The Emperor shall force the raider leader and the loyalist official to ask sorry to one another and will offer a dinner to both of them so they can make up and become friends. A decree will be released which shall state that both raiders and loyalists are faithful subjects of the Emperors and that they should treat each other as brothers.
Meanwhile, send a joint group of raiders and loyalists to search for the crown. They shall search both loyalists and raiders and will show no favor towards any side.
Orders:
Spoiler:
100 soldiers, equipped with 100 Laser Weapons, 30 Power Armor Suits, 30 High-Tech Melee Weapons and 100 Low-Tech Melee Weapons, shall explore Jasper, Alabama and search for scraps. If they find a settlement, they shall give it's residents the chance to surrender to the Empire. If they refuse, they shall conquer it and behead all residents. If they are attacked, they are to fight it out unless victory becomes impossible and they shall orderly retreat.
Naming Orders:
Spoiler:
If a new settlement is conquered, name it Berlin.
Building Orders:
Spoiler:
Build School in Felix City for 1,000 Scrap Parts and 5 Tech Parts.
Faction Name: Commune of Freeport
Leader Name: Jack Nicholson
Leader Trait: Charismatic
Starting Location: Freeport, Bahamas
Leader Background: A local citizen of Freeport.
Origins: Survivors
Traits: Friendly
Capital Type: Pre-War Community
Background: Freeport was saved from much of the destruction of the Great War, but the lack of tourism slowly started to affect the community. What followed was a complete shutting off from the rest of the world, as they attempted to salvage what little they had.
Freeport is isolationist, because it focuses on internal problems before external ones.
Leader:Mayor Harken Beckett (Scavenger)
Faction Trait: Industrious
Karma: Neutral Good
Capital: Pensacola, FL (Urban Ruin)
Structures: Pumping/Purifying Water Station (2), Fortifications (5), Ammunition Convertor, Jail, Radio Tower, Market, School, Hydroponics Farm (4), Forge, Airfield
Population:930
Slaves: 0
Education: General
Caps: 16.6k
Food: 4,280 (+500)
Water: 2,160 (+800)
Energy: 0 (+0)
Tech Parts: 19
Scrap Parts: 2,300
Ammunition: 3,895
Fuel: 88
Military Equipment: 1,635 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 645 1-H Guns, 455 2-H Guns, 70 Laser Weapons, 60 Plasma Weapons, 50 Heavy Weapons, 3 Howitzers, 1IFV, 1 Small Boat, 6 B-77 Heavy Bombers
Robots: None
Military Skill: 10
Mayor Solution:
Spoiler:
The robot hasn't done anything to us but if always good to be cautious so let see if we can hack this robot for any information.
Order:
Spoiler:
Salvage/destroy expedition of 300 men with 10 heavy weapons,40 Laser, 150 2-H Guns, 100 1-H Guns, 1 IFV and 1 small boat for ferry people across the to the city of Mobile were the bug reside. 4 bomber will be send to level any bugs there before the force come to takeout any survivors. After which if there anything to salvage it would be taken back to our settlement.
-We will allow smoothskins, or for that matter any sentient being, into our nation as equal members. However, we are all equals here in the Mississippi Democratic Republic. All immigrants must take an oath that they will not harm another member of the community, physically or verbally, under pain of death.
Orders
Spoiler:
-First things first, we solidify a code of laws here, also known as Jim's Black Book. Amongst them is that private property is abolished - the Chairman will allow people to maintain tracts of land up to the size a family can be expected to cultivate "under personal stewardship," so we are not expropriating everything, just the large landowners. In addition, hate crimes are now punishable by summary execution. All are equal here.
-We'll send out two parties of 100 men each, with each party equipped with 100 melee weapons, 50 1-H guns, 10 2-H guns, and 2 heavy weapons. One will head north alongside the Mississippi river, the other south towards Louisiana, but not too far south. They will a. attempt to salvage especially scrap parts and and b. attempt to spread the revolution to nearby communities - through both encouragement and support, where necessary. Control of the Mississippi River in this area is also a good thing to solidify.
SouthernKing - hey, what's your faction's desired theme for a flag? I mean I can play around with ghoulishness and Maoism, but I would like to hear if you have other thoughts on you mind.
Civ'ed - same request for you. Only in case of Commune of Freeport themes are a little less obvious. Jack Nicholson is one of them, I guess.
@Civ'ed and EQ: I suggested to EQ a while ago the idea of a "Maritime" faction trait that would reduce costs to building large and small boats, perhaps that'd be better suited to your faction given it's on the water (presuming EQ got around to creating a balanced trait). I suggest asking him about it.
Two crossed fish, and a pine tree. Sorta like the crest of Grand Bahama.
@Civ'ed and EQ: I suggested to EQ a while ago the idea of a "Maritime" faction trait that would reduce costs to building large and small boats, perhaps that'd be better suited to your faction given it's on the water (presuming EQ got around to creating a balanced trait). I suggest asking him about it.
Update 36: July December, 2257
Vault-Tec: Prepare for the Future!
Inter-Faction Reports
SLAVE PRICES JUMP AS SOUTHDEN IS WIPED OUT. The disreputable slave trade has taken a major blow as the year came to an end. Prices have doubles or more throughout the Sunshine Wasteland as the slaver stronghold of Southden was destroyed. The Enclave has claimed responsibility for the attack, launching numerous aircraft and power armored soldiers in a direct attack at dusk. Reportedly the fighting was heavy and devastating, as artillery and tactical nuclear weapons were deployed against the strongholds defenses. Eventually, after a full days battle and bombing, the Enclave emerged victorious and smashed through the slaver defenses. Most of the assets within were claimed as Enclave property, but the slaves were generously offered a free ride from the ruins to the new Sunshine Kingdom settlement of Queens Deep in the north. They have begun to integrate themselves into the Kingdoms culture, relieved to have escaped their captivity.
