Botwawki 2.6

Conch Thallasocracy Orders

Stats
The Conch Thalassocracy of the Keys: Grandkhan
Leader: High Doge-President Santiago Ruiz (Charismatic)
Faction Trait: Expansionist
Capital: Duck Key, FL (Pre-War Community)
Structures: Water Pump/Purifier, Market, Farming Equipment
Population: 460
Slaves: 60
Education: Oral
Food: 2,030 (+750)
Water: 2,395 (+750)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 500
Ammunition: 2,530
Military Equipment: 165 1-H Guns, 110 2-H Guns, 9 Heavy Weapons, 2 Rafts, 5 Canoes, 2 Small Boats
Robots: None
Military Skill: 10

Construction/Spending
-180 Food, -180 Water to the Tubaroes as tribute.

Orders
All hands on deck! For once, we are able to prepare for an attack that we know is coming. All available men and women are to take up arms and defend Duck Key from the invasion attempt. The slaves are to be kept under guard during the duration of the crisis. The two small boats are to be kept back from the majority of the fighting, and the intent is to force the enemy to attempt to land and cut them down when they try. After they are clearly on the retreat, the fully crewed and armed 5 canoes and the small boats are to pursue and try to take down as many enemy canoes as we can. However, the small boats are to be kept as far out of serious danger as much as possible and in the event that damage looks likely they are to pull back. Caution is the watchword here.

Also send a missive asking where the goddamn hell the Tubaroes are and what the hell we're paying them for if not to defend us from an attack.
 
Spoiler :
eader: Grandmaster Browning (Charismatic)
Faction Trait: Religious
Capital: The Citadel (Ocala National Forest, FL; Settlement)
Structures: Jail
Population: 440
Total Population: 1,010
Slaves: 0
Total Slaves: 80
Education: Oral
Food: 11,425 (+1,650)
Water: 6,560 (+1,450)
Energy: 0
Tech Parts: 35
Scrap Parts: 590
Ammunition: 80
Military Equipment: 238 Low-Tech Melee Weapons, 15 High-Tech Melee Weapons, 50 1-H Guns, 10 2-H Guns, 50 Laser Weapons
Robots: None
Military Skill: 9
Outposts:
Spoiler:

Oscargrad (Gainesville, FL; Bunker): +400 Food, +200 Water
-Structures: Pumping/Purifying Water Station, Farming Equipment, Hydroponics Farm, Ammo Convertor
-Population: 560
-Slaves: 80
-Arsenal: 960 Low-Tech Melee Weapons, 110 1-H Guns, 2 Power Armor Suits


Spoiler :
Grandmaster's Solution:

Who are we to say no when a community under God asks us for our assistance? SECURE OCALA!


Spoiler :
Orders:

Our primary foe from now on is the Army of Minorne. Threat level is HOLY . We must prepare accordingly.

Convert 100 additional units of scraps into Ammunition.

First step is integrating the regional power of Ocala under our banner in order to strengthen our local power. Gather up 300 men with 15 high tech melee weapons, 2 power armors, all of our laser weapons, and all of our 1-H weapons and ammunitions. The rest will carry low-tech melee weapons Make them carry 500 units of food and water and travel via force with music blaring and drums beating. Tell the Ocalans that we will accept their offer and that Ocala is hereby fully under Brotherhood protection.

They will, of course, be allowed to keep their own government as long as they recognize the superiority of the Church over the State. Coincidentally many good natured people who so helpfully recognized the superiority of the Brotherhood already and asked us for protection will be offered a position in the Brotherhood but that's just that. A coincedance. Certainly not backroom politicking for us to gain power or anything oh no. And anyone who disagrees with this can ask to speak our human resources manager in the power armor and the power fist.

Also gather up 100 men and have them go west of Ocala to secure and find more scraps because... Minornes are crazy and we need more ammo.
 
Been running a bit behind. Going to try to get started on the update today, but most likely it'll be completed Friday rather than tomorrow. Get those orders in.
 
orders
Spoiler :
send a team of 20 guys without power armor from the bunker, plus 15 guys with power armor from the holy wood garrison to go to meggett to scavenge for stuff there. They all also have laser weapons
 
Been running a bit behind. Going to try to get started on the update today, but most likely it'll be completed Friday rather than tomorrow. Get those orders in.

Any estimates on my cultist numbers?
 
These orders are dedicated to the many clerks who carefully, thoroughly cleansed them of the Headwomans prolific, filthy language in regards to the cult. Some may never fully recover.


