@Lord Herobrine: The town was discovered in the Adventures of the Traveler, in Wetumpka. It has a fortified crossing of the Coosa River, and is mostly friendly.
OH Ok. Yeah I see, only about 2 miles apart. Would you like me to move to another location nearby? The area that I chose looks to be quite hilly, so it could be possible, story wise, that the vault was never discovered because of thick vegetation and/or easy to miss in the terrain.
That works as well. Should make for an interesting neighborhood to start off from. Especially since I am starting with relatively little information about what has happened since the Saint Vikings were wiped out, and that my Vault Dwellers will not have any information either.
Update 48: July December, 2263
To Live and Die in Dixie
Inter-Faction Reports
SLAVERY RISING IN SUNSHINE WASTELAND. The institution of slavery was heavily suppressed during the time of the Sunshine Kingdoms rule in the Sunshine Wasteland. The collapse of the Sunshine Imperium and the rise of Jacksonia has led to a new order of things in the region. Jacksonias overseer has taken off the pretense of slavery being only a punishment for criminals and prisoners of war and has at last acknowledged the institutions true face. At the same time the Survivalist Union has been similarly developing its own slavery and has been quite successful. Added to these two factions, the former Sunshine Trade League, now the East Florida Trading Company, has also begun open slave trade operations. As the word of the corruption of the once near-mythical Fruitlands and Sunshine Wasteland spreads across the wastes, it seems as though immigration to the region is rapidly declining, despite the supposed wealth of the area.
COLUMBIA CLOSES TO IMMIGRATION.Faced with a monstrous crisis and lack of food and water, the government of Columbia has announced that new immigrants will no longer be welcome in the towns of the young nation. The doors have been slammed shut, and new migrants have instead been directed to places like Paradise and the Fruitlands within Jacksonia. Both Columbia and Jacksonia have cooperated in this arrangement as new passport and citizenship systems have been enacted. All persons and citizens of both nations are now registered and monitored by their respective governments. It is hoped that closing off the nation of Columbia to immigration will help ease the supplies shortage in the region, but there have been signs that raider activity has increased as a result. Dozens of raider clans and desperate would-be immigrants have begun flooding the northern Sunshine Wasteland, and increased raider activity is forecast over coming months.
RAILROADS CONNECT IN SUNSHINE WASTELAND. Before the fall of the Sunshine Imperium there were two separate railroad systems connecting the various towns of the wasteland. Now there is only one. Government workers in Jacksonia have been working hard on the construction of new bridges and railroads to link up the towns of Christmas and Terminus. Regular train operations have begun between the two regions, offering easy travel for those allowed to ride the rails. Travel on the rails has become increasingly constricted as the Jacksonian-run operation requires passports from most passengers, barring those immigrants allowed to travel nonstop from Newberry. According to reports both Columbian and Jacksonian passports are accepted as valid identification.
WAR STRIKES NORTHERN ALABAMA. A vicious but brief war erupted in northern Alabama as the slave nation of Fort Rome faced a lethal threat both internally and externally. Despite attempts to reform the slave system into one of indentured servitude, the slaves of Fort Rome decided not to become Romans. Backed by the significant arsenal of the Sons of Oscar, who spent well over a year moving assets into place, and the army and finances of the Sunshine Kingdom, the slaves of Fort Rome rebelled. The arrival of the army of the south proved almost an afterthought and only one major battle took place, within the corridors of the bunker of Fort Rome itself. The slave uprising in Fort Rome was the least successful, as their overseers possessed significant amounts of power armor individually, and plenty of weapons. They were still able to secure control of the upper levels of the bunker, and were reinforced by the arrival of the Sunshine Kingdoms army. As Fort Rome lacked the weapons to defend themselves further, they were eventually overwhelmed and forced to surrender. With the rest of the faction destroyed, the few survivors of the fort surrendered to the Queens army. All of the freeborn members of Fort Rome were immediately put on trial for involvement in slavery. Dozens were found guilty and crucified for their crimes, publically, showing a warning to all slave traders in the region.
BATTLE OF GRENADA. The independent town of Grenada bore witness to a major struggle for power in their region, as the Transmississippian Confederation sought to intercept an alleged band of raiders. The War Boys, known by reputation after crossing the Mississippi River were surrounded and attacked by the Confederate forces. They had been aware of the impending attack, and managed to fortify their position and prevent the Confederates from gaining too major of an advantage. The result was a prolonged siege and shootout lasting three days north of Grenada. The local militia was prepared if any of the fighting spilled over, which it did on occasion when the War Boys attempted breakouts. The Grenada militia wound up having to occasionally shoot down both Confederates and War Boys that came too close. The War Boys never managed to break out completely, and the battle eventually wound down, leaving the Confederation victorious as another possible threat to security was destroyed.
