Botwawki 2.6

@Christos, no worries, unlike past NESes of mine, this one you can send orders for up until the very last minute.
 
Empire of America:
Spoiler :
Empire of America: christos200
Leader: Emperor Felix V Jackson (Fearsome)
Faction Trait: Barbaric
Capital: Marion Emergency Bunker (Bunker; Marion, AL)
Structures: None
Population: 400
Slaves: 0
Education: Oral
Food: 1,600 (+0)
Water: 1,600 (+0)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 0
Ammunition: 2,600
Military Equipment: 350 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 400 Laser Weapons, 50 Power Armor Suits
Robots: None
Military Skill: 8


Emperor’s Challenge:
Spoiler :
French are to be a mandatory lesson for all American soldiers and they will test their knowledge on exams. Once their examinations are completed, they will speak only in French during the military operations. Priority in French is to be given to military language.


Orders:
Spoiler :
60 soldiers, equipped with 60 Laser Weapons and 60 Low-Tech Melee Weapons and 30 of them will be wearing 30 Power Armor Suits, shall explore Perry County.

They shall search for scraps and if they find a settlement, they shall conquer it. If they are attacked, they are to fight it out unless victory becomes impossible and they shall orderly retreat.


Building Orders:
Spoiler :
None.
 
Starting the update now, looking to complete tomorrow afternoon or Friday morning. We're back to doing the one strike warning system when it comes to delayed orders, so everyone is currently at a clean slate when it comes to missed orders.
 
Mayor's Orders for Waycross for Update 24: July – December, 2251

Mayor's Inventory of Waycross
Spoiler :

Waycross: theDright
Leader: Mayor William Archer (Fearsome)
Faction Trait: Barbaric
Capital: Waycross (Waycross, GA; Pre-War Community)
Structures: None
Population: 650
Slaves: 0
Education:
Food: 2,100 (+500)
Water: 2,100 (+500)
Energy: 0 (+0)
Tech Parts: 25
Scrap Parts: 0
Ammunition: 600
Military Equipment: 350 Low-Tech Melee Weapons, 75 1-H Guns, 25 2-H Guns
Robots: None
Military Skill: 6


Mayor's Challenge
Spoiler :

There are numerous nomadic tribes and would-be other immigrants throughout the wasteland. Some of our people believe we should welcome any migrants with open arms, others believe in more restrictive measures. Still others believe we should be grabbing and enslaving these passerbys to bolster our production. How do we deal with these travelers and migrants in the wasteland?


Mayor's Challenge Solution
Spoiler :

We will welcome migrants with open arms provided they are of sound body and mind, and have demonstrable skills. If migrants have no skills, but are still of sound mind and body, they may immigrate if they can bring significant material goods into the community. Those who are criminal or violent will be imprisoned, and made to work as prison labor (slaves). All immigrants will be thoroughly debriefed for intelligence about conditions in other settlements of the region, as well as hazards.


Orders
Spoiler :

Send 140 with Low-Tech Melee Weapons, 30 with 1-H Guns, and 10 with 2-H Guns to scout and salvage areas around Waycross, specifically Deenwood, the Ware County Airport, Sunnyside, and areas close by Waycross, including up 84 to Blackshear and Pierce County High School and down 82 to Hoboken. Significant resistance in Blackshear, PCHS, or Hoboken will result in withdrawal to Waycross. Resistance in Deenwood, the Airport, and Sunnyside can be reinforced from Waycross if needed, or people can withdraw to Waycross.
 
Georgian Reclamation District
Spoiler :
Vault 136: DuneBear
Leader: Governor Thaddeus Tyreen (Enigmatic)
Faction Trait: Defensive
Capital: Vault 136 (Vault; Dahlonega, GA)
Structures: None
Population: 1,400
Slaves: 0
Education: General
Food: 1,100 (+2,000)
Water: 1,100 (+2,000)
Energy: 0 (+0)
Tech Parts: 125
Scrap Parts: 0
Ammunition: 0
Military Equipment: None
Robots: 110 Mr. Handys, 200 Protectrons, 50 Mr. Gutsys, 50 SentryBots
Military Skill: 1


Governor's Challenge (Overseer's Challenge)
Spoiler :
Perhaps it is time for us to at last emerge from the vault and witness the world beyond. The question now is one of symbolism, should we do what the opposition to the overseer suggests and make sure that the first one out of the vault is a human, or should we let our robots continue to lead the way into the future?