Survivalist Union:

Spoiler :
Leader: Headman Julie Keyes (Charismatic)
Faction Trait: Defensive
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment, Water Purifier, Jail, Forge
Population: 880
Slaves: 0
Education: General
Food: 1,370 (+830)
Water: 1,880 (+900)
Energy: 0 (+0)
Tech Parts: 8
Scrap Parts: 300
Ammunition: 2,975
Military Equipment: 125 1-H Guns, 100 2-H Guns, 25 Laser Weapons
Robots: None
Military Skill: 5


Headman’s Challenge solution:
Spoiler :
This has gone on long enough. This, this…. Stupidity now poses to much of a risk to our people. To many in this cult seem intent on ignoring every form of logic and driving us into becoming some sort of roadside murder cult. No happening. As such, the A large scape campaign will begin, with ALL union members will be required to sit through multiple presentations explaining that there is no reason to believe in the hostility of some higher power. We imprisoned their leaders, restricted their activity, and yet this “god” HELPED those of us that OPPOSED it? No. There is no god, and even if you must believe it exists, then it’s clear it poses no threat to us. Any weapons seen in possession of any cultists, as well as that could be accessed by them will be seized.


As well, all other individuals directly involved in the murder of this child will be arrested. Once the media blitz is complete, the people involved and the cult leader will be executed by hanging. While they deserve worse, will not inflame people more than must be in this case. When this “god” fails to intervene and save her prophet and faithful, and cultists will offered a chance to repent their beliefs and rejoin logical society.

Those that refuse, and insist on holding to their beliefs are no longer welcome with us. They are to leave are territory forever and not come within 12 miles of Liberty City, and any who return must provide absolute proof that they have repented, or they will be made into Contract Workers. Let their god provide for them on their own in the wastes. Any cultists may choose to accept Contracts rather than exile, in which case they will lose their liberty and be forced to work for the Union, but they will still receive shelter and protection from us.

Because we are still compassionate, exiles will be permitted to 6 months’ worth of food and water per person with them. They will not be allowed to take any other commune property or supplies. Why would they need them? They god will provide for them, won’t she?



Orders:
Spoiler :
Construct a Farming Equipment in Liberty City.

Begin a controlled exposure of people to working radios. A few individuals with no prior sympathies for the Cult of symptoms of those headaches or nightmares will start listening to radios for a few hours every day they will each listen to a different station to try to determine which station may have been carrying the mind control frequency, and if it still is. Continue for 6 months.

Send a team with 30 armed members (10 long guns, 20 1-H) up to Indian Hideout with 80 food and water. They are to aid the Hideout with security and defense, as well help with work that needs some extra hands. They will also carry and extra 10 1-h and 5 2-H with them, to be loaned to the Hideout in the event of attack, provided the settler seem reliable. If any exiled cultists show up here, encourage the settlers to turn them away.

If the situation with the cult seems stable, then after a few months a large scale expedition will be sent to perform detailed scavenging in the old urban areas from Port St. Lucie across to the sea. There will be up to 100 members, with 15 lasers, 35 2-h, and 50 1-H guns. If the see an opportunity to hunt Mirelurks or other threats without being overrun, then they should.




From: Survivalist Union
To: Indians Hideout

Hey, there, sorry, but we will be somewhat limited in what we can sent you for now. Internal problems. Heads up, if you get a bunch of people that are member of some cult looking to join, don’t accept them. They’re dangerous, and WILL cause problems.

Any ways, we’re sending you some supplies and some fella’s who can help to protect you and give you a hand. Hopefully we can do more in a few months.
 
@EQ, not going to have enough time today to write up full set of orders, which makes me feel dumb for not using the holiday to get it done.


Quarantine Leesburg for a while, just to be safe. Our food and water stocks can take the hit. We can't risk any disease spreading throughout the Commonwealth.

Additionally, we're going to keep up the scavenging around Apopko. This time we're going to focus south in Clarcona. Same 200 man sized group (2 power suits, 100 laser weapon, 49 2-h, 49 1-h).
 
Well, I've completed the update for everyone who has sent orders in. Going to give it another day, but one way or another, I will be posting the update tomorrow.
 
Sorry, I've been on vacation, still am actually. Will try to type orders up on my phone tonight.
 