CORPORATE TRADE FEDERATION ABANDONS ORLANDO OUTPOST. A possible crisis has been brought to a conclusion as the Corporate Trade Federation has been forced out of its new holding in the ruins of Orlando. A major militia force from both the Universal Reclamation Project and the Edgewood Militia confronted the new community, demanding their withdrawal. Outnumbered and outgunned, the leaders of the Federations representative reluctantly agreed, on the terms that they be allowed to dismantle their assets in the facility. They were allowed this, under careful supervision, eventually pulling out the population and property within to the town of St. Johns. The URP and Edgewood have celebrated their combined effort with a party in Universe City, signifying a new and prosperous joint relationship.
INTER-FACTION CHALLENGE FOR: Any Faction Currently With a Market
A major issue in the Sunshine Kingdom in recent years has been the prominence of the oddly named Cult of the Damned. They have proven extremely helpful in medical treatment and the development of farming and agriculture, teaching survival skills to those who had previously none. Their origins have been in disrepute, having emerged from a bloodthirsty cult in Liberty City, and participated in the sacrifice of children to Satan. They have since rebuked their origins, though they still admit to a dualist faith that favors the Fallen. They have been vehemently opposed by the church known as the Fellowship of the Palm, based out of Palm Coast. Things have been brought to a head as the Cult of the Damned has sent missionaries out to every town and community with a market. They seek to spread their faith and good works to any who will listen. The Fellowship of the Palm, unwilling to see the spread of their opponents faith, has followed them everywhere seeking to squelch the Cults Word in favor of their own. Any faction that chooses to endorse or support the Cult of the Damned will almost certainly see a boost in independent nature and survival skills among their people. However, any faction that chooses to support the Fellowship of the Palm will likely see increased immigration for a time in their market cities as the Good Word is spread. Obviously, the presence of either group could be disruptive in the long term to any faction. All factions that have received these missionaries must now make a choice with how to deal with these preachy individuals.
Faction Reports
Atom Union
Spoiler:
The Atom Union has faced yet another raider attack on Easbur. Several people were abducted from the outskirts of the town before a proper defense could be rallied, but the towns militia managed to rally and repulse the rest of the attack. The raiders vanished into the countryside with the few captives and supplies they had taken. This was all shadowed by a massive wave of development in the Atom Union as new fortifications were constructed to mitigate future raider threats. These fortifications were accompanied by new energy reactors providing a new supply of powerful electricity to the communities as a whole. Many are optimistic that these new reactors could fuel a new boom of prosperity to the Union. An expedition was sent out to the ruins of Americus, hoping to retrieve new salvage and supplies. They were somewhat successful, though they ran into trouble with local wildlife and random old booby-traps which took the lives of a number of expedition members. Some scrap was retrieved, along with a number of old assault rifles from a local police stations vault of confiscated goods. All this was quickly returned to Albany for future use.
Turn Stat Changes
Spoiler:
-20 Population, -145 Ammunition from raider attack on Easbur
-7,500 Scrap Parts, -120 Tech Parts from construction
-10 Population, -140 Ammunition from expedition to Americus losses
+500 Scrap Parts, +15 2-H Guns from expedition to Americus salvage
+5k Caps from market dividends
+10 Population from natural growth
+10 Population from immigration to Albany
+30 Population from immigration to Arlington
+20 Population from immigration to Easbur
+10 Energy from surplus production
-70 Food, -220 Water from consumption
Commissioners Challenge: Our researchers want to use our Stealth Boys in their studies and research. Giving them these materials will prevent us from using them in the field, ever, but could hasten development. Should we give up our stock of Stealth Boys to our researchers to lower development time?
Commune of Freeport
Very few of the nuclear weapons launched during the Great War were directed at auxiliary targets, particularly in minor nations of limited strategic value. Therefore, Freeport was saved from much of the destruction of the Great War, but the lack of tourism slowly started to affect the community. What followed was a complete shutting off from the rest of the world, as they attempted to salvage what little they had. Freeport has been traditionally isolationist, because it tends focuses on internal problems before external ones.
Spoiler:
Mayors Challenge: Our island is completely bereft of salvageable materials after our years of use. We now have no choice but to begin to interact with the outside world. Some suggest that our leader should command the expeditions we sent out from our island. Others suggest that the task should be delegated to other members of the community. Obviously setting sail through the islands has a lot of inherent risk. How should we respond to this debate?
Corporate Trade Federation
Spoiler:
The Corporate Trade Federation for the most part quietly ended the year. Salvaging has gone on as scheduled in Jacksonville, with only limited overlap between the Corporate salvagers and ones from the Sunshine Kingdom. The biggest issue for the Federation was dispute over the new outpost set up in Orlando, as others contested this violation of their own claims. While the larger factions played a relatively neutral role in this dispute, the smaller ones took exception to the Corporates infringing in their territory. The Universal Reclamation Project and the Edgewood Militia sent a large armed force, ordering the Federation to withdraw from their outpost. Outgunned and far from supply and support, the CEO of the CTF was forced to authorize the withdrawal from Orlando. They were allowed to retrieve what parts they could from the facility they had set up in, retreating back to the nearest base of St. Johns.
Turn Stat Changes
Spoiler:
+900 Scrap Parts from dismantling of Orlando Science Center Outpost salvage
+1,000 Scrap Parts, +4 Tech Parts, +10 1-H Guns from Jacksonville area salvage
+8k Caps from market dividends
+30 Population from natural growth
+20 Population from immigration to Saint Augustine
+20 Population from immigration to Fort Jacksonville
+50 Population from immigration to Jax Exec Airport
+30 Population from immigration to St. Johns
-950 Food, -750 Water from consumption
CEOs Challenge: Allowing the Sunshine Kingdom to setup in our own backyard and the loss of the new outpost in Orlando has caused for a sharp and rapid drop in faith towards the CEO. The Board of Directors has called for a vote of no confidence and the election of their own favored candidate, a renowned scavenger. How do we respond to this reaction?
Empire of America
Spoiler:
The Empire of America has gone a year without a single new conquest to its name. An expedition sent to the northern town of Jasper has resulted in no discovery of new settlements to conquer, but only a scarce amount of scrap and some old guns from a gun store there. The expedition had minor issues with local wildlife, which proved to be violent and numerous, but only minor injuries resulted from the clearing of the area. Little else took place, beyond the discovery that some of the empires water stocks were contaminated during storage and had to be disposed of.