ENCLAVE-COLLECTIVE WAR. War has arrived in the northern Sunshine Wasteland as the Maritime Collective faces off against the combined might of the Enclave and the Reclamation Districts. The Enclave radio networks announced the effort as a humanitarian action to bring food and water to the suffering people of the Collective, while Collective radio called it a war for survival against an onsetting night. The conflict began when a massive aid caravan arrived at New Panama, offering a large amount of food and water for the struggling settlement. The local militia leader grew paranoid, however, and refused to let the people go out to gather any of the supplies. His paranoia proved well founded when the forces of the Florida and Georgia Reclamation Districts assaulted the citys walls, supported by apparently an entire battalion of howitzers. Faced with overwhelming firepower and unbeatable odds, the militia commander fought to the end, with those choosing to fight all being slaughtered. The survivors were granted access to the food and water, but had to play temporary host to the powerful USS Alabama, crewed by sailors from Louisiana.
The war had only just begun, and the rest of the cities of the Maritime Collective were put on immediate alert while expeditions were recalled from their own operations. The combined army of the Reclamation Districts struck at Alfredstown next, with the same procedure. They offered food and water to the citizens, free of charge, but once again the commander of the militia refused to allow access. The result was an assault against the town walls, which were quickly brought down by Enclave howitzers. The town militia again fought to the last before the Reclamation Districts overwhelmed them. After these first two hard-fought battles had been waged, when the Enclave showed up at The Door and Linkton, very different stories took place. Both towns eagerly surrendered to the Florida Reclamation District, opening the doors and gratefully accepting the food and water supplied.
With the fall of the Maritime Collectives outlying towns, Pensacola alone stood dedicated against the threat of the Enclave. The towns leadership was prepared to defend the town to the last against the threat of any incursion. They were not fooled with the Georgia Reclamation District set up an unarmed camp north of the town, offering to supply food and water. Despite this, they found themselves unwilling to fire upon unarmed civilians attempting to provide aid to their own people. They did allow some people to leave the town to eat and drink, while observing the flag of truce. They were caught off-guard when a number of vertibirds swept in from the west, disgorging several hundred Enclave power armored troopers onto the airfield inside the town. The militia attempted to throw the Enclave out, but the technology and weapons, along with the air support, proved too much to overcome and the black armored soldiers held the airfield, while the people of Pensacola were forced to watch their own planes fly away by Enclave pilots.
After the airfield fell, the town began to suffer artillery bombardment from both land and sea, as the USS Alabama took a deadly toll on the defenses. This was combined with a massive attack by the Florida Reclamation District from the east. The Collective fought bitterly against the enemy armies, but with the Enclave already in their midst, the outcome was foregone from when the battle began. Enclave troopers began attacking from the airfield while the battleship continued to bombard from afar with precision against Collective positions. The defenders on the walls and trenches did what they could, but with half of the population already in GRD custody, they were outnumbered and outmatched. The town fell, and with it the Collective.
Faction Reports
Alisonia
Spoiler:
The kingdom of Alisonia has begun operations to make sure that its territory is safe for local caravans and travelers, looking to secure routes along the Interstate 40. Most creatures in the Nashville area are not particularly organized and were thus fairly easy prey to the well-armed militia operating out of the Parthenon. Unfortunately, they did stumble across a rather large den of ghouls, resulting in heavy losses until artillery strikes were called in. The artillery decimated the ghouls and helped to clear a path for future convoys. The jeeps of the kingdom are now a common sight along the passable parts of I-40, helping provide security and support for local caravans.
An expedition was sent out of the ruins of Nashville to the west, hoping to help survey the route and path through the area. The expedition easily found its way out of the city, but encountered a bit of a surprise at the ruins of Pegram, which turned out to be not that ruined. Pegram is apparently home to a highly prosperous town, flush with resources and wealth, and a happy population. They greeted the scouts of Alisonia friendly enough, providing a place to rest on their way further west. The only other stop was the town of Kingston Springs, which had clearly been emptied of hostiles by Pegrams militia, and had only a few scarce parts scattered around. Thankfully a hidden cache was found holding assault rifles, which was returned to the arsenal at the Parthenon.