Spoiler :
Saint Vikings Lord Herobrine
Leader: Overseer Shawn Lapointe (Charismatic)
Faction Trait: Tech Savvy
Capital: Vault 73, St. Petersburg, FL (Vault)
Structures: Radio Tower, Ammo Convertor, Market
Population: 700
Total Population: 1,300
Total Slaves: 0
Education: Applied Science
Food: 12,560 (+2,000)
Water: 10,760 (+2,000)
Energy: 0 (+0)
Tech Parts: 47
Scrap Parts: 1,325
Ammunition: 1,615
Military Equipment: 170 Low-Tech Melee Weapons, 10 1-H Guns, 15 2-H Guns
Robots: 10 Mr. Handys, 20 Mr. Gutsys
Military Skill: 3
Outposts:

Hangarville (Urban Ruin, Whitted Airport, St. Petersburg, FL)
Population: 600
Structures: Fortifications (5), Airfield, Jail, Forge
Arsenal: 200 Low-Tech Melee Weapons, 100 1-H Guns, 20 2-H Guns


Orders for Update Seventeen
Attempting to return the faction to a normal lifestyle free of the yawn disease, the baseball league has been an integral part of rehabilitating the population. The introduction of chem use in games has brought up the debate over whether they should be allowed. Making his decision on moral grounds, Overseer Lapointe banned the use of steroids and other chems.

Movements / Orders
-Reopen the radio tower. Continue the popular baseball games, as well as adding several new subject hours. Introduce a "Traveler Tales" hour, where survivors can tell their stories and spread the word about dangers or good fortune. As a side part to the TT hour, people can come on air to speak to family members or friends that are still in the wilderness.
-Continue the scrap-recovery operation that has been remained unchanged for years now. (OOC: Typing on my phone and can not be bothered to look it up.)
-Build two more layers of fortifications for Hangarville.
 
Update 17: 2248, January – June
Rising Tide

Inter-Faction Reports​

NEW RADIO STATION GOES LIVE. Once again, the Radio of the South has gone off the air, likely due to storms in the region. Instead, a new station has begun broadcasting, the New Age Corporate Radio. Broadcasting from the ancient city of Saint Augustine, the New Age Corporation has begun broadcast of sporting events and comedy shows, a welcome replacement for the lost comedy shows of the Radio of the South. It is hoped that the new network will last out a good long while, and it has offered something somewhat new to Sunshine Wasteland radio. Local businesses at the marketplace in Saint Augustine have begun broadcasting advertisements for their wares over the radio, paying for the privilege from the central leadership of the Corporation. While this has attracted some to the marketplace, competing broadcasts from Nasa Educational Radio claim that the Corporation does not respect personal property and dabbles heavily in slave trading.

RADIO HERALDS OUTBREAK OF WAR. Sunshine League Radio has come back on the air, initially with news about baseball once more, but it has since turned to far darker topics. Along with Nasa Educational Radio, both networks have been informed about a major battle near Sebring in which a large expedition from the Sunshine Kingdom was wiped out by what has become known as an “Army of Minorne.” Reports turned into fact for the people of the Saint Vikings, who reported over the air that the outlying town of Hangarville was assaulted by Minorne’s Army in Tampa. They claim that the town has held against massive opposition and will continue to hold as the fortifications there are bolstered. Other radio news networks have claimed rumors of a town or two being burned in the southern part of the peninsula, but have so far been unable to confirm these rumors.

Faction Reports​

The Citadel
Spoiler :

The Citadel has been quiet lately, as efforts are made to consolidate the gains of taking the town of Holy Wood. The population continues to remain enslaved, but the doors have been opened to the arrival of immigrants to the town. Few have taken the offer to attempt to travel to the Citadel itself, resting deep within the highly radioactive ruins of Charleston. A minor salvage expedition was sent to the small ruined town of Megget, finding only scrap and only being able to haul a minor portion of it back to the town. Megget itself was found to be full of various smaller wasteland creatures, none of them particularly dangerous or difficult to dispatch. The expedition returned with no losses, and the rest of the faction passed the time quite uneventfully.

Turn Stat Changes
+120 Scrap Parts from expedition to Megget salvage
+10 Population from immigration
+250 Food, +200 Water from surplus production

Commander’s Challenge: A travelling band has arrived in Holy Wood and is surprisingly good at what they do, singing old world songs with a new beat. They provided ample entertainment, and some of our leaders asked them to remain and provide their new boost to morale. Unfortunately, they claim a desire to keep moving. Some of our leaders have suggested that these people ought to be “retained” as serfs in order to keep morale high among our citizens. How do we respond?


