In the wastelands groups of would-be immigrants travel, looking for a new and safe home. Some of our people think we should welcome these immigrants into the vault, bolstering our numbers and fortifying our community’s strength. Others, backed by the Enclave, believe that a much more restrictive approach should be taken to preserve the purity of man from nuclear contamination. What should our policy be towards immigration into the vault?
All new "immigrants" are to be treated in the following way.
All individuals approaching the Vault are to be told to put their hands up into the air and approach slowly. Mr Gutsy robots and Sentry bots (Enclave as well) are to escort them towards the vault. They are to be searched, and medically checked by Vault doctors and interrogated about their backgrounds. If any anomalies are detected (mutant) they are to be imprisoned in the newly constructed jail for later termination (if built promptly - if not then terminate quickly and put the bodies at the bottom of a gorge). All their belongings are to be confiscated, and if they are deemed "clean" (non-mutant) they are re-acquire their belongings. Termination would be conducted by Robot Sentry robots or Mr Gutsy robots.
Following this they are to be welcomed into the GRD and integrated to the best of the GRD's abilities.
Orders
Spoiler:
Continue to send weekly expeditions to Dahlonega - per the instructions laid out during the previous half year.
In conjunction, send weekly expeditions to Dawsonsville, GA - following the same instructions as above, and during the previous half year that focused on Dahlonega.
Send a recon expedition to Camp Merrill to the northwest of the Vault to determine any hostile threats, or presence of military robots in the vicinity. If any threats are met while approaching Camp Merrill fallback to the Vault and notify the Enclave. If no threats are met, scavenge the entire camp for all resources using the same weekly expedition set up with the previous expeditions (same week different day).
Build fortifications at Vault 137. Consisting of multiple levels of barriers, bunkers, and overlooking positions around the Vault (idk how much 1 level of fortifications will get me).
Build a jail at Vault 137 (if built promptly then house the mutants in need of termination).
Question
Spoiler:
OOC: Why does a gunsmith at general education level cost more than one built at oral education?
BATTLE OF OSCARGRAD. A new war may have begun in the Sunshine Wasteland as the town of Oscargrad, a settlement loyal to the Monastic Brotherhood, was attacked by forces of the Corporate Trade Federation. The attack was completely by surprise, taking place after a small group of people had actually left the town to settle in Citra. Based on scattered reports from both sides, it is agreed that the CTF’s forces managed to raze buildings outside of the central bunker of Oscargrad and pursue the defenders within. At this point it seems as though the defenders managed to use the darkened halls to their advantage, turning the tide and winning the fight at close quarters. The Corporate forces withdrew back to Saint Augustine, and it seems that for now the Monastic Brotherhood continues to retain control of Oscargrad and the surrounding area.
Faction Reports
Corporate Trade Federation
Spoiler:
The Corporate Trade Federation is once more at war. A large force was assembled to launch a preemptive strike upon the Monastic Brotherhood as information came forward of an impending attack upon West Bridge. The best of the Federation were sent out and managed to spring upon the enemy settlement without any prior knowledge on behalf of the defense. The outer parts of Oscargrad were overwhelmed and burned, while the surviving garrison retreated into the central bunker. The doors, having been breached previously, were quickly taken by the attackers, at which point the assault began going downhill. Once into the tunnels and halls of the bunkers, the defense was able to close to melee distance and gain the advantage. With power still under the control of the defenders, they used the fire suppression and lighting systems to full effect, disorienting the attack. It quickly became clear that the bunker itself could not be taken, as the attackers were outnumbered, and they were forced to withdraw with the few who had survived the fighting in the tunnels, fearful of a relief party from Ocala.
Even after this force returned home, things only became worse for the Trade Federation. One fateful night in Saint Augustine, an odd noise was heard in the skies. Ten unusual aircraft flew over the fortifications in the dark of night, and before the alarm could even be raised, landed in the fields around the old fort and the howitzer within. They managed to laboriously begin moving the howitzer to the aircraft, plainly intent on stealing it. The garrison fought back and the town militia attempted a counter-offensive, with some success. The garrison’s Mr. Gutsys and plasma weapons appeared to be the only effective weapons against the attackers, but the raiders themselves managed to spray the area with their own plasma weapons and their unusual aircraft leveled any center of resistance from the skies. The aircraft escaped, as they played a message claiming that they were reclaiming US government property for its rightful owners.