Turn Stat Changes
Spoiler:
-1,200 Water from contamination
-1,000 Scrap Parts, -5 Tech Parts from construction
+20 Population, +20 Low-Tech Melee Weapons from raider clan recruitment
+100 Scrap Parts, +20 1-H Guns from Jasper expedition salvage
+15 Slaves, +1k Caps from market dividends
+190 Scrap Parts from slave production
+10 Population from natural growth
+20 Population from immigration to Felix City
+30 Population from immigration to Athens
+10 Population from immigration to Heavenly City
+20 Population from immigration to Paris
+20 Population from immigration to Napoleontown
+30 Population from immigration to Rome
+1.6k Caps from taxation
-90 Food, -890 Water from consumption
Emperors Challenge: The emperors crown was recovered from one of the previous raider clans. The loyalists want to execute him for theft, but raider leadership believes he should be punished lightly, as he was high on various chems at the time. Both factions are clearly still at odds with each other, and either could be offended by a ruling against their interests in this matter. How do we treat the thief of the emperors crown?
Georgia Reclamation District
Spoiler:
The Georgia Reclamation Districts overseer departed for a couple weeks in November, meeting with President Eden at the Enclaves secret bunker. Though he never met the president face to face, he did have a number of friendly conversations with him and other leaders of the Enclave staff. They honored him with a medal for his fine work in leading the Georgia Reclamation District, as well as presenting him with a custom-fitted suit of power armor along with weapons to take home. He returned in triumph, along with a holotape of the ceremony for public viewing in the vault. On the home front, ample progress has been made, as new fortifications, farming equipment, and water stations have been built throughout the District to allow production to keep up with demand. The effort has been an enormous success, as water production has produced its first surplus in years. Production of laser weapons has continued at a frenzied pace, allowing the District to maintain its military force.
Expeditions were once more sent abroad to find new lands and possible salvage throughout northern Georgia. The first was sent to Demorest, where a thriving settlement was found, that scouts from Cleveland and Clermont had claimed to have contacted in the past. Its one of the larger communities in the region, blessed with a highly productive food and water production and strong security militia against raiders. Expeditions to Gillsville and Maysville had success in salvage operations, bringing in a large amount of scrap despite minor resistance from local wildlife. These expeditions reported that they had stripped the areas clean and that no additional salvage of value existed in the ruins. An expedition to the ruins of Commerce had a bit more difficulty, running into a number of problems and setbacks caused by local wildlife, particularly a giant ant colony. Several robots were lost to the animals, and ample firepower had to be directed to stop the ants from hindering other salvage operations. Expeditions to the southeast found other situations, finding a struggling community in the town of Oakwood, and a vicious band of raiders in the area of Prendergrass. They managed to avoid contact with the raiders, pulling back and informing the vault of the enemy presence.
Fertility Survey Report
Spoiler:
Alls Well region: Worthless for farming, limited local water sources
Clermont region: Average for farming, above average local water sources for use
Cleveland region: Highly fertile for farming, plentiful water sources for use
Dobbins Air Reserve Base: Worthless for farming, few local water sources
Jasper: Limited fertility for farming, few local water sources
Vault 136 region: Average for farming, average amount of local water sources for use
Vinings: Limited fertility for farming, few local water sources
Turn Stat Changes
Spoiler:
+20 Plasma Weapons, +1 Power Armor Mk2 from Enclave gift from the President
-400 Water from contamination
-40 Population in Cleveland from major residential fire
+2.7k Caps, +12,000 Food, -150 Tech Parts, +4,700 Scrap Parts from market sales and purchases
-4,800 Scrap Parts, -49 Tech Parts, +120 Laser Weapons from construction and production
+1,300 Scrap Parts from Gillsville expedition salvage (TAPPED OUT)
+1,500 Scrap Parts from Maysville expedition salvaged (TAPPED OUT)
-450 Ammunition, -3 Mr. Handys, -3 Protectrons, -2 Mr. Gutsys from Commerce expedition losses
+800 Scrap Parts from Commerce expedition salvage
+7k Caps from market dividends
+50 Population from natural growth
+50 Population from immigration to Vault 136
+20 Population from immigration to Alls Well
+50 Population from immigration to Clermont
+40 Population from immigration to Cleveland
+10 Population from immigration to Dobbins Air Reserve Base
+60 Population from immigration to Jasper
+10 Population from immigration to Vinings
+5.2k Caps from taxation
-230 Food from consumption
+420 Water, +4 Energy, +300 Scrap Parts from surplus production
Governors Challenge: As our population grows, so does the variety of the community. At this point we have three fairly large towns within our territory. In order to get the news of the day out, a newspaper has been established based out of Vault 136. Using local lumber to provide the paper, theyve begun distributing their paper throughout all of the towns of the faction. This has provided a goodly number of people with regular work and payment, but the articles in the paper have occasionally seemed to take a critical tone towards the Overseer and the Enclave. Should we allow them to continue publishing freely or place some sort of restrictions upon them or shut them down completely?
Jacksonia
Spoiler:
The newborn nation of Jacksonia has struggled in the wake of the recent destruction of Fort Peace. While they have increased trade of food to the unknown merchant that frequents their shores, the overall situation of the faction has been bordering on dire. They have sought to recover their lost production and capabilities, and begun a process of consolidation. The towns of Sugarmill, Thicket, and Timber Hold were abandoned and scrapped for what could be salvaged, and a new town was built in the Fruitlands called Fort Plenty. The new town has been built with ample infrastructure to best reap in the remaining bounty of the Fruitlands. New facilities within have helped produce more ammunition and artillery to supplement lost capacities from the beginning of the year. The various communities of the Jacksonia have begun preparing for future developments as they clear out old railroad tracks and stations and prepare them for possible usage by the factions construction teams. The efforts are well underway and it seems likely that reconstruction of the tracks will be an inexpensive effort.
Unfortunately, not all news was good news. A good deal of supplies were traded to the Sunshine Kingdom in exchange for the production of plasma based weapons, but the returning caravan met with disaster. It was ambushed by an unknown, but well organized group which was able to pinpoint the route of the caravan. All of the weapons were seized by the assailants. Matters were made worse for Jacksonia when a riot broke out in Fort Freedom against the continued rule of the Jacksons. Many were killed in the rioting and violence, as weapons were broken out against neighbors. Order was eventually restored, and leaders were thankful that there was no other major unrest throughout the whole faction.
