Botwawki 2.6

I didn't picture a "Master-like" blob of biomass (though, I guess I should have - Fallout, after all) but rather a young girl, floating in a fluid filled container, tubes and wire digging into her skin.

I sort of assumed that, since this version of the FEV is BETTER than the canon one, it doesn't have the crazy mutation (The warriors were much more human compared to the Super Mutants)
 
I'am trying to write a few stories about the GRD but I am having some difficulty deciding what to write about. If anyone has some ideas or recommendations I am all ears.
 
I'am trying to write a few stories about the GRD but I am having some difficulty deciding what to write about. If anyone has some ideas or recommendations I am all ears.
The President's trip to the Anclave Regional Headquarters.
 
The President's trip to the Anclave Regional Headquarters.

Actually to be factually the GRD leader is the Governor and he went to meet with John Henry Eden, the President in Raven Rock up near Washington. Of course he was blindfolded through the process so he wouldn't know exactly where he was going.
 
He could write about what happened when he got there ;)
 
Once again, I'm faced with a week that looks a bit busy for me, so we'll be starting the updating process on Monday the 23rd instead.
 
This timing could not be better EQ. I've no time this week to do orders or plan. As a heads up, I will probably submit my orders monday evening, since I have a unit exam that day.
 
Just a reminder, the update will begin on Monday.
 
Sawgrass Tribe Orders

Scavenging:

Send 150 Tribesmen, armed with 25 High-Tech Melee weapons and 125 Low-Tech Melee weapons into Belle Glade to confront the Mirelurks and scavenge for medical supplies, scrap, and weapons.

Exploration:

Send out small teams of scouts to locate some of the bandits that abducted and killed our tribesmen. If we have the opportunity to kidnap one or two we will, and have them brought back to our jail to be interrogated as to the location of our abducted kin.

Diplomacy:

-------
To: The Survivalist Union
From: The Sawgrass Tribe


We are glad to find there are friendly people out in the wastes. Our people are currently suffering a strange ailment. Would your people have the knowledge and capability of helping diagnose this disease, and possibly be able to lend assistance in treating it?
-------

Approach the Survivalist Union to see if they have knowledge of medicine and would be willing to lend a hand in diagnosing and treating our sick tribesmen. We would be willing to house and feed their doctors while they assist us, but other than that we do not have much to trade.

Building:

Build a jail for 300 scrap parts.

Chief’s Challenge:

Spoiler :

The disease that had ravaged our people seems to be dying down to a degree. This has gone to the point where some our leadership believe we can reduce quarantine measures and ease back on medical treatment, claiming that the measures restrict the freedom of our people. Others believe that we should maintain all of these measures strictly until the disease is fully eradicated. How do we respond to this debate?

Response: We will continue to enforce the quarantine measures to eradicate the disease and ensure the continuation of our people. We will request that scavenging teams try to locate items that might bring comfort and entertainment for our sick to help ease their recovery, or passing.
 
Empire of America:
Spoiler :

Empire of America: christos200
Leader: Emperor Felix V Jackson (Fearsome)
Faction Trait: Barbaric
Karma: Lawful Evil
Capital: Felix City (Bunker; Marion, AL)
Structures: Market, Farming Equipment, Hydroponics Farm, Fortifications, Jail, Water Purifier, Radio Tower, School
Population: 350
Total Population: 1,590
Slaves: 190
Total Slaves: 190
Education: General
Caps: 19.1k
Food: 2,150 (+1,500)
Water: 1,760 (+700)
Energy: 0 (+0)
Tech Parts: 7
Scrap Parts: 310
Ammunition: 600
Military Equipment: 170 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 40 1-H Guns, 10 2-H Guns, 150 Laser Weapons, 50 Power Armor Suits
Robots: None
Military Skill: 11
Outposts:
Spoiler :