Turn Stat Changes
+20 Slaves in West Bridge from independent slave collecting
-310 Population, -510 Ammunition, -40 1-H Guns, -3 Mr. Handys from Battle of Oscargrad losses
+1 Military Skill from combat
-60 Population, -190 Ammunition, -1 Howitzer, -6 Mr. Gutsys from Enclave raid losses
+10 Slaves, +10 1-H Guns from Saint Augustine market dividends
+10 Slaves, +150 Water from St. Johns market dividends
+30 Slaves, +5 Tech Parts from West Bridge market dividends
+315 Scrap Parts from slave production
+20 Population from natural growth
+60 Population from immigration to West Bridge
+150 Food, +550 Water from surplus production
CEO’s Challenge: We are at war once again! It’s unlikely that the Brotherhood will make peace so easily this time, and the leadership of the Allied Trader’s Corporation has advised that the CEO take more authoritative war powers. The New Age Corporation believes that business should continue as usual and the most attempts as possible should be made to establish a new peace. Which faction should we side with in this dispute, or should we attempt a compromise?
Empire of America
Spoiler:
The Empire of America has achieved its first conquest. A large and well-armed force went south to the small pre-war town of Uniontown. As it turned out the town had been spared from a direct hit in the Great War and had continued to exist as an isolated farming community. They welcomed the Empire’s warriors friendlily to start, right up to the point they were fired upon. With no real defenses or guards, the town’s disorganized militia was defeated, and a good deal of the population was killed in the battle. Still, the expedition soon set themselves up as the new leaders of Uniontown and the old population has been put into chains. Word was sent to the Emperor of the victory, the first crowing success for a new era for the Empire.
Turn Stat Changes
-30 Population, -900 Ammunition from raider attack losses
+1 Military Skill from combat
+250 Food, +250 Water from spoils of raider attack
-40 Population, -300 Ammunition from conquest of Uniontown losses
+1,400 Food, +1,400 Water, +5 Tech Parts, +300 Ammunition, +300 Low-Tech Melee Weapons, +90 1-H Guns from spoils of conquest of Uniontown
+210 Scrap Parts from slave production
+10 Population from natural growth
+150 Food and Water from surplus production
Emperor’s Challenge: At the moment the old population of Uniontown remains in chains under our leadership. Of course, while they act as slaves, they are unable to perform more sophisticated tasks or act as a reliable garrison. If we freed them to be citizens once more, we could theoretically buy their loyalty to the new empire. On the other hand, some believe that freeing these people will only grant them the ability to turn on us in the future. How do we respond to this debate?
Georgia Reclamation District
Spoiler:
The Georgia Reclamation District has continued local area salvaging efforts, remaining strongly aligned with the Enclave and their mysterious goals. They have made a major effort to develop their own security, building a town wall around the vault door. The new wall has firing positions for robots and acts as a basic fortification for the vault that can be patrolled by the community. The vault now also includes a jail for housing any would-be immigrants that fail to meet purity standards as set by the Enclave. Salvaging efforts in Dahlonega itself have come to an end, as the small town has already been thoroughly converted into scrap for the benefit of the vault. The gains made there were supplemented by an expedition to the empty ruins of Dawsonville, providing some more scrap to the stockpiles. Sadly, an expedition to Camp Merrill turned up empty handed, finding nothing there beyond one or two foundations of long-gone buildings.
Turn Stat Changes
-500 Food from contamination
-800 Scrap Parts from construction
+1,000 Scrap Parts from Dahlonega area salvage (Tapped Out)
+600 Scrap Parts, +2 Tech Parts from Dawsonville expedition salvage
+320 Low-Tech Melee Weapons from Enclave gift
+10 Population from natural growth
+10 Slaves from “immigration”
+10 Scrap Parts from slave production
+570 Food and Water from surplus production
Governor’s Challenge: We have ten people in our jail who did not meet the specifications of non-mutant as set by the Enclave. To some of us they look just as human as the next man, but the Enclave is insistent upon their mutant status. Some of our people are arguing that they be included in our society regardless, while others suggest that slave labor could be useful for scrap production. How do we deal with our new “immigrants?”