Reach a middle ground between the two viewpoints. The Governor will exit the Vault first, flanked by 10 sentry bots.


Orders
Spoiler :
Change name of faction to Georgian Reclamation District with the former Overseer taking the position as Governor.

Form an alliance with the Enclave. Maj. Weston and his men are welcome at Vault 136, and will be performing security patrols around Vault 136. They will be providing military training to the citizens of the Georgian Reclamation District.

After exiting the Vault, send 20 sentry bots, and 20 Mr. Gutsy robots to patrol around immediate area of the vault. Implement regular patrols after initial patrols are completed. All threats are to be shot on sight.


Send 10 Mr Handy robots to the Enclave for a period of 6 months.

Send an expedition once a week to the town of Dahlonega. Expedition is to be composed of 10 Mr Handy robots, 10 sentry bots, 10 Mr Gutsy robots, 50 Protectrons, and 100 men. The purpose of these expeditions is to clear Dahlonega of threats, scavenge for supplies (weapons, armor, scrap, and etc). If significant resistance is met, withdraw back to the vault and notify the Enclave of developments. Humans and Mr Handy robots are to follow behind the sentry bots, Mr Gutsy robots, and Protectrons. The men and Mr Handy robots are to scavenge everything possible. All threats are to be shot on sight.
 
OOC:

EQ said something about there being a google maps thing lying around somewhere? Does anyone have a link to that?

It's a little difficult (ie I'm too lazy) to work out which settlements belong to who on the world map in the updates.
 
The link is under "Reference Google Map Link" just above the blank map in the forst post.

Or right here.
 
Yeah... But I haven't updated it in a long while. If someone could figure out after which update I stopped, it wouldn't be too hard to get it back up and running again
 
Update 24: July – December, 2251

A Kick in the Head

Inter-Faction Reports​

GLOW DESCENDS AS CITADEL IS DESTROYED. A great disaster has befallen Central Florida as the atomic bomb stored at the Monastic Brotherhood’s citadel was apparently partially detonated. Under unclear circumstances it appears that the bomb was not completely triggered but rather unleashed a cloud of deadly radiation, killing many and turning the rest into crazed ghouls. The radiation has descended upon essentially the whole of the Ocala National Forest, making the area extremely hazardous for anyone not prepared for the high rad levels. This has closed a number of the lesser known trading routes from coast to coast, leaving only the fairly unsafe routes through Orlando or at the Corporate Federation controlled town of West Bridge. The entire area is now heavily infested by ghouls, who, being constantly healed by the radiation, pose a dire threat to any but the most heavily armed travelers and expeditions.

Faction Reports​

Corporate Trade Federation
Spoiler :

The Corporate Trade Federation continues to suffer through rough times, facing new loss. The ammunition convertor in Saint Augustine suffered a catastrophic malfunction, badly injuring its operators and resulting in a total loss of the device and building it was in. Thankfully, a spur of new construction has helped a dire situation from becoming worse, as a series of new pumps and purifiers throughout the towns of the Federation have prevented a fatal water shortage. In order to bolster confidence and supplies, a major expedition was launched into Jacksonville and its eastern outskirts, seeking to find whatever goods they could. Unfortunately, the expedition seemed to run into problem after problem and almost a third of the expedition was killed, and no one involved returned without at least a small injury. Thanks to the constant attacks by varying types of wildlife, including highly aggressive deathclaws, only a slim amount of scrap was able to be recovered by the large expedition.

Turn Stat Changes
-Ammo Convertor in St. Augustine due to fatal malfunction
-1,800 Scrap Parts, -19 Tech parts from construction
-60 Population, -350 Ammunition from Jacksonville expedition losses
+400 Scrap Parts from Jacksonville expedition salvage
-20 Population, -20 Low Tech Melee Weapons from lost southern expedition
-20 Population from emigration
+10 Slaves, +100 Water from market dividends in Saint Augustine
+15 Slaves, +20 Low-Tech Melee Weapons from market dividends in St. Johns
+20 Slaves, +100 Ammunition from market dividends in West Bridge
+245 Scrap Parts from slave production
+10 Population from natural growth
+10 Population from immigration to St. Johns
+50 Population from immigration to West Bridge
+260 Water from surplus production
-140 Food from consumption

CEO’s Challenge: A new slaver’s company has opened up offices in West Bridge, and has engaged very actively in the slave trade. This new company has begun to monopolize that type of business and has been accused of waging open attacks upon the independent traders who operate in the slave trade. While corporate sabotage is fun and games, the new company is accused of occasionally kidnapping new stock from the other factions of the wasteland and this could damage our relationship with these other groups. Should we allow them to continue to bring in a goodly amount of slaves or shut them down to silence our various neighbors?


