Edge (Patrick AFB, FL): +450 Food
-Population: 380
-Structures: Airfield, Farming Equipment (3), Water Pump and Purifier
-Arsenal: 100 Low-Tech Melee Weapons, 150 2-H Guns, 100 Laser Weapons, 5 Plasma Weapons, 1 Mr. Handy
Mims (Mims, FL; Settlement): +470 Food, +240 Water
-Population: 320
-Structures: Farming Equipment (3), Fortifications, Pumping/Purifier Water Station
-Arsenal: 70 2-H Guns, 80 Laser Weapons, 10 Plasma Weapons, 5 Power Armor Suits
The Mine (University of Central Florida, FL; Urban Ruin): +350 Food
-Population: 430
-Structures: Farming Equipment (2), Market
-Arsenal: 400 Low-Tech Melee Weapons, 50 1-H Guns, 50 2-H Guns, 75 Laser Weapons, 5 Plasma Weapons, 5 Heavy Weapons, 3 Power Armor Suits, 1 Truck, 5 Mr. Gutsys
Oak Hill (Oak Hill, FL; Settlement): +400 Food
-Population: 260
-Structures: Farming Equipment
-Arsenal: 200 Low-Tech Melee Weapons, 30 2-H Guns
Spoiler Queen’s Challenge :
The survivors of the attack on Fort Cocoa have fallen under scrutiny in the wake of that vicious battle. One camp views these people as heroes who bravely brought word of the assault to the rest of the Sunshine Kingdom. Another claims that these people are traitors and cowards and possibly even agents of Minorne to have run like they did. They have called for incarceration of the survivors, including the handful of children that escaped. How do we respond to this debate?
Spoiler Queen’s Solution :
These men and women are heroes. Issue them a medal. (However, have them discreetly followed, making sure they aren’t tampering with sensitive areas. If they do, then have them arrested.)
SpoilerOrders :
Transfer 5 Tech parts to Christmas, 3 Tech parts to Chuluta.
Convert 1500 Scrap into ammunition.
On the Radio, Issue a constant plea for help, offering permanent food, water, housing, and a safe future for any who come to the assistance of the Kingdom.
We are weapons free on the mininukes against the army of minorne.
Use all our remaining tech peices, as well as any knowledge gleaned from our reconstruction of the Mr. Handy, our former government knowledge, as well as the Gutsy’s we have left, to attempt to build a device to either hack or frenzy the Minorne’s Sentinel bots (obviously hacking is better than frenzying, but we’ll take what we can get.)
Keep a record of the names of ALL who fall or have fallen in battle against the warriors, even those from other factions. Recite those names and where they are from over the radio once the battle is engaged. Every year, on the date of the Rape of Fort Cocoa, all the names will be repeated over the radio for the entire day.
The Logical next target for the army of Minorne is Nasacity, which cannot be allowed to fall. Therefore, use 500 Ammunition to lay explosives as hidden traps on the approaches from Fort Cocoa to Nasacity, attempting to whittle down their numbers as they get closer and closer.
As such, all allied forces are to converge on Nasacity. (Even if it isn’t Minorne’s next target, it’s close to any potential targeted settlements.) Additionally, all personnel not needed for the defence of other settlements are to be brought to Nasacity to form the core of “The Grande Army.” We will leave behind lower level weaponry to defend other settlements, with 150 people in each. If the enemy targets one of the other settlements that have pledged support, the grande army will respond against them. Otherwise, give The Warriors hell. I won’t clarify military action more than that, because I’m sure my citizens are better strategic minds than I am.
Additionally, load the Airplanes with 10 mininukes, and use them to bombard clusters of sentinel bots in the army (and kill warriors, of course.) This is to be done even if the warriors don’t continue their attack on the Kingdom.
The feared treachery of the NAC is a problem. Have a plane overfly their settlements, and if they appear to be marching against us, use one mininuke as a deterant to blow up a howitzer. If they continue to push forward, blow up thier other howitzers.
The Priority for any assault on the Warriors is to be the Sentinel Bots, as they are the gravest threat, unless we have successfully hacked/frenzied them.
As a last resort, the truck is to be loaded with explosives, and rammed into a large cluster of warriors/sentry bots. Whoever volunteers for that will be rewarded with a memorial statue, and thier family taken care of into posterity.
Meanwhile, the other settlements are to continue their scraping operations, but do so very carefully.
Faction Name: Hardy Reclamation Committee.
Faction Leader: Dr. Mira Verner.
Leader Trait: Scientific.
Starting Location: Hardytown (Hardeeville, GA).
Leader Background: The former leader of Hardytown, F. Marshall, was a leader like any of the others that passed before him. He kept the peace, and there was never any unnecessary hardship. But, in Dr. Verner’s mind, he was dreadfully unambitious, and so with his passing the good Doctor took it upon herself to re-brand the people of Hardytown into the Hardy Reclamation Committee, and to return the surrounding husks of civilisation to their former glory.