Turn Stat Changes
Spoiler:
+199k Caps, -2,000 Food, -1,500 Water, +2,000 Materials from market trading
-20 Population, -190 Ammunition from I-40 clearing operation losses
+300 Materials from I-40 clearing operations salvage
+1 Military Skill from combat experience
+200 Materials, +15 2-H Guns from Kingston Springs expedition salvage
+20 Population, +20 Food, +20 Water from immigration
+190 Food and Water from surplus production
-300 Food from spoilage
Queens Challenge: Some of our leadership suggests we should send missionaries to the town of Pegram to help spread our faith. On the other side of this, there could be risk of angering the much larger and more powerful town if our missionaries get themselves into trouble. How do we respond to this proposal?
Cape Coral Trading Company
Aleister Watts was a Dademan who abandoned the Dademen long before their catastrophic defeat and destruction. With his wit and charm, he soon was able to establish a trading company focused on trading with the Caribbean. He managed to bring together a number of local caravans and independent merchant to try to compete with more established families. The cornerstone of his success was the obtaining of a number of intact fishing boats for use in future trading. Having escaped the slavers and wars of the Sunshine Wasteland so far, Watts hopes that he can make a new fortune in a growing land of opportunity.
CEOs Challenge:
Spoiler:
There are numerous people heading south, fleeing war and poverty. Some of these people are clearly just looking for a new home and maybe a new way of life. Others seek employment or safety. How do we deal with these would-be immigrants?
Columbia
Spoiler:
The nation of Columbia has undertaken the heady process of electing its first president as a young republic. The election was hotly disputed, but eventually one clear victor emerged above all others. A man who has served the wasteland as a respectable member of the Ryan family of the New Gulf Commonwealth. Despite the nepotism rampant among the family, Odel Ryan has gained a reputation as a studious worker and intellectual, used to his advantage in the elective process. He is fairly popular among the people of the former NGC, but has been ignored by those in Orlando. With trying times clearly upon the republic and the disorder existing in the wasteland, it is unclear whether or not he is the right choice to lead the young nation. The Sunshine Construction Unions campaign of farming development has been the centerpiece of his first initiative, helping to greatly develop Columbias ability to feed itself.
Columbia was put to the test when raiders swept in from the north, inflicting heavy casualties in their assaults. As the borders have been closed to further immigration, immigrant families were the first victims to the raider clans. The human cost of closing the border is unknown, but it is clear the northern Sunshine Wasteland is no longer as safe for passage as it used to be. The town of Newberry was hit by a major raid, that had only been repulsed thanks to the large militia garrison present. Cedar Key on the other hand, was completely wiped out by raiders, and no survivors were reported, the ruins of the town discovered by a merchant trading caravan. Columbias president has advised merchant families to be cautious in trading in the territory between Columbia and the Florida Reclamation District.
Universe City faced a similar challenge, when the defenses of the town were overrun by automatons from the south. Literally thousands of the quasi-robotic creations assaulted the town, using military tactics and laser weapons. The impressive fortifications managed to cause some damage, but for the most part, the automatons seemed capable of self-repairing from any but the most severe damages. The fortifications were badly damaged and broken through after heavy fighting and the automatons overran the city streets, but seemed focus on a singular target, the Sunshine Empress. The hotel was badly damaged in the fighting, and hundreds were left dead, including most of the hotels occupants. The automatons then withdrew as night fell, leaving the city to mourn its dead and attempt to restore order. Oddly, attempts to salvage destroyed automatons failed and reports indicated that disabled automatons seemed to self-destruct and disintegrate.
Emphasizing the danger of the wasteland, scouts sent out to perform soil surveys had a variety of degrees of success, as expeditions were sent out to salvage and survey a number of locations. For the most part, these locations were fairly nondescript and most had little to no value for farming. There was tragedy in some places, as expeditions sent to the north of Jacksonville suffered heavy casualties, and two expeditions disappeared completely to unknown enemies. Reports indicated that the area north of Jacksonville has apparently become home for a truly massive amount of deathclaws, and there has been unconfirmed reports that some of the deathclaws seem capable of blending into their environments, much like chameleons. Another key discovery was the town of Hideaway in the John M Bethea State Forest. The town was hostile to the scouts, refusing them access, and stating that the reason they live there is so they arent disturbed.
