Botwawki 2.6

Sunshine Kingdom
Spoiler :
Leader: Queen Jayne Bede (Enigmatic)
Faction Trait: Tech Savvy
Capital: Nasacity (Titusville, FL; Settlement)
Structures: Pumping/Purification Water Station (2), Farming Equipment (3), Radio Tower, Fortifications, Ammo Convertor, Jail, Recycling Facility, Market, Energy Reactor, Automated Defense System, Airfield, Hydroponics Farm (2)
Population: 850
Total Population: 1,970
Slaves: 0
Education: Applied Science
Food: 1,930 (+2,370)
Water: 1,480 (+1,640)
Energy: 5 (+1)
Tech Parts: 50
Scrap Parts: 3,220
Ammunition: 445, 5 Mini-Nukes
Military Equipment: 865 Low-Tech Melee Weapons, 10 High-Tech Melee Weapons, 65 1-H Guns, 215 2-H Guns, 235 Laser Weapons, 15 Plasma Weapons, 10 Heavy Weapons, 1 Fat Man, 37 Power Armor Suits, 1 Truck, 2 Rafts
Robots: None
Military Skill: 10
Outposts:
Spoiler :

Edge (Patrick AFB, FL): +450 Food
-Population: 490
-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: 200
-Structures: Farming Equipment (3), Fortifications, Pumping/Purifier Water Station
-Arsenal: 150 Low-Tech Melee Weapons
The Mine (University of Central Florida, FL; Urban Ruin): +350 Food
-Population: 160
-Structures: Farming Equipment (2), Market
-Arsenal: 150 Low-Tech Melee Weapons, 5 Mr. Gutsys
Oak Hill (Oak Hill, FL; Settlement): +400 Food
-Population: 210
-Structures: Farming Equipment
-Arsenal: 150 Low-Tech Melee Weapons



Spoiler Queen’s 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?


Spoiler Queen’s Solution :


Let it not be said we are poor allies. Well will give Christmas, Choluta, and the Survivalist Union 1 NEW power armor suit each as well as 50 Low-Tech Melee and three tech parts as a thank you for having participated in the battle, and will give the Monastic Brotherhood 50 Low-TEch melee and 3 tech parts for having assisted in the Mop up. Additionally, two NEW power armor suits are to be given to the Vault 40 in addition to 2 plasma weapons for the key role their planes took in the battle.



Spoiler orders :

Our main objective this half year is recovery. Split our remaining suits along the Sword and Shield lines as before, and spread the suits evenly amongst all our settlements. Additionally, redistribute weaponry amongst our settlement optimally for protection (So, border cities get more effective weaponry, while internal settlements make do with lesser.)

400 people, well armed, from Nasacity are to travel to the ruins of Fort Cocoa and, using 2000 scrap, build a new Settlement called New Fort Cocoa . Attempt to salvage what we can from the previous settlement. Use 100 scrap in the center of the settlement (So, probably where the Power Plant was) a memorial, where we will inscribe the names of all those we know died fighting Minorne. This memorial will take the shape of a grassy knoll with a Black monolith with the names inscribed on it.

In New Fort Cocoa, we will build three farming equipments, as well as two water purification and pumping stations for a total of 700 scrap and 12 tech parts.

Convert the rest of our scrap into ammunition.

All settlements, especially the mine, are to continue to scavenge scrap around their settlements.

The truck, with a convoy of 4 sunshine guard sword members, armed with plasma, as well as 50 other individuals, armed with 25 lasers and 25 2-H guns are to make a trip to Lake placid and canvas the area until we can determine what exactly was going on there. Any information to prevent this kind of threat in the future is essential.
 
To: The Universal Refuge

The Kingdom has just defeated a terrible threat against the people of the Sunshine Wasteland, and see now that you are also beleaguered by an inhuman foe. Perhaps we could be of assistance? Let us know what you can about the Automatons that regularly beset you.
 
To: The Sunshine Wastes.

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: 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: Nasacity Sunshine Kingdom (Sam, rembmer to remove that, even if I'm not ceratin how I like the difference)

I'll be frank with ya straight off the bate, hermana. I'm not certain that we can ever be close, true friends due to ideological differences. But, the new world is probably big enough that we can, with care, get along.

Now, to business.

We're pleased to offer you ayuda in you time a need. This was a big problem, and a treat to us all. Relatedly, we'll be designing some campaign medals for the hundred Black Roses who survived the fight, as well as for the next of kin of the Fallen, and want to send you a copy as well. If you have any ideas on design of make, feel free to send them. If you have any plans to remember this event (the single greatest treat since the Old Empire) we'd be happy to contribute.

