Botwawki 2.6

To: The CTF
From: The Sunshine Kingdom

Why have you not released and freed the slaves?

OOC: Damn! I forgot to include this in my orders, sorry, it was not intentional! I will remember this time, you can be sure of that. :blush:

IC: Some bureaucratic problems caused a delay in the process, but we assure that in a matter of days there will be no slaves in possession of the Federation. We will honor our part of the agreement.
 
It has been pointed out that I missed an important part about markets. Be warned, markets are not a bottomless supply, and they do have finite amounts of their goods for sale. You can contribute funds to purchasing from them, but they may not always be able to deliver everything you ask for. As with mercenaries, first come, first serve.
 
Workers' Republic of the Reclamation
Spoiler :

Leader: Chairman Mira Verner (Scientific)
Faction Trait: Expansionist
Karma: True Neutral
Capital: Hardytown (Hardeeville, SC; Pre-war Community)
Structures: Farming Equipment (2), Water Pump/Purifier (1), Jail, Ammunition Convertor
Population: 740
Slaves: 0
Education: General
Food: 3,750 (+1,200)
Water: 1,450 (+900)
Energy: 0 (+0)
Tech Parts: 47
Scrap Parts: 870
Ammunition: 335
Military Equipment: 100 Low-Tech Melee Weapons, 100 1-H Guns, 60 2-H Guns, 10 Heavy Weapons
Robots: None
Military Skill: 5

Spoiler Chairman's Challenge :

The office of Chairman is up for debate and our Committee could choose out of three different paths. Verner continues to be a possible choice for continuing as chairman, but a more charismatic member of the Committee could be a good selection too. Also, one of the more enigmatic members of the Committee has been offered forth as a choice, but his uncertain past makes him a bit of an unknown. Who is selected as the new Chairman?


Spoiler Chairman’s Solution :

The committee will select the enigmatic council member, Norman De Paur, to replace the WRR founding mother, Mira Verner, who will step down though remain on the committee leaving open the possibility of running for chairperson in the future.


Spoiler Orders :

- Build fortifications for 500 scrap.

- an expedition of 200 workers (50 Low-Tech Melee Weapons, 50 1-H Guns, 30 2-H Guns, 5 Heavy Weapons) will be sent northwest to investigate Holy Wood given it's radio silence over the past year. If they hit any heavy resistance on the way, they are to pullback to preserve as many workers' lives as possible. They are to pick up any useful items on the trip north, and salvage as much as they can on the return.

- send another delegate to Ricon, with the proposition that Reclamation workers could assist Ricon in construction of a gunsmith, for a small exchange of 100 scrap (using Ricon's scrap to build, of course). Also, the WRR can supply Ricon with ammunition for 1.5 scrap a unit (so, a profit of .5).
- Offer free short term study programs to Ricon's citizens, where they may stay with a family in Hardytown to learn of WRR functions and how it provides for its workers.
- If Ricon agrees to any of the above, make sure that the WRR workers they interact with are the mostly physically healthy and charismatic, and take every opportunity to spread light propaganda to Ricon's citizens.
 
As usual the update is aiming for Wednesday and I know I put up the stats this time.
 
Sunshine Kingdom: Thomas.berubeg
Leader: Queen Stephanie Bede (Scientific)
Faction Trait: Tech Savvy
Capital: Nasacity (Titusville, FL; Settlement)
Structures: Pumping/Purification Water Station (2), Farming Equipment (3), Radio Tower, Fortifications, Recycling Facility, Market, Energy Reactor, Automated Defense System, Airfield, Hydroponics Farm (2), Advanced Gunsmith, Jail
Population: 410
Total Population: 2,950
Slaves: 0
Education: Applied Science
Caps: 6k
Food: 6,850 (+3,120)
Water: 7,170 (+3,290)
Energy: 0
Tech Parts: 47
Scrap Parts: 2,865
Ammunition: 245, 2 Mini-Nukes
Military Equipment: 154 Low-Tech Melee Weapons, 1 High-Tech Melee Weapons, 46 Laser Weapons, 3 Plasma Weapons, 12 Heavy Weapons, 6 Power Armor Suits, 2 Rafts
Robots: None
Military Skill: 11
Outposts:
Spoiler :

Dragonville (Orange County Courthouse, Orlando, FL; Urban Ruin)
-Population: 460
-Structures: Fortifications
-Arsenal: 310 Low-Tech Melee Weapons, 200 1-H Guns, 5 2-H Guns, 60 Laser Weapons, 5 Heavy Weapons, 5 Protectrons, 6 Mr. Handys
Mims (Mims, FL; Settlement): +470 Food, +240 Water
-Population: 330
-Structures: Farming Equipment (3), Fortifications, Pumping/Purifier Water Station
-Arsenal: 194 Low-Tech Melee Weapons, 65 1-H Guns, 63 2-H Guns, 6 Laser Weapons, 3 Plasma Weapons
New Fort Cocoa (Cocoa Beach, FL; Settlement): +350 Food, +900 Water
-Population: 360
-Structures: Farming Equipment (2), Water Pump/Purifier (2)
-Arsenal: 194 Low-Tech Melee Weapons, 3 High-Tech Melee Weapons, 65 1-H Guns, 126 2-H Guns, 6 Laser Weapons, 3 Plasma Weapons, 5 Heavy Weapons
New Smyrna Beach (Settlement): +1,200, +750
-Population: 930
-Structures: Fortifications (4), Water Pump and Purifier, Farming Equipment (2), Water Purifier
-Arsenal: 349 Low-Tech Melee Weapons, 3 High-Tech Melee Weapons, 130 1-H Guns, 326 2-H Guns, 5 Plasma Weapons, 15 Heavy Weapons, 1 Fat Man, 15 Power Armor Suits
Oak Hill (Oak Hill, FL; Settlement): +400 Food
-Population: 460
-Structures: Farming Equipment
-Arsenal: 294 Low-Tech Melee Weapons, 165 1-H Guns, 6 Laser Weapons, 3 Plasma Weapons, 1 Power Armor Suit, 5 Protectrons



Spoiler Queen’s Challenge :

With caps acknowledged as a de facto currency in the Kingdom and the rest of the Sunshine Wasteland, we need to develop an approach towards acquiring more currency for the government’s coffers. Some have suggested a level of taxation upon our citizens, as requesting only a single cap a year could yield nearly three thousand for the faction’s greater good. Others claim any taxes could be detrimental to our people’s well being. How do we respond to this debate?


Spoiler Solution :

We will enact a tax on our people, of a single cap per half year. This money will be put to good use by the government in favor of the people. To ensure this, appoint accountants, who will release, every six months, a public report of how taxes were used.


Spoiler orders :


Purchase: 1200 scrap for 6k caps.

