Botwawki 2.6

Is there a chance I might capture their weapons? More laser weapons will come in nicely.

Traditionally speaking, if a faction is defeated or an outpsot taken, the weapons go to the victor.
 
Will I increase my military skill?

That's entirely possible, depending on how many people are involved with the combat. It's hard to say actually with that one.
 
Fort Rome Orders

Stats
Spoiler :

Fort Rome: arya126
Leader: Consul Trajan (Scavenger)
Faction Trait: Expansionist
Karma: True Neutral
Capital: Fort Rome (Redstone Arsenal, AL; Bunker)
Structures: None
Population: 500
Slaves: 0
Education: General
Food: 1,600 (+0)
Water: 1,600 (+0)
Energy: 0 (+0)
Materials: 2,000
Ammunition: 3,600
Military Equipment: 50 High-Tech Melee Weapons, 50 1-H Guns, 50 2-H Guns, 450 Laser Weapons, 10 Heavy Weapons, 150 Power Armor Suits
Robots: None
Military Skill: 5


Orders
Spoiler :

1. Resettlement

Resettlement is to begin immediately. Fort Rome is to be the center of a glorious civilization!

Our major priorities off the bat are to improve food and water production and ensure they can be transported to Fort Rome. Therefore, we shall resettle these two cave systems, which are relatively nearby, with 50 settlers each.
http://en.wikipedia.org/wiki/Cathedral_Caverns_State_Park
http://en.wikipedia.org/wiki/Russell_Cave_National_Monument
The settlers should have a fair amount of military personnel with them, and everyone should be armed with a laser weapon. Settlements should be named Ravenna and Neapolis respectively. Cave systems are to be under military command.

Our last 1500 materials should be used to build a full fledged settlement, to be populated by 100 people, due east of Fort Rome in the fertile land around the bend in the river. This should not only produce viable amounts of food for all our settlements, but should expand our reach east. To be named Capua. Settlements are to be under civilian command.

2. Scavenging

We shall have 1 settlement of 300 people, 1 settlement of 100 people, and 2 settlements of 50 people each. In Fort Rome, scavenging expeditions shall be done in a rotating unit system staggered by 2 weeks. The population shall be divided into 12 scavenging units (each unit being a mix of civilian and military) of 25 people each. Each week a new unit shall head out, and they shall continue scavenging operations for 4 weeks, so at any one time we should have 100 people scavenging, and 200 people resting and working at Fort Rome. The main priority shall be Huntsville with is quite literally a stones throw from Fort Rome, and so the majority of the scavenging operations will just be trips into the city, back and forth for 4 weeks. However every fourth trip shall be to venture into outlying lands, checking for any pre-war settlements to be looted or military bases to be investigated by a larger force at a future date. Military bases should be known based on pre-war maps, however they are to be checked out by these scouting expeditions first before future investigation to see if they have already been looted as well as other conditions.

Capua, the new settlement, is to send out short range expeditions of 15 people each in order to gather materials, food, and water. Ravenna and Neapolis are to only use expeditions to forage for food that can be gathered for their small populations, since because of the limited size of the cave system populations they will not be able to both mount large sized ventures and keep the home base well defended.

These expeditions are to continuously rotate for the duration of the turn. All expeditions are to be equipped with at least a handful of power armor using soldiers, and to be equipped with a mix of laser weapons and 2-H guns.

3. Immigration
Our groups, both settling and scavenging, will no doubt come into contact with others. These new people are to be given a choice. They can voluntarily join Fort Rome as part of a temporary third estate until they can be integrated into either the military or the civilians. OR if they resist they are to be enslaved to work as labor for the nearest settlement. If enslaved, they will have no opportunity to rise in the immediate future and shall be worked hard, although not so hard that they die (slaves are valuable after all).


Challenge
Spoiler :

The divisions between our people remain sharp and severe. As we prepare to enter into the wasteland for the first time, we are forced to confront a major political decision. Should we allow a civilian to enter the wasteland first or a member of the military caste? Both sides are lobbying to be the source of the coming historic moment, and political support will emerge based on who we choose.

2 people are to exit the Bunker on the same mission, at the same time. The military representative is to be the newest Private recruit to symbolize the lowest of the low. The civilian representative is to be equally low, of the poorest of the poor. They shall go out and observe our immediate surroundings before returning.
 
Just a warning that I will be starting the update this time tomorrow, so get your orders in.
 
Hey EQ, am I still getting dividends from the market?
 