The Conch Thalassocracy of the Keys
Spoiler :

The Thalassocracy faced a dire circumstance as the formerly friendly community of Big Pine Key sought to liberate the slaves held on Duck Key. They issued an ultimatum, which solely served the purpose of alerting the High Doge-President of the impending attack. With the Tubarões nowhere to be found, the Thalassocracy braced for the assault. When it arrived, the attacking people from Big Pine were bombarded by heavy weapons and small arms fire, leading to rapidly escalating casualties. Still, they managed to get off the beach and into the lines of the Thalassocracy. The heavy fighting that ensued led to a large number of deaths, but eventually the Big Piners were driven back. They were preparing to flee for good when a canoe arrived from Big Pine Key, informing the surviving attackers that the Tubarões had razed their homes and enslaved those left behind. The pillar of smoke seen from Duck Key reinforced this story in the minds of all. With nowhere to go and the much faster ships of the Thalassocracy closing in, those still alive surrendered to the forces of the Thalassocracy, and have been forcibly impressed themselves.

Turn Stat Changes
-180 Food, -180 Water for tribute to Tubarões
-120 Population, -430 Ammunition from losses in Big Pine Key attack
+1 Military Skill from combat
+190 Slaves, +400 Low-Tech Melee Weapons, +100 1-H Guns, +25 Canoes from spoils of Big Pine Key attack
+30 Population from immigration
+15 Slaves, +40 Ammunition from market dividends
+10 Population from natural growth
+370 Food and Water from surplus production

High Doge-President’s Challenge: Our victory over Big Pine Key has left us in the possession of a large number of people who used to reside there. They make a sullen bunch of laborers, and some of our people have suggested that we release them to another island like Key Largo in order to prevent an uprising. Still, there are advantages to retaining them as slaves, and others are less willing to let them go. How do we respond to this debate?


Kingdom of the Bay
Spoiler :

Not much happened in the Kingdom of the Bay.

Turn Stat Changes
+10 Population from natural growth
+280 Food from surplus production
-120 Water from consumption

King’s Challenge: Our entry into the wasteland and construction of a new settlement has attracted the attention of the numerous wanderers and nomads within the wasteland. Some of these people may have hostile intent, while others are simply looking for a safe place to live. How do we handle those seeking to immigrate to our new home?


Maritime Collective
Spoiler :

The Maritime Collective was primarily focused upon a major trade with the community of Hurlberg to the east. This turned into a particularly difficult venture, as they sought to trade a sizeable amount of fossil fuels and a functioning IFV to the people of Hurlberg. In between Pensacola and Hurlberg was the primary camp of the ruthless raiders known as the Fortunate Sons. The result was a vicious battle between the expedition and the raiders, though it was more of a curb-stomp fight than the Collective was initially willing to admit. The use of the IFV against the raiders was devastating, as they had nothing which could defeat the armored vehicle. After a major firefight, the Fortunate Sons were destroyed and their slaves were freed from captivity, returning to the Collective. The few survivors fled into the woods and attempted to put as much distance between themselves and the Collective as they could. The rest of the expedition proved simple enough, and they managed to trade the IFV, with a few more scratches on it than previously), to the people of Hurlberg. In exchange they were given a large amount of ammunition, bringing it back to bolster the Collective’s dwindling supply of its own.

Turn Stat Changes
+200 Scrap Parts, +20 Tech Parts from scrapped IFVs
-10 Population, -350 Ammuniton, -2 Fuel from losses from trade expedition to Hurlberg
+1 Military Skill from combat
+220 Population, +700 Food, +700 Water, +20 Tech Parts, +350 Low-Tech Melee Weapons from spoils of battle with the Fortunate Sons
-100 Fuel, -1 IFV, +3,000 Ammunition from trade with Hurlberg
+60 Population from immigration
+10 Population from natural growth
-300 Food, -200 Water from consumption

Mayor’s Challenge: Our population has nearly doubled in size since the influx of former slaves held by the Fortunate Sons. This massive arrival has given us some cause for concern as most of these people are different from us culturally and even linguistically in some cases. Some of our people have suggested that the influx of new migrants we have received be relocated to another town or established in a new community to avoid cultural conflict with our own. Others claim that they ought to be welcome freely and integrated into our own ranks. How do we respond to this debate?


Monastic Brotherhood of Poor-Fellows and Crusader Knights
Spoiler :

The Monastic Brotherhood has won a major political victory in the Sunshine Wasteland with the addition of Ocala to their direct control. After a couple of years of an impending water shortage and help from the Brotherhood, they built up enough good faith from the local population to secure a takeover. Members of the town’s council actually invited the Brotherhood in for protection and power in the town, recognizing the superiority of the Church over the state politically. The most outspoken opposed to the possible takeover experienced a series of accidents over the first few months of the year, and others have simply disappeared. According to the remaining members of the council, they were likely Vanguard spies seeking to destroy the fragile new peace. The Brotherhood was welcomed by a cheering crowd, and the actual takeover proved uneventful and without any difficulty. The town council continues to lead the day to day activities of Ocala, while they still answer to the overall leadership of the Grandmaster in the Citadel.