Build a settlement at Christmas, around the memorial, for 3,000 caps, build 3 farming equipments there for 300 scrap and 6 tech parts. This settlement will be composed of 100 Nasacitiers, and 50 people from each other settlement, aside for New Smyrna. They will be armed with 100 Low Tech Melee, 10 Heavy Weapons, 25 laser weapons, and 5 Power Armored suits.

Convert remaining scrap into ammunition.

Dragonville will continue to scrap heavily, focusing on gathering as much scrap as possible.

Invite the regulators to establish safe houses and compounds within our cities, from which they can perform their good work.
 
In this evening.
 
Survivalist Union:
Spoiler :
Leader: Headman Elizabeth Bacall (Scavenger)
Faction Trait: Defensive
Karma: Chaotic Good
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment (3), Water Purifier, Jail, Market, Radio Tower, Fortifications (2)
Population: 930
Total Population: 1,030
Slaves: 0
Education: General
Caps: 1k
Food: 2,510 (+860)
Water: 2,970 (+900)
Energy: 0 (+0)
Tech Parts: 16
Scrap Parts: 500
Ammunition: 2,265
Military Equipment: 40 Low-Tech Melee Weapons, 25 1-H Guns, 60 2-H Guns, 15 Laser Weapons, 1 Power Armor Suit
Robots: None
Military Skill: 6
Outposts:
Spoiler:

St. Lucy:
-Population: 100
-Structures: Fortifications
-Arsenal: 30 1-H Guns, 20 2-H Guns


Headman’s Challenge solution:
Spoiler :
Well, way I see it is simple; we’re down here at the bum end of the world, with merchants passing through plenty ‘a places to get to us. So, we can’t really rely on what they might have in stock, can we? Oh sure, we’ll save up our caps, but can’t rely on merchants to bring us everything. Plus, it makes us over dependant on ‘em. So for now, while having a nice, plump treasury is nice, it can’t really be focused on too heavily.



Orders:
Spoiler :
Construction:

A set of Farming Equipment in St. Lucy for 100 scrap and 4 tech parts
A water purifier in St. Lucy for 200 scrap and 3 tech parts

Scavenging/Military
A team 60 soldiers as well as the Marshall with 10 on the Lasers, 30 2-H guns (25 from Liberty City, 5 for St. Lucy), 20 (15 from Liberty City, 5 for St. Lucy) 1-h guns and 20 1-h melee weapons.

This team will travel south from St. Lucy to attempt to make contact with and secure a safe route to Refuge. Given the history of Mirelurks and other water monsters, the 91 should be first considered, although, upon arriving the locals should be able to provide more information about the area. This team will ensure the people of Refuge of our dedication to forming a bond with them, but reminding them that in may take a year or so. Once contact is established and a safe route is found, the team will investigate along that route for a good place to establish a settlement, as well as a possible place to construct fortified outposts (non-resource producing, fortified buildings); we may have difficultly constructing a settlement soon, but some small outposts should be easier, particularly if the coastal roads are found safe. They should keep an eye out for salvage, and harry any enemy populations found.
 
New Gulf Commonwealth: Quisani
Leader: Governor Milton James Ryan (Enigmatic)
Faction Trait: Industrious
Karma: Neutral Good
Capital: Vault 77 (Outside of Lisbon, FL; Vault)
Structures: Fortifications, Forge, Ammo Convertor, School, Radio Tower, Water Pump/Purifier, Farming Equipment
Population: 530
Total Population: 2,960
Slaves: 0
Education: General
Caps: 4k
Food: 6,970 (+2,430)
Water: 10,750 (+2,350)
Energy: 0 (+0)
Tech Parts: 6
Scrap Parts: 2,050
Ammunition: 3,005
Military Equipment: 156 Low-Tech Melee Weapons, 30 1-H Guns, 20 2-H Guns, 5 Plasma Weapons, 1 Raft, 5 Canoes
Robots: None
Military Skill: 7
Outposts:
Spoiler:

Bushnell (Bushnell, FL; Settlement): +500 Food, +150 Water
-Structures: Farming Equipment, Water Purifier
-Population: 420
-Arsenal: 200 Low-Tech Melee Weapons, 60 1-H Guns, 30 2-H Guns, 30 Laser Weapons, 60 Mr. Gutsys

Fort Apopka (Apopka, FL; Urban Ruin)
-Structures: Fortifications (2), Market, Radio Tower
-Population: 510
-Arsenal: 100 Low-Tech Melee Weapons, 120 1-H Guns, 125 2-H Guns, 100 Laser Weapons, 4 Power Armor Suits, 1 Howitzer

Leesburg (Leesburg, FL; Settlement): +300 Food, +300 Water
-Structures: Water Purifier, Fortifications (4), Farming Equipment, Jail, Market
-Population: 560
-Arsenal: 244 Low-Tech Melee Weapons, 95 1-H Guns,20 2-H Guns, 40 Laser Weapons, 2 Power Armor Suits

Ocoee (Ocoee, FL; Settlement): +200 Food, +300 Water
-Structures: Fortifications (3), Water Pump/Purifier, Farming Equipment
-Population: 350
-Arsenal: 100 Low-Tech Melee Weapons, 100 1-H Guns, 30 Laser Weapons, 2 Power Armor Suits

Umatilla (Umatilla, FL; Settlement): +350 Food, +400 Water
-Structures: Fortifications (3), Farming Equipment (2), Water Pump/Purifier
-Population: 550
-Arsenal: 100 Low-Tech Melee Weapons, 150 1-H Guns, 2 Power Armor Suits


Spoiler :

Sorry for the poor orders again, EQ. I've got a unit exam coming up on monday, and I need to be studying.

For the challenge, we won't be instituting a tax at this time, as it might serve to stifle the industriousness of our people and limit our ability to trade with others. For now, dividends will have have to do.

We will keep scavenging the city of Orlando for scrap and tech. In our new city of Bushnell, we will be adding a water pump to our water purifier. Additionally, we will make some effort to improve the fortifications (500 scrap).

 
Starting work on the update now, as always, orders are welcome until the moment the update is posted.
 
Empire of America:
Spoiler :
Empire of America: christos200
Leader: Emperor Felix V Jackson (Fearsome)
Faction Trait: Barbaric
Karma: True Neutral
Capital: Marion Emergency Bunker (Bunker; Marion, AL)
Structures: Market, Farming Equipment, Water Purifier
Population: 330
Total Population: 430
Slaves: 25
Total Slaves: 25
Education: Oral
Caps: 1k
Food: 3,480 (+1,000)
Water: 2,580 (+600)
Energy: 0 (+0)
Tech Parts: 15
Scrap Parts: 285
Ammunition: 2,660
Military Equipment: 250 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 20 1-H Guns, 10 2-H Guns, 300 Laser Weapons, 50 Power Armor Suits
Robots: None
Military Skill: 10
Outposts:
Spoiler :

Uniontown: +500 Food, +550 Water
-Population: 100
-Structures: Water Purifier
-Arsenal: 200 Low-Tech Melee Weapons, 90 1-H Guns, 100 Laser Weapons


Emperor's Solution:
Spoiler :
Morale is more important than scrap. So, use Tuba to restore morale and faith to the Empire.


