Botwawki 2.6

I think Jacksonian feature is that it's a post-apocalyptic attempt to re-imagine a modern industrial state.

Plus Dickishnes

If it assists Ahigin making his codices, these are the features of Jacksonia I think I'd most emphasize:

- I intended the dwellers of Vault 37 to have descended from right-wing Second Amendment-loving Republicans.
- The government has no written rules for succession, but more or less the Overseer is passed down by consensus (usually fear-induced) among the Jackson family, who are a vicious, narcissistic and paranoid bunch.
- Jacksonia really likes allusions to 1984 and George Orwell. If I could make the Fruitland a totalitarian industrial hellscape full of doublethink and thought police I would.
- Jacksonia is very culturally diverse, as probably somewhere between 80 and 90% of our population are recent immigrants (since that census you can add the Sunshine Coast peoples as well) - however the Fruitland is probably a melting pot where everyone merges into what I can only assume is a pretty relaxed culture (free food, plenty of services - just don't say something you'll regret).
- Jacksonia thinks slavery is frankly humankind's best hope for rebuilding civilization.
- Gregg Jackson was really into robots, and investing in theoretical sciences (see: Jackson Academy of the Arts and Sciences).
- Both Gregg and Tiffany Jackson were/are really into building huge boats and exploring the Caribbean.
- Jacksonia loves howitzers. I honestly want howitzers on everything; howitzer towers, howitzer boats, personal hand-howitzers, howitzer hand-grenades, you name it. If Jacksonia had a national symbol it'd probably be a howitzer, or a mini-nuclear explosion.
- The Jacksonian ideology is probably something of a 'let's rebuild the world, but tough people need to do unpleasant things to make that happen - slavery, wars of conquest, secret police, etc. - these are necessary instruments to eventually restart industry, create lasting commerce, and defend against barbarian invaders.'
 
- Jacksonia is very culturally diverse, as probably somewhere between 80 and 90% of our population are recent immigrants (since that census you can add the Sunshine Coast peoples as well) - however the Fruitland is probably a melting pot where everyone merges into what I can only assume is a pretty relaxed culture (free food, plenty of services - just don't say something you'll regret).

Wasn't there a strict education and cultural homogenization process?
 
I think I abandoned that but I can't remember.

Edit: checked my orders from turn 36, I abolished mandatory education after a general rebellion as part of a reform package. Not sure how many people have joined since then, but I guess there should be a dominant, homogenized cohort of the population prior to the end of the program. Depends how many people entered the country in the past 5 years.
 
- Both Gregg and Tiffany Jackson were/are really into building huge boats and exploring the Caribbean.
- Jacksonia loves howitzers. I honestly want howitzers on everything; howitzer towers, howitzer boats, personal hand-howitzers, howitzer hand-grenades, you name it. If Jacksonia had a national symbol it'd probably be a howitzer, or a mini-nuclear explosion.'
These two things I actually have noticed. I'm planning to include Black Shirt Marines (not sure if black is a Jacksonian color) and a bunch of artillery into my outline for Jacksonia.

What about the status of The Fellowship of the Palm and the East Florida Trading Company (the latter being a player's faction, so I may or may not include them into the Jacksonian codex)?
 
Oh yeah! The Fellowship is the state religion and its monks are a class of warriors part of the Jacksonian military and government.

I won't speak on the EFTC, it's not a formal part of Jacksonia.
 
I'm interested in the game :)

If for Codexes, I'd say Columbia would be well known for its defensive style of fighting, along with our uber capitalistic, free society.
 
If for Codexes, I'd say Columbia would be well known for its defensive style of fighting, along with our uber capitalistic, free society.
As for Columbia, I'd add a strong redneck aura to a lot of its units (the legacy of the New Gulf Commonwealth the way Quizani described it), plus I'd make particular focus on different towns having very unique culture. Finally, I'd emphasize the fact that it consists of three different culture: the capitalist, service-oriented Universal Reclamation Project culture, the redneck, libertarian New Gulf Commonwealth, and the gun-nuts, patriot militia-like Edgewood Militia. Anything else I missed?
 
I'd say, that for the most part, with the LRD as an exception, the Reclamation Districts should follow the same pattern with Enclave heavy guns backing them up. The LRD is a little...creepier...than the other two.

As for the Fellowship of the Palm, they're my favorite NPC. I've already written a novella-length story just on them that'll eventually feature in a Florida Tim book. An elite martial arts sect, based on old style combat techniques, wherein recruits are initiated by fighting giant alligators with no weapons. They're pretty much Bible-thumping ninja Baptists. One of my regrets was not seeing how they would develop as part of Jacksonia.

Also yeah, Universe City was just one part of Columbia. The redneck feel of the NGC and Edgewood should definitely be referenced.

I'm figuring what I'm going to do is revise the stats to include specialists (eliminate obsolete buildings in the process), eliminate faction traits (with a couple of military skill boosts for barbaric and defensive), add low-tech range and armors in appropriate amounts, and maybe tweak a few NPC faction stats here and there. After that's done, I'll give ya'll a week to remember what you were doing and send in fresh orders. Here's what I'd like to have from all of you:

A list of names for specialists and what profession they should have. Don't worry about your leader, as I will assign a profession for your leader based on their history in charge of your nation, and what trait they have.
 