Turn Stat Changes
-100 Scrap Parts, +100 Ammunition from conversion
-100 Water from contamination
+200 Scrap Parts, +2 Tech Parts from Ocala local area salvage
+10 Population from immigration into the Citadel
+30 Population from immigration into Ocala
+40 Population from immigration into Oscargrad
+20 Population from natural growth
+980 Food, +240 Water from surplus production

Grandmaster’s Challenge: Grandmaster Browning has died! After being afflicted with a deadly illness, he lingered for a few months and then passed away. The question now remains on how to select his heir and who it will be. Some have advocated appointing the most fearsome of warriors to leadership. Others have suggested a vote among the leading priests, which would likely lead to the selection of one of our more enigmatic brethren. Lastly, a few have suggested that faction-wide elections be held for a popular candidate, which would inevitably lead to the success of the faction’s most charismatic member. How will we select our new leader?


New Age Corporation
Spoiler :

The New Age Corporation has undergone intensive construction and development on the home front. First of all, they attempted to negotiate for control of a small boat operated by an independent trader. When efforts failed, they simply seized the craft for the assets of the Corporation, and the former owner was killed in the process. Unfortunately, this has led most independent traders to mistrust the Corporation, and beyond slave traders, who have little elsewhere to go, most have elected to stop trading in Saint Augustine. It seems likely that this will reduce market dividends to nil for the foreseeable future, particularly as long as the market in Nasacity continues to thrive. Construction has been fairly consistent, especially in the new community of St. Johns, where new fortifications and farming equipment have been added to the town. In Saint Augustine itself, a radio tower was erected, broadcasting sporting events, comedy shows, and local advertisements to the wasteland.

The other big endeavor of the Corporation was a major expedition launched to a former airfield on the west side of Jacksonville. With no local bridges intact and the eastern parts of Jacksonville clogged with deadly monsters of all types, they chose instead to take the known safer route through Palatka. Upon reaching Jacksonville, they were forced into a firefight against a local band of salvaging raiders, but the hostiles were driven off and the Corporates began their own salvage operations. Robots salvaged a substantial amount of scrap, and a cache of pre-war high-tech melee weapons were further recovered. On the way back, other scrap was recovered, but the next significant find was in Palatka, where a stash of Vanguard small arms were found in the ruins, along with a hidden supply of ammunition. These weapons were recovered, and returned with the rest back to the main base in Saint Augustine.

Turn Stat Changes
-900 Scrap Parts, -14 Tech Parts from construction
+1 Small Boat from seized asset
-10 Population, -110 Ammunition, -1 Mr. Handy from Jacksonville expedition losses
+2,000 Scrap Parts, +30 Ammunition, +20 High-Tech Melee Weapons, +15 1-H Guns, from Jacksonville expedition salvage
+60 Population from immigration to St. Johns
+100 Population from immigration to Saint Augustine
+20 Population from natural growth
+5 Slaves from market dividends
+250 Food from surplus production
-100 Water from consumption

CEO’s Challenge: The recent loss of faith between us and other merchants have led to some trying to find a way to attract new business to our market. Some have suggested the conversion of some of our food production into the production of alcohol and chems. By changing 50 Food per turn to the creation of addictive substances, we could likely attract a larger number of traders to our market. Unfortunately, this could lead to a rise in criminal behavior and activity and of course, it would reduce the total amount of food we produce. How do we respond to this proposal?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth faced a crisis as a disease broke out in Leesburg, threatening the main destination for immigrants to the faction. The central Governor ordered a quarantine of the town, closing it off to immigration and export of food and water. Quarantines within Leesburg proved further productive, and losses were kept low, despite the lack of food and water production within the town. Still, a moderate number of people did die in the process, but most widely agree that the situation could have been far worse than it was without quarantine. Beyond this moderate crisis, the Commonwealth remained focused on salvaging efforts throughout the outskirts of the Orlando area and in Apopka, bringing in a substantial amount of scrap to local stockpiles. Unfortunately, a harsh wind storm in May caused the collapse of the Vault 77 radio tower, leading to a few injuries and the total loss of the facility.

Turn Stat Changes
-1 Radio Tower, +50 Scrap Parts lost at Vault 77 after rough storm
-30 Population from losses to disease in Leesburg
+400 Scrap Parts from Apopka area salvaging
+15 Population from immigration to Fort Apopka
+20 Population from immigration to Umatilla
+15 Population from natural growth
-320 Food, -220 Water from consumption

Governor’s Challenge: A crazy man wearing a Vault 77 jumpsuit and carrying a puppet has arrived at our doorstep, claiming that we are in his castle and must leave. He doesn’t seem too dangerous, but has proven a disruption to our supply convoys leaving the vault. How do we respond to this deranged interloper?