Our boys say your sending us a power suit; much obliged, we'll make sure you get an emblem on it


As for a border mark we propose something like this: we agree not to settle north of Sebastian River, you South of 518, lest not without an agreement? We can split the loot evenly from between there, by establishing a consulate of something in Cocoa (we understand you mean to rebuild it).

This deal would place our lines at about 30-35 miles from each of you capitals, and the loot-sharing in Palm bay would help prevent fighting. We also understand that the North is richer and thicker in salvage than the south, at least as far as old Miami.

Feel free to bounce any ideas back; we're spit balling here, and haven't had much contact with other groups that plan anything but violence.
 
@EQ

I do not remember requesting a radio tower to be built.

Edit: Yes, I see where my mistake was made. The tech spent on building a radio tower was a artifact from the orders from the previous turn. The water pump, the radio tower, and the farming equipment were not intended to have been built. As it stands, I'll work with it, since none of it is bad necessarily.
 
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.

Stay east of interstate 4 and Orange Ave. And we'll stay west.
 
Hardy Reclamation Committee
Spoiler :

Leader: Mira Verner (Scientific)
Faction Trait: Expansionist
Capital: Hardytown (Hardeeville, SC; Pre-war Community)
Structures: None
Population: 650
Slaves: 0
Education: General
Food: 1,100 (+500)
Water: 1,100 (+500)
Energy: 0 (+0)
Tech Parts: 60
Scrap Parts: 0
Ammunition: 1,100
Military Equipment: 100 1-H Guns, 50 2-H Guns, 10 Heavy Weapons
Robots: None
Military Skill: 3


Spoiler Doctor’s 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?


Spoiler Doctor’s Solution :

Immigrants to Hardytown are welcomed with open arms, but they must know that if they wish join the safety of our community, they must contribute to our glorious goals and contribute to the Reclamation, whether that be through community development or scavenging.


Spoiler Orders: :

A 50 man party armed with 10 2-H weapons and 40 1-H weapons are to be sent East to Bluffton to scavenge. Another 50 man party with the same armaments are to be sent West across the Savannah river to Ricon to scavenge.
 
To: Nasacity Sunshine Kingdom (Sam, rembmer to remove that, even if I'm not ceratin how I like the difference)

I'll be frank with ya straight off the bate, hermana. I'm not certain that we can ever be close, true friends due to ideological differences. But, the new world is probably big enough that we can, with care, get along.

Now, to business.

We're pleased to offer you ayuda in you time a need. This was a big problem, and a treat to us all. Relatedly, we'll be designing some campaign medals for the hundred Black Roses who survived the fight, as well as for the next of kin of the Fallen, and want to send you a copy as well. If you have any ideas on design of make, feel free to send them. If you have any plans to remember this event (the single greatest treat since the Old Empire) we'd be happy to contribute.

Our boys say your sending us a power suit; much obliged, we'll make sure you get an emblem on it


As for a border mark we propose something like this: we agree not to settle north of Sebastian River, you South of 518, lest not without an agreement? We can split the loot evenly from between there, by establishing a consulate of something in Cocoa (we understand you mean to rebuild it).

This deal would place our lines at about 30-35 miles from each of you capitals, and the loot-sharing in Palm bay would help prevent fighting. We also understand that the North is richer and thicker in salvage than the south, at least as far as old Miami.

Feel free to bounce any ideas back; we're spit balling here, and haven't had much contact with other groups that plan anything but violence.

That is acceptable to us along the coast, so long as we talk about settlements farther inland. There's alot of farmland down there that we could use, where we've got the big old radioactive heap of metal called orlando preventing us from doing anything. In that same vein, we're sending an expedition down towards Sebring/Lake placid. Our intel links that area to minorne, and we really want to make sure it's gone.

Also, we're erecting a monument to the fallen against Minorne, and your people are welcome to make a pilgrimage to honor your dead. The name of everyone that died will be on it.

Stay east of interstate 4 and Orange Ave. And we'll stay west.
That could be acceptable. Interstate 4 seems to split Orlando in half.
 
That is acceptable to us along the coast, so long as we talk about settlements farther inland. There's alot of farmland down there that we could use, where we've got the big old radioactive heap of metal called orlando preventing us from doing anything. In that same vein, we're sending an expedition down towards Sebring/Lake placid. Our intel links that area to minorne, and we really want to make sure it's gone.


If you're heading to Sebring to check for Minorne, then you can head down here to get over; we don't know about your roads up north, but we do know that the 70 was safe about 2 years ago as far as Okeechobee. We could meat up with you, provide some axillaries.

And sure, we can talk about the inland late. Also gets more crowed over there, so cutting precise deals seems like a bad idea at this time.