Origins: Survivors.
Traits: Expansionist.
Capitol type: Pre-war Community.
Background: In the aftermath of the Great War, survivors from Savannah moved North, some of them hiding in the less ruined Hardeeville. As time passed, survivors came and went, but the core of the settlement, made up of those who fled from Savannah, remained. And so a legacy of the past remains in the hearts of many.
Looking at the troubles in the area, I think we should take the next step and unify. We're sorry about keeping you out earlier, but that was in response to supply problems. We fully unite and the production from both Indians Hideout and Liberty City will keep us supplied and well of for a long time. We can then fully invest in developing your site, and can make a home for even more people that need shelter from the wastes.
From: the Survivalist Union
To: The Internal Dissidents
[Notice: The headwoman has recently been suffering from a bout of hype-malaria that should be cleared up now. We apologize for the problem in communication and governance this had caused.]
What sort of laws would fill ya? We can't just go and right a law book with no input. If enough people want it, we'll implement it, same as ever.
Umatilla (Umatilla, FL; Settlement): +300 Food, +400 Water
-Structures: Fortifications (2), Farming Equipment, Water Pump/Purifier
-Population: 390
-Arsenal: 100 Low-Tech Melee Weapons, 150 1-H Guns, 2 Power Armor Suits
Governor's Challenge
Spoiler:
Governors Challenge: The governor has come under increasing criticism from a rising political opponent, who claims that the expenses made recently have been unneeded and irrational. He claims that the risk of the alleged Army of Minorne is minimal at best, and will likely be defeated by other forces long before they can reach the borders of the Commonwealth. He has managed to build a sizable bastion of support among other critics of the Ryan family. Some of the Ryan family advisors have suggested taking means to neutralize this would-be opponent. How do we respond to this new political threat?
Governor's Challenge Solution
Spoiler:
I been runnin' this place since before we were back in the depths of Fort Shackleford. This scrub ain't got a clue what he's doing. I'll send 10 of his men and 10 of my men out to the Sunshine kingdom so they can get a hint at what a threat the Minorne are. Maybe then, he'll stop whining and get helping.
New Gulf Commonwealth Orders (Short)
Spoiler:
a 20 man team will make their way to the Sunshine Kingdom to investigate (10 2-h, 10 laser) the threat of the Minorne. They'll try to get a look at Fort Cocoa, but they won't be taking unnecessary risks. If the Minorne present an immediate threat to the Kingdom, then they'll observe and be ready to pull out and hightail it back to the Commonwealth.
Continue foraging for scraps with the 500 man team in Orlando (4 power armor, 100 plasma, 100 2-h, 100 1-h, and 96 lowtech)
Build a market in Fort Apopka to serve as a "production" center to Leesburg "consumption" center.
For the most part I have all orders, though a couple are missing. Starting the updating process now, and we're looking at completion tomorrow afternoon, with or without the missing orders.
Saint Vikings Lord Herobrine
Leader: Overseer Shawn Lapointe (Charismatic)
Faction Trait: Tech Savvy
Capital: Vault 73, St. Petersburg, FL (Vault)
Structures: Ammo Convertor, Market, Gunsmith
Population: 810
Slaves: 0
Education: Applied Science
Food: 14,500 (+2,000)
Water: 12,700 (+2,000)
Energy: 0 (+0)
Tech Parts: 42
Scrap Parts: 600
Ammunition: 1,295
Military Equipment: 25 Low-Tech Melee Weapons
Robots: 10 Mr. Handys, 20 Mr. Gutsys
Military Skill: 5
Orders for Update Twenty:
Fearing the collapse of Saint Vikings society, the Overseer has agreed to address the people of the Vault and hear their concerns. Using the interface of the PipBoys on all or most of the vault dwellers, the Overseer has issued a public opinion poll of his leadership in the past years, their thoughts on staying in the Vault or venturing back out, and even a poll on whether elections are again needed.
Movements / Orders -Attempt to build crowd control devices, such as pre-war tasers and riot shields. Also construct 50 additional Low-Tech Melee weapons to be issued to Vault Security and administration.
-Along with the Vault door and administration facilities, the medical wing and arsenal are to be guarded at all times.
We we we we (whee!)
Are going to war (We're going to war!)
We're going to war (We're going to war!)
We we we we (whee!)
Are going to war (We're going to war!)
We're going to war (We're going to war!)
Leader: Headman Julie Keyes (Charismatic)
Spoiler:
Faction Trait: Defensive
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment (2), Water Purifier, Jail, Forge
Population: 800
Slaves: 0
Education: General
Food: 1,630 (+930)
Water: 2,030 (+900)
Energy: 0 (+0)
Tech Parts: 9
Scrap Parts: 800
Ammunition: 2,795
Military Equipment: 20 Low-Tech Melee Weapons, 135 1-H Guns, 100 2-H Guns, 25 Laser Weapons
Robots: None
Military Skill: 6
Headman’s Challenge solution:
Set up a public forum for the people to provide proposals for a new constitution and set of laws and systems within in Union. All proposals will be accepted, with suggestions and justifications being compiled for presentation to all. The components of the new legal system and constitution will be based on popular support, and will be implemented after a few months of consideration (IE, next turn or so, after I see what they are).