Saint Vikings
Spoiler :

All other matters subsided to irrelevance for the Saint Vikings as the greatest threat they’ve ever faced descended upon them. The Army of Minorne has crossed Tampa Bay and directly attacked the outlying settlement of Hangarville, clearly attempting to overrun it. The warriors were viewed crossing by scouts, so the community had ample time to prepare the walls and dig in for attacks. The Warriors used laser weapons and other firearms to inflict heavy damage and weapons against the defenders of Hangarville. The rest have since encircled the town partially and have begun attempting a siege, though it seems unlikely they will have the patience for such an endeavor for very long. Local citizenry are expecting an attack at any moment, and with almost two thousand of the enemy at the gates, everyone knows how this will probably end.

Turn Stat Changes
-1,000 Scrap Parts on construction
-110 Population, -140 Ammunition from Minorne attack on Hangarville losses
+1 Military Skill from combat
+800 Scrap Parts, +5 Tech Parts from local area salvage
+60 Population to Hangarville from immigration
+10 Population from natural growth
+740 Food and Water from surplus production

Overseer’s Challenge: We are besieged once again! The Army of Minorne, or the Calusa, have arrived and begun to surround Hangarville. They have refused any attempt at contact, and it seems likely they will assault us directly at the soonest possible moment. Our leadership is torn on how to proceed, and the final decision is now the Overseer’s. Some recommend pulling out the population of Hangarville to Vault 73 and sealing the door, stating that the vault door could easily outlast any siege. Others suggest that we go “all in” on the defense on Hangarville, and provide all of the available Mr. Gutsys and remaining weapons to the defense of Hangarville. In the worst case, they argue that the doors could be sealed to the vault to protect the residents there. How do we respond to this crisis?


Sunshine Kingdom
Spoiler :

The Sunshine Kingdom has become uneasy as new developments seem to indicate a brutal war could soon be at hand. The expedition to Sebring was ordered to withdraw after the discovery of a large, potentially hostile, force at Lake Placid. Scouts were left behind to spy on the hostile camp, but within hours of the expedition departing, the scouts fell silent. The expedition was beset quickly by fast moving Warriors of Minorne, who moved with amazing speed for their relative size. The vicious fight that emerged was made all the more brutal as the attack took place as the expedition traveled the roads east, and the Warriors attacked relentlessly, refusing all attempts to communicate. The fight lasted a whole day, until nightfall, when the last few survivors of the Sunshine expedition attempted to escape. Only a handful managed to flee the Warriors, and most of the expedition was viciously killed and slaughtered, allowing the few survivors to escape to Sunshine territory. They told of the events that took place, but surprisingly it seems that the Warriors of Minorne did not pursue them across the Kissimmee River.

On the home front, the Death Rays once again attacked Fort Cocoa, and were once more repulsed by the automated defense system present at the settlement. This time they managed to do slightly more damage, killing a few people outside of the walls. The Death Rays have once more fled back to their camp at Melbourne, as they plot their next raids. Over these six months, construction has taken place in the Sunshine Kingdom, as new farming equipment and other structures have been added to various communities. This has done much to ease the food shortage within the Kingdom as a whole, as new food production has been dramatically increased. The kingdom also made its own new history as its first home-produced robot was created in Fort Cocoa, a revitalized Mr. Handy which was deployed to assist in salvage efforts in Edge.

Looking to the possibility of future food shortages, a scouting and surveying expedition was sent west, bypassing Christmas and looking for possible new farming sites and communities. They stopped at Wedgefield first, which they found to be only barely arable for farming purposes, but thankfully empty of any local threat. In Bithlo, they found the area to be incredibly fertile for farming, and well worth the establishment of a farming town. During the surveying, they further found an old military outpost well stocked with laser weapons and associated ammunition. As they continued their mission, they reached the town of Chuluota, which they discovered to be a still fairly thriving, but insular community. The community wasn’t truly friendly, forbidding the expedition from local salvage, but did not overtly attack them. The expedition found its last target at the University of Central Florida and surrounding research parks. The area itself was determined to be highly fertile for farming despite its proximity to Orlando, but no significant salvage was found while they were there.