Orders:
Spoiler :
100 soldiers, equipped with 100 Laser Weapons and 100 Low-Tech Melee Weapons, shall explore Centreville, 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.


Building Orders:
Spoiler :
Build a Hydroponics Farm in Marion for 100 Scrap Parts, 4 Tech Parts.
Build a Hydroponics Farm in Uniontown for 100 Scrap Parts, 4 Tech Parts.
 
Maritime Collective:
Spoiler :
Leader: Mayor Aerwyna Beckett (Scavenger)
Faction Trait: Industrious
Karma: Neutral Good
Capital: Pensacola, FL (Urban Ruin)
Structures: Pumping/Purifying Water Station (2), Fortifications (6), Ammunition Convertor, Jail, Radio Tower, Market, School, Hydroponics Farm (3), Forge
Population: 520
Slaves: 0
Education: General
Caps: 2k
Food: 820 (+450)
Water: 2,670 (+850)
Energy: 0 (+0)
Tech Parts: 21
Scrap Parts: 700
Ammunition: 0
Fuel: 195
Military Equipment: 585 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 5 1-H Guns, 50 Plasma Weapons, 1 IFV, 1 Small Boat
Robots: 7 Mr. Gutsys
Military Skill: 9


Mayor Solution:
Spoiler :
A decision had been made that their will be no tax on our people especially not on the people of New Panama. We will be constant with what we have.


Build Order:
Spoiler :
1 Hydroponics Farm 50 Scrap Parts, 2 Tech Parts
500 scrap will be converted to ammo for the Salvage run to Fairhope


Salvage Order:
Spoiler :
A 100 men full armed army lead by Aerwyna Becket consisting of 10 High-Tech Melee, 80 Low-Tech Melee Weapons, 10 Plasma Weapons and 3 Mr. Gutsys will head to Fairhope, AL. If they meet any big army of bandits or monster they will retreat if they are to strong


ps you forgot to put that I had gained 600 scrap from the last Salvage run.
 
Georgia Reclamation District
Spoiler :
Georgia Reclamation District: DuneBear
Leader: Governor Thaddeus Tyreen (Enigmatic)
Faction Trait: Defensive
Karma: Lawful Neutral
Capital: Vault 136 (Vault; Dahlonega, GA)
Structures: Fortifications, Jail, Ammunition Convertor, Gunsmith
Population: 1,480
Slaves: 10
Education: General
Food: 2,820 (+2,000)
Water: 3,320 (+2,000)
Energy: 0 (+0)
Tech Parts: 114
Scrap Parts: 3,120
Ammunition: 500
Military Equipment: 420 Low-Tech Melee Weapons, 30 1-H Guns, 12 2-H Guns
Robots: 100 Mr. Handys, 195 Protectrons, 50 Mr. Gutsys, 50 SentryBots
Military Skill: 2


Governors Challenge
Spoiler :
Governor Tyreen has declared that the dogs will be kept as both pets and as guard dogs. The establishment of a veterinary service will begin immediately - in conjunction with the construction of of the institution. Training of guard dogs will begin immediately as well. The Governor's view is that we have more than enough food to house dogs, and any sort of disease that may present itself can be confronted and handled effectively.


Orders
Spoiler :
Construct an institution for 2,000 scrap parts.
Construct a market for 500 scrap parts.

All traders from outside the GRD are welcomed, but will be screened for any sort of diseases, and their goods inspected. This is not to harass traders, only to ensure the safety of GRD citizens. Traders that possess any sort of abnormality will be tolerated but only just so. Any sort of involvement in the community outside of trading will be strictly prohibited. All traders with abnormalities will be required to apply and possess on their person at all times, while in the GRD, a permit. A permit will be granted only after a screening process consisting of a basic medical review, and interview.

Send out a diplomatic delegation consisting of 20 men, armed with 5 2h guns and 15 1h guns, escorted by 25 Protectrons, 10 Mr. Gutsys, and 10 Sentrybots (and Enclave if they wish so) to Cleveland and Clermont. The purpose of this diplomatic delegation is to offer both settlements the opportunity of joining the expanding GRD. Their farming expertise, and long existence within the Wasteland would prove useful in the GRD. The current GRD can provide military, and technological support.

This mission would hinge on the discussion of mutations within their genetic code (abnormalities) and whether the percentage of mutations present within the two communities would cause problems with the GRD's own policies.

Send an expedition to Ellijay, Georgia to scavenge for any salvageable material. This expedition will consist of 10 Mr Handy robots, 10 sentry bots, 10 Mr Gutsy robots, 50 Protectrons, and 100 men whom are armed with 10 1h guns, 5 2h guns, and 85 low tech melee weapons. If any resistance is met, that cannot be defeated as determined after reconnaissance of said possible threats, notify the Enclave and return to base. This expedition is to be a weekly expedition.

Create 500 ammunition.
 
Seems like I made it to the thread before the update. Oh, well...

Applying for a new faction:
Spoiler :
Faction Name: Running with the Wolves
Leader Name: Spartacus
Leader Trait: Charismatic
Starting Location: St. Francis National Forest
https://www.google.com/maps/place/S...2!3m1!1s0x0000000000000000:0xd238e0637124dd66
Leader Background: Nobody knows for sure who the man named Spartacus was before becoming a slave. A legend has it he was a chieftain of a powerful nomadic tribe from the Great Plains who lost a war and his freedom to the slave-traders from Midwest. Being a renowned warrior, he was forced to fight other slaves and various monsters in the pits of Arkansas. Thanks to his strong and noble personality, as well as his skill, he enjoyed popularity among spectators and fellow gladiators alike. People say that one day his owner was so pleased with his slave fighter’s performance in the pit that he presented the warrior with a “treat:” a séance of an ancient movie with Kirk Douglas that told a story of a rebellious slave Spartacus that apparently lived in a nation called “Rome” (or “Roam,” or “Romm” – nobody really knows how it’s spelled). It could be that the pit owner himself never saw the movie and didn’t know what a dangerous idea it could give to his favorite “property.” The first thing the gladiator did after watching the movie credits was head to the local kitchen and drown his overseer in a cauldron of soup, just like his role model did in the movie. That brave (and reckless) act sparkled a slave mutiny which soon lead several dozen gladiators to escape from their school. These freedom-loving souls soon became the core of a nomadic tribe known as Running with the Wolves, led by their charismatic Pack Leader Spartacus.
Origins: Tribal Nomads
Traits: Barbaric
Capital Type: Tribal Camp
Background: Running with the Wolves are not a typical barbaric tribe. They’re a migrating community of runaway slaves and misfits of all kinds, including even about a hundred sane ghouls. Viciously independent, they’re now heading south-east in an effort to cross the Mississippi River and escape from the reach of their previous owners. Having sworn to battle slavery and oppression of all kinds to the last drop of their blood, Running to the Wolves are true anarchists and survivalists of the Sunshine Wasteland.
 
