Botwawki 2.6

Fort Rome Orders

Stats:
Spoiler :

Fort Rome: arya126
Leader: Consul Trajan (Scavenger)
Faction Trait: Expansionist
Karma: True Neutral
Capital: Fort Rome (Redstone Arsenal, AL; Bunker)
Structures: None
Population: 500
Slaves: 70
Education: General
Food: 310 (+0)
Water: 1,460 (+550)
Energy: 0 (+0)
Materials: 1,650
Ammunition: 2,545
Military Equipment: 50 High-Tech Melee Weapons, 50 1-H Guns, 70 2-H Guns, 155 Laser Weapons, 10 Heavy Weapons, 130 Power Armor Suits
Robots: None
Military Skill: 6
Outposts:
Spoiler:

Capua (Baker’s Chapel, AL; Settlement):
-Structures: None
-Arsenal: 100 Laser Weapons
Neapolis (Russell Cave National Monument; Cave System): +250 Water
-Structures: none
-Arsenal: 75 Laser Weapons
Ravenna (Cathedral Caverns State Park, AL; Cave System): +300 Water
-Structures: None
-Arsenal: 50 Laser Weapons


Orders:
Spoiler :

Settlement

Use 1500 materials to build a new town settlement in the Lacey's spring area, to be named Pompeii. 20 laser weapons, 10 high tech melee weapons, 10 1-H weapons and 10 2-H weapons are to be used to arm the 50 settlers of this new city.

Scavenging

60 men and women from Fort Rome are to be armed with 60 2-H weapons and sent to Huntsville, led by Trajan himself (scavenger trait) to scavenge the area thoroughly.

Conquest

The target this turn is the newly discovered town of Skyline. 155 soldiers will depart from Fort Rome with 100 power armor suits, 100 laser weapons (to be used by those in power armor), 30 1-H guns, 20 2-H guns and 5 heavy weapons. I will also be bringing 1 low tech siege weapon which I shall buy with my last 150 materials. Strategy is rather simple. The siege weapon and the heavy weapon are to be used to breach whatever outer walls and fortifications they have while the force of power armored soldiers storms through the multiple breaches. This attack is to take place right before dawn, the darkest part of the night, so as to take the town unawares. The intent is to take total control of the town as fast as possible in order to avoid inflicting large amounts of casualties on the defenders. Ideally if possible a group of 20 men are to arrive just before nightfall the day before the attack seeking shelter for the night. Each of them are to be armed with a single 1-H gun claimed to be for their personal protection. To avoid suspicion they are to arrive in separate groups of 4, 5, or 6. That night they preferably find an inn or something, identify the leadership of the town and where they live, and when the fighting happens the next morning their assignment is to capture the leadership and their families and force a surrender.

All captured citizens of Skyline are to be enslaved, and 70 of our conquering soldiers are to settle in the town with 20 laser weapons, 30 1-H guns, and 20 2-H guns. The city is to be kept intact as a settlement for our own use.

Market

Sell 200 ammo for 8.2K caps, 10 slaves for 4.2K caps, for a total gain of 12.4K caps. Buy 300 food with 11.1K caps. 1.3K caps left over. If for some reason this DOESNT secure enough food for the population this turn, sell another 10 slaves for 4.2K caps and use 3.7K of that for food.

Revised Immigration Policy

The old policy still stands. That is, anybody that comes into contact with our towns, patrols, or new settlers are to be given the choice of joining us as immigrants to our settlements or be enslaved through military force. However a new exception is to be put in place for certified caravans. Not just anybody can claim to be a caravan merchant though. They must be escorted to our nearest settlement where they shall register with Fort Rome authorities as a caravan merchant, and all of their employees and guards shall also be registered by name with their pictures sketched by some of our artists. These people are exempt from our policy as long as they are traveling in our territory as a caravan, promoting trade. The slave trade is to be encouraged as a private enterprise as well as through the state.


Consul's Challenge
Spoiler :

Most of our new immigrants are settling down in the town of Capua, not wanting to live in a bunker or cave. Among them, a new cult seems to be rising, calling itself the New Dawn. They appear to believe in a future transformation that will occur, ascending all mankind to a new plane of existence. Their leadership is mysterious but charitable, offering all sorts of support for new settlers and towns. Some of our leaders want to crack down on the spread of this cult, but others suggest we continue to allow religious freedom among our people. How do we respond to this new cult?

Allow and encourage this new cult as a religion, however discourage the mysteriousness of it. Use it to help aid our expansion and attracting new immigrants. Also in any disputes that may arise, ensure the authority of the state is always superior to that of any religion. Encourage missionaries of this new religion to accompany caravans that might be leaving Fort Rome territory, however not more than a handful less we lose population numbers.
 
@GreekAnalyzer, you will receive stats/introduction with the update and be able to send in orders for the update following this one.
 
TVA Stats

Spoiler :
Tennessee Valley Authority: Mosher
Leader: Authority (Enigmatic)
Faction Trait: Barbaric
Karma: True Neutral
Capital: TVA Bunker (Knoxville, TN; Bunker)
Structures: None
Population: 840
Slaves: 0
Education: General
Caps: 8k
Food: 1,940 (+100)
Water: 1,940 (+100)
Energy: 0 (+0)
Materials: 950
Ammunition: 670
Military Equipment: 250 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 500 2-H Guns, 400 Laser Weapons, 100 Power Armor Suits
Robots: None
Military Skill: 8
Outposts:


Karns (Settlement; Karns, TN): +100 Food, +100 Water
-Structures: None
-Arsenal: 500 Low-Tech Melee Weapons







NPC Diplomacy:

Spoiler :


To: Rockard

Perhaps you could pay us in food and water? How about 300 of each per turn?




