do not.

For those looking to join:

1. Milarqui's vault is a control vault and is an example of the middle line vaults if you're lucky enough not to be forced into a hideous experiment.

2. If you want to interact with players, join near other players.
 
Faction Name: Nor-Ad
Leader Name: Commandant Hal Shepard
Leader Trait: Scientific
Starting Location: Within Mount Davis, Elk Lick, Pennsylvania
Origin: Pre-War Military
Traits: Technocratic
Capital Type: Bunker
Background: Nor-Ad was founded in the mythical pre-War days, as a deep underground bunker in the centre of the Dae-Viz Mountain to coordinate the aerospace of the old east coast of the United States. When the bombs began to fall, the bunker was cut off from the outside world. The Nor-Adders subsisted on their food supplies (and grew some of their own), while maintaining and in some cases rebuilding the scientific equipment at the bunker. Previous Commandants have continued to encourage learning and science in the facility, and many of the radar equipment in the Mountain is still functional.

The Nor-Adders continue to carry out the aerospace surveillance as their predecessors in the United States did, as part of a complex religious ritual. The Nor-Adders worship Dae-Viz Mountain as a gigantic God, in both its geographical and technological facilities. The aerospace surveillance and continual checks is construed as a gigantic religious ritual to keep Dae-Viz fed. The Nor-Adders understand how the technology works, and can build their own, however they believe that Dae-Viz and the base itself were built by the Founding Fathers (who the Nor-Adders also worship as gods) to protect the Chosen Scientists (i.e. the Nor-Adders). The religion of the Nor-Adders dictates that they are the Chosen People who's destiny is to understand the workings of the Universe built by the Founding Fathers and enlighten the rest of America to its path.

Now, with food stocks running low and the world becoming safe to enter, Nor-Ad goes into a new, clear age. The world is their oyster, and soon, all of America will see the works of the Founding Fathers.
 
Faction Name: The Wolverines
Leader Name: Alan Shepherd
Leader Trait: Lucky
Starting Location: Midland, Michigan.
Origins: Survivor
Traits: Industrious
Capital Type: Urban Ruin (More Specifically, DOW Chemical ruins in Midland.)
Background:
The Wolverines are a society to have survived due to various fallout safeguards built in the Midland region. Originally the staff of the DOW Chemical industry the Wolverines have spent years studying the Old World tech in the ruins and inventing ways to slightly improve on their old abilities. For example, the Wolverines have toyed with the Pre-War agricultural techs that were under development in the company throughout the surrounding countryside and areas around the Saginaw bay region in an attempt to increase local food production.

With the slowly cleansing of radiation from the environment, the Wolverines are now starting to venture out farther in the wastelands from the ruins and establish foundations for a larger community.
 
Faction Name: Unitied Robotics Systems (URS)
Leader Name: General Gryphon Smith
Leader Trait: Noble (or if that's not an option despite being listed, Charismatic)
Starting Location: Arresbee Theriford (Robotics Storage Bunker 34, Buffalo, New york)
Leader Background: the great grandson of General Robert Smith, who oversaw the evacuation into the bunker so long ago. now, he leads the survivors out of it, to reclaim the world around it.
Origins: Pre-War Military
Traits: Friendly
Capital Type: Bunker
Background: Robotic Storage bunker 34 was designed to store a large number of Military robotics for use in re-establishing control in the post-nuclear scenario, along with the technicians to operate and maintain them and sufficient military personnel to protect the Technicians. Along with their families and various other support personnel.
RS bunker 34 was most recent in the series to be built, and most of the robotic elements and spare components had yet to be delivered, though all other systems and supplies had been delivered.
when the End came, this extra space was put to good use, and General Smith kept the doors to the bunker open longer then he was ordered to, so as to let non-base personnel take shelter with the military personnel. he refused to let "good Amacican Citizens" perish when he could save them. Only when the warheads were less then a minute from impact did he order the doors closed and sealed.
now, generations later, the supplies are beginning to run low. Luckily, the scouts to the outside have verified that radiation levels have dropped enough to leave. it is time for them to begin restoring civilization.
 
Faction Name: Washington Island
Leader Name: Mathew Moir
Leader Trait: Scavenger
Starting Location: Washington Island, Wisconsin
Leader Background: Mathew was elected by the islanders due to his proven abilities in bring back large bounties of supplies from foraging missions.
Origins: Survivors
Traits: Defensive
Capital Type: Pre-War Community
Background: Washington Island proved itself to be a defensible position and the native survivors were able to rebuild a stable community. As a result the island became a beacon for the survivors along Lake Michigan and beyond. Only those lucky few who could be trusted have been allowed to enter for fear of compromising the defense of the island.

I am not sure if everything is okay, not being familiar with fallout all that much. I thought it would be fun to try out though.
 
Faction Name: The Wolverines
Leader Name: Commander Alan Shepherd
Leader Trait: Lucky
Starting Location: Midland, Michigan.
Origins: Pre-War Military
Traits: Industrious
Capital Type: Urban Ruin (More Specifically, DOW Chemical ruins in Midland.)
Background:
The Wolverines are a society to have survived due to various fallout safeguards built in the Midland region. Originally the staff of the DOW Chemical industry the Wolverines have spent years studying the Old World tech in the ruins and inventing ways to slightly improve on their old abilities. For example, the Wolverines have toyed with the Pre-War agricultural techs that were under development in the company throughout the surrounding countryside and areas around the Saginaw bay region in an attempt to increase local food production.

With the slowly cleansing of radiation from the environment, the Wolverines are now starting to venture out farther in the wastelands from the ruins and establish foundations for a larger community.

Prewar Military can only start in a Bunker.
 
Faction Name: Revere School District
Leader Name: Li Dashi "Darren"
Leader Trait: Scientific
Starting Location: Fairlawn, NW of Akron near the Cuyahoga Valley National Park
Origins: Survivors
Traits: Technocratic
Capital Type: Pre-war Community
Background:
Will add more, but basically: Chinese discrimination, population bands together (internment camps?), survives nukes, gravitates towards each other and survives wasteland. Facsimile of pre-war society as much as possible. Very open minded, although naturally "isolationist" due to discrimination by others, not themselves. Amusingly and somewhat stereotypicaly, they base their new society primarily on the local education system.

Biggest question are whether the Americans sent the Chinese to internment camps ala Japanese World War II, or if it is just informal discrimination. If the former, the community emerges from hiding in the Cuyahoga National Park.

Also, is Akron an important enough city to Nuke? If it isn't nuked and from what I know about it, it would be flooded by refugees from Cleveland and Youngstown (both larger cities nearby) and prehaps Columbus, Pittsburgh and Cincinnati/Dayton.
 
Okay.. map of locations so far, to make EQ's job easier.

if you want to add to it, or tweak your starting location, just ask and tell me who you are on Google+, and I'll add you.

Edit: just a second, try to fix URL.
got it fixed.
 
@ Terrish, see if you can find Bath Pond, it is a bit Northwest. I'd prefer that to be the location as it actually does sport a campus and a couple of mansions. Crystal Lake would work as well.

Obviously I am hoping I am not starting next to an irradiated swamp.

EDIT

lichuckles@gmail.com
 
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