Scout and Survey Reports
Spoiler:
Branford, FL: Slight farming potential, large population of damncats
High Springs, FL: Slight farming potential, giant mosquitoes present
Fort White, FL: Worthless for farming, empty of hostiles
Lake Butler Wildlife Management Area, FL: Worthless for farming, giant ant hive present
Nassau Wildlife Management Area, FL: Large number of deathclaws, expedition fled
Okefenokee National Wildlife Refuge, GA: Expedition lost
Jennings State Forest, FL: Slight farming potential, empty of hostiles
Baldwin, FL: Worthless for farming, varied hostile creatures present
Cary State Forest, FL: Expedition lost
Thomas Creek Conservation Area, FL: Slight farming potential, deathclaws present
Callahan, FL: Fair for farming, varied hostile creatures present
Four Creeks State Forest, FL: Worthless for farming, large number of ghouls
John M. Bethea State Forest, FL: Fair for farming, settled
Turn Stat Changes
Spoiler:
-80 Population, -920 Ammunition from raider attack on Newberry losses
-160 Population, -100 Ammunition from razing of Cedar Key
-370 Population, -515 Ammunition, -3 Fortifications from automaton attack on Universe City losses
-3,000 Food, -3,000 Water from trade to Maritime Collective
+11,200 Food, +8,600 Water from Jacksonia aid
-205.6k Caps from passport system creation
-10k Caps from expenses
-1,537k Caps from Sunshine Construction Union contract
-100 Low-Tech Melee Weapons, -25k Caps from corruption
-200 Population, -80 Ammunition, -200 Low-tech Melee Weapons, -40 2-H Guns from lost scouting expeditions
-100 Population, -40 Ammunition from other scouting casualties
+200 Population from natural growth
-3,220 Food, -4,990 Water from consumption
+7 Energy from surplus production
-2,800 Food from spoilage
+142.2K Caps from taxation
Presidents Challenge: As slavery rises in commerce and trade across the Sunshine Wasteland some of our merchants are chafing at the bit to be allowed to traffic in that particular market. While slavery had been forbidden under both the New Gulf Commonwealth and Orlando, those regimes are gone, absorbed into the new republic. Should we allow the opening of the slave trade into our markets?
Darcys Raiders
Spoiler:
Darcys Raiders have managed to close out the year, fairly well, focusing on securing their immediate area to protect their new home. They have implemented patrols to collect new residents for the community, and have found plenty of people headed south in the process. The toughest fights were clearing out Camp Lejeune, eliminating the large amount of automated defenses protecting the old base. Casualties were heavy in the fighting, but eventually the entire camp was cleared in the area immediately surrounding the beached carrier. A good deal of salvage was recovered, but most of it was nothing but scattered debris rather than anything of immediate value. The entire facility was clearly wrecked and demolished after years of disuse and of course nuclear bombardment.
A large force was also sent to explore and salvage throughout the nearby town of Jacksonville. Unfortunately they ran into plenty of trouble there, from a large variety of local wildlife, as well as decaying old traps left by all sorts of people. Thankfully, casualties were not as high as they could have been, or were during the clearing of Camp Lejeune. A small amount of materials was able to be recovered, but the pride of the expedition was the recovery of a large amount of Stealth Boys. Apparently these devices had originally been mistakenly sent to a civilian installation owned by RobCo out west, before being rerouted to Lejeune. The war had broken out and the warehouse in Jacksonville proved the final resting place before they were recovered by the Raiders.
Turn Stat Change
Spoiler:
-60 Population, -675 Ammunition from clearing of Camp Lejeune losses
+500 Materials from clearing of Camp Lejeune salvage
-10 Population, -225 Ammunition from Jacksonville expedition losses
+100 Materials, +120 StealthBoys from Jacksonville expedition salvage
+30 Slaves from immigration
+30 Materials from slave production
-130 Food and Water from consumption
Captains Challenge: A question of ownership has emerged revolving around the involuntary workers we have recovered. Some of our field operatives believe that whoever captures a person becomes their owner, while others suggest it would be more practical for the faction as a whole to own all the slaves. Our proudest warriors believe slaves are a status symbol, showing who is the toughest folks among the raiders, and that private ownership is a virtue our ancestors fought to defend. How do we define property rights when it comes to our slave population?
East Florida Trading Company
Spoiler:
The Sunshine Trade League has been brought to an end as new reforms have been implemented. The Trade Lord has proclaimed that with the end of the Sunshine Imperium, the name is no longer relevant to the new reality in the Sunshine Wasteland. He has instead declared it to be the East Florida Trading Company, specializing in any and all trade goods. Foremost mentioned was the legalization of the slave trade once more, conducting large scale trading with similar interests in Jacksonia. These slaves have immediately begun assisting in salvage operations in Jacksonville, bringing a sizeable amount of materials in for the coffers of the Company. Thankfully, the year ended uneventfully, and the Company is pleased that there were no disruptions to the new trade.