Update 28: July – December 2253

Dysentery is a Legitimate Cause of Death


Inter-Faction Reports​

THE SUNSHINE TRAIL. Immigration to the Sunshine Wasteland has been escalating for some time, and it seems likely to continue to swell. Entire tribes have arrived in the area, and it’s all because of the growing legend of the Fruitlands. From the sweltering Great Desert of the North American interior to the ruined lands of the northeast, legends and stories have emerged about Fort Freedom and the land of plenty. As with the greatest of American traditions, thousands of people have begun migrating, seeking a better life and an end to privation. Some make it all the way, others stop elsewhere, but the legends remain, as the Sunshine Wasteland has become a place of myth and story to the rest of North America.

FOOD MARKET SPIRALS OUT OF CONTROL. As soon as markets have become open to the masses, it seems that economic problems have emerged. Thanks to the recent sale of massive amounts of food to the open markets from Vault 37. Many independent farmers in the Sunshine Wasteland have seen their hopes towards accumulating wealth dashed and have become disheartened. Still, on the plus side, cheap food is now available in almost every marketplace as the wealth of the Fruitlands has been distributed across the whole of the Wasteland. As a side effect, a large purchase of scrap has driven the price of raw materials greatly up, and some smaller communities are hoping to make their fortune through those means instead.

WEST BRIDGE DESTROYED AS WAR CONTINUES. The vicious war between the Kingdom of Heaven and the Corporate Trade Federation has taken a new turn as the Federation takes the offensive once again. As no attack from the Kingdom seemed to be forthcoming, the Federation attacked on their own accord, seeking to retake the strategic town of West Bridge. The Kingdom was ready for this attack and prepared, as the Federation began their artillery bombardment of the town. The eastern gate was breached and the forces of the Federation charged forward as the Kingdom’s armies retreated. Unfortunately, the whole battle was a trap, and numerous explosives were remotely detonated by the Kingdom throughout the town, leading to mass slaughter among the forward forces of the Federation. Every vital installation and fortification in the town were destroyed, including the strategic bridge itself. The bridge was wiped off the map, destroying the very value that the town once had. The Federation forces recovered their dead and wounded and fell back, after retrieving what they could from the rubble.

Faction Reports​

Corporate Trade Federation
Spoiler :

The Corporate Trade Federation has continued the war against the Kingdom of Heaven. They braced themselves for new attacks from the west, as their ship continued mining missions to Fernandina Beach. In order to prevent the war renewing with the Sunshine Kingdom, the Federation at last freed its slaves, but required them to enlist in the army for the next five years before full freedom was granted. They were issued with swords and other melee weapons and put upon the front lines of combat. As no attack materialized against the Federation’s lands, the army went on the offensive, dragging the howitzer with them to besiege West Bridge. The siege began well enough, and it eventually appeared as though the crusaders were beginning to retreat under the heavy fire. As they pulled back, the howitzer was used to breach the east gate and the slave levies charged in. Nearly two hundred were killed in the resultant explosive ambush, a catastrophe for the war effort. The bridge itself was destroyed, denying the Federation of the sole crossing over the St. Johns River. A large amount of scrap was recovered from the ruins of the settlement, a hopeful sign for the future.

Turn Stat Changes
+2k Caps from taxation
-385 Slaves, +385 Population from freeing the slaves
+400 Scrap Parts, +2 Tech Parts from Fernandina salvage operation
-180 Population, -350 Ammunition from Battle of West Bridge losses
+600 Scrap Parts, +5 1-H Guns from Battle of West Bridge salvage
+6k Caps from Saint Augustine market dividends
+1k Caps from St. Johns market dividends
+10 Population from natural growth
+40 Population from immigration to St. Johns
+460 Food and Water from surplus production

CEO’s Challenge: The surviving slaves were very unhappy about how many of them were killed in the ambush at West Bridge. Now that they are armed and have friends, there’s a good risk of a revolt unless we take steps. Some suggest lifting the restrictions on full freedom to forestall any unrest, others suggest we strip the former slaves of their arms and keep them contained in their parts of town. How do we respond to this crisis?


Empire of America
Spoiler :

The Empire of America has expanded once more. An expedition was sent to the north again, to seek out scrap and salvage for use in developing the towns of the young faction. This time they sought to explore Centreville, a small ruin not far out of the previous expedition’s destination, Brent. They found a fortified prewar prison under the control of a ruthless group of barbaric cannibals, and seeking to gain control of the compound, the expedition attacked. Well-armed and equipped, the Empire’s forces managed to destroy the cannibal tribe, which unfortunately fought to the last man. The compound itself was found to be well preserved even after the battle, and the walls were more or less intact for future residency. The expedition set up shop in the new compound, and announced their victory to the emperor back at the Marion bunker.

Turn Stat Changes
-200 Scrap Parts, -8 Tech Parts from construction
-20 Population, -300 Ammunition from battle of Big House
+700 Scrap Parts, +4 Tech Parts, +100 Low-Tech Melee Weapons from Battle of Big House spoils and Centreville salvage
+1 Military Skill from combat experience
+15 Slaves, +1k Caps from market dividends
+40 Scrap Parts from slave production
+10 Population to Marion Emergency Bunker from immigration
+20 Population to Big House from immigration
+660 Food, +60 Water from surplus production

Emperor’s Challenge: With our market activity picking up, we have become aware of a larger world outside of ours, and we seem to be on the periphery of that world. Most of the known world is using bottle caps as a new currency, and we may be well advised to build up our own reserves. Should we continue to rely on what dividends we make from the marketplace or should we levy a new tax upon our citizens?


Georgia Reclamation District
Spoiler :

The Georgia Reclamation district has thrived and blossomed to new heights. Construction and gifts from the Enclave have led to ever more resources being put at the disposal of the Vault 136 Governor. The foundations for an organized Institute of study were created, allowing for the possibility of new scientific research and advancement. The Enclave has encouraged this efforts, providing them with new weapons to aid in the defense of the community. Another expedition was sent out across the treacherous mountain roads, and two robots were lost simply to natural hazards and falling rocks. Others were damaged but were able to be repaired by the workers. The expedition went to the ruins of Ellijay, and with the intensive help of the Mr. Handys and other robots, the salvagers practically disassembled the whole town, returning it as an ample supply of scrap to the vault.

The true crowning achievement to close the year was the negotiated annexation of the towns of Clermont and Cleveland. These two small towns, which have been prosperous even in the wake of the apocalypse, were independent for years before making contact with the vault dwellers. A negotiating team of humans and robots were sent to strike a deal allowing the annexation of these towns into the District. It was suggested that between the technical expertise of the vault dwellers and Enclave and the practical knowhow of the towns, it was believed that it would be an ideal route for the young faction. The towns’ leaders were hesitant at first, but the Enclave delegation took the mayors aside and privately talked with them, following which, there was a demonstration of Enclave vertibirds and firepower. Both towns have enthusiastically accepted any and all terms put before them and have joined the Georgia Reclamation District.