I'd say, that for the most part, with the LRD as an exception, the Reclamation Districts should follow the same pattern with Enclave heavy guns backing them up. The LRD is a little...creepier...than the other two.
Creepier than FRD's army of clones? Creepier in what way? Mostly asking for my codices. It's okay to PM me if it's an important in-game information. Or, maybe, don't spoil it for me either. :)

For GRD, I'm thinking of emphasizing their close relations with the Enclave, featuring vertibird assault ships and airborne assault units. Plus, Vault 136 had a significant number of robots in the beginning, as far as I remember, so they'd also be ever-present on the battlefield for them.

For FRD, clones and the spoils of the Maritime Collective War (such as IFVs and airforce) would be the most interesting part of the codex. Basically, FRD's army is a bunch of very lightly armed and not too well-trained militiamen, protecting very powerful warmachines. And yes, I'm gonna name one unit "clone troopers."
As for the Fellowship of the Palm, they're my favorite NPC. I've already written a novella-length story just on them that'll eventually feature in a Florida Tim book. An elite martial arts sect, based on old style combat techniques, wherein recruits are initiated by fighting giant alligators with no weapons. They're pretty much Bible-thumping ninja Baptists. One of my regrets was not seeing how they would develop as part of Jacksonia.
So, they're not just Crusader Knights, but more like Shaolin monks with Bibles?
I'm figuring what I'm going to do is revise the stats to include specialists (eliminate obsolete buildings in the process), eliminate faction traits (with a couple of military skill boosts for barbaric and defensive), add low-tech range and armors in appropriate amounts, and maybe tweak a few NPC faction stats here and there. After that's done, I'll give ya'll a week to remember what you were doing and send in fresh orders. Here's what I'd like to have from all of you:

A list of names for specialists and what profession they should have. Don't worry about your leader, as I will assign a profession for your leader based on their history in charge of your nation, and what trait they have.
Updating the stats seems like the right thing to do, since the game mechanics is going to change quite a bit.

As for my specialists, you can find them all in my codex. The Pack Leader would be Nat the Black Talon, since Spartacus resigned last turn. Spartacus is still around, though.
 
How about treating the Enclave+RDs as one army? Each RD is a particular regiment, with its own attributes that the Enclave player can deploy. So, the Enclave would have a standard elite core of power armor and vertibirds, but can supplement that with the GRDs robots, or the FRDs clones or something?
 
How about treating the Enclave+RDs as one army? Each RD is a particular regiment, with its own attributes that the Enclave player can deploy. So, the Enclave would have a standard elite core of power armor and vertibirds, but can supplement that with the GRDs robots, or the FRDs clones or something?
I'd prefer still making each District a unique fighting force with different rules. Don't know why, but it feels the right thing to do. Maybe because Districts are not very homogeneous, so I can't imagine how a "Georgian" regiment looks like, with GRD's military being a gathering of local militias, vault-dwellers' police units, some regular guardsmen, etc.

I'm literally the IG. Baneblade when?
I think a real military IFV is as heavy as it gets in the Wasteland, where even trucks are considered to be "armor."
 
If you were going to break down the RDs, I would make the Enclave forces special troopers available each of them. I say that the LRD is creepier because they have a rather interesting and strange cult-like religion based on Christianity, Americanism, and a bit of Lovecraftian mythos. A lot of this is because of the unusual nature of their starting vault (a vault using underground canals for travel) and the influences of the region (i.e. nearby Hackdirt, a lovely unassuming community). Though the FRD should definitely have cheap clones as their base, very light, melee units, with heavy support on the far other end including Heavy Bombers, IFVs, and Enclave troopers.


I would say a list of ten specialists for each faction would be more than sufficient. Some factions will have quite a few, when compared to the new game, because we're a bit more established here. Providing a list is not essential as I will generate appropriate names otherwise, but it makes it easier on me certainly.
 
Updated the front page post for weapons, mercs, and the like. All of it has changed, so be sure to familiarize yourself with the revised equipment/building information.
 
So I have to say, Ahigin's whole WH40k concepts have been making me think a lot about something else, but in the same vein: Hex-Based tactical combat. From my understanding it's not quite the same as WH40k, but it would feature units like those listed by Ahigin engaged in smaller scale battles. This is just an idea in my head at the moment, nothing solid.

Here's the vision: A Campaign style game wherein all involved players choose a BOTWAWKI faction to lead an army in a fight for domination. They would then customize an army of their choosing based on pricing and stats for each faction. Then using a strategic map of the Sunshine Wasteland, the players would fight each other on smaller tactical maps. The status of each battle would determine the course of the overall grand campaign. Any units destroyed in a battle would be lost for the rest of the campaign and players would be able to buy new units in the wake of a battle. If a player's army is completely destroyed, they're out of the running.

This is something that I've sort of been thinking about for a while, and there's an old game called Civil War Generals that I'm modelling this all on. Anyone familiar with the game Shattered Union would also see what I'm aiming for. The idea would be that players would try to win battles, but at the same time try to be focused on the war. Players would not have direct control over the course of the campaign, which would be determined by their victories and losses instead.