Oh, a I just got word that one of the Roses met someone he knew who joined the Damned. Huh. Better you than us. Guess they finally learned a lesson out there.
 
challenge solution
Spoiler :
Play stuff saying that Holy wood is a safe place to immigrate to, even if you end up a serf because of your beliefs. Play old military music on there. Have a "Rant Time" where the leader of the faction rants and talks (but mostly rants) about whatever is in his mind at the time.


orders
Spoiler :
send the usual salvage we do to Walterboro to salvage stuff over there. See if we could design and build a new bunker here in holy wood
 
sorry i've been feeling unwell and haven't really been able to sit down and hash out orders.

will get them at some point in the next like 12 hours sorry if thats too late feel free to ignore them if they are.
 
@Grandkhan: You missed the last update, and you've easily got almost a week until the next one.
 
Encoded message 1 from the update: said:
CQEVCQEVMNORNSYSCMPRMISDRQSTSPPRTPRJCTFAILPRMRYBSEDSTRYD

Encoded message 2 from the update: said:
EVRCVDCSETRSMTMNORNENTRSBMDEOVRRDECDELOSTCHILD

The general jist should be clear, but clarifying it beyond
message 1 said:
Evacuate Evacuate, Minorne system compromised, Project failed, Primary Base Destroyed
and
message 2 said:
Blah Blah Minorne Blah Override Lost child

is beyond me. Thoughts?
 
Well, there's only one radio tower sending out coded signals. And there's something down in the bowls of said tower's base. Lurking and acting. Perhaps not waiting. Perhaps these are the echoes of the failed Minorne; the remnant of some vast conspiracy unable to contemplate their failure. It could be the last frantic grasp for supremacy of a doomed ideology desperate for vindication and fruition, before the last candel goes out and they go shuffling off into the night of history. Or not. Probably not.
 
According to EQ, there are two messages from two sources.

Edit: The first message comes from the location the previous minorne messages came from, the second I haven't been able to trace.
 
EVRCVDCSETRSMTMNORNENTRSBMDEOVRRDECDELOSTCHILD

evrcvdsetrsmt Minorne enters bmde override ecdel lost child

Above another word added to your translation thomas.

The first message is from where exactly? Some player's radio tower?

If their primary base has been destroyed according to message 1, perhaps the override indicates the activation of some other secondary base, named/code-named "lost child."
 
The first message is the Minorne location near Lake placid (Presumably a new destroyed base)

The minorne armies that we enountered came from the Lake Placid Base, which is where the Calusa were first converted.
 
CQ Evacuate EV Minorne System Compromised, Request Support, Project Fail, Primary Base Destroyed.

This is how I interpret the first message. I'm not positive that the CQ in front is Evacuate.
 
To: Citizens of the Survivalist Union.

[a lengthy rough draft of the new constitution and laws of the Survivalist Union, presented as a counterpoint to current proposals, and with requests for opinions by the community. It is forwarded with a section detailing the desire to maintain a distinct cultural government that favours the Unions ideals.

Each commune would possess an assembly composed of all adult citizens of that settlement (barring certain, usually temporary penalties against criminals and the likes), with an inner council elected by the assembly that needs to sit routinely for day to day administration. Any proposals require the vote of the whole council and a portion of the assembly based on importance of vote. The communes Headman is elected every 6 months, and serves to oversee and organize this.

The members of both assemblies elect a Union assembly that meets in Liberty City to oversee day to day administration of the Union as a whole, as well as high-level legal actions. The assembly is put to election every 3 years.

The Union headman is put to election every 5 years without inherent term limits. The headman most importantly administers foreign relations and military matters, and ensures communication between communes. Also has rights for proposals to Union of Commune assemblies for day to day activities.


The legal section of the proposal most importantly agrees to the banning of certain actions such as cannibalism, the sale or usage of certain highly destructive and disruptive chems in public (such as psycho) with terms for personal level bans, as well a chattel slavery. It also includes terms for indentured servitude and penal labour, including oversight.

All citizens are encouraged to give opinions of the proposal]
 
Conch Thalassocracy of the Keys 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, Fortifications
Population: 610
Slaves: 105
Education: Oral
Food: 2,720 (+750)
Water: 2,685 (+750)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 205
Ammunition: 2,200
Military Equipment: 400 Low-Tech Melee Weapons, 270 1-H Guns, 120 2-H Guns, 9 Heavy Weapons, 2 Rafts, 30 Canoes, 2 Small Boats
Robots: None
Military Skill: 11

Spending
-50 Scrap, 2 Tech parts into Farming Equipment
-100 Scrap, 2 Tech parts into another Water purifier

Orders
The Tubaroes are preparing to attack again, and this time its time to cripple them for good.
The slaves are offered an option out of slavery - Those slaves that agree to take up arms against the Tubaroe raiders and fight against them for Duck Key shall recieve their freedom. Those slaves that take up the offer are to be equipped as the soldiers and split up among the rest of the fighters to prevent an organised slave rebellion or breakout in the middle of the fighting. The Big Piners who we freed previously are also to be split up among the other fighters to prevent their rebellion as well.