Empire of America
Spoiler :

The young Empire of America entered into the Sunshine Wasteland for the first time, viewing the shattered husk that was once the United States. In order to confuse their enemies and establish a new cultural identity, they have adopted the use of French during military operations, and seeking out supplies in the wasteland. Surprisingly this proved unneeded, as they salvaged in the area of Marion itself where the bunker was located. The entire area seemed empty of human habitation and life, and not even nomads or wanderers could be found. The salvagers were extremely successful, finding a cache of old guns in addition to a good amount of scrap and tech parts.

Turn Stat Changes
+400 Scrap Parts, +5 Tech Parts, +60 Ammunition, +20 1-H Guns from local area salvage
+10 Population from natural growth
-410 Food and Water from consumption

Emperor’s Challenge: On occasion there are nomads and travelers who pass by our bunker and through our area. They seek a safe haven and new homes for their families and would likely become happy migrants into our group. Unfortunately, we don’t yet have a supply of food or water production, and some of our people remain highly anti-immigrant. What is our policy on would-be immigration?


Georgia Reclamation District
Spoiler :

The door of Vault 136 opened to the Sunshine Wasteland at last, as the overseer stepped out and was flanked by his support robots. To the surprise of some witnessing the ceremony, they were greeted by a group of men in ominous looking power armor calling themselves representatives of the Enclave. They have greeted the vault dwellers, claiming to be the representatives of the remnants of the American government. Celebrations were had by all, as the day generations had awaited had come, with the possible restoration of America. The overseer had a lengthy conversation with the leader of the group, and he came out, he joyously announced that the was the new Governor of the Georgia Reclamation District, and a full alliance with the soldiers of the Enclave. A small Enclave garrison was then established within the Vault, and their vertibirds took to the skies, returning to their main base.

As the Enclave garrison sought to train the vault dwellers in the ways of combat, the first true expedition was sent out into the wasteland. They arrived at the nearby town of Dahlonega, which was found to be almost entirely empty except for scattered wildlife, which posed little threat. Thanks to the efficient efforts of both human laborers and robots, a good part of the town was rapidly stripped of any salvageable building materials before the first winter snows. Some estimate that if the intensive effort continues, the small town ruins will likely be totally stripped of anything useful before the end of next year.

Turn Stat Changes
+1 Military Skill from Enclave support training
-10 Mr. Handys from gift to Enclave
+1,200 Scrap Parts from Dahlonega area salvage
+20 Population from natural growth
+580 Food and Water from surplus production

Governor’s Challenge: In the wastelands groups of would-be immigrants travel, looking for a new and safe home. Some of our people think we should welcome these immigrants into the vault, bolstering our numbers and fortifying our community’s strength. Others, backed by the Enclave, believe that a much more restrictive approach should be taken to preserve the purity of man from nuclear contamination. What should our policy be towards immigration into the vault?


Hardy Reclamation Committee
Spoiler :

The Hardy Reclamation Committee closed out the year quietly, as a new jail was built to help contain those who commit crimes within the community’s boundaries. The young murderer who was recently captured for a time attempted to kill his guards in the new facility. When it became clear he could not kill, eventually he committed suicide, at the age of seven. This dark incident being put behind the people of Hardytown, an expedition was dispatched to Savannah to recover what salvage they could. Despite the well-known infestation of Savannah by ghouls, the expedition had little difficulty in their efforts, avoiding any significant firefights. Some concern was caused when two unusual aircraft flew over the expedition and Savannah, headed to an unknown destination in the east. No contact was made with the aircraft, and they were not seen again. Plenty of salvage was recovered and brought home to bolster the stockpiles of the Committee.

Turn Stat Changes
-400 Food from contamination
-300 Scrap Parts from construction
+600 Scrap Parts from Savannah expedition salvage
+10 Population from immigration
+760 Food, +60 Water from surplus production

Doctor’s Challenge: A large group of what could only be called barbarians have arrived at our doorstep and besieged our people! They speak very poor English and their spokesperson apparently has demanded that we turn over the last bunch of immigrants that arrived in Hardytown, consisting of ten people. We are unclear as to what reason they have, beyond possibly a religious reason or perhaps an offense against the tribe. The group of ten has begged us to remain within our town, but if we allow them, we could face an attack upon us by the barbarians. We are running out of time, how do we respond to this crisis?