Turn Stat Changes
-500 Scrap Parts, -15 Tech Parts, -1 Energy from construction
-500 Water from contamination
-10 Population from Death Rays raider attack on Fort Cocoa
+600 Scrap Parts, +8 Tech Parts from local area salvage in Edge
+200 Scrap Parts from local area salvage in Fort Cocoa
-190 Population, -410 Ammunition, -2 Mini-nukes, -15 High-Tech Melee Weapons, -35 1-H Guns, -75 2-H Guns, -65 Laser Weapons, -1 Fat Man, -10 Power Armor Suits, -10 Mr. Gutsys from devastated Sebring expedition
+300 Scrap Parts, +90 Ammunition, +15 Laser Weapons from western scouting expedition salvage
+10 2-H Guns from market dividends
+30 Population from immigration to Nasacity
+60 Population from immigration to Fort Cocoa
+20 Population from immigration to Mims
+20 Population from natural growth
+460 Food, +330 Water from surplus production

Queen’s Challenge: A sizeable group of people, without food or water, have arrived at Fort Cocoa, consisting of over a hundred individuals, calling themselves the Cult of the Damned. They have stated that they were forced out of a community further south due to their religious beliefs. They have asked us for refuge in our faction. Community leaders in Fort Cocoa are nervous, because there is likely a reason why these people were expelled, and would like us to refuse their entry into the faction. Others argue that we should continue to maintain religious freedom and welcome these individuals to our nation. How do we respond?


Survivalist Union
Spoiler :

The Survivalist Union has focused primarily on continued internal difficulties, mostly relating to the Cult of the Damned. They began the year with the execution of the cult’s alleged prophet and the main group of ringleaders who had been responsible for the ritual sacrifice of a child. The rest of the cult was exiled from the community and have since travelled together elsewhere, but have been forbidden from returning to Liberty City. Efforts were further made to determine the source of headaches from radio broadcasts, but no evidence was found of any continuing problems. On top of these efforts, resources were dedicated to building new farming equipment, assisting somewhat in the production and distribution of food to the population. The other main project for the Union was continuing salvage in the Port St. Lucie area, as new scrap parts were recovered for the faction’s future construction efforts.

Turn Stat Changes
-130 Population, -120 Food and Water from exile of the Cult of the Damned
-100 Scrap Parts, -4 Tech Parts from construction
+300 Scrap Parts from Port St. Lucie area salvage
+30 Population from immigration
+10 Population from natural growth
+140 Food, +110 Water from surplus production

Headman’s Challenge: Someone has begun manufacturing extra-strong dosages of chems and selling them to our people. These are known to be highly addictive and could very well kill people if we do not intervene. It has been asked that we shut down this drug dealer, and destroy the drugs he has created. How do we respond to this request?


Vault 37
Spoiler :

Vault 37 has had problems recently with the development of youth gangs from the large number of children who had been left without parents from the casualties in the expedition that had gone north. These gangs have been viewed as troublemakers by older members of the vault, but the Overseer has surprisingly embraced them. He has allowed the legalization of these gangs, even fabricating official ID cards and membership forms for each of them. He has lauded the leaders of the gangs as heroes of the vault, popular organizers and mobilizers of society. The Overseer has given them free admission to the new Vault 37 Institute, helping to bring the brightest minds of the society to a new level of scientific learning. The institute has proven highly successful and has begun to attract bright minds from across the Sunshine Wasteland, interested the possibilities of new technology, rather than simply attempting to adapt the technologies of the old world.

Meanwhile, local salvage operations in St. Cloud have continued to prove successful, as the vault dwellers put their best efforts into dismantling surrounding areas and turning old materials into usable scrap. Roads and buildings have been taken apart, and the supplies stored in the vault as the efforts continued forward. An expedition was also sent out to the area known as Poinciana to the west, which they found to be occupying by a pre-existing community. The town welcomed the vault dwellers cautiously before sending them on their way empty-handed, beyond a good meal. They have promised to be good neighbors, and the vault is optimistic about friendly relations.

Turn Stat Changes
-2,000 Scrap Parts, -50 Tech Parts from construction
+1,300 Scrap Parts from St. Cloud area salvage
+15 Population from immigration
+10 Population from natural growth
+1,290 Food and Water from surplus production

Overseer’s Challenge: The development of an institute has allowed us to begin research into new fields of science. Our researchers are now seeking a direction into which to research, stating that specializing into one field would be by far the most effective means of development. One group suggests we should research new weapons or robotics technologies. Another suggests we should emphasize efforts on synthesizing and improving food and water production, stating that while we do not currently have a shortage, it would not hurt to plan for the future. A third and final group suggest we should dedicate the institute to continuing the furthering of human knowledge from before the Great War, developing the fields of higher sciences such as physics. They claim that while this field of research may not yield any practical results, it would be a step in the right direction for the sum total knowledge of humanity of the universe. Which course should our scientists take?