A lack of disorder has been mostly attributed to radical reforms passed as the new Overseer, Tiffany Jackson, has sought to establish a new government in the wake of the destruction of the old one. She has been mostly successful, bringing together a council from the various cities in the faction, along with ending some of the more controversial programs of governance. Primary among these was the ending of mandatory education at Fort Strength, allowing children to return home to their families in various tributaries should they choose. The governors of the tributaries have been relieved of their veto powers, and management has changed hands to influential locals rather than former vault dwellers. These changes have been highly popular and have resolved many of the issues and demands made by the various towns over the years since conquest.
Even as reforms took place, the Jacksonians sought to recover the rebellious Venture City. A major militia force was mustered out of the Fruitlands to march east and meet other forces to seize the city. When they arrived, however, they found the city vacant and burning. Efforts were made to extinguish the blaze and recover what could be found. Apparently the residents of the town determined to destroy everything of value before vacating to an unknown location. No survivors or casualties were found in the ruins, and it was believed that they must have escaped long before the Jacksonians arrived. To make matters more confusing, a planned expedition from Southden to assist the militia failed to arrive at all, though thankfully their services were not required in the end.
Turn Stat Changes
Spoiler:
-40,000 Food, +12,000 Scrap Parts from mysterious merchant trade
-103.6k Caps, -21 Energy, +149 Tech Parts from market sales and purchases
-20,050 Scrap Parts, +8 Tech Parts, +4,000 Ammunition, +5 Howitzers, +5 Trucks from construction, production, and ammunition conversion
-1,000 Scrap Parts, -200 Tech Parts, +200 Plasma Weapons from trade with Sunshine Kingdom
-40 Population, -160 Ammunition, -200 Plasma Weapons from raid on arms caravan from Sunshine Kingdom
-180 Population, -530 Ammunition from rioting in Fort Freedom
-3,000 Water from contamination
+7,000 Scrap Parts from dismantling of Sugarmill, Thicket, and Timber Hold
-2 Howitzers, +20 Stealth Boys from Southden trade
+500 Scrap Parts from Venture City recovered salvage
+800 Scrap Parts from railroad clearing salvage
+400 Scrap Parts from Pinellas County area salvage
+45 Slaves, +13k Caps from market dividends
+405 Scrap Parts from slave production
+50 Population from natural growth
+80 Population from immigration to Fort Strength
+10 Population from immigration to Davenport
+160 Population from immigration to Fort Freedom
+240 Population from immigration to Fort Plenty
+40 Population from immigration to Haven
+30 Population from immigration to Poinciana
+61k Caps from taxation
+40,940 Food from surplus production
-2,560 Water from consumption
Overseers Challenge: The recent reforms have once again satiated the leaders of the various tributaries. In fact, a number of them have come forward that theyve been recently approached by not only the constantly troublesome Sons of Oscar, but also the self-righteous mercenaries in the Regulators. Apparently a plan was or is afoot to organize a proper rebellion between the two organizations. The riot in Fort Freedom was likely the result of their efforts, and our leadership is concerned with how to deal with these groups. How do we respond to their incursions and plotting?
The Maritime collective undertook its most ambitious salvage project to date as they set their target as the ruins of the great city of Mobile. Ample assets and hundreds of people were assigned to this salvage mission as scouts spotted hives of the local insects. Bombing took place immediately as bombers leveled a good port of the ruins even further in attempting to destroy these nests. They appear to have been mostly successful, though it’s likely that nests exist in other parts of the region. The crews went in and were able to retrieve an ample amount of scrap and made a proud discovery under Beckett’s guidance. An ancient battleship in the harbor was found to still be loosely seaworthy and parts of the interior were equally functional. It was believed that the age of the battleship made it less vulnerable to the effects of the most modern Chinese strategic weapons. The battleship was laboriously detached from the docks and attached to cables of the Collective’s salvage ship. Over the course of two weeks, the USS Alabama was hauled to Pensacola where it now rests in harbor.
Turn Stat Changes
Spoiler:
-10 Population from failed attempt to hack robot
-1,370 Ammunition, -6 Fuel from Mobile expedition losses
+1,200 Scrap Parts, +4 Tech Parts, +15 2-H Guns, +1 damaged USS Alabama from Mobile expedition salvage
+2k Caps from market dividends
+10 Population from natural growth
+40 Population from immigration
-470 Food, -170 Water from consumption
Mayor’s Challenge: We have recovered the USS Alabama from Mobile with great difficulty and it’s clear that it will need substantial repairs before we could use it as a worthy naval vessel. It would need five hundred scrap parts, forty tech parts, and a functioning Energy Reactor in order to take to the seas again. Some of our people argue the price is too high and we should scrap the ship for whatever it’s worth, which is quite likely a lot of scrap and other parts. Should we allow the ship to remain in port while we look for the stuff needed to repair it, or simply scrap it?
Mississippi Democratic Republic
Spoiler:
The Mississippi Democratic Republic has launched its first organized forays into the larger world. They sought to secure the eastern banks of the Mississippi River, looking for signs of any other civilized settlements and communities. The southern expedition was quiet and ran into little to no trouble or any life at all. The only marks of any human habitation turned out to be just across the old Louisiana and Mississippi border, at an old prison. A good part of the prison was salvaged for scrap and returned back to Natchez. The northern expedition started similarly, but ran into trouble at a place called Alcorn University, which was inhabited by a large group of raiders. The raiders managed to ambush the expedition, leading to a pitched battle, which resulted in heavy losses among the MDR’s expedition. Half were killed, and the other half were wounded in the fighting. They did manage to retrieve some salvage, but the raiders got away with much of their own stuff, not leaving anything for the MDR to find.