Orders:
Spoiler:
An expedition of the Unions finest Soldiers and fighter will be raised under the banner of the Black Flag Army and sent north to aid Nasa city against the mutant menace. This force will be composed of 120 soldiers armed with 50 riflemen (2-H guns), 60 Light Infantry (1-H), and with 10 of the laser weapons being issues to the finest marksmen in the Union. As well, 20 melee weapons (counting from those acquired form the union with Indian’s Hideout) will be issues to those most skilled with them, but we better hope it doesn’t come to that. The Army shall move with haste to reach Nasa city, but should beware of any threats. The Army of Minorne to be avoided until they meet with allies, and we should hope the Nasacists and mutants have cleared out the raiders and what not.
The Black Flag Army will also carry several hundred units (up to 500 or so, or carrying capacity) surplus food, water and ammo north with them, to ensure that they remain in good spirits. Food and water will also be provided as needed to defenders at Nasacity, to ensure a good fighting spirit. Also, if they encounter raiders, try to offer food and water as bribes to get them to stand aside, or better yet fight (fat chance, but it could happen). A portion of extra ammo will be tinkered with, to try to produce explosives or booby-traps that can be used against the Minorne.
The Black Army will put themselves under Nasacist command, but require full disclosure on plans. We cannot risk any Nasa commander trying to eliminate our army by exposing it instead of their own forces. Be smart, be careful. If the mutants turn south against us instead of pressing against Nasa, they are to attempt to rally any willing ally forces to come south to aid us.
Appended: If it looks like defeat is inevitable, the Army will attempt to escort survivors and refugees south to Union territory. Better to save as many people as we can than throw away lives on futile gestures and lost causes.
The bulk of the weapons (with incentives offered to any private arms owners) will be temporarily rallied as the Black Guards (say, another 120 men or so), who will garrison mainly out of Indian’s Hideout, whose position makes the more likely target for Attack by Minorne (if things go wrong). A set of fortifications will be constructed there for 500 scrap. If Minorne (or any other threat) presents itself, they are to try to lure it towards Indian’s Hideout. Safer to loose it then Liberty City. During down time, the Black Guard will patrol around Fort Pierce, watching for threats and salvaging.
THE FALL OF MINORNE. The threat of Minorne has been brought to an end as the army has been dispersed in the wake of the largest known battle to date at Nasacity. Hundreds were killed in the fighting from a number of settlements and factions, as people unified against a common foe for the first time. The battle itself proved to be actually a bit of an anti-climax. The Army of Minorne was greatly weakened by a bombing attack with mini-nukes prior to the main battle. This attack wiped out most of the Sentry Bots within the army and caused significant casualties. When it came to the Armys attack on Nasacity, it became apparent that the only tactic known to these Warriors was the overwhelming frontal assault. While it had been enough to overrun Fort Cocoa and unknown numbers of other settlements, this time the numbers were not as decisive. With immense firepower and weaponry at their disposal, the defending forces slaughtered the Warriors by the hundreds, as everything up to and including mininukes were deployed. The warriors managed to get atop the walls, but were unable to create a breach of any kind, leading to surprisingly low casualties for the defenders. More casualties were experienced when the Army of Minorne was driven back and portions of the allied army were out in the open. As the victorious allies pursued the defeated Warriors, they witnessed an unusual occurrence when all died of unknown causes, pausing in mid activity before silently collapsing. Why this was is unknown, though travelers further south reported unusual earthquakes in the Lake Placid area at approximately the same time.
Faction Reports
The Citadel
Spoiler:
The Citadels forces have had a quiet end to the year, though it did consist of minor controversy. Most of the people rescued from raiders last year were found to have ideologies and ideas different than the stalwart American ideal. These individuals have been stripped of their position as citizens and have been involuntarily enrolled as serfs working in Holy Wood and put to hard labor. Significant construction was undertaken in the town of Holy Wood, as a new jail, radio tower, and farm were built to bolster to local production and security. The radio tower has so far remained silent as no decision has been made on what to broadcast to the wastes, but has been capable of picking up various other transmissions, including reports of a vicious battle much to the south. A small expedition was sent out, and they retrieved the minute amount of scrap they could carry from Jacksonboro, and it was determined that the town there was completely tapped out of any further scrap collection.
Turn Stat Changes
-30 Population, +30 Slaves from Yemassee test failures
-450 Scrap Parts, -7 Tech Parts from construction
+40 Scrap Parts from Jacksonboro expedition salvage
+10 Population from immigration
+110 Scrap Parts from slave production
+210 Food, +110 Water from surplus production
Commanders Challenge: We have a fancy new radio tower, but the question is now, what do we broadcast? We could broadcast welcoming invitations to immigrants, music, or really any sort of thing we desire. We only require instructions.