No one is receiving dividends from the market at this juncture. You are getting dividends from the Fairgrounds on occasion, though I'll point out that other competitors are currently offering a lot more.
 
Spoiler Stats :
New Paroisse: Bair the Normal
Leader: Grand Juror Antoine Dureaux (Scavenger)
Faction Trait: Maritime
Karma: True Neutral
Capital: Riveraineville (Venice, LA; Pre-War Community)
Structures: None
Population: 550
Slaves: 0
Education: Oral
Food: 1,600 (+600)
Water: 1,600 (+500)
Energy: 0 (+0)
Materials: 1,000
Ammunition: 1,100
Military Equipment: 125 1-H Guns, 75 2-H Guns, 50 Laser Weapons, 5 Small Boats
Robots: None
Military Skill: 3


Spoiler Immediate Orders :
As Pertaining to Scavenging and Exploring: 50 people with 34 1-H Guns, 10 Laser Weapons, and 6 2-H guns on 3 Small Boats shall traverse the bays and coastal inlets to the former tourist town of Grand Isle. They shall scavenge the entire length of the island down to the southwest end of the town, where they shall check and see if the Louisiana Highway 1 Bridge still connects the Isle to the mainland.

30 people with 30 1-H Guns shall explore and scavenge the southernmost areas of the Delta, primarily the E-8 Tank Battery Seaplane Base on the leftmost edge of the Delta, the long-battered southernmost point of all Louisiana, Port Eads, and the Main Pass 69 Pipeline Seaplane Base on the rightmost edge of the Delta. Of particular interest is if the lighthouse at Port Eads still stands.

As Pertaining to Construction: A Water Station shall be build for 800 Materials right on the west bank of the Mississippi River.


Spoiler Challenge and Solution :
Despite our isolated position, in recent months we have seen a rise in migrants both by sea and by land. Our culture is unique and distinct, and while new faces could offer new opportunity and growth, they could be a threat to our ways of life too. How do we respond to these would-be immigrants?

Immigrants should very well be welcomed to this small community, should they wish to even reside in these salted bayous. To ensure tranquility and stability within this greater community, a simple solution shall be found. The new immigrants will primarily be residing on the opposite side of the Mississippi. While this may decrease the immediate efficiency and quality of the livelihoods, it should be obvious that this is for the betterment of the community as a whole. Thus it is decreed that new Paroissiens shall reside for the time being on the East Bank of the Mississippi River. In due time they will be welcomed and integrated as proper Paroissiens.


Speaking of which, Venice LA is actually on the west and not the east bank. :p
 
Atom Union

Stats:
Spoiler :

Leader: Commissioner Mark Jobs (Enigmatic)
Faction Trait: Defensive
Karma: True Neutral
Capital: Albany, GA (Pre-War Community)
Structures: Farming Equipment (4), Institute, Fortifications (3), Energy Reactor, Automated Defense System, Radio Tower, Water Station, Airfield
Population: 2,760
Slaves: 0
Education: Advanced
Caps: 4.7k
Food: 9,080 (+3,770)
Water: 5,430 (+2,350)
Energy: 15 (+7)
Materials: 350
Ammunition: 2,375
Military Equipment: 140 Low-Tech Melee Weapons, 120 1-H Guns, 25 2-H Guns, 10 Laser Weapons, 10 Power Armor Suits
Robots: 2 Protectrons
Military Skill: 5
Outposts:

Arlington (Settlement; Arlington, GA): +1,050 Food, +500 Water, +2 Energy
-Structures: Fortifications (4), Water Station, Farming Equipment (5), Energy Reactor, Automated Defense System
-Arsenal: 130 Low-Tech Melee Weapons, 120 1-H Guns, 10 2-H Guns, 10 Laser Weapons, 10 Power Armor Suits, 4 Protectrons
Dawson (Settlement; Dawson, GA): +800 Food, +500 Water
-Structures: Fortifications, Farming Equipment
-Arsenal: 300 Low-Tech Melee Weapons, 100 1-H Guns
Easebur (Settlement; Leesburg, GA): +320 Food, +150 Water, +3 Energy
-Structures: Fortifications (4), Water Station, Farming Equipment (4), Energy Reactor, Automated Defense System
-Arsenal: 130 Low-Tech Melee Weapons, 120 1-H Guns, 5 2-H Guns, 5 Laser Weapons, 10 Power Armor Suits, 4 Protectrons
Pelham (Settlement; Pelham, GA): +500 Food, +700 Water
-Structures: Fortifications (2), Farming Equipment (3), Water Station, Gunsmith
-Arsenal: 200 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 5 1-H Guns