Turn Stat Changes
Spoiler:
+150 Tech Parts from enigmatic find
+400 Scrap Parts from southern expedition salvage
-50 Population, -80 Ammunition from northern expedition losses
+200 Scrap Parts from northern expedition salvage
+10 Population from natural growth
+20 Population from immigration
-180 Food and Water from consumption
Chairman’s Challenge: A group of feral ghouls has been spotted moving near our city for unknown destinations. They appear to lack any capacity for speech or reason and were witnessed attacking smoothskins on several occasions without mercy. Some of our people have advocated bringing them back to town and possibility trying to rehabilitate them. On the other hand, we do have a minority smoothskin population of our own, and bringing these ferals here could result in unintended violence. How do we respond to this?
New Gulf Commonwealth
Spoiler:
The New Gulf Commonwealth has made its greatest strides since the fall of the Kingdom of Heaven. After over a year of negotiations and discussion, the towns of Spring City and Newberry have been annexed into the Commonwealth. These new holdings have brought a good deal of supplies and people into the greater Commonwealth, offering a new open door to the exploration and exploitation of the northern parts of the Sunshine Wasteland. It was believed that previously Vault 37 and then Jacksonia had opposed these measures, but with their current internal troubles, the door lay open to complete the annexations. These new territories were supported with a survey in force into the territories formerly held by the Kingdom of Heaven. The town of Citra was explored first, but sadly not much remained after the savage Vault expedition had razed it. A number of members of the expedition were lost to giant mosquitoes, which have apparently returned to the area with a vengeance. The Gainesville area proved more productive and some scrap was retrieved from the bunker formerly known as Oscargrad. Other scrap was recovered from inside Gainesville itself before the expedition returned.
Turn Stat Changes
Spoiler:
-720 Scrap Parts, -144 Tech Parts, +144 Plasma Weapons from trade with Sunshine Kingdom
-600 Water from contamination
+2,520 Food, +2,520 Water, +32 Tech Parts, +1,100 Scrap Parts, +1,000 Ammunition from annexation of Newberry
+1,340 Food, +1,340 Water, +19 Tech Parts, +800 Scrap Parts, +4,000 Ammunition from annexation of Spring City
-50 Population, -300 Ammunition from northern expedition losses
+400 Scrap Parts from northern expedition salvage
+900 Scrap Parts, +2 Tech Parts from Orlando area salvage
+4k Caps from market dividends
+3k Caps from annual fair dividends
+80 Population from natural growth
+10 Population from immigration to Bushnell
+50 Population from immigration to Fort Apopka
+180 Population from immigration to Leesburg
+60 Population from immigration to Newberry
+30 Population from immigration to Ocala
+40 Population from immigration to Ocoee
+60 Population from immigration to Spring City
+20 Population from immigration to Umatilla
-2,970 Food, -3,160 Water from consumption
Governor’s Challenge: We’re on the verge of a major water crisis! While we have plenty of food and cash reserves to purchase food, we’re still facing a severe shortage of water for our people. Thousands may die soon unless immediate measures are taken both to rectify our long-term shortage and to provide water immediately. How do we respond to the crisis?
Sawgrass Tribe
Spoiler:
The Sawgrass Tribe has at last begun sending expeditions out into the wider wastelands as disease continues to pose a threat. Unfortunately it was discovered that disease was not the only problem out there. A group of raiders infiltrated the town’s outskirts and managed to abduct a number of people during the night. They fled without any losses, taking their captives with them. Several tribe sentries were killed in the process. A scouting expedition was sent out, hoping to learn more about the surrounding area. They started with the ruins of Belle Glade, where they ran into significant problems with the local mirelurks. Many died in the fighting with these creatures, and eventually the expedition began to just focus on salvaging the outlying areas instead. They found a good deal of scrap but little else. In Clewiston they found more promising salvage. The area itself looked like it had once been home to a settlement, but later devastated by fighting of some kind. Only a few bits of usable scrap were recovered, but to the surprise of all, a cache of high-tech military grade melee weapons were recovered from the ruins. These high end devices were retrieved and brought back to Stilt Town, giving a massive boost to the combat power of the tribe. The last group of scouts found a growing new settlement called Port Maya to the northeast, created by representatives of a so-called Survivalist Union. A friendly exchange was had before the scouts returned to the south. Further contact was had when scouts from the Union reached Stilt Town while travelling the borders of the swampland.
Turn Stat Changes
Spoiler:
-600 Water from contamination
-30 Population from raider attack losses
-30 Population from scouting expedition losses
+700 Scrap Parts, +1 Tech Part, +200 High-Tech Melee Weapons from scouting expedition salvage
+10 Population from natural growth
+3 Energy from surplus production
-150 Food and Water from consumption
Chief’s Challenge: The disease that had ravaged our people seems to be dying down to a degree. This has gone to the point where some our leadership believe we can reduce quarantine measures and ease back on medical treatment, claiming that the measures restrict the freedom of our people. Others believe that we should maintain all of these measures strictly until the disease is fully eradicated. How do we respond to this debate?
Sunshine Kingdom
Spoiler:
The Sunshine Kingdom suffered a minor loss as the year came to a close when a pumping and purification water treatment plant in Nasacity failed catastrophically. The damage was complete, dramatically reducing local processing of water for consumption. Thankfully, that was essentially all of the bad news that confronted the faction for the rest of the year. Commerce has increased dramatically as the faction has begun mass production of advanced plasma based weaponry, producing these weapons on contract not only for their own communities, but also for Jacksonia and the New Gulf Commonwealth. They’ve still been forced to rely upon Jacksonian manufactories for tech part production, but it seems overall they’ve made some great strides.
Spearheaded by the Royal Archeological Society, a well-equipped expedition was launched to the ruins of Sebring, seeking to unveil the shroud of the old mystery of Minorne. The expedition had no difficulty reaching the area with their equipment and immediately began excavation of the known location of the old bunker. The Talon Company had done extensive damage to the area, but had thankfully dismantled most of the local robotic defenses. Therefore, after a limited clearing operation, the expedition made quick progress. By the end of the year they had dug up the old bunker entrance and began working to open the doors for further exploration.