Hardy Reclamation Committee
Spoiler:
The Hardy Reclamation Committee faced a major threat from a large band of barbarian tribal types seeking to claim possession of ten recent immigrants to the community. The Committee refused these claims and sought to fight for their land instead, launching a sneak attack in the night upon the tribals. The feral children recently reclaimed by the committee led the attack, sowing confusion and chaos among the enemy ranks. Then, through superior firepower and heavy weapons, the Committee managed to inflict a total defeat upon the tribals with fairly light casualties. The remaining tribals were captured and herded together into a loosely built wired are to prevent escape while their fate is determined by the Committee. Shortly after yet another expedition was sent south to Savannah, recovering another good amount of scrap, increasing their existing stockpiles.
Turn Stat Changes
-400 Food from contamination
-300 Scrap Parts, -8 Tech Parts from construction
-40 Population, -250 Ammunition from losses during battle with barbarians
+1 Military Skill from combat
+290 Slaves, +350 Low-Tech Melee Weapons from spoil of battle with barbarians
+400 Scrap Parts from Savannah scavenging expedition
+290 Scrap Parts from slave production
+10 Population from natural growth
+20 Population from immigration
+770 Food, +270 Water from surplus production
Doctor’s Challenge: After recent interrogation with the tribe members, it was discovered that the people they sought had led a band of raiders which destroyed their old farmlands and ransacked the community, sparing very few. The tribals had wiped out most of the raiders, but their ways demanded vengeance for the crime. Now that we know the truth about these people, the fate of both them and the tribals is to be determined. What do we do with these various people in our community?
Kingdom of Heaven
Spoiler:
The Monastic Brotherhood has faced some reform as the Great Priest Koch has stepped down from his leadership role for unknown reasons. Clad in a mask and robes, the great priest has crowned a new leader of the reformed faction. Now calling themselves the Kingdom of Heaven, the Monastic Brotherhood instead acts as the guiding force behind the new regime. With a charismatic new king at the helm, it is hoped this reform will guide the fledgling nation through the troubled times ahead. War has come to the Kingdom of Heaven as the Corporate Trade Federation attacked Oscargrad without provocation. The town barely managed to hold, and much of the exterior structures were destroyed in the attack, as a lack of fortifications prevented them from being secured. Thankfully, the garrison managed to rally within the bunker itself and turn the tide in close quarters fighting. The Federation’s forces retreated, and victory was declared for the Kingdom, but at a heavy cost.
Even as the outbreak of war echoed throughout the Sunshine Wasteland, the Kingdom of Heaven continued with its mandate to keep the lands safe. A new guard station and outpost was established at the old ruin of Citra, using a local factory as the new base of operations. Rudimentary fortifications were established and a garrison formed, remaining highly alert at the possibility of any threat from the northeast. Similarly, a new expedition was sent to purge the ruins of Bronson of the varied wildlife within. For the most part this consisted mostly of the damncats that infested Gainesville, but a number of other creatures were spotted by scouts. The purge was quick enough, but a decent number of people were killed or wounded by the numerous hazards in the town. Thankfully the operation was still an overall success and the town was cleared of hostiles while a moderate amount of scrap was salvage for return to Ocala.
Turn Stat Changes
-280 Population, -90 Ammunition, -2 Pumping/Purifying Water Stations, -1 Farming Equipment, - 1 Hydroponics Farm from Battle of Oscargrad losses
+1 Military Skill from combat
+40 1-H Guns from spoils of Battle of Oscargrad
-200 Water from contamination
-1,000 Scrap Parts from construction
+400 Scrap Parts, +30 Ammunition, +30 1-H Guns from Citra reclamation and salvage (Tapped Out)
-20 Population, -350 Ammunition from purge of Bronson losses
+600 Scrap Parts, +5 Tech Parts from Bronson salvage
+100 Ammunition from market dividends
+20 Population from natural growth
+80 Population from Ocala immigration
+80 Population from Citra immigration
+20 Population from Oscargrad immigration
-570 Food, -1,110 Water from consumption
King’s Challenge: Some of the priesthood are insisting that we declare a grand crusade to destroy the Corporate Trade Federation for their sinful acts. Such a declaration could lock us politically in place in war against the Federation, making it difficult to back out without severe ramifications. On the other hand, declaring a crusade could rally our people to a higher purpose and make it clear to the people of the Federation that God is not on their side. Should we declare a crusade or not?