Maritime Collective
Spoiler :

The Maritime Collective has managed to prosper as it sold off a large amount of its arsenal to a travelling merchant. Deeming firearms to be fairly worthless in the post-apocalyptic environment, they have decided to rely more upon forged weaponry and their reserve of plasma weapons for the time being. The new scrap was put towards the construction of a new school and the establishment of a new educational system for the Collective’s youth, a popular move. New fortifications were similarly erected, helping provide greater protection to the young faction. The last remaining portions of the scrap were delivered as a gift to the other community of the Collective’s Republic in New Panama, helping spur development there too.

Turn Stat Changes
-100 Food from contamination
+3,200 Scrap Parts, -115 1-H Guns, -120 2-H Guns, -55 Laser Weapons from trade with arms dealer
-1,000 Scrap Parts from gift to New Panama
-2,000 Scrap Parts, -5 Tech Parts from construction
+50 Population from immigration
-130 Food, -30 Water from consumption

Mayor’s Challenge: The construction of a school has brought into question what sort of curriculum should be taught. Some advocate an educational program similar to those that existed before the Great War, teaching history and other liberal arts in addition to mathematics and other basic knowledge. Others say that our education should simply formalize what we handed down for generations in survival techniques and skills. Our decision could make a big difference to the future, which should we choose?


Monastic Brotherhood of Poor-Fellows and Crusader Knights
Spoiler :

The Monastic Brotherhood has suffered a catastrophe to close out the year, and it seems to have set them back substantially. Based on reports from the very few survivors of the incident, it seems that a group of saboteurs managed to sneak in to the Citadel disguised as a returning patrol from Ocala. At this point record of the events becomes unclear, but they apparently fought their way past the Citadel’s security and somehow achieved a partial detonation of the bomb. Instead of a full explosion, the bomb “only” released a substantial amount of radiation into the area, killing anyone near it instantly. The rest of the Citadel was either killed outright by the radiation or turned into maddened ghouls. Only a handful of survivors made it out, and the rest of the region has been rendered horrendously radioactive as a result of the detonation. No one was able to determine where the attackers came from and very few have been able to penetrate the radiation to investigate.

The remnants of the Brotherhood’s clergy and government have assembled in Ocala, trying to make sense of what has happened. They were joined by a returning expedition from Citra, which had been sent out from both Ocala and the Citadel prior to the disaster. This expedition had been sent to eliminate the giant mosquito threat from within the ruins of the old town, and for the most part was successful. Unfortunately, a few were seen flying in other directions, and while this town may be purged, it seems highly likely that other giant mosquito nests await in the Wasteland. The expedition returned with a decent amount of scrap, and have bolstered some of the losses suffered in the recent disaster.

Turn Stat Changes
-10 Protectrons as gift to Sunshine Kingdom
-560 Population, -5,500 Food, -1,800 Water, -288 Low-Tech Melee Weapons, -1 Atomic Bomb from detonation in the Citadel
-590 Ammunition from Citra expedition losses
+400 Scrap Parts from Citra expedition salvage
+100 Scrap Parts from market dividends
+10 Population from natural growth
+40 Population from immigration to Ocala
+30 Population from immigration to Oscargrad
-270 Food, -410 Water from consumption

Great Priest’s Challenge: Under substantial secrecy, Great Priest Koch returned to us from the radioactive remains of the Citadel. To our horror, he has become a ghoul, even if he has retained his sentience. In the past we have viewed ghouls as monsters and demons to be purged from the wasteland, and he fits that description aptly. One of our more charismatic priests has claimed that Great Priest Koch should be put out of his misery, allowing him to assume the leadership of our faction. How do we respond to this?


New Gulf Commonwealth
Spoiler :

Nothing really happened in the New Gulf Commonwealth beyond a minor attack on Ocoee which was driven off with moderate casualties. The Cult of the Damned set up churches in the area, with no action by the Commonwealth government to stop them.