The year’s earlier discovery of Vault 31 under Camp Blanding created new opportunities for the vault’s expansion north. Despite some misgivings, the Queen ordered the immediate use of the vault which has become known as Queen’s Deep. The vault was easily brought online by scouts, who welcomed the first and second waves of migrants from the south. These migrants came in large numbers from Ventura City, who had made hasty preparations to flee as it seemed likely that Jacksonia would seek to bring them to heel. After salvaging everything of value from their old homes, they were assisted by the Sunshine Kingdom to move to their new home in the vault. The vault itself has immediately begin food and water production, functioning exactly as they had hoped. The population in the city was bolstered yet again when diplomacy with the Enclave resulted in the dropping off of a large number of liberated slaves from Southden. Grateful to be freed, they have begun to be quickly integrated into the Kingdom and their new home in Queen’s Deep.
Turn Stat Changes
Spoiler:
-1 Pumping/Purification Station in Nasa City from catastrophic failure
+1,000 Scrap Parts, +200 Tech Parts, -200 Plasma Weapons from Jacksonia trading
+720 Scrap Parts, +144 Tech Parts, -144 Plasma Weapons from trade with New Gulf Commonwealth
-56k Caps, +40 Tech Parts from market purchases
-3k Caps from Archeology maintenance
-3,600 Scrap Parts, +72 Tech Parts from contracted Jacksonia manufactory production
-2,320 Scrap Parts, -416 Tech Parts, +40 Ammunition, +456 Plasma Weapons from arms production and ammunition conversion
-200 Ammunition from clearing Sebring area losses
+810 Population, +1,190 Food, +1,540 Water, +300 Scrap Parts, +800 Ammunition, +200 Low-Tech Melee Weapons, +120 1-H Guns, +65 2-H Guns, +1 Howitzer from Ventura City migration
+100 1-H Guns from settlement of Queen’s Deep gains
+210 Population, +200 Low-Tech Melee Weapons from freed slaves from Southden
+2,100 Scrap Parts from Orlando area salvage
+9k Caps from market dividends
+60 Population from natural growth
+10 Population from immigration to Nasacity
+50 Population from immigration to Christmas
+20 Population from immigration to Dragonville
+30 Population from immigration to Edge
+50 Population from immigration to Mims
+30 Population from immigration to New Fort Cocoa
+10 Population from immigration to New Smyrna Beach
+60 Population from immigration to Oak Hill
+20 Population from immigration to Prosperity
+60 Population from immigration to Queen’s Deep
+20 Population from immigration to Satsuma
+32.3k Caps from taxation
+740 Food, +920 Water, +5 Energy from surplus production
Queen’s Challenge: We are now poised to enter the believed heart of the now vanquished Army of Minorne. Our explorers are concerned however that we have no idea what’s behind the door to the bunker. Some of them fear we could be opening a door to unknown chaos and slaughter that could pour out as soon as we do. Others suggest that we will never know what truly lay behind the Minorne Crisis until we open the doors and delve deeper. Should we proceed or let the past rest?
Survivalist Union
Spoiler:
The Survivalist Union has managed to expand its holdings once more as a new settlement was built on the shores of Lake Okeechobee. The new town of Port Maya was constructed by both members of the Union seeking to settle there and contractors from the Sunshine Construction Union. New fortifications and early gardens have yielded fruit, providing a strong indicator that the new settlement could quickly become a breadbasket of the Union. The new settlement has also provided contact with a faction that had not previously been encountered. Representatives of the Sawgrass Tribe, a previously isolated group of tribals living in the outer reaches of the Everglades, reached the town while it was still under construction. Friendly greetings and information was exchanged, as the Sawgrass people seemed kindly enough. Scouting expeditions revealed that most of the surrounding area was empty of habitation, both animal and human, but was able to come across the fairly well isolated Stilt Town of the Sawgrass Tribe.
Turn Stat Changes
Spoiler:
+200 2-H Guns from information trade
-3,000 Scrap Parts from construction
-15k Caps from Sunshine Construction Union contract
+300 Scrap Parts from St. Lucie area scavenging
+500 Scrap Parts from Port Maya scouting expedition salvage
+3k Caps from market dividends
+5k Caps from New Strip dividends
+20 Population from natural growth
+20 Population from immigration to Liberty City
+20 Population from immigration to New Casablanca
+20 Population from immigration to Port Maya
+50 Population from immigration to Refuge
+30 Population from immigration to St. Lucy
+100 Food from surplus production
-410 Water from consumption
Headman’s Challenge: A number of resident chem dealers in Liberty City are incredibly excited about the discovery of a hitherto undiscovered tribe very nearby. They believe that the tribe could represent an incredible market for the sale of chems and another addictive substances. They want permission to begin smuggling and selling goods around Stilt Town, hopefully to gain a large amount of goods and supplies in barter. On the other hand, this could harm our relationship with these people. How do we respond?
Transmississippian Confederation
Spoiler:
The Transmississippian Confederation has been given some new breathing room as they build upon the gains they made with the defeat of the Mohammetans. They have annexed the town of Headwards, which was incredibly grateful for their timely aid in the fight against the tribal attackers. The new town has been added to the Confederation and has already been provided with ample sustenance to make it through the end of the year and the harshest winter. A salvage expedition was sent out of Chairkey Den to a number of small towns in the region. Bentonia, Satartia, and Tinsley were all scouted and for the most part no issues were had in the process. Neither of the first two towns had much of interest and were quickly scoured of anything of value or use. Tinsley on the other hand was found to have an intact gun store and computer shop close to each other. Plenty was recovered from both, helping bolster stocks on the home front. Unfortunately, none of these three ruins have anything left for salvage, being stripped bare by the expedition.
Turn Stat Changes
Spoiler:
+220 Food, +220 Water, +25 Tech Parts, +300 Scrap Parts from annexation of Headwards
-1,100 Scrap Parts, -5 Tech Parts, +100 Ammunition from construction and ammunition conversion
+1,100 Scrap Parts, +5 Tech Parts, +30 1-H Guns from long-range expedition salvage
+500 Scrap Parts from Yazoo City local area salvage (TAPPED OUT)
+10 Population from natural growth
+60 Population from immigration to Wolf’s Lair
+40 Population from immigration to Chairkey Den
+20 Population from immigration to Headwards
+400 Food from surplus production
-100 Water from consumption
Pack Leader’s Challenge: The followers of Lam are making an effort to reform their faith, and become more tolerant of others. They have pledged to be more tolerant during the process, as long as the community continues to except their faith and the spread of the faith. Leaders have cracked down on any violent behavior from Lamists, and it’s hoped that this could mark the end of the issue. However, the whole dispute has raised other faiths to the forefront. Worshipers of the Great Wolf have argued that all should worship the wolf that brought us victory and are becoming increasingly radical themselves. How do we respond to this development?