Turn Stat Changes
Spoiler:
-351.3k Caps, +300 Slaves, +1 Energy from market purchases
+500 Slaves, +2,500 (-500) Materials from Jacksonia trade
+500 Materials from Jacksonville area salvage
+30 Population from natural growth
+120 Population from immigration
-10 Food from consumption
+190 Water from surplus production
+800 Materials from slave production
Trade Lords Challenge: The reintroduction of the slave trade has brought up the matter of property rights. Some believe that slaves should be owned privately by individuals, while others argue that all slaves should be owned by the faction leadership and used for the factions greater glory. The Trade Lords advisors are very insistent that private rights to ownership is the foundation of any modern economic force, and would be displeased if slaves were placed until collective control. How do we respond to this debate?
Finders Keepers Trader Union
Hill's Landing and the town of Crossroads specifically was a small community known as Cross prewar, too small and inconsequential they luckily avoided most of the fighting and the bombs. Thus leaving the majority of the small town intact, and safe, they survived mostly off of fishing, as well as trade and selling their wares, as they had done prewar. The new CEO, Johnathan, was always an interesting man, heir to the Hill's Landing Motel he believes strongly in the power of trade. The way it spreads one's influence, and power, the way it can prevent war, and how it can start war. It is a soft power, one that has allowed Johnathan to slowly consolidate his influence over his small community in Crossroads, a smaller city that was mostly ignored during the war. Now with Crossroads and the surrounding region under his thumb, he seeks to expand his small trade empire across the wasteland.
Spoiler:
CEOs Challenge: There are literally thousands of people wandering the wasteland looking for a safe, new home from the elements. How do we treat those who may be seeking a safe place to live, hoping to immigrate to our town?
Florida Reclamation District
Spoiler:
The Florida Reclamation District has expanded far beyond what many expected to be possible. The only concern the faction has dealt with was the eruption the war with the Maritime Collective. The FRD was forced to bear the burden of the losses and fighting, while the Enclave and the other Reclamation Districts played support roles. The full militia of Florida was amassed for the offensive, despite concerns about security in the east. A minimalist force was left behind in the other towns and vault, protecting the artisans left building new water stations and farming equipment for the planned expanded population. Unfortunately this weakness was sensed by the swelling raider population in the territory between the FRD and Columbia, and a massive swarm of raiders attacked Nukacity and Vault 24. The vault managed to seal its doors without incident, but the people living in Nukacity were slaughtered or enslave and the town burned.
The war itself began at the gates of New Panama when the guards refused to allow access to the GRD and their humanitarian aid. Supported by both LRD and GRD warriors, the army assaulted the gates and eventually overcame them with sheer numbers. Casualties were heavy, and reinforcements had to be brought in from the east. The battle for Alfredstown had a similar outcome, as the FRD once again bore the brunt of the fighting and casualties as their forces acted as the primary melee force for the American army. The Louisianans remained attached to the Floridians for most of the campaign, providing short range firepower while the Floridians fought at the front. The battle for Pensacola weighed even heavier upon the Floridians and Louisianans as they faced the heaviest Collective firepower, from howitzers and all sorts of advanced weaponry, including a tank. Eventually the city fell, and the Floridian administrators saw to the task of feeding the people first and foremost. By the end of the year order had been restored, and the former towns of the Collective were well on their way to becoming fully functioning parts of the Florida Reclamation District.
Turn Stat Changes
Spoiler:
-90 Population from razing of Nukacity
+4,000 Materials, +1,000 Ammunition from Enclave aid
-5,400 Materials from construction
-1,530 Population, -2,070 Ammunition from Maritime Collective Campaign losses
+1 Military Skill from combat
+1,910 Population, +1.2k caps, +18 Energy, +2,500 Materials, +1,240 Ammunition from spoils of Maritime Collective Campaign losses
+40 Population from natural growth
+370 Population from immigration
+14.3k Caps from taxation
+2,430 Food, +4,220 Water, +3 Energy from surplus production
-3,800 Food from spoilage
Governors Challenge: The takeover of the Collective towns has caused us to suddenly accumulate hundreds of people who have not been examined under our laws regulating mutants. For the moment we do have some goodwill among these people for our efforts in providing aid, but we could be remiss in our security measures if we do not screen them for mutations and assign them their respective positions in our society. How do we respond to this issue?
Fort Rome
Much like the Empire of America that preceded it in the region, the faction known as Fort Rome had carved out a formidable empire in the wastes of northern Alabama. Unlike the Empire, they had the foresight to develop new infrastructure and build new cities in the wasteland. Despite the glories that could have been a new Roman Empire in the New World, they were toppled by barbarians. The uncivilized and ungrateful slaves had been elevated to a new position, to be freed in time, but under the encouragement of rabble rousers in the Sunshine Kingdom and the Sons of Oscar, rebelled. Entire families were slaughtered in the dark, sleeping while the slaves took more than their fair share in blood. A desperate last stand in the besieged Fort Rome itself led to the end of the faction as the Consul himself led one of the last counterattacks against the Kingdom’s army. The Consul perished, and with him, the last hopes for a strong northern Alabama.