The Conch Thalassocracy of the Keys
Spoiler:
Not much took place over the remainder of the year in the Thalassocracy. There was a particularly devastating fire caused by an explosion at an independent traders warehouse. It was determined to have been caused by some improperly treated ammunition, leading to numerous deaths, including the trader and his family.
Turn Stat Changes
-30 Population from accidental explosion and resultant fires
+15 Slaves, +5 1-H Guns from market dividends
+105 Scrap Parts from slave production
+30 Population from immigration
+140 Food and Water from surplus production
High Doge-Presidents Challenge: The Tubarões are at last coming for a reckoning! Our spies have indicated that they have tired of our policies and faction, and seek to seize our wealth and weapons for their own. Some have suggested that we take advantage of the information to flee to the mainland with everything we can, while others demand we stand and fight. How do we respond?
Corporate Trade Federation
Spoiler:
The New Age Corporation was faced with the creation of a new company by a group of independent traders, some dating back to the very beginning of Saint Augustine. Despite some voices calling for the prevention of the creation of a new company, CEO Westman took a different approach, resigning as CEO of the New Age Corporation. Instead, he has been self-elevated to the position of CEO of the Corporate Trade Federation, a body overseeing all current and future companies established in areas under Federation control. This has led to a boom in the creation of numerous smaller companies, beyond the New Age Corporation and its new rival and opponent the Allied Trading Corporation. It seems likely that while now newer companies have begun to abound in the towns of the Federation, the rivalry between these two is likely dominate the factions politics.
Numerous expeditions for salvage and scouting were sent out into the areas around Saint Augustine, as the Federation seeks out new places for settlement and exploitation. An expedition returned to Palatka to test the local soil for farming, and determined it to be fair across the board, even in the previously unworked areas on the east side of the river and bridge. Some salvage was recovered, including what appeared to be an emergency Vanguard stash of guns, which have since been added to the Corporate arsenal. A full-blown salvage operation was launched again in Southside of Jacksonville, and managed to systematically recover a substantial amount of scrap, with only minimal losses to the ruins hazards. Lastly, the Federations sole ship went north to Fernandina Beach, a pre-war resort town, to find it astonishingly intact, but devoid of human life. A sizable population of mirelurks was present, and a small battle was fought with these creatures in order to allow a moderate amount of salvage of scrap before the ship returned home.
Turn Stat Changes
-410 Ammunition from losses of raider attack on St. Johns
+1 Military Skill from combat
+300 Scrap Parts, +60 Ammunition, +30 2-H Guns from Palatka scouting expedition salvage
-10 Population, -300 Ammunition from Southside expedition losses
+1,300 Scrap Parts, +1 Tech Part from Southside expedition salvage
-10 Population, -25 Ammunition from Fernandina Beach expedition losses
+500 Scrap Parts from Fernandina Beach expedition salvage
+25 Slaves, +3 Tech Parts from market dividends
+135 Scrap Parts from slave production
+60 Population from immigration to Saint Augustine, redirected to St. Johns
+120 Population from immigration to St. Johns
+10 Population from natural growth
-240 Food, -540 Water from consumption
CEOs Challenge: The Allied Trading Corporation has implied that CEO Westman has undue preference and bias towards the New Age Corporation. They have claimed that perhaps a new leader should be selected or at least new restrictions should be placed on his control over the market and other elements of the faction. How do we respond to these thoughts and ideas?
Hardy Reclamation Committee
In the aftermath of the Great War, survivors from Savannah moved north, some of them hiding in the less ruined Hardeeville. As time passed, survivors came and went, but the core of the settlement, made up of those who fled from Savannah, remained. The former leader of Hardytown, F. Marshall, was a leader like any of the others that passed before him. He kept the peace, and there was never any unnecessary hardship. But, in Dr. Mira Verners mind, he was dreadfully unambitious, and so with his passing the good Doctor took it upon herself to re-brand the people of Hardytown into the Hardy Reclamation Committee, and to return the surrounding husks of civilization to their former glory.
Spoiler:
Doctors Challenge: With our new plans for the future, we must determine whether or not to take a new stance on migrants and immigration. Do we allow immigrants to come and go freely or set some form of restriction or even forbid new immigration at all?
Maritime Collective
Spoiler:
The Maritime Collective has had an exciting conclusion to the year. Amid a flurry of construction, building new fortifications and reinforcing the walls, a major raider attack was launched upon the Pensacola area. The massive raider band was poised to overrun the old fortifications, and the IFVs did substantial damage, as they lacked any firearms, and possessed only low-tech weapons. Heavy fire from the town walls did even more damage, and a pursuit led to the raider camp and wiped them out totally. A large number of people were freed from captivity and brought back to the town, agreeing to peacefully join and thankful for the rescue. They assisted in collecting the remaining intact weapons and scrap from the area around Pensacola, joining in the typical scraping in the process. It was in these efforts that they determined that the town was no longer capable of providing substantial amounts of scrap to salvage.