Maritime Collective
Spoiler:
The Maritime Collective has started its year quietly. Ample construction has taken place as a new layer of fortification has been added to the town of Pensacola, and increased hydroponics farming has converted an amount of water into yearly food production. A new water pump and purifier station has helped provide a large amount of water, creating the largest surplus in the young faction’s history. Thankfully a fairly uneventful expedition to the small and abandoned town of Pace helped provide more tech parts and scrap to replace most of those spent through these six months. The expedition even found a small stockpile of guns in an old chest in an abandoned home in the area.
Turn Stat Changes
-1,000 Scrap Parts, -10 Tech Parts, +200 Ammunition from construction and ammo conversion
+600 Scrap Parts, +6 Tech Parts, +20 Ammunition, +5 1-H Guns from Pace expedition salvage
+10 Population from Natural Growth
+60 Population from immigration
-150 Food from consumption
+450 Water from surplus production
Mayor’s Challenge: So an emissary from a group known as the Sons of Oscar has appeared at our doorstep. As it turned out this group was behind the purchase of our weapons recently to arm themselves and their allies elsewhere in the Sunshine Wasteland. They have asked to establish a recruiting station and stronghold in Pensacola, claiming to be looking to free the Wasteland from oppression. They ask that they be allowed to not only recruit from among the population, but to bring in people they’ve freed from oppression to join our settlement. In exchange they have offered us 500 Scrap Parts and 5 Tech Parts. How do we respond to this proposal?
New Gulf Commonwealth
Spoiler:
The New Gulf Commonwealth has quietly passed the first six months of the year. Some limited construction took place, but for the most part energies were dedicated towards a massive salvage effort in the Commonwealth’s part of Orlando. Restricted by treaty to the west of Interstate 4, most of the efforts were focused upon retrieving scrap. Thankfully, years of salvage and warfare has diminished the ghoul population in Orlando to almost nothing, and the recent defeat of the Burned Men have left local bandit gangs powerless. For the most part unsavory types avoided the massive expedition, which salvaged without fear of attack. Ample scrap was thus returned to the stockpiles of the Commonwealth, providing a major boon to future construction.
Turn Stat Changes
-100 Scrap Parts, -4 Tech Parts from construction
+2,600 Scrap Parts from major Orlando scrapping expedition
+20 Population from natural growth
+10 Population from immigration to Fort Apopka
+40 Population from immigration to Leesburg
+30 Population from immigration to Ocoee
+20 Population from immigration to Umatilla
+10 1-H Guns from Leesburg market dividends
+20 1-H Guns from Fort Apopka market dividends
-780 Food, -510 Water from consumption
Governor’s Challenge: The bobble head has carried out its threats and has begun to haunt the Governor in his dreams. The bobble head continues to demand to be promoted to an advisory post in the leadership of the Commonwealth. Needless to say some other advisers are opposed to such an effort, but according to the bobble head, they are clearly communists and unwilling to help. The bobble head has offered some useful advice lately, including improved farming methods and ideas for future development. Should it be retained as an adviser?
Sunshine Kingdom
Spoiler:
Crisis was averted as outrage over the disastrous expedition to Miami led to near rioting in a number of towns in the Sunshine Kingdom. The revolts and unrest were stilled by the Queen’s announcement that she would be abdicating in favor of a new heir. The council has begun to gather as the question arises on which of the queen’s children will be the new monarch. Beyond the preparations for this gathering, it seems that the year has begun quietly for the kingdom. Salvage efforts have continued and later on, the salvagers were joined by newly restored Mr. Handys which have proven effective at recovery of all sorts of scrap.