Turn Stat Changes
-3,000 Scrap Parts, -50 Tech Parts, +500 Ammunition from construction and ammunition conversion
+110 Low-Tech Melee Weapons, +50 1-H Guns, +2 Mr. Handys from Enclave gifts
-2 Protectrons from Ellijay expedition losses
+1,100 Scrap Parts from Ellijay expedition salvage (town TAPPED OUT of salvage)
+2K Caps from market dividends
+10 Population from natural growth
+10 Population from immigration to Vault 136
+410 Food and Water from surplus production

Governor’s Challenge: The establishment of an Institute has led to a debate over which course of study we should take. We could either develop a culture of Applied Science or Theoretical Science. Applied would offer better developments for our world based on existing technology, while Theoretical would allow us to pursue new fields of research. Which scientific route should we take?


Kingdom of Heaven
Spoiler :

The Kingdom of Heaven had a difficult conclusion to the year. The town of West Bridge was lost, but thankfully a well planned loss. The army enacted a clever trap against the forces of the Corporate Trade Federation and sprung it with little difficulty. The destruction of the bridge has protected the Kingdom of Heaven from further attacks from their old enemy. Unfortunately, a series of large raider attacks plagued the towns of the Kingdom. Spurred by tribes from the north, these attacks caused extensive damage wherever they came. The town of Ocala was able to drive them off without too much difficulty, but ammunition shortages and lack of weapons caused heavy casualties in Citra.

Turn Stat Changes
-20 Population, -300 Ammunition in Battle of West Bridge losses
-30 Population, -560 Ammunition from raider attack on Ocala
-10 Population, -25 Ammunition from raider attack on Oscargrad
-220 Population from raider attack on Citra
+1k Caps from market dividends
+20 Population from natural growth
+40 Population from immigration to Ocala
+200 Population from immigration to Citra
+120 Population from immigration to Oscargrad
-1,060 Food, -1,300 Water from consumption

King’s Challenge: Our water situation is nearing a critical level. Losing West Bridge lost us a good deal of our water production. Our town leaders have pled for a halt to immigration or other means to be taken to prevent widespread death by dehydration. How do we respond to this crisis?


Maritime Collective
Spoiler :

The Maritime Collective has had a good conclusion to the year. An expedition was sent west once more with the Alabaman town of Fairhope as the objective for the salvagers. They encountered some trouble in the town of Robertsdale, where a group of cannibals had made a camp. The Collective’s expedition outnumbered the savages, and a brutal fight was had, leading to the utter destruction of the cannibalistic tribe. The few supplies they had with them were salvaged and added to the roster as the expedition continued with no casualties. They found the town of Fairhope to be highly occupied by mirelurks which proved a bit of a challenge, wounding several members of the expedition. Plasma weapons and robots kept them at bay as the expedition undertook salvage operations. The expedition returned with no other incidents to report, with a good haul behind them, adding to the wealth of the faction.

Turn Stat Changes
-550 Scrap, -2 Tech Parts, +500 Ammunition from construction and ammunition conversion
-80 Ammunition from western expedition losses
+500 Scrap Parts, +9 Tech Parts, +50 Low-Tech Melee Weapons, +10 1-H Guns from western expedition spoils and salvage
+4k Caps from market dividends
+40 Population from immigration
-60 Food from consumption
+240 Water from surplus production

Mayor’s Challenge: With the development of unified trade routes across the Sunshine Wasteland, we’ve become more aware of the larger world around us. We now hear proper stories about the war between the Kingdom of Heaven and the Corporate Trade Federation or the expansion of the Empire of America. The news of merchants is looked forward to almost as much as the goods they bring. Some of our advisers suggest that the government’s agents do their best to control the reports of news from elsewhere in order to prevent any unrest or disturbances caused by outside events. Others believe that we should let the news arrive without restriction. How do we respond to this debate?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth has muddled along without any truly significant events of note, beyond the usual day to day grind. Immigration has clearly continued its upward trend and food and water consumption continue to climb daily. Scrapping in Orlando has been an easy process, though some concern has been raised over conflicts with other salvagers partaking in Commonwealth territory.

Turn Stat Changes
+50 Tech Parts from Enigmatic find bonus
-600 Scrap Parts, -5 Tech Parts from construction
+300 Scrap Parts from Orlando area salvage
+1k Caps from Fort Apopka market dividends
+3k Caps from Leesburg market dividends
+20 Population from natural growth
+50 Population from immigration to Bushnell
+30 Population from immigration to Fort Apopka
+30 Population from immigration to Leesburg
+50 Population from immigration to Ocoee
+30 Population from immigration to Umatilla
-740 Food, -670 Water from consumption

Governor’s Challenge: Recently our salvagers have complained constantly about other salvagers in the Orlando ruins west of Interstate 4, which has been previously marked in our territory. While plenty of scrap exists to be found, they have alleged that salvagers from the Universal Refuge, the Edgewood Militia, and Vault 37 disregard our claims. The people of Fort Apopka and Ocoee have begun to demand a response to this threat to their livelihoods. How do we respond?


Running With Wolves
Nobody knows for sure who the man named Spartacus was before becoming a slave. A legend has it he was a chieftain of a powerful nomadic tribe from the Great Plains who lost a war and his freedom to the slave-traders from Midwest. Being a renowned warrior, he was forced to fight other slaves and various monsters in the pits of Arkansas. Thanks to his strong and noble personality, as well as his skill, he enjoyed popularity among spectators and fellow gladiators alike. People say that one day his owner was so pleased with his slave fighter’s performance in the pit that he presented the warrior with a “treat:” a séance of an ancient movie with Kirk Douglas that told a story of a rebellious slave Spartacus that apparently lived in a nation called “Rome.” It could be that the pit owner himself never saw the movie and didn’t know what a dangerous idea it could give to his favorite “property.” The first thing the gladiator did after watching the movie credits was head to the local kitchen and drown his overseer in a cauldron of soup, just like his role model did in the movie. That brave act sparked a slave mutiny which lead to several dozen gladiators to escape from their school. These freedom-loving souls soon became the core of a nomadic tribe known as Running with the Wolves, led by their charismatic Pack Leader Spartacus. Running with the Wolves are not a typical barbaric tribe. They’re a migrating community of runaway slaves and misfits of all kinds, including even about a hundred sane ghouls. Viciously independent, they’re now heading south-east in an effort to cross the Mississippi River and escape from the reach of their previous owners. Having sworn to battle slavery and oppression of all kinds to the last drop of their blood, Running to the Wolves are true anarchists and survivalists of the Sunshine Wasteland.
Spoiler :

Leader’s Challenge: There are numerous other wanderers heading into the Sunshine Wasteland like ourselves. Some of our people suggest we should welcome them freely into our young society, while others believe that we shouldn’t trust strangers in this dangerous and foreign land. How do we treat those who may wish to join our new tribe?