Athens (Urban Ruin; Midfield, AL): +150 Food, +50 Water
-Population: 310
-Structures: Fortifications (2), Jail, Hydroponics Farm
-Arsenal: 400 Low-Tech Melee Weapons, 200 1-H Guns, 100 2-H Guns
Heavenly City (Urban Ruin; Centreville, AL):
-Population: 170
-Structures: Fortifications, Jail
-Arsenal: 200 Low-Tech Melee Weapons, 100 Laser Weapons
Paris (Urban Ruin; Leeds, AL): +150 Food, +50 Water
-Population: 380
-Structures: Fortifications (4), Jail, Hydroponics Farm
-Arsenal: 300 Low-Tech Melee Weapons
Napoleontown (Settlement; Uniontown, AL): +550 Food, +500 Water
-Population: 200
-Structures:Water Purifier, Hydroponics Farm, Fortifications, Jail
-Arsenal:200 Low-Tech Melee Weapons, 90 1-H Guns, 100 Laser Weapons
Rome (Urban Ruin; University of Alabama, Tuscaloosa, AL): +150 Food, +50 Water
-Population: 160
-Structures: Fortifications, Jail, Hydroponics Farm
-Arsenal: 200 Low-Tech Melee Weapons, 50 Laser Weapons



Emperor's Solution:
Spoiler :
The thief shall be jailed for ten years but will be released in two if he accepts to not use chems again. The loyalist faction and the raider faction shall be called to a dinner and be forced to apologize to one another. Institute a law that the ones who insult the other faction shall be executed. Also, strongly encourage loyalists to marry family members of the raiders and vice versa.


Orders:
Spoiler :

100 soldiers, equipped with 100 Laser Weapons, 30 Power Armor Suits, 30 High-Tech Melee Weapons and 100 Low-Tech Melee Weapons, shall explore Carbon Hill, Alabama and search for scraps. If they find a settlement, they shall give it's residents the chance to surrender to the Empire. If they refuse, they shall conquer it and behead all residents. If they are attacked, they are to fight it out unless victory becomes impossible and they shall orderly retreat.


Naming Orders:
Spoiler :

If a new settlement is conquered, name it Berlin.
 
I'm back!

Workers’ Republic of the Reclamation
rT0aMYX.jpg
Spoiler :
Leader: Chairman Norman de Paur (Enigmatic)
Faction Trait: Expansionist
Karma: Neutral Good
Capital: Viracocha (Hardeeville, SC; Pre-war Community)
Structures: Farming Equipment (2), Water Pump/Purifier, Jail, Ammunition Convertor, Fortifications (3), Institute, Radio Tower, Energy Reactor
Population: 660
Total Population: 1,640
Total Slaves: 0
Education: Theoretical Science
Caps: 12k
Food: 7,740 (+1,700)
Water: 4,840 (+2,000)
Energy: 0 (+5)
Tech Parts: 116
Scrap Parts: 260
Ammunition: 1,000
Military Equipment: 265 Low-Tech Melee Weapons,20 High-Tech Melee Weapons,135 1-H Guns, 20 2-H Guns, 150 Laser Weapons, 5 Heavy Weapons, 100 Power Armor Suits
Robots: None
Military Skill: 5
Outposts:
Nanabozho (Rincon, GA; Settlement): +500 Food, +1,100 Water
-Population: 570
-Structures: Fortifications (3), Market, Water Pumping/Purifying Station
-Arsenal: 265 Low-Tech Melee Weapons, 20 High-Tech Melee weapons, 125 1-H Guns, 20 2-H Guns, 145 Laser Weapons, 5 Heavy Weapons, 85 Power Armor Suits
Tabaldak (Savannah, GA; Urban Ruin):
-Population: 410
-Structures: Fortifications (2)
-Arsenal: 50 Low-Tech Melee Weapons, 10 High-Tech Melee Weapons, 100 1-H Guns, 20 2-H Guns, 100 Laser Weapons, 50 Power Armor Suits, 5 Mr. Handys

Spoiler Orders :

- Construct 5 Mr. Handys for 5 energy, 15 tech (move to Tabaldak).

- Expeditions of 10 Mr. Handys and 100 soldiers (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) are to continuously run out of Tabaldak, scavenging central Savannah.
- An expedition of 100 (25 laser, 25 1-H, 50 Low Tech Melee, 15 Power Armour Suits) is to scavenge on Parris Island and the surrounding area.
- An expedition of 300 (5 heavy weapons, 75 laser, 75 1-H, 150 Low Tech Melee, 100 Power Armour Suits), bringing whatever amount of water and food is deemed necessary, is to head to towards Augusta. The expedition’s route will be along the 21/25, while the return route will be along the 278/321. On the to and from routes they are to continuously scout and scavenge nearby communities, with the primary objective being to determine where the best location is for a new settlement between Savannah and Augusta, ideally near enough to the Savannah River or a lake to draw water. In Augusta they are to scout cautiously and scavenge all they can carry, while also assessing where a settlement could be built outside of the city centre. If the encounter any heavy resistance or incur anything above ¼ casualties they are to immediately retreat.
 