With Pensacola tapped out of useful scrap to secure, a major expedition was launched to the west to investigate the pre-war city of Mobile, a much larger metropolis and more developed and built up. Taking the old I-10, they found little of interest in the journey, meeting with the factions boat at Spanish Fort. Spanish Fort was occupied by a group of vicious cannibals who put up a good fight before they were dispersed and fled to the north. The expedition set up a camp in Spanish Fort, as the bridges to Mobile itself were in ruins, forcing them to use the boat to ferry themselves across the bay. They managed to do considerable scrapping in the town before sending a scouting force into Mobile itself. More scrap was recovered, including a decent amount of tech parts from a ruined electronics store. The town has a low number of ghouls, likely linked to the citys surprisingly low rad count. The most vicious predator in the town are insectoid creatures that appear to resemble caterpillars, but flatter and with razor sharp mandibles. Some of the scouts claim evidence that these may have a cocoon life-cycle, leading to the much rarer flying version, which was spotted by the larger groups, but never fought. Their jaws have a lethal poison, which led to the deaths of several expedition members. They are killable, despite their hard chitin shell, especially vulnerable to plasma and laser weapons. The expedition left the city and returned with their hard-won spoils in hand to Pensacola.
Turn Stat Changes
-600 Water from contamination
-1,000 Scrap Parts from construction
-10 Population, -700 Ammunition, -2 Fuel from raider attack on Pensacola losses
+80 Population, +100 Scrap Parts, +200 Low-Tech Melee Weapons from raider attack on Pensacola gains
+1 Military Skill from combat
+300 Scrap Parts from local area salvage
-20 Population, -540 Ammunition from Mobile expedition losses
+850 Scrap Parts, +5 Tech Parts from Mobile Expedition salvage
+10 Population from immigration
+50 Water from market dividends
-380 Food, -280 Water from consumption
Mayors Challenge: A new church has gained prominence lately, founded by one of our recent immigrants. Claiming to be an itinerant priest from the True Church of the Citadel from the southeast, he has managed to gain together a substantial flock, giving sermons on Sundays, offering mass, and even hearing confessions from our citizenry. He has had a calming influence on our people, but at the same time, he could pose a threat to our established order. How do we treat this new faith and its leader?
Monastic Brotherhood of Poor-Fellows and Crusader Knights
Spoiler:
New construction was rushed forward in the Citadel, as a gunsmith was established and new guns and ammunition were developed at the various facilities across the communities held by the Brotherhood. As the expedition was sent east, another expedition went north to salvage the town of Fort McCoy. Sadly, the town has become infested with mosquitoes, plaguing the expedition during their journey. The town has become not much more than a few scraps left over the years, which were taken by the expedition. Very little remained, and certainly nothing of value is left in the ruins of the small town.
Even while much labor was undertaken on the home front, the eyes of the Monastic Brotherhood were focused on the east, along with most of the Sunshine Wastelands population. A major expedition was sent to the east to help save Nasacity from the onslaught of the Army of Minorne. Sadly, due to the time it took to assemble the force and their weapons and supplies, they did not arrive until after the main battle had already taken place. The expedition served well in the pursuit of the defeated foe, engaging in a number of more minor skirmishes against the enemy. They have remained in the east, establishing a new church in Nasacity itself, welcomed by the leadership of the Sunshine Kingdom.
Turn Stat Changes
+2,000 Ammunition from Enigmatic find
-1,800 Scrap Parts, -10 Tech parts, +600 Ammunition, +10 2-H Guns from construction and ammo conversion
-10 Population from Fort McCoy expedition losses
+100 Scrap Parts from Fort McCoy expedition salvage
-10 Population, -380 Ammunition from eastern expedition losses
+10 Population from immigration to the Citadel
+50 Population from immigration to Ocala
+50 Population from immigration to Oscargrad
+10 Population from natural growth
+750 Food, +10 Water from surplus production
Great Priests Challenge: Our presence in the Sunshine Kingdom has revealed to us an unsettling heresy that developed in their town of Oak Hill. These people, calling themselves the Cult of the Damned, have gained a rapidly growing following throughout the Sunshine Kingdom. They have places of worship in each Kingdom town and are growing in influence. They are clearly opposed to our presence, and claim that we worship their equivalent of the devil. Some of our leaders claim we should insist on the expulsion or suppression of these heretics, while others suggest we take a covert approach at diminishing their influence. How do we respond to this issue?