Universal Reclamation Project
Spoiler:
The Universal Reclamation Project has closed out the year on a high note. The park continues to prosper and develop as Universe City itself does the same, expanding both farming and water drilling operations to provide for both the town and its frequent guests. Salvage operations have proceeded well throughout the Orlando area, which ultimately led to a confrontation with the Corporate Trade Federation. Working together with the Edgewood Militia, the URP marched an army north to drive out the Federation’s new outpost. The combined forces vastly outnumbered the defenses of the Corporate outpost and they demanded the surrender and withdrawal of those forces. Outnumbered and outgunned, the Corporates ultimately chose to withdraw rather than stand and fight. Edgewood and the URP celebrated their victory, protecting their salvaging rights from interlopers.
Turn Stat Changes
Spoiler:
-55.4k Caps, -1,100 Water, -1 Energy, +60 Tech Parts, -100 Scrap Parts, -300 Ammunition from market sales and purchases
-400 Scrap Parts, -29 Tech Parts from construction
+800 Scrap Parts from Orlando area salvage
+6k Caps from market dividends
+9k Caps from park dividends
+10 Population from natural growth
+150 Population from immigration
+13.5k Caps from taxation
+950 Food, +750 Water from surplus production
Master of Ceremonies’ Challenge: Some of our leaders have suggested reprogramming some of our Mr. Handys for use in the hotel as waiters and concierges for the betterment of the guests. This could be added into the more luxury suites and accommodations, offering a more personal and loyal approach to those willing to pay for it. Of course if we do reprogram some of our Mr. Handys, they will be lost to us for salvage operations and undertakings. Should we accept this proposal and use some of our Mr. Handys as servants in the hotel?
Vault 24
Spoiler:
Vault 24 has opened the door of the vault once more to the outside world. They were surprised to find a number of scavengers from a nearby town almost immediately outside of the vault. They claimed to represent a town called Nukaloosa, a struggling little community in the Wakulla Springs State Park. Friendly information was exchanged and the vault dwellers launched their first expedition to Tallahassee. The expedition was quiet enough, but they found that the southern outskirts were overrun with ghouls and had to use their weapons extensively to keep them at bay while the Mr. Handys did their good work. They were successful in retrieving a modest amount of scrap, offering the first rewards of the wasteland to the benefit of the vault. Other big news took place when a strange aircraft landed in front of the entrance to the vault, full of heavily armed power armored individuals. They claimed to represent the Enclave, the true heirs to the former government of the United States. They exchanged friendly greetings and congratulations about leaving the vault, and soon departed.
Turn Stat Changes
Spoiler:
-75 Ammunition from Tallahassee expedition losses
+600 Scrap Parts, +2 Tech Parts from Tallahassee expedition salvage
+10 Population from natural growth
+20 Population from immigration
+1,070 Food and Water from surplus production
Overseer’s Challenge: A dispute has arisen about what our children are being taught in school. Some accuse the teachers of being too religiously minded in their work, while others believe teaching the faith in school should be a core component of society. The dispute has come to a head as a teacher refused to teach Christian history in her class. How do we respond to this debate?
Workers’ Republic of the Reclamation
Spoiler:
The Workers’ Republic of the Reclamation has faced limited adversity while continuing to maintain and expand their prosperity. A raider attack struck at Tabaldak, attempting to overrun the settlement in the ruins of Savannah. The attack was spotted early and the militia was called out, enabling the defenders to repulse the attack with no losses. Elsewhere, they have begun reassembling Mr. Handys from the old world ruins, building up these robots to serve them and increase production. Most have since been transferred to the Savannah ruins to help increase local production and development.
Turn Stat Changes
Spoiler:
-440 Scrap Parts, -15 Tech Parts, -5 Energy, +440 Ammunition, +5 Mr. Handys from construction, production, and ammunition conversion
-440 Ammunition from raider attack on Tabaldak losses
+500 Scrap Parts, +5 Tech Parts from Savannah area salvage
+3k Caps from market dividends
+10 Population from natural growth
+40 Population from immigration to Viracocha
+40 Population from immigration to Nanabozho
+50 Population from immigration to Tabaldak
+60 Food, +360 Water from surplus production
Market Prices
Slaves: 10 Slaves for 4.8k caps
Food: 1,900 for 0.1k caps
Water: 100 Water for 0.9k caps
Energy: 1 Energy for 4.6k caps
Tech Parts: 1 Tech Part for 2.7k caps
Scrap Parts: 100 Scrap Parts for 4.8k caps
Ammunition: 100 Ammunition for 2.9k caps
Radio Stations
Black Hat Radio – Broadcasting in the Clear – Port St. Lucie, Florida
-Assorted Country music
-Anarchist propaganda
-Advertisements for the New Strip
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
Core of Matter Radio – Broadcasting in the Clear – Unknown location
-Scientific and Technological News
-Math Problems
CTF Radio – Broadcasting in the Clear – Saint Augustine, FL
-Immigration information and advertisements
-Corporate advertisements
Georgia State Official Radio – Broadcasting in the Clear – Vault 136, GA
-General North Georgia area news
-Status Updates of the Georgia
Land of Plenty Radio – Broadcasting in the Clear – The Fruitland, FL
-Jazz, swing and big band music
-Radiant descriptions of the Fruitland
-Denunciations of the Enclave
Napoleonic Radio – Broadcasting in the Clear – Felix City, AL
-French music
-Stories about the life of Napoleon Bonaparte
Nasa Educational Radio – Broadcasting in the Clear – Titusville, FL
-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
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
Reclamation Radio – Broadcasting in the Clear – Hardeeville, SC
-News of Reclamation Efforts
-World History Lessons
Universal Radio – Broadcasting in the Clear – Universe City, FL
-Advertisements for Universe City
-Catchy Music
-News
NPC Diplomacy
To: Georgia Reclamation District
Spoiler:
From: Oakwood
We are soon likely to be attacked by the brutal band of raiders known as the Braves. We desperately seek your help in the fight to come and hope that you can aid us in our darkest hour. You are our only hope.