Sunshine Kingdom
Spoiler :

The Sunshine Kingdom has profited as they make a bulk order purchase on the open market. Ample amounts of Scrap Parts have been brought in to help build a new settlement upon the ruins of Christmas. The new town has been amply provided with farming equipment and supplies to help it become the new breadbasket of the Sunshine Kingdom. Farmers from around the country, helped technically by the Cult of the Damned, have been thriving in the area, as the fertile soil may have even been helped by the fires which had ravaged it previously.

Turn Stat Changes
-6k Caps, +1,200 Scrap Parts from market purchases
-4,065 Scrap Parts, -6 Tech Parts, +765 Ammunition for construction and ammunition conversion
+500 Scrap Parts from Dragonville local area salvage
+6k Caps from Nasacity market dividends
+20 Population from natural growth
+10 Population from Nasacity immigration
+30 Population from Christmas immigration
+60 Population from Dragonville immigration
+10 Population from Mims immigration
+10 Population from New Fort Cocoa immigration
+20 Population from New Smyrna Beach immigration
+20 Population from Oak Hill immigration
+3.1k Caps from taxation
+1,710 Food, +180 Water from surplus production

Queen’s Challenge: Some salvage disputes have begun to arise in the ruins of Orlando, and our salvagers are throwing accusations about. They claim that salvagers from the Edgewood Militia, Vault 37, the New Gulf Commonwealth, and the Universal Refuge are making it difficult to find anything of value in the ruins. They demand action by our government. How do we respond?


Survivalist Union
Spoiler :

The Survivalist Union has begun to establish a more secure route to the far southern town of the Refuge. Known to be one of the most southernmost settlements in the Sunshine Wasteland, Refuge has recently sought to join the Union. Cooperative efforts were started with an expedition launched from St. Lucy along the old Interstate 95. The expedition was quiet, but managed to salvage a good deal of scrap off of old abandoned vehicles. They remained on the lookout for possible places to establish an outpost and determined that I-95 appears to have been left alone by the large mirelurk nests on the coast. They announced that the elevated highway pass at the intersection of I-95 and the old road 708 appears to be the ideal location for a fortified community that could partake in limited farming. Unfortunately the return of the expedition was tarnished by the return of a large group of raiders which attacked St. Lucy. The town barely held back the attackers, despite the loss of half of the population in the process. This tragedy could have been worse, as the town still continues to hang on as part of the Union.

Turn Stat Changes
-50 Population, -35 Ammunition from raider attack on St. Lucy losses
-300 Scrap, -7 Tech Parts from construction
+250 Scrap Parts, +5 2-H Guns from southern expedition salvage
+4k Caps from market dividends
+30 Population from immigration to Liberty City
+20 Population from immigration to St. Lucy
-80 Water from consumption
+80 food from surplus production

Headman’s Challenge: Many of our people are increasingly upset at the constant raider attacks and the inability to defend properly against them. Advisors have suggested that either a forge or a gunsmith be constructed to start providing new weapons for use. A forge would produce melee weapons like swords out of scrap, while the gunsmith could produce new firearms, which would expend ammunition. Either choice seems vital to our people, and failure to build either could result in political backlash. How do we respond to this issue?


Vault 37
Spoiler :

Vault 37 has continued on the road to prosperity with both feet on the accelerator. A minor raider attack on the town of Poinciana was only able to briefly divert headlines from the other ongoing business. Trade has continued at an exponential rate as the markets at Ventura City sold vast amounts of food to the wandering merchant traders in exchange for a truly lucrative amount of caps. Similarly, every tiny bit of scrap available for sale by the merchants of the Sunshine Wasteland has been bought up by Vault 37, with only the leftovers going to other purchasers in the Sunshine Kingdom. Market ramifications aside, this has been a highly lucrative trade for the leaders of Vault 37, and it seems likely that trade will continue to help spur the vault’s empire to ever greater prosperity. Local area salvage has added to the truly massive stockpile of scraps, and Vault 37 now possesses more resources for construction than any faction that has proceeded it. The most lucrative business of all was a major expedition to the cities of the southwestern coastline of the peninsula.

The expedition was slated to explore the cities south of Fort Freedom and nearly two thousand people were involved, leaving a skeleton defense and militia behind at the prosperous fort in the Fruitlands. The expedition, due to the distances and logistics involved, were forced to only gather easily collected scrap along their journey. On the positive side, most wild animals avoided the large group and only a handful of people were wounded by wildlife. It was discovered that all the way down to Palmetto the soils of the area seemed to have gained some vibrancy from the use of the GECK in Tampa, and were registered as a highly fertile region. Plenty of scrap was found, but a small fight was had against a group of raiders in Palmetto who were quickly wiped out thanks to superior numbers and firepower. The highlight of this area was the discovery in Ruskin of a large amount of assault rifles and other two handed firearms in an old police station armory.

The expedition found that the territories south of Palmetto were less fertile for farming and only occasional areas seemed suited to settlement. Signs existed all around the area of the battles against the local communities and the Army of Minorne. Abandoned settlements and scars of war were obvious on the terrain throughout the region. The group made it to Cape Coral without incident, and continued to find an ample amount of salvage, but was attacked by a larger group of raiders in Fort Myers. This resulted in a lengthier battle between the two sides. Eventually the raiders were wiped out, but at a moderate cost to the expedition in time and lives. The journey was less eventful from there, though in Fort Meade a wrecked army supply truck was found to contain ten Mr. Gutsys in working order. The robots were restored and added to the expedition’s protection, allowing them to make it the rest of the way home without incident.

Turn Stat Changes
-10 Population, -130 Ammunition from raider attack on Poinciana
-3,600 Scrap Parts, -3 Tech Parts, -3 Energy, +2,000 Ammunition, +1 Mr. Gutsy from construction and ammunition conversion
+669k Caps, -66,900 Food from sale on the open market
-10,000 Food, +3,000 Scrap Parts from trade with mysterious merchant
-150k Caps, +30,000 Scrap Parts from purchase on the open market
-15k Caps for CLASSIFIED
-60 Population, -2,300 Ammunition from great southern expedition losses
+6,300 Scrap Parts, +9 Tech Parts, +350 Low-Tech Melee Weapons, +200 2-H Guns, +10 Mr. Gutsys from great southern expedition salvage and spoils
+300 Scrap Parts from Pinellas County scrapping
+300 Scrap Parts, +5 Tech Parts, +30 2-H Guns from Davenport local area salvage
+600 Scrap Parts from Haven local area salvage
+400 Scrap Parts from Poinciana local area salvage
+200 Scrap Parts, +5 1-H Guns from Ventura City local area salvage
+180 Scrap Parts from slave production
+1k Caps from Ventura City market dividends
+40 Population from natural growth
+20 Population from immigration to Davenport
+400 Population from immigration to Fort Freedom
+20 Population from immigration to Haven
+30 Population from immigration to Poinciana
+30 Population from immigration to Ventura City
+16,600 Food, +750 Water from surplus production

Overseer’s Challenge: Our scientists have truly made some new strides in weapons technology. Though, it’s a bit of an old-school field of research and development, they are now prepared to state that they could build modern howitzers with proper guidance systems like the ones used by some factions now and before the Great War. Our people are interested in further ballistic applications, but if we wanted to redirect our research efforts into food production or robotics, now would be the time. If we choose to stick with our current theoretical research, our scientists have suggested we could either pursue ballistic technology based on the cannons or take a look into rocketry. What course should we now follow?