Turn Stat Changes
-20 Population, -190 Ammunition from raider attack on Ocoee
+3 Tech Parts from Fort Apopka market dividends
+300 Water from Leesburg market dividends
+10 Population from natural growth
+10 Population from Fort Apopka immigration
+10 Population from Leesburg immigration
+30 Population from Ocoee immigration
+20 Population from Umatilla immigration
-730 Food, -410 Water from consumption

Governor’s Challenge: The governor is concerned that a PipBoy bobble head has begun talking to him. Should he follow the deranged commands of this figurine or seek out psychological help?


Sunshine Kingdom
Spoiler :

The Sunshine Kingdom was focused only around one significant undertaking for the remainder of the year. A massive expedition was assembled to join the Survivalist Union in a combined effort to scout and salvage the greater Miami area. Few had ever returned from the region, and fewer still since the crisis with the Army of Minorne. The loss of Vault 40 encouraged the leadership of the Kingdom to launch the latest expedition to the region. The expedition started well, easily travelling the length of the east coast to rally with the forces at Liberty City and they set out across the Sunshine Wasteland. They were greeted by the friendly villagers at Clewiston and made their way across the state. Before they even entered the Everglades, the expedition began to have troubles at giant mosquitoes in the Felda and Immokalee areas picked off a few dozen men, usually at night while sleeping. Upon entering the swamps, the true problems began.

Within the first twenty four hours, every single one of the Kingdom’s knights were dead or missing. Eager to risk themselves, they died quickly, and most of those around them followed suit. The expedition stumbled into multiple nests of giant snakes along the road and wound up constantly fighting them, including a particularly giant monster that resisted even lasers and heavy weapons to a degree. While they eventually killed it, it was only after becoming hopelessly lost in the swamps. The Kingdom’s expedition, leading the way, suffered heavier casualties then the men and women from the Survivalist Union. Eventually, they were able to navigate to where they thought Vault 40 was, only to find a lake. The surviving leaders of the expedition theorized that the Vault may have collapsed into a sinkhole and was likely unrecoverable in any form. With all local roads long since overgrown or turned into hostile wildlife nests, the expedition suffered from most of their communications and equipment having been long since lost or damaged by the hazards of the swamp. At this point, ammunition had already become critically low for all weapons, and the very few melee weapons remaining were all they had to rely on. They moved north by east through the swamp, making very slow progress and losing easily over ten people a day.

Eventually the expedition made it out of the swamp and found themselves in a highly urban area, likely somewhere on the outskirts of Miami. The two expeditions found a decent defensive position on fairly dry land and were optimistic about completing their missions. After the first night, the Kingdom’s expedition woke up to find the entire Survivalist Union’s encampment apparently abandoned, filled only with blood stains and without any bodies. Most of the Kingdom’s sentries were also missing, equipment and all. Throughout the entire day, the Kingdom’s expedition was constantly attacked by mirelurks, as well as by airborne creatures best described solely as dragons. These creatures grabbed men in their jaws, typically broke them in the process and flew them off to unknown locations. With the guns out of ammunition, most of the time the expedition was forced to only watch helplessly. With fewer than one hundred people left alive, the de facto leader of the expedition made the decision to return home. Finding the swamp route safer than the cities, they traveled northwest until eventually they found a road that was not overgrown. By day they were constantly attacked by the “dragons” and by night people simply disappeared. When the forty survivors reached Clewiston they were out of food, ammunition, and most other supplies. The people there cared for the survivors the best they could before they carried on to return to the kingdom to tell the story of their adventures.

Turn Stat Changes
+10 Protectrons as gift from Monastic Brotherhood
-10 Population from Sentry Bot recovery attempts
+400 2-H Guns from enigmatic find
+400 Scrap Parts from Dragonville scrapping operations
-200 Scrap Parts, -1 Tech Part from construction
-360 Population, -1,200 Ammunition, -40 Low-Tech Melee Weapons, -200 2-H Guns, -30 Laser Weapons, -6 Power Armor Suits, -5 Sentry Bots from Miami Expedition losses
+300 Ammunition from market dividends
+10 Population from natural growth
+60 Population to Nasacity from immigration
+50 Population to Dragonville from immigration
+50 Population to Mims from immigration
+50 Population to New Fort Cocoa from immigration
+60 Population to New Smyrna Beach from immigration
+50 Population to Oak Hill from immigration
+290 Food, +460 Water from surplus production

Queen’s Challenge: With so many lost in the recent debacle to Miami, quite a few people have begun to turn their anger towards the government. Riots seem particularly likely in Oak Hill and New Smyrna Beach, the two cities which lost the most friends and family in the expedition. They are outraged at the government’s failure, and most rage has been turned against the Queen and her family. There is a severe risk of this spiraling out of control, perhaps even to open rebellion and succession by those two towns. How do we respond to this crisis?