Turn Stat Changes
-40 Population, -320 Ammunition from raider attack on New Fort Cocoa
-18 Tech Parts, -6 Energy from construction of new robots
+700 Scrap Parts, +3 Tech Parts from Dragonville salvage
+300 Food from market dividends
+20 Population from natural growth
+10 Population from immigration to Nasacity
+50 Population from immigration to Dragonville
+50 Population from immigration to Mims
+60 Population from immigration to New Fort Cocoa
+40 Population from immigration to New Smyrna Beach
+50 Population from immigration to Oak Hill
+10 Food, +180 Water from surplus production
Queen’s Challenge: The best two heirs have been present, and it’s unsure which way the Congress will choose. Between Stephanie and Samuel, it’s uncertain who will be the choice made for the leadership position of the Sunshine Kingdom. Stephanie is well known as a popular leader, well-educated and scientific in her undertakings. Samuel on the other hand is known to be fearsome in combat and a brutal leader of the armed forces. Who does the Congress select to be the new monarch?
Survivalist Union
Spoiler:
The Survivalist Union has quietly begun to recover from the recent debacle in Miami, as the Headwoman promises new elections to determine whether she is still popular enough to lead. The community has been full of campaigning between different candidates, and beyond that little else has taken place. Some salvaging has continued throughout Port St. Lucie, and ample stocks have bolstered what existed before. It is hoped that this period of peace marks a new prosperity for the faction.
Turn Stat Changes
+500 Scrap Parts, +5 Tech Parts from St. Lucie area salvage
+50 Ammunition from market dividends
+10 Population from natural growth
+20 Population from immigration to Liberty City
+40 Population from immigration to Indian’s Hideout
+220 Food, +260 Water from surplus production
Headman’s Challenge: The campaign season is nearing an end and the Headwoman has been one of the two candidates left standing. Her opposition is a famed scavenger who has been known to bring in more scrap and supplies than anyone else in the Union. The election campaign is in a dead heat, who will the people pick to lead them?
Vault 37
Spoiler:
Vault 37’s empire seemed to be on the brink of a major civil war. Surprisingly to all observing, instead of bringing down the hammer of retribution, the vault’s overseer sought negotiations with the leaders of the newly rechristened Fort Freedom. Despite the militant Sons of Oscar attempting to spur the population to battle, the more level-headed members of the rebel government accommodated negotiations and actually created a presentable treaty. They agreed to allow the continued education of the young at Vault 37 and the return of a governor from the vault, in exchange for setting their own immigration policy to the wealth of the Fruitland. This compromise proved acceptable to both sides, but the Sons of Oscar refuted it, and attempted to take control for themselves. With the support of some elements of the Vault’s army, the Sons were defeated and fled to the north. The town was restored to the bosom of the vault, and has rapidly begun to accelerate itself to the position of crown jewel of the empire. Despite a constant amount of salvage coming in from the other settlements, the sheer food production has attracted an unending wave of immigrants into the town, and it has continued to expand rapidly.
Turn Stat Changes
-20 Population, -50 Ammunition from raider attack on Poinciana
-450 Slaves, +450 Population from slave-soldier recruitment in Ventura City
+920 Population, +10,000 Food, +4,500 Water, +500 Scrap Parts, +800 Ammunition from reintegration of Fort Freedom
+200 Scrap Parts from Ventura City local area salvage
+400 Scrap Parts from Davenport local area salvage
+400 Scrap Parts, +4 Tech Parts from Haven local area salvage
+200 Scrap Parts, +40 Ammunition, +10 2-H Guns from Poinciana local area salvage
+250 Water from Ventura City market dividends
+180 Scrap Parts from slave production
+30 Population from natural growth
+20 Population from immigration to Davenport
+300 Population from immigration to Fort Freedom
+10 Population from immigration to Haven
+10 Population from immigration to Poinciana
+10 Population from immigration to Ventura City
+17,970 Food, +10 Energy from surplus production
-380 Water from consumption
Overseer’s Challenge: Our lenient negotiations towards Fort Freedom has caused our respect to raise among the other protectorate settlements. Overall it seems that less bitterness remains at conquest, particularly as the older members of the settlements find themselves overwhelmed by more enthusiastic immigrants. These new immigrants have adopted an identity as members of the empire of Vault 37 with a surprising gusto, and their fervor for the growth of empire actually unnerves some who grew up in the vault itself. They seem to want a more organized imperial system, though admittedly the older members of their communities are much less in favor. How do we respond to the proposals for more centralized reform?