The settlement is to stand firm against the Tubaroe raiders and attempt to drive them back before they can enter the settlement and burn everything. They are to target their landing parties with heavy equipment and gunfire, before rushing out once they try to retreat to try to take their boats. If it is possible, the Tubaroes are to be taken prisoner as slaves. Once the Tubaroes retreat, the fighters are to begin the pursuit in the small boats and the canoes, and attempt to board the Tubaroe vessels and capture them as well as the Tubaroes themselves. The existing small boats are to be kept safe and withdraw if sinking or damage looks likely. I

f the fighters significantly outnumber the remaining Tubaroes as they retreat they are to continue the pursuit to the Tubaroe base. There, the Big Piners are armed and equipped along with the rest of the fighters to take the Tubaroe island base and free the slaves. A stock of melee weapons is taken in with the assault to distribute to the slaves, in the hope that they will join teh fighters in taking the Tubaroes. Tubaroe warriors are to be offered teh opportunity to surrender - those which do shall be taken into slavery.

It is time to end the raider plague on our shores once and for all!
 
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 (2), Water Purifier, Jail, Forge
Population: 800
Total Population: 940
Slaves: 0
Education: General
Food: 1,870 (+1,180)
Water: 2,490 (+1,400)
Energy: 0 (+0)
Tech Parts: 11
Scrap Parts: 850
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
Outposts:
Indian’s Hideout (Indian River State College, Fort Pierce, FL): +250 Food, +500 Water
-Population: 140
-Structures: Forge, Farming Equipment, Water Pump/Purifier
-Arsenal: 50 Low-Tech Melee Weapons


Headman’s Challenge solution:
Spoiler :
We shall implement a new constitution and government structure based as such:
Each commune will possess an assembly composed of all adult citizens of that settlement (barring certain, usually temporary penalties against criminals and the likes), with an inner council elected by the assembly that needs to sit routinely for day to day administration. Any proposals require the vote of the whole council and a portion of the assembly based on importance of vote. The communes Headman is elected every 6 months, and serves to oversee and organize this with executive powers similar to an old-world mayor. Minor crimes (internal theft, public disturbances, assaults that sort of thing) are handled at this level.

The members of both assemblies elect a Union assembly that meets in Liberty City to oversee day to day administration of the Union as a whole, as well as high-level legal actions. The assembly is put to election every 3 years with no inherent term limits.

The Union headman is put to election every 5 years without inherent term limits. The headman most importantly administers foreign relations and military matters, and ensures communication between communes. Also has rights for proposals to Union of Commune assemblies for day to day activities, particularly those that concern the Union Treasury (goods provided by the town to the Union for the good of the whole). Limited executive powers that can be vetoed by a majority vote of the most related assembly (example; an act which effects a communes can be vetoed by a majority of citzens).

Under new laws, highly destructive and destructive chems are banned from sale or use in public. Social of legal disturbances concerning private use will be stiffly penalized. Cannibalism is banned, as it tends to attract trouble and murder. Chattel slavery is banned, though individuals can apply with the Union Council for Contract Labour Contracts, so that mutually agreeing individuals can enter indentured servitude (out of desperation, to pay off debts, etcetera). Forced Penal labour is permitted for use by the Union government or Commune governments with approval.



Orders:
Spoiler :
[possibly only story related, you can judge, could a done with a few points of scrap through the forge] Issue a medal to every member of the army sent to fight at Nasacity bearing the mark of the Black Rose, for valorous service against Minorne. A symbolic copy will be sent to the memorial being built in by the Kingdom.

More importantly;
Attempt to spread the Rat farming operation to Indian’s Hideout

A 80 man (10-laser, 35 2-h, 35 1h, plus 20 l-t melee will travel up to Vero Beach through to the Sebastien and Roseland, keeping an eye out for people as well as good salvage. They will be followed by a 50 strong group with 10 1-h, 20 2-h group that will salvage any particularly good sites they find, or aid in general deconstruction.

If these teams detect the expedition from the Kingdom, then 30 member with 20 2h and 20 1h (I assume that people can carry at least two weapons for adaptability, if not use them at once). If this happen, a group with the same equipment will be sent up to replace them. This group will try to observe and return with as much intel as they can gather of the area and Minorne.

Construct a market with 500 scrap in Liberty City, spreading word as a more Southeastern (and possibly more restriction-loose) equivalent to the one at Nasacity.

Assign 20 2h and 30 1h guns to the armoury at Indian’s Hideout for storage between expeditions, to improve potential security.
 
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