Domestic Affairs

Spoiler :

400 materials to construct one farming equipment in the TVA bunker
500 materials to construct one ammunition converter in the TVA bunker
50 materials are to be converted into ammunition at the ammo converter
Stock Karns with 100 men, equipped with 100 2-H weapons and 200 ammunition.


Scavenging/Exploration

Spoiler :

400 men, armed with 400 2-H guns, are to head southwest to scavenge Chattanooga and the surrounding townships. If any small raider/slaver settlements or groups are encountered along the way, that are holding slaves, they are to be exterminated with extreme prejudice, and the slaves freed. Anyone else found while scavenging that isn't obviously a raider or some sort of bandit should be given directions to the TVA bunker, and given a small amount of food and water if they look desperate.

20 men with 20 laser weapons are to scout around the Karns area to ensure there is no continuing Raider threat, and to mark any locations of note around the township (such as ripe scavenging locations, fertile farmlands, etc)


Authority's Challenge
Spoiler :
What is it, if not our duty to bring the light of civilization and education to these savages? We must teach them that we are their brothers, not their superiors; comrades and equals, rather than gods to be revered. Put them to work in the fields, or in scavenging, while teaching them (to the best of our abilities, without a school) basic arithmetic, literacy, and other such basic staples. A well educated citizen will make for a far more productive worker and fierce soldier than an uneducated and primitive savage.

We should also ensure to tend to their needs (especially medical); the slave pits in Karns could not have been kind to them, and they are undoubtedly wick and sickly from the experience. Any of the emancipated slaves that are educated, trained, or skilled in any way at a specialized task (such as engineers or merchants) should be given special attention.

Furthermore, make it well known to any caravan passing through TVA territory (who will them, presumably, spread it around the Wasteland) that the Tennessee Valley Authority is a haven for escaped slaves and any who find the practice despicable.


Also, could Karns be placed on the map, please?
 
Whoops forgot slaves only get 1 Scrap not 10 please ignore >_>
 
Starting work on the update now. Hurrah for Dixie!


Link to video.
 
Stats:
Spoiler :

People’s Republic of America: christos200
Leader: Premier Maximilian Kraat (Lucky)
Faction Trait: Industrious
Karma: True Neutral
Capital: St. Pauls (St. Pauls, NC; Pre-War Community)
Structures: Fortifications, Farming Equipment, Water Station
Population: 580
Slaves: 0
Education: Oral
Food: 1,720 (+700)
Water: 1,820 (+800)
Energy: 0 (+0)
Materials: 1,500
Ammunition: 1,100
Military Equipment: 75 1-H Guns, 25 2-H Guns, 180 Plasma Weapons
Robots: None
Military Skill: 3


Spending:

Spoiler :
Spend 1,500 Materials to build 1 School.


Military Orders:

Spoiler :
10 men equipped with 2-H Guns, 50 men equipped with Plasma Weapons and 50 men equipped with 1-H Guns shall search Rennert, North Carolina for any materials. If they encounter enemy resistance, they shall try to persuade the enemy to surrender. If they refuse, they shall attack and conquer the area.


Challenge:

Spoiler :
Allow the Caravans to trade. Name this policy, "Socialism with American Characteristics".
 
Maritime Collective:
Spoiler :
Leader: Mayor Harken Beckett (Scavenger)
Faction Trait: Industrious
Karma: Neutral Good
Capital: Pensacola, FL (Urban Ruin)
Structures: Water Station (2), Fortifications (5), Radio Tower, School, Farming Equipment (2), Forge, Airfield, Institute, Energy Reactor
Population: 3,130
Slaves: 0
Education: Advanced
Caps: 24.6k
Food: 3,130 (+2,400)
Water: 2,400 (+2,500)
Energy: 12 (+3)
Materials: 1,800
Ammunition: 3,575
Military Equipment: 1,135 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 545 1-H Guns, 410 2-H Guns, 30 Laser Weapons, 40 Plasma Weapons, 50 Heavy Weapons, 3 Howitzers, 1 IFV, 1 Large Boat, 3 B-77 Heavy Bombers
Robots: None
Military Skill: 10


Mayor’s Solution:
Spoiler :
With having a large population it is now time to install a taxation.


Orders:
Spoiler :
-Rebuild the Ammunition Converter
-A large ship with 70 2-H Gunsmen will search the Moblie Bay for sunk ship part that can be use for scrap.
 
Says the head of the Sunshine Imperium. You were the first one to scare me several months ago. :)
 
Are all Reclamation Districts going to unite? I'm scared.

Strangely, despite only learning about it in the fallout 4 trailer, this song is also fairly appropriate for the update:


Link to video.
 
If you end the game I'am going to scream lol

The game is not ending. Especially not after I just spent 2 hours on someone's efforts to salvage or scout everything in Northern Georgia.
 
A bit off topic, but look what I found on alternatehistory forums:
Spoiler :
BZQ8oAs.png


Made me want to play around with a similar map of the Eastern Siberia/Asian Pacific region I'm originally from. Or my current homeland, the Great Lakes Wasteland would be cool, too.
 
Just a warning to all, I am missing quite a few sets of orders, but regardless, I will be completing the update by tomorrow night (trying to return to a weekly schedule for the summer). At this time the only player who will be dropped should orders not be received is Bair the Normal.
 
Sawgrass Tribe Orders:

Spending:


Spend 3000 materials to build a new town to the west. Reclaim the most defensible town to our west.

Military:

Plus up the guard in Stilt Town and be ready for an attack by the Survivalists Union.

Diplomacy:

We will continue to allow trade from Survivalists Union, but we will not accept unregulated chems for anything other than medicinal purposes. We have had a close relationship with the Union in the past, it is a shame that this is what drives our two peoples apart, but we stand by our morals and will not allow the selling or usage of recreational chems in Sawgrass territory.
 
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