Challenge and Solution:
Spoiler :

Commissioner’s Challenge: As taxation grows, other financial opportunities have begun to emerge. A representative of a nearby institution has suggested we open our markets to the slave trade. They state that the slaves purchased in our markets would improve local production of raw materials, while opening the doors to greater commerce throughout the region. How do we respond to this proposal?
Commissioner's Solution: Slavery is against our democratic and egalitarian ideals. As such, slavery will be banned, any slavers passing by our territory will be taken into custody and will be judged according to our laws while any slaves that we get our hands on will be freed and the Atom Union itself will pay for their trip with a guarded caravan to their homeland, if they wish to return.


Market Orders:
Spoiler :

Sell 15 Energy for 66k caps
Buy 700 Materials for 66.5k caps


Settlement Orders:
Spoiler :

Send 2 Power Suits and 1 Protectron to Pelham and Dawson. Take those from Arlington and Easebur respectively
Construct Fortifications in Dawson and Pelham for 1,000 Materials
Construct 5 H1 Guns from the Gunsmith in Pelham and send them to Dawson immediately
With the Steelmen and the Spartans nearby, keep patrols and military mobility at an all time high. Should our walls be breached and a chance for us to get away from them then evacuate immediately. Otherwise, cause as many casualties as possible.
 
@Polyblank: You need a boat to actually trade with the Yucatan. Afraid you can't do that at this point.


To everyone else: Starting the update now.
 
Maritime Collective:
Spoiler :
Leader: Mayor Harken Beckett (Scavenger)
Faction Trait: Industrious
Karma: Neutral Good
Capital: Pensacola, FL (Urban Ruin)
Structures: Water Station (2), Fortifications (5), Ammunition Convertor, Radio Tower, School, Farming Equipment (2), Forge, Airfield, Institute, Energy Reactor
Population: 2,070
Slaves: 0
Education: Advanced
Caps: 24.6k
Food: 3,930 (+1,900)
Water: 3,000 (+2,000)
Energy: 6 (+3)
Materials: 2,400
Ammunition: 375
Military Equipment: 1,135 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 545 1-H Guns, 410 2-H Guns, 30 Laser Weapons, 40 Plasma Weapons, 50 Heavy Weapons, 3 Howitzers, 1 IFV, 1 Large Boat, 3 B-77 Heavy Bombers
Robots: None
Military Skill: 10




Mayor's Solution:
Spoiler :
We will leave the merchant ship be they are doing on harm to us. (how much would it cost in cap to buy a ship?)



Orders:
Spoiler :
-A large ship with 70 2-H Gunsmen will search the Bon Secour Bay for sunk ship part that can be use for scrap.
-A large group of 160 guy with 120 1-H Guns, 20 Plasma, and 10 Heavy will head to Keesler Air Force Base and Training Annex which is in Biloxi, MS.
 
Random.org is choosing not to cooperate completely with the updating process. Was able to get some done, and find alternatives, but they are not as quick to use. In the mean time:

f32UXjU.png
 
Hope I'm not too late to submit orders, been really busy with work and completely forgot!

Sawgrass Tribe Orders:


Spoiler :
Stats:
Sawgrass Tribe: bestshot9
Leader: Mr. E (Enigmatic)
Faction Trait: Barbaric
Karma: True Neutral
Capital: Stilt Town (Everglades Agricultural Area, FL)
Structures: Energy Reactor, Fortifications, Ammunition Convertor
Population: 1,240
Slaves: 0
Education: Oral
Caps: 383.8k
Food: 1,850 (+1,000)
Water: 1,050 (+1,000)
Energy: 12 (+3)
Materials: 2,200
Ammunition: 100
Military Equipment: 750 Low-Tech Melee Weapons, 200 High-Tech Melee Weapons, 20 1-H Guns, 20 2-H Guns, 1 Low-Tech Siege Weapon, 3 Trucks
Robots: None
Military Skill: 5


Military/Movement:

Continue exploring and scouting west and east, looking for what ever materials and 2-H gun ammunition we can find.

Spending:

Don't spend anything right now.

Chief's Challenge:


For now, we will deactivate the reactor but do not destroy it. We will look amongst the Survivalist Union and amongst traveling merchants to see if anyone can prove mechanical skills and possibly save our reactor from destroying the town.
 
I'm gonna bump the update to the next page, sorry if you clicked expecting an update
 
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