Botwawki 2.6

Hello,

I'm back and looking to get back into this. And after conferring with EQ, I'm taking the Steelmen.

also, reaffirming previous NPC diplomacy with the Georgia Reclamation District. Give us food and water, or murder.
 
@Grandkhan: Should have pointed out, there are a few more things you need to take over:

1. A faction trait (choose form the from like with creating a new faction)

2. A Leader name/trait

3, And, you may want to send in some basic orders, simply because you may be thrown immediately into a war here.
 
Yep, that's how it works when you join as an existing faction.
 
I didn't get to do that QQ
 
DuneBear - to that point, keep in mind that GrandKhan also doesn't have much time to put together any complicated orders, so I think his rushed orders more than make up for his late joining.
 
You can put together complicated orders in 30 minutes. I haven't even turned my orders in yet. The problem I have is allowing people to join last minute upsetting the game.
 
Well in Grandkhan's defense he's in a situation where he may have to fight a major war against the wasteland's single strongest faction. So I mean, I guess I can see the exception here?
 
Starting work on the update now.

In reference to Grandkhan's ability to give starting orders, I'm going to point out that he's in a less than enviable position. If I were to not give him a chance to send in basic starting orders, the Steelmen would be locked in place and not able to do anything at a critical moment. Seeing as he's up against literally the most powerful faction in the game, plus the Enclave, plus anyone the Enclave is willing to bus in, plus maybe high altitude bombers that literally can't be stopped, I think the situation is more than fair. If anything, the odds are still weighted heavily against Grandkhan.
 
I'm committing the sin of a double post here, just to make sure it is seen.

First of all there has been some confusion about mercenary groups over this past turn, simply due to the amount of people attempting to hire them. I discovered that my old systems here don't really work for the mercenaries and this was something I should have revised previously. I did not expect this turn's level of bidding for mercenaries to take place, and that has created some disorder here. So, allow me to clarify:

Mercenary groups have finite resources and can only take a single job for a single faction each turn. They will work the most expensive contract first, BUT they will put any other jobs on a waiting list for future payment. They will agree to maintain the old cost of business for the completion of the job, regardless of how the market has changed. You will not be charged for the job until the turn it is completed if you are not able to get it completed this turn. Mercenary groups, if offered competing contracts will accept the one from the group most similar to their own view of the world (more alike Karma). Mercenary groups can and will lie to and cheat you as they are independent entities occasionally with their own agendas.


@Dunebear: I highly doubt that Grandkhan will do anything that NPC Steelmen could not/would not have done if he had not joined. If anything he's likely to be less effective at doing it immediately than the NPC would have, simply because of the handicap of joining the game at this point.
 
Sorry if these order are to late but I been busy with Finals (my online professors decide to open final exam just yesterdayat night so I decide to do one a night and after doing it I fell at the keyboard. :blush:)

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: 1,230
Slaves: 0
Education: Advanced
Caps: 24.6k
Food: 3,880 (+1,400)
Water: 2,850 (+1,500)
Energy: 3 (+3)
Materials: 1,650
Ammunition: 2,175
Military Equipment: 1,135 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 545 1-H Guns, 450 2-H Guns, 30 Laser Weapons, 40 Plasma Weapons, 50 Heavy Weapons, 3 Howitzers, 1IFV, 1 Small Boat, 1 Large Boat, 3 B-77 Heavy Bombers
Robots: None
Military Skill: 10
Outposts:


Mayor’s Solution:
Spoiler :
We will send a bomber to carpet boom them them then a militia will be send to clean up stragglers


Orders:
Spoiler :
-A large ship with 50 2-H Gunsmen will search the Pensacola for sunk ship part that can be use for scrap
-A small boat with 40 2-H Gunsmen will head to New Panama
 
Atom Union

Stats:
Spoiler :

Atom Union: Polyblank
Leader: Commissioner Mark Jobs (Enigmatic)
Faction Trait: Defensive
Karma: True Neutral
Capital: Albany, GA (Pre-War Community)
Structures: Farming Equipment (2), Institute, Fortifications (3), Energy Reactor, Automated Defense System, Radio Tower, Water Station, Airfield
Population: 1,850
Slaves: 0
Education: Advanced
Caps: 33.8k
Food: 7,320 (+1,870)
Water: 1,790 (+1,150)
Energy: 8 (+7)
Materials: 2,150
Ammunition: 1,425
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): +750 Food, +500 Water, +2 Energy
-Structures: Fortifications (4), Water Station, Farming Equipment (3), 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
Easebur (Settlement; Leesburg, GA): +270 Food, +150 Water, +3 Energy
-Structures: Fortifications (4), Water Station, Farming Equipment (3), 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


Challenge and Solution:
Spoiler :

Commisioner's Challenge: While we have been making a good deal of money off of the open market, some of our advisors have begun to suggest taxation as a revenue source. They claim that even a minimal tax of 1 cap every six months per adult would help our financial situation considerably and provide us with more income as a faction. We could tax even more than that, but high taxes could alienate our people. How do we respond to this proposal?

Commisioner's Solution: A new tax will be issued that will amount to 1 cap every 8 months per 2 adults with a child and 1 cap every 6 months every month without a child. This will be done in order to encourage a growth in population.


Market and Building Orders:
Spoiler :

Build 7 Farming Equipment distributed equally in our settlements totalling a whole of 1,800 spent Materials
Buy 1000 Water for 14k caps
Buy 500 Ammunition for 16,5k caps


Scavenging Orders:
Spoiler :

Send a force of 110 ( 70 H1 - Guns, 30 H2 - Guns and 10 Laser Weapons ) to guard our surrounding areas from attacks from bandits. Ask for our neighbours to inform us if they notice suspicious movements.


Diplomacy:
Spoiler :

To: Pelham, Dawson
From: The Atom Union
Your admission to the Union is accepted. Welcome, friends!
 
Poly bank I don't think EQ has any other tax policy besides caps per head every 6 months
 
Poly bank I don't think EQ has any other tax policy besides caps per head every 6 months

I made it work. Already done that part of the update.
 
Considering joining after this update. Im debating between the Survivalist Union or creating an entirely new faction (is that possible?). How behind would an entirely new faction be compared to the other players at this point?
 
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