Georgia Reclamation District
Spoiler:
The Georgia Reclamation District has continued to thrive as the year came to an end. Scouts have been working diligently to map out the territories around the former Atom Union, operating out of Arlington and Two Ty. They have done their best to return accurate reports home, and it seems the region in the south could be very promising for future settlement. Domestically, the faction has done much to develop its potential for self-sustaining agriculture and water production, receiving a large amount of aid from the Enclave for construction. There has been some concern that new water production may not be meeting hopes and expectations, but so far everyone is pleased with the year’s output of food. As always, expeditions were sent out to a number of targets to conduct salvaging operations to maintain the rate of growth of infrastructure in the District.
The expeditions had varying degrees of success under hostile conditions against multiple foes. In both Euharlee and Rome, the expeditions had the additional task of clearing out local raider encampments. Both missions were successful, though casualties proved heavier than anyone had expected. The raiders themselves, while they had run, are believed to still be active in the region. The rest of the expeditions brought home plenty of new supplies for future development. The only other disappointing news was the determination that Fort McPherson no longer possessed any value for salvaging. The most exciting news came from the south, where the GRD provided a force for the campaign against the Maritime Collective.
Hundreds were provided with suitable weapons and equipment to face the toughest the Maritime Collective had to offer. Initially the Georgians were assigned mostly for crowd control and distribution of food and water to the Collective’s citizens. They performed the roles admirably at first, but were still forced to participate in the fighting at New Panama and Alfredstown. The fighting there was vicious and bitter, but the superior weapons of the GRD helped to win the day for the American forces. When the main battle began at Pensacola, the Georgians were relegated to a support role, containing the Pensacolans who had left the town. They did not participate in the actual battle, having their hands full with maintaining order among those who were then forced to watch their town burn. The biggest win came when Enclave pilots flew out the Collective’s planes, landing them at Dobbins Air Force Base, transformed into a citadel and bastion of Georgia’s newfound power.
Reconnaissance Reports
Spoiler:
Redan, GA: Fertile for farming, varied hostile wildlife present
Euharlee, GA: Fair for farming, raiders present (cleared)
Omega, GA: Worthless for farming, giant ants present
Leary, GA: Fertile for farming, varied hostile wildlife present
Albany, GA: Fair for farming, ruins of Atom Union capital, no life
Blakely, GA: Slight farming potential, varied hostile wildlife present
Putney, GA: Slight farming potential, giant ants present
Turn Stat Changes
Spoiler:
-45k Caps from expenses
-26k Caps, +1,000 Water from market purchases
+4,000 Materials from Enclave aid
-6,000 Materials from construction
+210 Population, +190 Food, +190 Water, +400 Materials, +500 Ammunition from annexation of Flatland
-130 Population, -2,360 Ammunition from Maritime Collective campaign losses
+5 X-17 Fighters, +3 B-77 Heavy Bombers from spoils of the Maritime Collective campaign
+200 Materials from Fort McPherson expedition salvage (TAPPED OUT)
+200 Materials from Redan expedition salvage
+300 Materials from Kennesaw expedition salvage
-100 Population, -730 Ammunition from Euharlee expedition losses
+200 Materials from Euharlee expedition salvage
+100 Materials, +30 Laser Weapons from Calhoun expedition salvage
-80 Population, -730 Ammunition from Rome expedition losses
+300 Materials from Rome expedition salvage
+170 Population from natural growth
+600 Population from immigration
+90.1k Caps from taxation
-2,120 Water from consumption
+890 Food, +3 Energy, +300 materials from surplus production
-3,800 Food from spoilage
Governor’s Challenge: Governor Tyreen has grown old and some people are discussing that a change in leadership may soon be in order. He is not dead yet, but they believe he ought to look towards stepping down and arranging for a successor. On the other hand, Tyreen’s family and advisors believe he is still fine for governance, and that the nation is not yet ready for a regime change. How do we handle this situation?
Green Bear Corps
Spoiler:
The Green Bear Corps has ended the year fairly quietly, conducting limited salvage operations and new training exercises. Salvagers returned without casualties from both Jacksonville and the Mayport Naval Station, bringing home a moderate amount of scrap and supplies. More important was the increased emphasis on training. Robots were deployed for some training exercises, but reverence for the old world technology prevented them from being used to full use. Some advisors suggested this was to the detriment of actual training, but went along with the program. Specialists were hired from other areas for training relating to intelligence collecting and other elements of espionage. Hopes have been established that diversification of the Corps’ capabilities can only turn out for the best.