Vault 40
Spoiler :

The outlying outposts of Vault 40 have faced a major new challenge. The Warriors of Minorne have appeared en masse towards the end of June. They immediately attacked and burned Caloosahatchee to the ground, leaving no survivors within. An observing supply caravan immediately turned away and informed vault leadership at Port Authority of the impending threat. The great army of unusual mutants is still headed to the south, and there is some concern that the other hard-built settlements of Vault 40 could be next to be lost.

Turn Stat Changes
-10 Population from losses to growing mirelurk population in Naples
-150 Population, -55 Ammunition from razing of Caloosahatchee
+20 Population from natural growth
+860 Food and Water from surplus production

Overseer’s Challenge: We are at war! Apparently related to the person who arrived last year at Caloosahatchee, a massive army has appeared out of the wastes and razed the town. Our best reports indicate that they will soon be headed south. Two alternatives have been suggested. First, some of our people have recommended that we fight for every inch of ground, and use persistent bombardment by our planes to diminish their numbers. Second, some of our people suggest that we evacuate our settlements outside of the vault, and hide within the swamps until scouts report that the enemy has departed. How should we defend our people?


Radio Stations​

Collective Assistance Radio – Broadcasting in the Clear – Pensacola, Florida
-Music
-Tips and Hints for surviving in the Sunshine Wasteland

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

Sunshine League Radio – Broadcasting in the Clear – Vault 73, St. Petersburg, Florida
-Baseball Game Reports
-Assorted Music and News
-Traveler Tales
 
NPC Diplomacy

To: Thalassocracy of the Keys
Spoiler :

From: Tubarões

At this point, we no longer require food and water shipments. For our continued protection and aid, we will require 200 Scrap Parts or 4 Tech Parts every six months.


OOC

So, after playing some more Fallout and doing some research, I’ve come to the conclusion that the NCR in game managed to get trucks working to a small extent. While said trucks are apparently rare, they do seem to be used for essential convoys and transit of supplies. Based also on the original Fallout games, it’s clear that lesser vehicles, while not as common as in the pre-war United States, are still available, though many simply seem to prefer Brahmin for transportation due to lower cost and expense of maintenance. Therefore I have added trucks and motorcycles as buildable vehicles on the front page. This does not mean that you’d be building this equipment from scratch, but rather implies simply restoring the engines of the multitude of old vehicles lying around the countryside (hence the Energy cost for a jumpstart). These new vehicles do not require fuel usage, as it is assumed that they use the apparently magical nuclear propulsion tech present in pre-war vehicles. On that note, you should probably keep it in mind, that if these vehicles explode they’ll really explode.

@Everblack: Because you did not specify an escort or group size for the trade with Hurlburg, I had to assume a size for the expedition and the weapons they were carrying based on the amount of munitions you’d be returning with. The battle with the Fortunate Sons is based on that assumption.

@Seon: I deliberately did not name any names for a successor, so that you can name them yourself in the orders for the next update. If it’s not clear, you will get a leader with the “Fearsome” trait if you go with the toughest warrior, the “Enigmatic” trait if the priests select the next person, or the “Charismatic” trait if it is put to a popular vote.

@thomas.berubeg: Due to your increase in food production, I read your orders as meaning that open immigration could continue because food and water production still outpaced growth at the end of your part of the update.

World Map

7g2rBH4.png
 
It seems the end of days could be upon us. We must prevail!
 
Whoo, excellent update EQ.

And not even down that much at the end.

Would I have to spend scrap, etc. to set up a new settlement somewhere offshore for the Big Piners?

To: the Tubaroes
From: the Conch Thalassocracy of the Keys


Since we cannot guarantee 200 scrap or 4 tech parts per turn, we must abandon our agreement of tribute for protection.

We hope that this leaves our previous agreement of freedom from raids or piracy in exchange for allowing the sale of slaves intact.
 
@Grandkhan: If you wanted a settlement that was still technically under your jurisdiction, yes. Otherwise, just take them to an island and drop them onshore, and your work is done. Also consider a lack of response from the Tubaroes their answer.
 
Good Update, though not for me. How armored are the trucks? And, if one has access to a military base, can we use the trucks there to repair and thus have heavier armor on them?
 
The trucks that can be built are assumed to be fairly well armored against small arms, and to a far lesser degree laser, fire. Plasma or heavy weapons will tear a truck apart with a single hit. Similarly, anyone travelling in a truck will be vulnerable and unable to use their weapons if hit in battle.
 
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