OOC
@J.K. Stockholme: I didn’t miss Tiffany, I just forgot her first name when I was doing the update and forgot to ask you for it.
@DuneBear: Was unsure what you meant by buying food with scrap, so I just included the deductions of food from your existing caps made on the market. Also, per the front post, farming equipment is maxed out at three per settlement.
So I’m looking for alternative names for north Georgia, South Carolina, Alabama, and Mississippi rather than just clumping them all as the “Sunshine Wasteland.” While I feel the name fits well enough for the Florida area and maybe southern Alabama and Georgia, I don’t think it really reflects the new factions, terrains, and conflicts in the other areas I’ve listed. I’m open to any ideas.
The Maritime trait has been added to the front page and the Isolationist trait has been removed.
Commune of Freeport: Cived
Leader: Mayor Jack Nicholson (Charismatic)
Faction Trait: Maritime
Karma: True Neutral
Capital: Freeport (Freeport, Bahamas; Pre-War Community)
Structures: None
Population: 800
Slaves: 0
Education:
Food: 1,600 (+600)
Water: 1,600 (+500)
Energy: 0 (+0)
Tech Parts: 10
Scrap Parts: 0
Ammunition: 700
Military Equipment: 100 1-H Guns, 50 2-H Guns, 5 Small Boats
Robots: None
Military Skill: 3
Mayor's Solution
Spoiler:
Someone's going to have to establish the trade routes in the end. Nicholson, however, is too valuable to the running of our Commune so we'll send out a different squad instead.
As for the issue with the islands - Grand Bahama is known for it's sand banks. The best way to get around these would be to go through careful navigation. We should try to avoid the Nassauans.
Orders
Spoiler:
Send 100 people on that expedition to find the lands of De Floreda.
Send another 300 scouting out the island of Grand Bahama, scavenging scrap and food where they can.
New Stealth technology I'm using in updates. The only people who can't see Dragonville are gullible.
EDIT: Just realized that I forgot Mississippi Democratic Republic! See Southern King, that's what you get when you're so slow getting orders in! That, and set on fire from afar. I'm working on putting that into the update now.
EDIT EDIT: The MDR now has its part of the update properly filled out.
So I’m looking for alternative names for north Georgia, South Carolina, Alabama, and Mississippi rather than just clumping them all as the “Sunshine Wasteland.” While I feel the name fits well enough for the Florida area and maybe southern Alabama and Georgia, I don’t think it really reflects the new factions, terrains, and conflicts in the other areas I’ve listed. I’m open to any ideas.
South Carolina: Nuclear Swamps (derived from its less popular nickname as "Swamp State").
Georgia: Capital Wasteland of the South (derived from its nickname "Imperial State of the South" and refers to the nickname for Washington, DC in Fallout 3 ("Capital Wasteland")).
Leader: Commissioner Mark Jobs (Enigmatic)
Faction Trait: Tech Savvy
Karma: True Neutral
Capital: Albany, GA (Pre-War Community)
Structures: Water Purifier, Hydroponics Farm, Market, Institute, Fortifications (2), Energy Reactor
Population: 670
Total Population: 1,370
Slaves: 0
Education: Theoretical Science
Caps: 25k
Food: 3,200 (+1,300)
Water: 2,350 (+1,150)
Energy: 10 (+10)
Tech Parts: 210
Scrap Parts: 1,000
Ammunition: 2,295
Military Equipment: 140 Low-Tech Melee Weapons, 120 1-H Guns, 25 2-H Guns, 10 Laser Weapons, 10 Power Armor Suits, 10 Stealth Boys
Robots: None
Military Skill: 3
Outposts:
Arlington (Settlement; Arlington, GA): +550 Food, +500 Water, +3 Energy
-Structures: Fortifications (3), Water Purifier, Hydroponics Farm, Energy Reactor
-Population: 430
-Arsenal: 130 Low-Tech Melee Weapons, 120 1-H Guns, 10 2-H Guns, 10 Laser Weapons, 10 Power Armor Suits
Easebur (Settlement; Leesburg, GA): +200 Food, +150 Water, +4 Energy
-Structures: Fortifications (3), Water Purifier, Hydroponics Farm, Energy Reactor
-Population: 270
-Arsenal: 130 Low-Tech Melee Weapons, 120 1-H Guns, 5 2-H Guns, 5 Laser Weapons, 10 Power Armor Suits
INTER-FACTION SOLUTION
Spoiler:
The spread of religion will be combatted. People will be free to choose their own religion, but proselytism and the adoption of a state religion will be constitutionally banned after the common decision of the representatives from Arlington and Easebur. Meanwhile, the Core of Matter radio which will be renamed "Scientific Factorial" will also include anti - religious debunking.
Challenge and Solution:
Spoiler:
Commissioner’s Challenge: Our researchers want to use our Stealth Boys in their studies and research. Giving them these materials will prevent us from using them in the field, ever, but could hasten development. Should we give up our stock of Stealth Boys to our researchers to lower development time?
Commissioner's Solution: Yes, we never used them anyway, and there is always the needless risk of losing them in combat.
Building Orders:
Spoiler:
Automated Defense Systems will be constructed in all three Atom Union settlements for 1500 Scrap Parts and 30 Tech Parts.
Construct 10 Protectrons for our settlement. amounting totally to a cost of 10 Energy and 30 Tech Parts.
Scavenging Orders:
Spoiler:
Send a force of 100 ( 70 H1 - Guns, 20 H2 - Guns and 10 Laser Weapons ) to explore nearby Fort Valley, Georgia, and scavenge for resources. If they deem it too dangerous, they are advised to act with tactical caution and propable retreat.
South Carolina: Nuclear Swamps (derived from its less popular nickname as "Swamp State").
Georgia: Capital Wasteland of the South (derived from its nickname "Imperial State of the South" and refers to the nickname for Washington, DC in Fallout 3 ("Capital Wasteland")).
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