New Gulf Commonwealth
Spoiler:
The New Gulf Commonwealth has quietly closed out the year with new construction and development. A new market was established at Fort Apopka, directly competing with the Sunshine Kingdoms similar marketplace at the Mine on the other side of the ruins of Orlando. Both markets offer similar goods and a place for independent salvagers in the ruin to sell their assets for food or water supplies. Other construction included a new radio tower in Fort Apopka, and the development of further farming and water production equipment back at Vault 77. The Commonwealths workers continue to salvage throughout the Orlando area, and with the increasing numbers of salvagers from the various communities in the Orlando ruins, it seems that the number of ghouls and other monsters has declined to much more manageable levels.
An expedition was sent to the east to resolve a debate between a rising new political opponent to the Ryan family. They alleged that the Governor and his clan were overblowing the threat of the Army of Minorne, and making it seem like a greater threat to expend resources and build their own power at the expense of the Commonwealth. The expedition was able to head east without being observed, and was able to witness the fighting outside of Nasacity without being detected. As soon as it was clear that the allied armies were victorious, the scouts returned unobserved, and reported their findings. The opponents of the Ryan family have used the surprisingly easy victory of the Sunshine Kingdom as proof that their claims were merited, building the oppositions legitimacy and wisdom among the people.
Turn Stat Changes
-1,700 Scrap Parts, -22 Tech Parts, +600 Ammunition from construction and ammo conversion
+1,400 Scrap Parts from Orlando area salvage
+250 Food from Leesburg market dividends
+20 Population from immigration to Fort Apopka
+20 Population from immigration to Leesburg
+50 Population from immigration to Umatilla
+10 Food, +530 Water from surplus production
Governors Challenge: Governor Ryans opponents have begun demanding elections to be held for governor, the first time they would have been held with an opponent to the Ryan family. The defeat of the Army of Minorne has helped bolster the oppositions support among the people and victory would not be certain if we agreed to submit to elections. The probable opponent is highly charismatic and could win we elections go forward. How do we respond?
Saint Vikings
Spoiler:
The Saint Vikings have struggled with the aftermath of their setbacks suffered on the surface of the Sunshine Wasteland. Mutterings against the Overseer led to the outbreak of severe rioting within the halls of the vault. Eventually Vault security reestablished control, but a large number of people were killed in the chaos which emerged. Luckily, no major damage was caused to any essential vault systems, and it seems the worst of the rabble rousers were killed in the unrest. The Overseer was able to restore control, and inspire new confidence, as the people voted to at least see what is going on in the world outside. Some bitterness remains, particularly between families within the vault who lost loved ones in the fighting, and most agree that some distance may be good for all concerned.
Turn Stat Changes
-40 Population, -600 Food, -1,500 Water from rioting losses
+10 Population from natural growth
-780 Food and Water from consumption
Overseers Challenge: An explosion in the residential area during the rioting exposed a cache built into the Vault itself, likely during its construction. Apparently one of the workers who built the vault collected a large amount of books and holotapes that had been banned by the pre-war government. Most of these are of political nature or critical of the pre-war regime, including works by George Orwell and Karl Marx. Based on Vault-Tec protocols, we should destroy these works, but some of our people have advocated saving them. How do we treat these new discoveries?
Sunshine Kingdom
Spoiler:
The Sunshine Kingdom retained laser focus on the main threat facing them, a direct attack upon Nasacity by the Army of Minorne. With little time to prepare, they rushed to assemble what defensive preparations they could. Calling upon what allies and aid they could gain from the Sunshine Wasteland, they were joined in their defense of the capital by large forces from Christmas, Chuluota, the State of Daytona, and the Survivalist Union. The planes of Vault 40 continued to fly sorties, and even softened the Army of Minorne by using mini-nukes in strategic strikes before the attack took place. Seasoned veterans and fighters from across the Kingdom were brought into Nasacity, along with as many weapons as the various outposts could provide. Only Edge was unable to send anything en masse, as it was cut off overland by the Army of Minorne. Noncombatants or those without decent weapons were flown a few at a time to Edge to await the outcome of the battle, as it would likely be the last holdout should Nasacity fall.
Most of the Army of Minornes sentry bots were destroyed by the Vault 40 planes initial attacks, greatly easing the battle to come. To the surprise of the defenders of Nasacity, the Army of Minorne didnt even attempt to dig in or inflict a siege. They simply rushed forward under what support fire they had from their remaining robots. Thanks to ample ranged weapons, the defenders and the towns defense system made the Army of Minorne suffer a heavy toll, despite their physical prowess. The casualties suffered were from the places where the Army of Minorne did manage to gain footholds on the town walls, leading to the death of approximately ten people for every warrior that made it onto the wall. Eventually most of the Warriors died, and what remained withdrew in good order south. Ensuing skirmishes led to a few dozen more deaths, but eventually, and mysteriously, the whole group simply died of unknown causes. The war with Minorne was over, and the armies defeated and radios mostly silent.