Starting work on the update now. You stragglers should get orders in!
 
Maritime Collective:
Spoiler :
Leader: Mayor Harken Beckett (Scavenger)
Faction Trait: Industrious
Karma: Neutral Good
Capital: Pensacola, FL (Urban Ruin)
Structures: Pumping/Purifying Water Station (2), Fortifications (5), Ammunition Convertor, Jail, Radio Tower, Market, School, Hydroponics Farm (4), Forge, Airfield
Population: 970
Slaves: 0
Education: General
Caps: 18.6k
Food: 3,810 (+500)
Water: 1,990 (+800)
Energy: 0 (+0)
Tech Parts: 23
Scrap Parts: 3,500
Ammunition: 2,525
Fuel: 82
Military Equipment: 1,635 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 645 1-H Guns, 470 2-H Guns, 70 Laser Weapons, 60 Plasma Weapons, 50 Heavy Weapons, 3 Howitzers, 1 IFV, 1 Small Boat, 6 B-77 Heavy Bombers
Robots: None
Military Skill: 10
Damaged USS Alabama: 0/500 Scrap Parts, 0/40 Tech Parts, 0/1 Energy Reactor


Mayor solution:
Spoiler :
The ship will be trade to the Encalve for 900 scrap and 20 tech parts.


Order:
Spoiler :
- An expedition of 200 men with 150 2-H Guns and 50 1-H Guns will head to Bay Minette, Alabama
 
MississippiDemocraticRepublic_zpsfffb39f8.jpg


Mississippi DR

(My stats didn't seem to be updated? So I reflected the changes here)

Spoiler Stats :
Mississippi Democratic Republic: SouthernKing
Leader: Chairman Jim (Enigmatic)
Faction Trait: Expansionist
Karma: True Neutral
Capital: Natchez (Natchez, MS)
Structures: None
Population: 1,180
Slaves: 0
Education: Oral
Food: 2,420 (+1,000)
Water: 2,420 (+1,000)
Energy: 0 (+0)
Tech Parts: 150
Scrap Parts: 600
Ammunition: 420
Military Equipment: 500 Low-Tech Melee Weapons, 425 1-H Guns, 25 2-H Guns, 10 Heavy Weapons
Robots: None
Military Skill: 3


Spoiler Orders :

-First, build a water purifying/pumping station in Natchez, to derive water from the (probably horribly irradiated) Mississippi River, with (400 Scrap Parts, 6 Tech Parts), thus granting us a source of clean, fresh, and pretty much endless water.
-Second, build three sets of farming equipment for (150 Scrap Parts, 6 Tech Parts). These will be shared amongst the collective farms of Natchez, and distributed evenly to all.

In regards to scavenging:
-40 people, with 40 melee weapons and 40 1-H guns, will set out again, this time to areas to the east of Natchez, to scavenge. If they find large parties of raiders or such, they are not to engage.
-Another party, this time with 200 people, 250 melee weapons, 150 1-H guns, 15 2-H guns, and 5 heavy weapons, will head north, to the same location at Alcorn. Our goal here will be to plant the MS DR's flag at the site, and to dispel any remaining raiders.
-A much smaller party of 10 people, with 10 melee weapons, 10 2-H guns, and 2 heavy weapons, shall make a preliminary expedition south into pre-war Louisiana, where we have heard rumours of strange beings residing. They are not to engage under any circumstances, simply examine, and return home with knowledge of what they have seen.


Spoiler Chairman's Solution :

We can't let the feral ghouls be incorproated directly into our community, but the wise Chairman Jim dictates that we must show humility in dealing with him. Therefore, we will allow them to reside at a special site somewhat distant from Natchez proper, but still within our firm territory, where scientists will attempt to rehabilitate them under close guard - use any necessary scrap parts or tech parts if they will help. If they are proven to have been rehabilitated, slowly experiment with reintroducing them to the MS DR's society.
 