Waycross
Spoiler:
The town of Waycross was beset by a duel between two self-proclaimed superheroes, under the delusion that they were fighting for the fate of the community. Both were clearly living in a mental fantasy and refused any compromise of their odd principles. So the town militia sortied out into the countryside and purge both heroes as they fought to the death. Fortunately they fought very poorly, allowing the town to escape from the incident without too much difficulty. Ample supplies were found in the ruins of both lairs of the heroes, and these were added to the town’s own stockpiles. In order to further supplement these stocks two expeditions were sent out to gather scrap and supplies for the community.
The first expedition was sent north to the town of Jesup, traveling a straight route through two towns on the way. The first, Blackshear was empty of habitation and easily salvaged of supplies within. The second two of Screven had a number of vicious creatures within including what appeared to be an outpost of giant ants. These creatures, in addition to traps planted by enterprising hunters in the past, led to a small amount of casualties at this stage in the expedition. In Jesup itself, the larger town was found to be empty and was easily looted before the expedition returned home without incident. The second expedition headed instead towards Homerville. Along the route they passed through the town of Argyle, which they found to be populated by immediately hostile giant ants. The fight cost the expedition a few lives before they carried on towards Homerville and managed a light salvage. The expedition stopped outside Homerville when they discovered a hostile tribe in the town. These apparently nomadic barbarians are clearly occasionally cannibalistic and brutal, not speaking any recognizable language. The expedition avoided contact with these people, but chose to withdraw from Homerville without further incident. The only information they gathered was the tribe’s name: the Sons of Simp.
Turn Stat Changes
-140 Ammunition from ending the superhero menace
+400 Scrap Parts, +6 Tech Parts from spoils of ending the superhero menace
-10 Population, -25 Ammunition from Jesup expedition losses
+500 Scrap Parts, +3 Tech Parts from Jesup expedition salvage
-10 Population, -25 Ammunition from Homerville expedition losses
+500 Scrap Parts from Homerville expedition salvage
+10 Population from natural growth
+30 Population from immigration
-170 Food and Water from consumption
Mayor’s Challenge: A group of unusual refugees has arrived, claiming to have escaped from the forces of a new voice on the radio known as the Enclave. They claimed to have experienced horrible experimentation and torture at the hands of this brutal faction. They have asked for safe harbor before they move on to the believed safety of the Floridian Peninsula. There is some concern about this large group of people, as they are larger than any previous migrant group we have encountered. How do we respond to this request?
Radio Stations
Black Hat Radio – Broadcasting in the Clear – Port St. Lucie, Florida
-Assorted Country music
-Anarchist propaganda
-invitations for immigration
Collective Assistance Radio – Broadcasting in the Clear – Pensacola, Florida
-Music
-Tips and Hints for surviving in the Sunshine Wasteland
-Adventures of Wasteland Dan
-True Church of the Citadel Show
Commonwealth East Radio – Broadcasting in the Clear – Apopka, FL
-Music
-Orlando local area news
-Advice on scrapping and sale of scrap, advertisements for local market
Enclave Military Radio – Coded Broadcasts
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 Faith – Broadcasting in the Clear – Ocala, Florida
-Worship Services
-Hymns
-Messages of Hope
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
OOC
Going to expand the world map to the west somewhat with the next update to accommodate the Empire of America, how far west do ya’ll think I should go? Is there any other expansion you would be interested in?
@Dunebear: A gunsmith costs more for General Education because Oral Education emphasizes practical skills such as gun construction and maintenance, while General education allows the basis for more sophisticated knowledge and construction.
