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.

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.