Stats would look something like this:

Ahigin's Army
Faction: Transmississippian Confederation
Caps: 100k
10 Youngbloods
5 Transmississippian Braves
5 Frontiersman Militia
5 Gray Champions

Nice and simple, right? He would be able to, between battles, choose whether or not to buy new units to replace ones lost.

The units themselves would look somewhat like this:

Youngbloods
Cost: 10K Caps
Attack Type: Melee
Strength (HP): 5
Power (Damage): 2
Range: 0
Movement: 3
Armor: 0

Most of that should be fairly explanatory. Attack type is what type of damage they do. Strength is how much HP they have and damage they can take before the unit is destroyed. Power is how much damage the unit does when they make a hit or engage in close-range combat. Range is how far away an enemy has to be for the unit to hit them. Movement is of course the number of movement points the unit would have. Armor is how many points of damage from another unit the unit deducts from their power attack.

Combat would be another beast entirely. We would have a 10x10 or 20x20 size battle map, with varying terrain that provides cover against ranged attacks (or not) or acts as obstacles for maneuver or provides bonuses to ranged units. Each player would send their turn movement/firing orders to me by private message, and I would conduct them on the map, which would be posted in the main thread along with combat results. The player movements would be conducted simultaneously, as ranged units could be put into overwatch or melee units could run unexpectedly into each other. A battle would be decided when one player or the other decides to concede the ground, ending the fight. In the case of an obvious stalemate, I would step in and declare the battle a draw.

Thoughts?
 
Ahigan, Any thoughts on Minorne's Army?
Actually, I've intentionally put Minorne's Army out of scope for now, along with other deceased factions (such as the Maritime Collective, Saint Vikings, Atomic Foxes, Empire of America, etc.). Eventually their turn may come, but codifying all current major factions is already plenty of work for me.
So I have to say, Ahigin's whole WH40k concepts have been making me think a lot about something else, but in the same vein: Hex-Based tactical combat. From my understanding it's not quite the same as WH40k, but it would feature units like those listed by Ahigin engaged in smaller scale battles. This is just an idea in my head at the moment, nothing solid.

Spoiler :
Here's the vision: A Campaign style game wherein all involved players choose a BOTWAWKI faction to lead an army in a fight for domination. They would then customize an army of their choosing based on pricing and stats for each faction. Then using a strategic map of the Sunshine Wasteland, the players would fight each other on smaller tactical maps. The status of each battle would determine the course of the overall grand campaign. Any units destroyed in a battle would be lost for the rest of the campaign and players would be able to buy new units in the wake of a battle. If a player's army is completely destroyed, they're out of the running.

This is something that I've sort of been thinking about for a while, and there's an old game called Civil War Generals that I'm modelling this all on. Anyone familiar with the game Shattered Union would also see what I'm aiming for. The idea would be that players would try to win battles, but at the same time try to be focused on the war. Players would not have direct control over the course of the campaign, which would be determined by their victories and losses instead.

Stats would look something like this:

Ahigin's Army
Faction: Transmississippian Confederation
Caps: 100k
10 Youngbloods
5 Transmississippian Braves
5 Frontiersman Militia
5 Gray Champions

Nice and simple, right? He would be able to, between battles, choose whether or not to buy new units to replace ones lost.

The units themselves would look somewhat like this:

Youngbloods
Cost: 10K Caps
Attack Type: Melee
Strength (HP): 5
Power (Damage): 2
Range: 0
Movement: 3
Armor: 0

Most of that should be fairly explanatory. Attack type is what type of damage they do. Strength is how much HP they have and damage they can take before the unit is destroyed. Power is how much damage the unit does when they make a hit or engage in close-range combat. Range is how far away an enemy has to be for the unit to hit them. Movement is of course the number of movement points the unit would have. Armor is how many points of damage from another unit the unit deducts from their power attack.

Combat would be another beast entirely. We would have a 10x10 or 20x20 size battle map, with varying terrain that provides cover against ranged attacks (or not) or acts as obstacles for maneuver or provides bonuses to ranged units. Each player would send their turn movement/firing orders to me by private message, and I would conduct them on the map, which would be posted in the main thread along with combat results. The player movements would be conducted simultaneously, as ranged units could be put into overwatch or melee units could run unexpectedly into each other. A battle would be decided when one player or the other decides to concede the ground, ending the fight. In the case of an obvious stalemate, I would step in and declare the battle a draw.

Thoughts?
It's a cool idea. I was thinking about having a similar campaign using WH40k mechanics for field battles, but what you're suggesting is much less bulky and would allow the game to move faster. To make it easier, I'll prioritize outlining all factions now, before digging deeper into proper codices - that way you'd be able to create your units (also, feel free to participate in outlining faction army sheets with me and faction players).

Obviously, main Botwawki 2.6 game is more important, in my mind, so if you have to choose between the two, the grand strategy, in my mind, is more important than the wargame. Still, it's a fun thing to play, and if we can, we should try it. :)
 
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