Turn Stat Changes
Spoiler:
+300 Materials from Jacksonville area salvage
+200 Materials from Mayport Naval Station expedition salvage (TAPPED OUT)
-20k Caps from specialized training
+25k Caps from completed contract
+50 Population from recruitment
-500 Food from consumption
+100 Water from surplus production
-700 Food from spoilage
Captain-General’s Challenge: The recent rise of slavery in the Sunshine Wasteland has led us to consider exactly what our role in that particular trade could be. Some of our advisors suggest that by purchasing slaves or opening our market to the slave trade, we could obtain workers that could concentrate on gathering scrap while we emphasize training and patrols for the rest. Others claim that slavery is an abominable evil that we should avoid. How do we respond to this debate?
Jacksonia
Spoiler:
Jacksonia has become the primary beneficiary of Columbia’s decision to close the borders to immigration. With thousands of people pouring in, passports have become mandatory to monitor the passage and citizenship of everyone residing in Jacksonia. Similar measures have been implemented in Columbia as the two states cooperate with the food and immigrant crisis. Ample food and water supplies have been provided to Columbia to help ease the suffering in the north, a humanitarian move overseen by the Overseer. Also on the domestic front, railroads have been connected from the former Sunshine Kingdom lands to the larger network in the west. Regular train travel has taken place, helping to increase migration efforts to the south. Slavery has been openly recognized and legalized as large numbers of slaves were purchased by the government and immediately put to work in salvage operations across the faction. Most have been concentrated on the Pinellas County labor yards, but they have been spread out across all the cities of the faction.
Despite the burgeoning economy on the home front, not all news has been welcome to the ears of the Overseer. Numerous expeditions were sent out across both the Sunshine Wasteland and the Gulf of Mexico region, hoping to find lucrative markets and sources of salvage. A planned expedition to be sent into the Atlantic had to be scrapped as the ship slated for involvement was not completed before the year ended. Two ships sent out to explore places around the Gulf of Mexico disappeared into the ocean, never to be heard from again, with their entire crews lost. One was supposed to have arrived at the neutral town of Riveraineville, but failed to do so. In both cases, both ships simply ceased communicating by radio well into their voyages. No cause is known for the ships’ disappearances.
An expedition sent to the south had markedly more success than those sent to plough the ocean waves, conducting fruitful salvage in the territories south of the Fruitlands. Plenty of materials were recovered and returned to the home front arsenals. Another expedition was sent to New Fort Cocoa to survey the territories between that settlement and the Survivalist Union. To their dismay, they found no salvageable areas in that region, both extensively looted to emptiness by the Union and the Sunshine Kingdom. While some salvage remained in territories controlled by the Union, the expedition was not willing to spark a fight with the angry looking and well armed patrols watching them. They headed south instead into the out peripheries of Miami, starting with West Palm Beach. There the expedition ended, as they were literally torn to pieces in the night, and the entire area set aflame. The expedition retreated in chaos, as the dragon creatures inflicted massive casualties. Scouts sent further south to Miami by the Overseer failed to return altogether, despite orders to retreat if they had heavy losses.
Turn Stat Changes
Spoiler:
-90k Caps from expenses
+6,228k Caps, +3,000 Slaves, -32,000 Food from market trading
-20,900 Materials, +1 Large Boat, +7 Rail Cars from construction and production
-500 Slaves, -2,500 Materials (+500) from East Florida Trading Company trades
-200 Population, -300 Ammunition, -100 Low-Tech Melee Weapons, -100 1-H Guns, -100 2-H Guns, -1 Large Boat from lost Central America expedition
-150 Population, -200k Caps, -350 Ammunition, -50 Low-Tech Melee Weapons, -100 1-H Guns, -50 2-H Guns, -50 Laser Weapons, -1 Large Boat from lost New Orleans expedition
-590 Population, -700 Ammunition from southeastern expedition losses
+300 Materials from southeastern expedition salvage
-50 Population from southern expedition losses
+900 Materials from southern expedition salvage
-150 Population from lost Miami scouts
+250 Materials from Davenport area salvage
+100 From Haven area salvage
-11,200 Food, -8,600 Water from Jacksonia aid
+190 Population from natural growth
+1,940 Population from immigration
+42,980 Food, +800 Water, +7 Energy from surplus production
+215.4k Caps from taxation
+5,060 Materials from slave production
Overseer’s Challenge: A group of entrepreneurs in the Fruitlands appear to be working on their own train engine for use on the railroads. They have requested permission to use the train stations and tracks as part of their own private company. They obviously seek to make a profit and could be a competitor to the current state owned rails. How do we respond to this proposal?