@Seon: The new king’s name is just a placeholder if you choose it to be. If you want in the next set of orders, we can change it for you.
@Darksaber: Feel free to choose the names of any of the emerging candidates if you choose them to replace the leader you currently have.
It's just business. But if you want to come, so be it, we are prepared. On the other hand, we have just acquired another enemy, and we recognize that our attack was too impulsive, without proper planning. And although we have the will and power to continue this conflict, we are still and will always be open for negotiations.
One of your bases was destroyed and the other base is seriously compromised. That leaves you with only one settlement and a small newly built base. Think carefully about your next move.
To the Imbeciles of the Corporate Federation From the Kingdom of Heaven
Oh NOW you want peace. Tell me, wasn't it YOU who broke the peace treaty? Did it not specifically say that shooting people was not conducive to peace? So you have the right to break the peace treaty anytime you want but we do not? Nay, I say. We refuse to conduct any diplomacy to those who would break their words so easily. Prepare for your annihilation.
The Kingdom of Heaven hereby declares a CRUSADE
Against the enslaving, corporate bastards of the Corporate Trade Federation, with a wargoal of Complete Purge of this insidious faction whose demonic presence have brought only ruin, lies, and pain to the Holy Land.
We will not stop until every corporate officials belonging to this hellish organization has been brought to justice before the purifying wrath of God himself!
These men have institutionalized slavery, have detonated an atomic bomb against an innocent population, have declared wars without a righteous cause, and will continue to do so against the Innocent of this wasteland if left by their own devices!
Who, I say, WHO shall protect the lives of innocent and chase these demons back into hell they came from? Who, if not you, my fellow men of the Kingdom of Heaven. Let nothing hold you back. Not even your love for your children, your parents, and your wives.
This is why I ask you, from the poor to the rich, from the lowliest of the town guards to the king himself, to take up your arms and march to the Federation! This war will not give offense to god. Nay, it is pleasing to him and he shall reward you in heaven. Who is willing to conquer, for paradise and glory?!
Leader: Doctor Mira Verner (Scientific)
Faction Trait: Expansionist
Karma: 0 (Neutral)
Capital: Hardytown (Hardeeville, SC; Pre-war Community)
Structures: Farming Equipment (3), Water Pump/Purifier (2), Jail
Population: 730
Slaves: 290
Education: General
Food: 2,800 (+1,500)
Water: 1,100 (+1,200)
Energy: 0 (+0)
Tech Parts: 47
Scrap Parts: 1,070
Ammunition: 760
Military Equipment: 350 Low-Tech Melee Weapons, 100 1-H Guns, 50 2-H Guns, 10 Heavy Weapons
Robots: None
Military Skill: 4
SpoilerDoctor’s Challenge :
After recent interrogation with the tribe members, it was discovered that the people they sought had led a band of raiders which destroyed their old farmlands and ransacked the community, sparing very few. The tribals had wiped out most of the raiders, but their ways demanded vengeance for the crime. Now that we know the truth about these people, the fate of both them and the tribals is to be determined. What do we do with these various people in our community?
SpoilerDoctor’s Solution :
This community will not suffer threats from outside forces, and therefore our defense was justified. With that being said, we also do not condone raiders, and so these new immigrants will be put in the jail for at least a year, during which they will undergo rehabilitation. After a year has passed, they may be released if they have shown improvement. Slavery is also not the way to rebuild this world, and so all captured barbarians shall have the choice to either leave the community with their weapons, or they wish to remain in the safety of Hardy Town they will be provided for.
SpoilerOrders :
-Construct Ammunition Converter for 1000 scrap, 5 tech.
-A 200 strong expedition (100 low-tech melee, 70 1-H, 25 2-H, 5 HW) will scavenge in Savannah.
First, it was Alan Westman who promised not to attack, and so he did. But I'm not Westman, and when I saw the chance to destroy your hostile community I did not hesitate. Second, a white peace is not and has never been in our interests. We expected you to be more rational, we expected you to offer something in exchange for peace, but we were wrong.