Workers’ Republic of the Reclamation
Spoiler :

The Workers’ Republic has taken a strong step towards providing itself with heavy security. New fortifications have been built around the town, fortifying the old wall and providing a stronger barrier against attack. The heart of the advance, however, came from an expedition sent to the northeast. For over a year now, the radio station at Holy Wood has been quiet of the typical ranting that it used to broadcast. An expedition was formed to investigate the town and determine what happened. The journey was uneventful, and they passed by a decent amount of scrap on their way to their destination. When they reached Holy Wood, they found it to be abandoned and torn apart by an apparent civil conflict. Surprisingly, the town’s armory was most intact, but bereft of any ammunition. A massive amount of weapons of all types were recovered, and this extensive new armory now offers the bulk of the defenses of the Reclamation.

Turn Stat Changes
-500 Scrap Parts from construction
+500 Scrap Parts, +59 Tech Parts, +280 Low-Tech Melee Weapons, +50 High-Tech Melee Weapons, +50 1-H Guns, +405 Laser Weapons, +30 Power Armor Suits from Holy Wood Expedition salvage and spoils
+10 Population from immigration
+450 Food, +150 Water from surplus production

Chairman’s Challenge: Some of our people have been asking a difficult question about our ideals and position. This question has led to debates in down time among many individuals and has been brought before the Council for answering. What exactly is being Reclaimed by the Republic? Some suggest it is the reclamation of America, while others simply claim is the reclamation of civilization. How do we answer this question?


Market Prices​

Slaves: 10 Slaves for 5k caps

Food: 5,700 Food for .1k caps

Water: 100 Water for 2k caps

Energy: 1 Energy for 5k caps

Tech Parts: 1 Tech Part for 1k caps

Scrap Parts: 100 Scrap Parts for 3.1k caps (None for Sale, Can Purchase at listed price)

Ammunition: 100 Ammunition for 2k caps

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
-War Reports and Anti-Crusade Information
-Word informing raiders about the wonders and wealth of Ocala, and its defenses

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
 
NPC Diplomacy

To: Workers’ Republic of the Reclamation
Spoiler :

From: Ricon

For now we must decline your offer, we have other plans for our scrap parts for the moment. We will consider it for future opportunities.


To: Survivalist Union
Spoiler :

From: Refuge

We would be willing to contribute whatever scrap we can assemble to create a fortified outpost between us to further bind our people together. Just let us know a time and place.


OOC

@Golden1Knight: because you did not specify an amount to tax people, I just went with a cap per person.

@Ahigan: I’m starting you on the east bank of the Mississippi with this update, simply because I want the Mississippi to be the western border of the playable area.

Just a reminder: Areas will still have at least scrap to salvage unless explicitly stated in an update. Don’t feel the need to stop salvage in a town just because you’ve already hit it once. There could still be plenty more to retrieve or find.

@J.K. Stockholme: You did your math wrong. You added Energy and Tech Parts, when your total tech part cost would be more Tech Parts than you initially had. Only one robot could be built with what was left. Also, you can build Howitzers now, see the first page weapons post for the price on that.

World Map

uHOqEAu.png
 
To: The Edgewood Militia, Vault 37, Universal Refuge
CC: The New Gulf Commonwealth
From: Sunshine Kingdom

The Ruins of Orlando are profitable, that is undeniable. However, it is becoming obvious that the old agreements are no longer viable, as the easy scrap has started to disappear. The NGC and the Sunshine Kingdom have existed peacefully in agreement over the scrapping boundaries, an agreement that we feel should and could be expanded to cover all the factions with interest in the area.

To: Vault 37
The Sunshine Kingdom would be interested in purchasing the schematics for howitzers.
 
Workers' Republic of the Reclamation
Spoiler :

Leader: Chairman Norman de Paur (Enigmatic)
Faction Trait: Expansionist
Karma: True Neutral
Capital: Hardytown (Hardeeville, SC; Pre-war Community)
Structures: Farming Equipment (2), Water Pump/Purifier (1), Jail, Ammunition Convertor, Fortifications
Population: 750
Slaves: 0
Education: General
Food: 4,200 (+1,200)
Water: 1,600 (+900)
Energy: 0 (+0)
Tech Parts: 106
Scrap Parts: 870
Ammunition: 335
Military Equipment: 380 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 150 1-H Guns, 60 2-H Guns, 405 Laser Weapons, 10 Heavy Weapons, 30 Power Armor Suits
Robots: None
Military Skill: 5

Spoiler Chairman's Challenge :

Some of our people have been asking a difficult question about our ideals and position. This question has led to debates in down time among many individuals and has been brought before the Council for answering. What exactly is being Reclaimed by the Republic? Some suggest it is the reclamation of America, while others simply claim is the reclamation of civilization. How do we answer this question?


Spoiler Chairman’s Solution :

The United States of America, and likely most other nations, have been consumed by the Apocalypse. The Reclamation's scope is beyond that of any one nation, as the Reclamation shall be the backbone of the nations of the future. The Workers of the Reclamation shall labour not just to bring back humanity, but to bring back the world as it once was.


Spoiler Orders :

- Build fortifications for 500 scrap.
- convert 200 scrap into ammunition.

- a 200 strong expedition, armed 98 low tech melee, 2 heavy weapons, 100 laser weapons, and 10 power armour, will be sent east to scavenge and scout Port Royal Island, focusing on the Marine Corps Air Station and Recruiting Depot, as well as any small settlements along the way. If stiff resistance is met, the expedition is to pull back before major casualties are taken.
- a 200 strong expedition, armed 98 low tech melee, 2 heavy weapons, 100 laser weapons, and 10 power armour, will be sent into Savannah to scavenge, with the primary focus being Hunter Army Airfield. If stiff resistance is met, the expedition is to pull back before major casualties are taken.
- a small team of 100 men, armed with 48 1-H weapons, 25 2-H weapons, 25 laser weapons and 2 heavy weapons is to regularly patrol the area around Hardytown and Ricon, scavenging anything they happen across.