Survivalist Union
Spoiler :

The Survivalist Union has been doing its best to develop its home front despite a number of setbacks. The first such setback was the total loss of the forge and several of its workers to an unfortunate fire. Most of the staff were killed by the smoke rather than the flames, and it was a harsh loss to the community at the time. Meanwhile, a new salvage camp was set up south of Port St. Lucie, and it proved effective at bringing in a decent amount of scrap from the city limits. The quick collection was uneventful, but most the Union’s efforts had been instead dedicated to what could have been a highly lucrative expedition to Miami with the Sunshine Kingdom. Sadly, not a single person returned from the expedition to tell the tale themselves.

Eventually word came from a trader with the town of Clewiston about the events that had transpired. According to him, the Union’s expedition had initially attempted to keep the roads clear behind the Sunshine Kingdom, but they discovered upon entering the swamp that those who fell behind the main group and any outposts set up to keep the roads clear quickly disappeared along with the roads themselves. The expedition apparently became lost in the swamps and while they did eventually find their way out to the outskirts of Miami, only death awaited those who reached it. According to the few survivors of the Kingdom’s expedition, the Union’s own expedition had been mysteriously wiped out overnight by unknown forces. No bodies were ever recovered and no survivors were found. None of the weapons were recovered, and the whole affair turned into a total loss for the Survivalist Union.

Turn Stat Changes
-Forge, -10 Population from destructive fire
+300 Scrap Parts from St. Lucie area salvage
-100 Population, -160 Ammunition, -30 Low-Tech Melee Weapons, -50 1-H Guns, -40 2-H Guns, -10 Laser weapons from lost southern expedition
+50 Ammunition from market dividends
+40 Population from immigration to Liberty City
+20 Population from immigration to Indian’s Hideout
+290 food, +330 Water from surplus production

Headman’s Challenge: The disaster in Miami has caused the foundations of the Headwoman’s power to shake considerably. Too many people lost friends and family in the expedition, and this has turned to outrage toward our leadership. A charismatic rabble-rouser has managed to rally a strong bastion of support, and it seems quite likely that he will attempt to force our regime out of power whether by coercion or open revolt. How do we respond to this new threat from within?


Vault 37
Spoiler :

Vault 37’s empire seems to be at risk of collapse! Despite enormous production and efforts throughout the Wasteland, some few seem to object to the forced education and brainwashing inflicted upon their children when they become subjects of the vault. For those who had migrated to Fort Prosper and sought to set up home there, the recent ruling on forcing anyone in the Fruitland to become slaves if they could not pay an outrageously steep tribute was the final straw. Allied with a large number of would-be immigrants gathering in the Fruitland, the population of Fort Prosper rose in rebellion, slaughtering the Vault 37 dwellers who ruled over it. They were backed by a shadowy organization known as the Sons of Oscar, who provided a large amount of firearms and ammunition to those attacking from the outside. Fort Prosper’s meager loyalist garrison was rapidly overwhelmed and the town was refounded as Fort Freedom, calling throughout the Fruitland for anyone willing to stand up to the aggression of the vault.

There was some hope for the loyalists in an expedition that was to be sent west to purge Pinellas County area, but the expedition found itself wrapped up in the revolt itself. Rebels from the various communities sought to overthrow the leadership of the expedition and seize the supplies and join Fort Prosper. Hundreds were killed in the ensuing battle, but the loyalists managed to preserve control of the expedition’s supplies. Still, with hundreds dead, it was determined to return home to recover from the losses that had been suffered in battle as per their orders. The expedition returned in great disarray, and desertions mounted rapidly among the people from the tributary towns.