Turn Stat Changes
+20 Power Armor Suits from Enigmatic Find
-1,500 Scrap Parts, +1,500 Ammunition from conversion
-210 Population, -1,330 Ammunition, -13 Mini-Nukes from Battle of Nasacity losses
+1 Military Skill from combat
+2,970 Scrap Parts, +45 Tech Parts, +400 Low-Tech Melee Weapons from spoils of the Battle of Nasacity
+15 2-H Guns from Nasacity market dividends
+250 Scrap Parts from The Mine market dividends
+50 Population from immigration to Nasacity
+50 Population from immigration to Mims
+10 Population from immigration to The Mine
+60 Population from immigration to Oak Hill
+10 Population from natural growth
+400 Food from surplus production
-330 Water from consumption
Queens Challenge: We have gained numerous spoils from the Battle of Nasacity, and as yet, our allies have not requested any of these spoils. Some of our people believe that the spoils should be shared equally among those who participated in the fight, but a large group claim that we should be entitled to it all, as we led the alliance, provided the most troops, and suffered the most in this late war. What do we do with our haul?
Survivalist Union
Spoiler:
The Survivalist Union has grown and prospered. The neighboring community of Indians Hideout has joined the Union and become its newest outpost. The town was welcomed and they have begun to share resources and supplies between the two groups. This has come as negotiations have been launched about the creation of a new constitution and management of the society. Opposed to the anarchic values held by the Unions founders and leaders, the new constitution calls for the creation of a far more orderly society, banning slavery, cannibalism, and specific chems. It also would grant power to individual town leaders and elevate the position of Headman to a mostly ceremonial spot, and allow town councils to dominate the day and judicial process. The matter is still up for debate, and its unclear on whether this constitution is the work of the majority, or just the most vocal minority.
Turn Stat Changes
-20 Population, -95 Ammunition from Battle of Nasacity losses
+20 Population from immigration to Liberty City
+50 Population from immigration to Indians Hideout
+240 Food, +460 Water from surplus production
Headmans Challenge: A constitution has been put forward to the Headman. It would greatly reduce the positions powers and place term limits upon it, forcing elections to be held every four years. Similarly, it goes against almost every principle we have held dear over the years and makes our vibrant culture into a bunch of squares. How do we respond to the proposal?
Vault 37
Spoiler:
Vault 37 has embarked upon a path of conquest. They have expanded their territory by assaulting nearby settlements and coercing them into submission through displays of overwhelming force and firepower. The first stop was the town of Poinciana, a small community with little protection beyond a meager sheriffs office and militia. Out of pride, they surrendered the first offer for surrender from the Vault 37 army, and were subjected to a barrage of missiles and other weapons. The firefight resulted in dozens of deaths and injuries among the inhabitants of Poinciana, but no casualties among the attackers. With the wall breached in numerous places, the town council surrendered to the Vault 37 army. A governor was installed and a few of the younger town citizens were taken to the vault, but overall the people were allowed to continue their lives under careful supervision. Moving almost as quickly as the word of their conquest spread, the Vault 37 army approached the town of Ventura Estates, avoiding contact with the deathclaw nests to the west. As an incredibly well-fortified settlement, with walls and pitfalls designed to defeat deathclaws, the settlement felt more confident about defense, despite the fall of Poinciana. They refused the offer of surrender, and this time, the defenders inflicted casualties, as skilled sharpshooters brought down those seeking to use heavy weapons against the perimeter. After a week of siege, the defenders were confident about success, until a large amount of covering fire was used to deploy a mini-nuke from a Fat Man launcher against the walls. The devastation and casualties were enormous and quickly shocked the surviving inhabitants into surrender. As with Poinciana, the conquerors were surprisingly merciful as a governors position was established under the control of Vault 37.
Turn Stat Changes
+300 Scrap Parts from St. Cloud local area salvage
-550 Ammunition from Battle of Poinciana losses
+270 Population, +1,000 Food, +1,000 Water, +10 Tech Parts, +150 Ammunition, +200 Low-Tech Melee Weapons, +50 1-H Guns from spoils of Battle of Poinciana
-20 Population, -550 Ammunition, -1 Mini-Nuke from Battle of Ventura Estate losses
+280 Population, +1,260 Food, +730 Water, +850 Scrap Parts, +4 Tech Parts, +400 Ammunition, +300 Low-Tech Melee Weapons, +50 2-H Guns from spoils of Battle of Ventura Estate
+10 Population from immigration to Vault 37
+1,420 Food, +1,440 Water, +3 Energy from surplus production
Overseers Challenge: While the first contributions of students have arrived from Poinciana and Ventura Estate, we have had a new suggestion arise from an adviser to the Overseer. He suggests that any youth of school-going age from the subject communities should be housed and educated in the Vault alone, centralizing the education system. We have the facilities for such an endeavor, but this could cause strain with our new subjects. On the plus side, it would raise people far more loyal to our banner over time. How do we respond to this proposal?
Vault 40
Spoiler:
Very little happened in Vault 40 beyond a few baseball games. The pilots and crews of the B-26s have continued to display their valor in combat against Minornes Army.