My Sims are eating all my free time. Help Me.
Survivalist Union:
Spoiler :
Leader: Headman Elizabeth Bacall (Scavenger)
Faction Trait: Defensive
Karma: Chaotic Good
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment (3), Jail, Market, Radio Tower, Fortifications (2), The New Strip, Water Purifier (2)
Population: 1,290
Total Population: 3,060
Slaves: 0
Education: General
Caps: 8.5k
Food: 8,580 (+3,160)
Water: 1,740 (+2,650)
Energy: 0 (+0)
Tech Parts: 29
Scrap Parts: 1,150
Ammunition: 2,440
Military Equipment: 110 Low-Tech Melee Weapons, 15 High-Tech Melee Weapons, 70 1-H Guns, 395 2-H Guns, 25 Laser Weapons, 1 Heavy Weapon, 1 Power Armor Suit
Robots: None
Military Skill: 6
Outposts:
Spoiler:

New Casablanca (I-95 Florida Exit 96; Urban Ruin): +1,000 Food
-Population: 370
-Structures: Fortifications, Farming Equipment (2)
-Arsenal: 10 1-H Guns, 30 2-H Guns, 1 Heavy Weapon
Port Maya (Port Mayaca, FL; Settlement): +100 Food
-Population: 140
-Structures: Fortifications (2)
-Arsenal: 70 Low-Tech Melee Weapons, 50 2-H Guns
Refuge (Johnathan Dickinson State Park, FL; Settlement): +550 Food, +750 Water
-Population: 1,000
-Structures: Fortifications (3), Farming Equipment (3), Water Pump and Purifier (2), Hydroponics Farm (4)
-Arsenal: 430 Low-Tech Melee Weapons, 120 1-H Guns, 20 2-H Guns, 15 Laser Weapons, 2 Heavy Weapons, 20 Canoes, 2 Rafts
St. Lucy (Port St. Lucie, FL; Urban Ruin):+650 Food, +950 Water
-Population: 410
-Structures: Fortifications, Farming Equipment (3), Water Purifier, Water Pump/Purifying Station (2)
-Arsenal: 25 High-Tech Melee Weapons, 30 1-H Guns, 30 2-H Guns, 1 Heavy Weapon


Wasteland Challenge solution:
Spoiler :
We exiled the Brotherhood of the Damned once for murder, BUT, if they truly have reformed, and can prove that they do not perform any crime in our territory, then we have no complaint against them; though they must submit to periodic inspection, to ensure that they really have reformed.
Of course, it is against the policies and tenants of the Union to restrict anyone that plays by our rules. So, as long as they behave, we have no official bans or endorsements on either religious faction.

Headman’s Challenge solution:
No. We will got start our relations by smuggling drugs to them. We can arrange an official trade mission for some of the lighter recreational chems and alcohol, but only if their leaders approve it. Anyone caught smuggling things outside of our agreement will be punished, and if they catch you, we won't help.

Orders:
Spoiler :
Scavenging/Military
Time for something smaller.

215 individuals (15 lasers, 130 2-h guns, 30 1-h guns, 10 HT melee, 30 1-H melee) will head down to scavenge the area of Jupiter, keeping watch for any Dragon sightings, and retreating North if they become common.

A small team with go with the Headman to inspect for remaining cashes of salvageable goods hidden around our settlements (as with last turn) this group will have 80 members (draft from the communities as needed for extra muscle) with 5 lasers, 40 2-h guns, 25 1-h guns, 10 HT melee)

Construction:

Construct 2 farming equipment, 2 Water Pumping and Purifying Stations (or water Pumping Station, whichever is more suitable for Lake Okeechobee) in Port Maya.

Trade:
Buy 3 tech parts form the market.
 
My Sims are eating all my free time. Help Me.

Play Sunless Sea. Let that eat your free time instead.


EDIT: For those concerned, we may have to move to a new thread, as my current front page post arrangement has turned out to not be enough for the current amount of stats and rules.

EDIT EDIT: Good news! Managed to edit and rearrange the first few posts so that everything fits! Hurrah for me!
 
Move it to IOT anyhow >_>

Mostly because I don't want to check two forums XD
 
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