Turn Stat Changes
-2,350 Scrap Parts, +21 Tech Parts, -23 Tech Parts, +1 Truck, +4 Mr. Gutsys, +1 Mr. Handy from construction
-Forge in Davenport from destructive fire
-1,200 Population, -2,100 Ammunition, -400 Low-Tech Melee Weapons, -200 1-H Guns, -200 2-H Guns, -3 Mr. Gutsys from revolt of Fort Prosper and related unrest
+300 Scrap Parts from Davenport local area salvage
+400 Scrap Parts from Haven local area salvage
+500 Scrap Parts, +6 Tech Parts from Poinciana local area salvage
+600 Scrap Parts, +4 Tech Parts from Ventura City local area salvage
+2 Tech Parts from market dividends
+20 Population from natural growth
+30 Population from immigration to Davenport
+10 Population from immigration to Haven
+20 Population from immigration to Poinciana
+720 Food, +1,370 Water from surplus production

Overseer’s Challenge: Our empire is threatening to crumble before our very eyes! The seemingly successful revolt of Fort Prosper has no doubt raised the specter of further revolution among the other towns. Our leadership council is panicked and divided on how to proceed. Some think we should respond with overwhelming force and enslavement to invoke fear among our subjects. Opponents think that such a move may only spur further organized resistance and revolt. They have argued instead for reform and negotiations with the main rebellion at Fort Prosper, also claiming that the reliability of any forces sent from places other than Vault 37 would be in severe doubt. The pro-force advocates believe this to be naïve and have argued that any time spent in negotiations allows for the rebels to bolster their fortifications. How do we respond to the rebel sentiments?


Waycross
Spoiler :

The town of Waycross has concluded the year quietly, though tragedy stuck when a block of apartments burned down due to an accidental fire. Many were killed in the fires before they could be contained, but further damage was prevented to any of the other areas within the town walls. Most of the town’s efforts were dedicated to salvaging sites within the immediate area of Waycross, and these proved highly successful. In the old airport, they managed to find a number of intact tech parts, and right outside of town they found an unbroken safe in a gun store containing a goodly amount of firearms and attached ammunition. Immigrants who arrived told tales of a successful republic to the west in Echols County which has been around for a good number of years, and they seem friendly enough. Emissaries from the republic extended friendly greetings, promising a mutually beneficial relationship. These successes and new contacts helped restore some spirit to the community as it begins taking a more active role in the wasteland.

Turn Stat Changes
-20 Population from residential fire
+400 Scrap Parts, +3 Tech Parts, +30 Ammunition, +15 1-H Guns from local area salvage
+10 Population from natural growth
+10 Population from immigration
-150 Food and Water from consumption

Mayor’s Challenge: Two apparently crazy people have been causing unfortunate collateral damage outside of the town wall. They appear to dress as pre-war comic superheroes and wage battles against each other, never really triumphing over one another. One has been using an army of robots and the other has been using a group of angry Brahmin to fight. Our people are fed up of this continuing and ridiculous drama. How do we bring this conflict to an end?


Radio Stations​

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

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

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

Enclave Military Radio – Coded Broadcasts

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

New Age Corporate Radio – Broadcasting in the Clear – Saint Augustine, Florida
-Sporting Events
-Comedy Shows
-Local Advertisements

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

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

OOC

@christos200: You will get better results from salvaging if you focus on individual towns or cities, just so you know. Like I said on the thread earlier, google maps is your friend.

@Everblack: An NPC by definition will develop slower than a player run community, simply because they lack the leader and faction traits that provide bonuses to players. The difference isn’t too bad though, at least not normally.

@thomas.berubeg: I think you misunderstand about the hacking. To hack a robot you have to actually be within arms’ reach and work on it from behind. That’s how it works in Fallout, that’s how it works here. There is no device that can hack it from a distance. Sadly, there’s no wireless internet in the world of Fallout.

@J.K. Stockholme: Because farming equipment can only be built 3 times in a given settlement, only two sets were moved from Ventura City to Fort Prosper prior to the revolt.

World Map

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@EQ: I am a little confused EQ. Did you receive my orders? I sent them as a PM this time.
 
@EQ: I am a little confused EQ. Did you receive my orders? I sent them as a PM this time.

No, I have no record of receiving your orders.
 
@EQ: Okay. I wrote them out and thought I sent them in, but I guess I skipped a step.
 
@EQ: Okay. I wrote them out and thought I sent them in, but I guess I skipped a step.

No worries it happens, it could have been worse, but for the most part, you got out of it ok.
 
It's kind of ironic when the goddamn nuke explosion causes less damage than... I dunnow.
 
EQ, is there anyway I can tell how large the large group is? Or what sort of armaments they have?
 
@Decamper: Sorry, I thought I had included that. It's a force somewhat larger than the town, and they appear to be very poorly armed. No guns among them, but plenty of scary looking makeshift weapons.
 
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