Henceforth, we call upon all those who suffered at the hands of these fanatics, be you communists, merchants or even looters, to defend one of the most important centers of commerce in Florida. Those who act on our behalf will be rewarded. Those who act on behalf of the enemy will have nothing but ashes and destruction. For our freedom far exceeds the fanaticism of the enemy, and God is on our side, since he had punished the brotherhood of such form that He destroyed its Citadel and transformed its former leader in an aberration, a demon.
Do not talk to me about justice. When your people destroyed the Vanguards I saw no justice. You rejected our peace and made it impossible, and now you will pay for your pride.
Governors Challenge: The bobble head has carried out its threats and has begun to haunt the Governor in his dreams. The bobble head continues to demand to be promoted to an advisory post in the leadership of the Commonwealth. Needless to say some other advisers are opposed to such an effort, but according to the bobble head, they are clearly communists and unwilling to help. The bobble head has offered some useful advice lately, including improved farming methods and ideas for future development. Should it be retained as an adviser?
Also forgot to say to EQ that it would be good if their was coast areas west of were am at be show on the expended map. So area like Mississippi and Louisiana would be fine
Leader: Headman Julie Keyes (Charismatic)
Faction Trait: Defensive
Karma: 0 (Neutral)
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment (3), Water Purifier, Jail, Market, Radio Tower, Fortifications
Population: 890
Total Population: 1,140
Slaves: 0
Education: General
Food: 2,760 (+1,360)
Water: 3,140 (+1,400)
Energy: 0 (+0)
Tech Parts: 15
Scrap Parts: 1,600
Ammunition: 2,300
Military Equipment: 40 Low-Tech Melee Weapons, 55 1-H Guns, 50 2-H Guns, 15 Laser Weapons, 1 Power Armor Suit
Robots: None
Military Skill: 6
Outposts:
Spoiler:
Indian’s Hideout (Indian River State College, Fort Pierce, FL): +280 Food, +500 Water
-Population: 250
-Structures: Forge, Farming Equipment, Water Pump/Purifier
-Arsenal: 50 Low-Tech Melee Weapons, 30 1-H Guns, 20 2-H Guns
Headman’s Challenge solution:
Spoiler:
The election will be left up to chance, and the peoples will. May the Best candidate win incumbent Julie Keyes, or newcomer Elizabeth Bacall (both will get a short biography written later, particularly for the winner).
(In other words, just like flip a coin or something, please.)
Orders:
Spoiler:
Scavenging/Military
In an effort to avoid leaving too much baggage behind for the (potential) new administration, the commune of St Lucy, along the southwestern edge of the main urban area. I’m assuming that it will have to be an urban ruin, since 1500 scrap is probably a little much to rustle up during construction. 50 soldiers will protect the construction crew, then work the first garrison, with 20 2-H and 30-1 H guns. They will also patrol Port St. Lucie for scrap while maintaining security.
Other:
Black Hat Radio will also broadcast the result of the election, as well as any inauguration/outgoing speeches.
All slaves captured in Uniontown are to be freed and shall be given full citizenship. Explain to those that argue against freeing the slaves that freeing them would buy their loyalty and allow us to have a larger army with which we can conquer new areas and eventually unify all of America under one Emperor. If we do not free them, they shall resent us, and we shall eventually become outnumbered by slaves as we continue our conquests.
Of course, the soldiers will keep a close eye at first at the slaves. The soldiers shall also be encouraged to befriend the slaves and show care towards them: if the slaves become emotionally attached to our people, they will not have the heart to rebel.
Note: If someone does try to rebel, he shall be executed in public.
Orders:
Spoiler:
100 soldiers, equipped with 100 Laser Weapons and 100 Low-Tech Melee Weapons, shall explore Heiberger, Alabama and search for scraps and if they find a settlement, they shall conquer it. If they are attacked, they are to fight it out unless victory becomes impossible and they shall orderly retreat.
If a settlement is captured, the citizens captured will be given citizenship and become free citizens of the Empire.
Other Orders: All citizens of the Empire must from now on kowtow before their Emperor.
Building Orders:
Spoiler:
Build a Farming Equipment with 50 Scrap Parts and 2 Tech Parts. Build a Market with 500 Scrap Parts.
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