Turn Stat Changes
-150 Ammunition from Battle of Nasacity losses
+20 Population from immigration
Overseers Challenge: Whatever has begun living in our vaults has clearly begun expanding its reach outside of our food supplies. Food and people hace gone missing, and weve noted a growing amount of radroaches that have to be dispatched. Were concerned that there could be a breach in the lower levels of the vault. Some people suggest that the vault could be compromised and that we should seal off the afflicted areas completely, though this would cost us a good portion of our food and water storage. Others suggest that we should attempt to purge whatever exists within our storage with weaponry, but this runs the risk of more extensive damage to the vault and higher casualties among our people. How do we respond to this issue?
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
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
So after this update I’ll be looking at past updates and assigning all factions a “Karma Rating.” For the time being this is nothing but flavor, though I may tie some mechanics into the stat in time. Karma will be measured similar to as it is in the Fallout games, on a scale going from -100 to 100. “Evil” actions or behavior will subtract from your Karma score, while “Good” actions will add to it. Mostly this will be tied to your responses to the various Challenges, but diplomacy and other actions you’ve taken will be included in this measurement. For a scale:
-100 to -40: Evil Karma
-40 to 40: Neutral Karma
40 to 100: Good Karma
So, those of you with slaves will be pleased to see that slaves from here on out will automatically a single Scrap Part per slave a year. Probably best not to speculate where they get it all from, but they now serve an actual material value to your community.
@Quisani: All of your production values are WAY off from what they should be with your level of education. Therefore you may find your expenses are far higher than they were in your orders. Scrap salvaged over the course of the turn was converted automatically to ammunition to achieve the production requested in your orders. Similarly, because you did not list a location for the radio tower, it was built at the first outpost on your list, and also the one where it makes most sense, Fort Apopka.
@Lord Herobrine: You need a forge to construction Low-Tech Melee Weapons, you have a Gunsmith, not a Forge. Therefore, no production has been done.
The Sunshine kingdom thanks you for your assistance in these trying times. We are pleased to announce that a coalition of the willing has destroyed the last known Army of Minorne, and victorious forces are returning home as I speak, with thank you gifts from the Kingdom.
To: Christmas, Choluta, and State of Daytona
The threat has been defeated in no small part with your assistance. Together, we accomplished something great, and, together, we can do even more. This victory is a major step forward for central Florida, and the Kingdom is already surging forward into the future, rebuilding from our losses and expanding aggressively against raiders and other such threats. As such, we would like to offer you an opportunity to join us at the ground level, as it were, able to shape the future of the Kingdom. There are seats ready for you in the Congress, where your people will help shape legislation for the entire nation. Additionally, closer unity will allow us to fight back against future threats even more effectively.
To The Edgewood Militia:
You occupy a key strategic place at the very heart of Orlando. While you command the heart of the city and it's scrap bounty, undoubtedly, farming is not very effective, nor is clean water easy to come by. As such, we offer you a deal: Join us, and you'll never go Hungry again! Joining the sunshine kingdom now, as we enter a new phase of growth and development, will offer your people many opportunities to shape the future of the kingdom. There are seats waiting for you in our Congressional Hall.
However, if you are not ready to join us yet, we are willing to offer you a general trade agreement: Scrap for Food/water, whichever you may need.
To: the Survivalist Union, the New Gulf Commonwealth
We do not wish to cause friction between our people. As such, we would like to discuss accepted borders regarding scrapping in between our respective factions.
To: Sunshine Kingdom
From: Christmas and State of Daytona
While we rejoice at our alliance's combined victory, we maintain our disinterest in a larger political union. We will continue to allow passage of your caravans and convoys through our territory and cooperate against outside threats, but we simply are not looking for a closer relationship. Additionally, we would like to extend our alliance to Chuluota to help protect our communities further.
To: Sunshine Kingdom
From: Chuluota
We prefer the quiet life for our people and have no interest in political union, though we would be interested in formally joining the alliance that exists between you, the State of Daytona, and Christmas. The latter two have already approved our membership, and we would request such an alliance as well, seeing how closely we cooperated in the recent battle.
To: Sunshine Kingdom
From: Edgewood Militia
Our people are strong and have no interest in any such arrangement.
To: Sunshine Kingdom
From: Christmas and State of Daytona
While we rejoice at our alliance's combined victory, we maintain our disinterest in a larger political union. We will continue to allow passage of your caravans and convoys through our territory and cooperate against outside threats, but we simply are not looking for a closer relationship. Additionally, we would like to extend our alliance to Chuluota to help protect our communities further.
To: Sunshine Kingdom
From: Chuluota
We prefer the quiet life for our people and have no interest in political union, though we would be interested in formally joining the alliance that exists between you, the State of Daytona, and Christmas. The latter two have already approved our membership, and we would request such an alliance as well, seeing how closely we cooperated in the recent battle.
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