- Another delegation to Ricon, this time suggesting that, with The WRR's new found arsenal, it could be of great benefit to both towns if Ricon joined the Republic of the Reclamation, as it would receive full protection from the wastes, economic security, as well the technological benefits that the WRR could share.
 
Trade Routes of the Sunshine and Peach Wastes

BT52yel.png


Spoiler Key :

Pink: Coast Road (presumably temporarily broken with the destruction of West Bridge.)
Light Green: Fruit Road
Orange: The Scrap Belt
Black: Kingdom Road
Red: Commonwealth Road
Gold: Imperial Highway
Turquoise: Echols Road
Purple: Reclamation Road

Note: I imagine that the Coast Road keeps going north, but we have no contact with them, really, so I ended it there, and likewise, the Echols road probably continues west connecting with The Maritime collective, but only in a limited fashion. The Coast Road avoids Jacksonville because of the deathclaws there.
 
Stats in the beginning of the turn
Spoiler :
Running With Wolves: Ahigin
Leader: Leader Spartacus (Charismatic)
Faction Trait: Barbaric
Capital: Nomadic (Currently Located: Dundee, MS)
Structures: None
Population: 700
Slaves: 0
Education: Oral
Food: 4,600 (+250)
Water: 4,600 (+0)
Energy: 0 (+0)
Tech Parts: 0
Scrap Parts: 0
Ammunition: 0
Military Equipment: 750 Low-Tech Melee Weapons
Robots: None
Military Skill: 4

Migration orders:
Spoiler :
The tribe is travelling south at a comfortable pace, aiming to arrive to Greenwood, MS by mid-summer.

Expected route (clickable link)

Important stops along the way in the order of visiting:

1. Dundee, MS – spend some time gathering scrap, then head out south down I-49;
2. Moon Lake, MS – potential source of water; ghouls will drink water first in order to check it for radiation; if it’s safe to drink, the tribe will maximize their supply of water before moving on;
3. Marks, MS – if safe enough, spend some time searching for scrap, weapons, food, etc. Then move on. If full of natural hazards (i.e. radiation, exceptionally dangerous monsters), the group will try to find a way around it across the countryside. If it’s taken by some faction that doesn’t use slaves, safe passage should be negotiated (no need for hostilities). If the local faction has slaves, the tribe will try to overrun the town and free whoever they can. Either way, the tribe shouldn’t spend more than a month there;
4. The Little Tallahatchie River – another potential source of water (should be checked for radiation before drinking). The route is designed to go along the river for the most of the migration in order to give the tribe a chance to max up its water supply while on the move;
5. Tallahatchie National Wildlife Refuge – if safe, can be used as a source of scrap and food and a temporary gathering point in order to allow any strugglers to catch up with the tribe. If at this point the tribe is being pursued by anyone aggressive, the forest can be used as an ambush location;
6. Old Orchard Lake – yet another potential source of water for the tribe;
7. Greenwood, MS – final destination of the migration for this part of the year. Same approach will be used as for Marks, MS. The only exception is that in case of negotiations with a local peaceful community the tribe will be looking for not only the right of safe passage but also for the right to build a temporary camp near the town in order to give people some rest before continuing the journey later this year.

Engagement rules:
The tribe travels in the following formation:
- “Wolf’s Heart” (300 people with low-tech melee weapons) – the main body of the tribe that includes combatants and non-combatants alike together with their property. In larger conflicts, the Wolf’s Heart plays role of the main fighting unit as the whole tribe mobilizes for a battle. Also, the Heart performs all scavenging operations while other units protect it.
- “Wolf’s Head” (100 warriors (including 30 ghouls) with low-tech melee weapons) – the tribe’s vanguard and reconnaissance force. When no serious threats are observed, the Wolf’s Head kills away local monsters and gathers information about the surrounding area (ghouls are used for infiltrating radioactive locations). If an enemy force is detected, the Wolf’s Head notifies the rest of the tribe about the danger and tries to gather as much information about it as possible. When a battle is imminent, warriors of the Head infiltrate enemies’ positions in order to surprise them and tie in melee combat while the Heart is closing in for the main strike.
- “Wolf’s Paws (Left and Right)” (100 warriors (75 humans + 25 ghouls) each with low-tech melee weapons) – two units that protect the flanks of the travelling tribe. The Paws move in parallel to the Heart and always make sure that no obstacle stands between them and the body of the tribe (for instance, when the tribe travels along a river shore, both Left and Right Paws will stay on the same side of the river). When the tribe is going into battle, Wolf’s Paws try to perform wide flanking maneuvers and use stealth in order to attack the enemy from the rear without being discovered.
- “Wolf’s Tail” (100 warriors with low-tech melee weapons) – the rearguard of the tribe. Then the tribe is pursued by an enemy, the Tail acts as a screening force, buying time for the main force to retreat to a defensive position or prepare an ambush. In offensive operations carried out by the tribe the Tail acts as a tactical reserve and can be used in any role depending on the situation.

Overall, the tribe’s strategy is to always know more about the opponent than the opponent knows about us. If an element of surprise needs to be achieved, night marches, infiltration, and flanking maneuvers can be executed. Fighting, if possible, always takes place in urban ruins, forests, or other locations that limit the effectiveness of long-range weapons and firearms. Harsh weather conditions, such as rain or fog, are used with the same goal in mind. If the opponent proves to be too resilient, false retreat can be utilized in order to lure the enemy into a prepared or improvised ambush.


Challenge and Solution:
Spoiler :
Pack Leader’s Challenge: There are numerous other wanderers heading into the Sunshine Wasteland like ourselves. Some of our people suggest we should welcome them freely into our young society, while others believe that we shouldn’t trust strangers in this dangerous and foreign land. How do we treat those who may wish to join our new tribe?

Pack Leader’s Solution: We’re free people and, in turn, respect the free will of other wastelanders. Anyone who wishes to join our ranks and who has never participated in slave trade or raidership can become one of us free of charge. However, this world doesn’t tolerate weakness as many of us have had a chance to learn. One has to be tough to run with wolves. If a particular person or a whole family is incapable of keeping up with the pace of the tribe’s migration, those strugglers will be abandoned to their fate. If they manage to overcome the hazards of the Wasteland and catch up with the tribe eventually, they will be welcome to join our ranks again.
 
Trade Routes of the Sunshine and Peach Wastes

BT52yel.png


Spoiler Key :

Pink: Coast Road (presumably temporarily broken with the destruction of West Bridge.)
Light Green: Fruit Road
Orange: The Scrap Belt
Black: Kingdom Road
Red: Commonwealth Road
Gold: Imperial Highway
Turquoise: Echols Road
Purple: Reclamation Road

Note: I imagine that the Coast Road keeps going north, but we have no contact with them, really, so I ended it there, and likewise, the Echols road probably continues west connecting with The Maritime collective, but only in a limited fashion. The Coast Road avoids Jacksonville because of the deathclaws there.

Looks good, I may follow up with a rudimentary political map later today.
 
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