Louisiana Reclamation District
Spoiler:
The Louisiana Reclamation District had a fairly uneventful conclusion to the year, despite sending a large number of militia abroad. Enclave military and observation support was briefly withdrawn, pulling out of Louisiana to support an offensive against the Maritime Collective. Louisianan forces were provided, transported by vertibird to an Enclave outpost further east. They began to learn about the craft called the USS Alabama, a powerful warship from the days before nuclear holocaust. They served as the relatively expert sailors for the vessel, while a portion of the expedition assisted the Florida Reclamation District in land operations against the Collective. While these militia were not the most essential or numerous part of the war, they served with distinction and returned home with their heads held high at their service. Many had been killed both on the Alabama and on land, as the Collective proved to have multiple good fights left in them.
Local salvaging took place in Baton Rouge among those who remained, and a major effort has been taken to develop the faction’s sustainability. As part of a cooperation effort with the Enclave, a massive amount of support was received in the form of material supplies. These goods helped to spearhead the construction of new farming equipment and water stations throughout the District. These new installations have assisted in creating a surplus of vital supplies. It is hoped that with continued Enclave support and construction, the fact will be able to sustain itself regardless of growing immigration in the region. More importantly, an institute has been established within Vault 77, offering a place for vault scientists and researchers to develop new advancements and provide elite education to the citizens of the District.
Turn Stat Changes
Spoiler:
-212k Caps, +4,000 Materials, +4,000 Ammunition, -400 1-H Guns from market trading
+4,000 Materials from Enclave support
-8,900 Materials from construction
+400 Materials from local area salvage
-120 Population, -200 Ammunition from Collective campaign losses
+30 Population from natural growth
+70 Population from immigration
+880 Food, +650 Water from surplus production
-2,000 Food from spoilage
Governor’s Challenge: The creation of a research institute within Vault 77 has presented a new choice to us. Our researchers have analyzed our capabilities and have suggested several avenues of research we could pursue. One proposed course is into the development of dedicated warships, inspired by our time on the USS Alabama and at sea on the Mississippi River. Theoretically these warships could be built for combat in constrained conditions, such as on the Mississippi. A second avenue of research has been suggested as advanced mining and canal building efforts, inspired by our vault’s legend as a sunless sea. Lastly, our researchers believe they could develop improvements for small arms, working off the expertise of our gunsmith. We only have the resources to pursue one course, which one should we pick?
Maritime Collective
The Maritime Collective, one of the oldest established civilizations in the Sunshine Wasteland, has fallen to invasion. This grand faction, which had resisted raiders, famine, and even multiple assaults by the Jacksonian war machine, was not able to withstand the might of those claiming to be the remnants of the American government. Recent shortages of food and water did not prevent the people of the Maritime Collective from going out without a fight. Alert commanders in both Alfredstown and New Panama were able to spot treachery miles away, and rallied their forces for a fight, even when they knew the odds were against them. Despite the weak-willed people of The Door and Linkton not being able to put up a similar show, these valiant defenders bought time for Pensacola to prepare itself for battle. Only by slight of hand and exploitation of good intentions did the Enclave and its puppets manage to lure Pensacola’s defenders into a vulnerable position. Even with the Enclave controlling the airfield inside Pensacola’s walls and bombarding them from the air, the Collective fought on. Mayor Harken Beckett himself even fought in hand to hand combat in the ruined streets, dying in battle, much as his faction died around him. The good people of the Collective have fallen to the shadow cast by the Enclave regime.
Night Stalkers
Spoiler:
Not much happened among the Night Stalkers as they remained buttoned up in their bunker until the end of the year.
Turn Stat Changes
Spoiler:
-410 Food, -260 Water from consumption
LTC’s Challenge: We have been contacted by a group of power armored individuals calling themselves the Enclave. They have stated that they are the remnants of the old American government, and have offered a proposal. They have asked us to take up services once more as a functioning military unit serving the American people, to be provided with the supplies we need to survive. They possess the proper clearance codes and information mentioned in old documents and appear to be legitimate. People from the Reclaimed Free Republic have loudly decried them however for alleged war crimes. How do we respond to the Enclave’s proposal?
Paradise Kingdom
Spoiler:
The Paradise Kingdom has continued its efforts to gain control of the Bahamas island chain. Rather than simply outright conquering more territory, they attempted diplomacy first, engaging with the town leadership of Cooperston. They sought to make it clear to the town’s elders that resistance was futile and cooperation was profitable. After negotiations, the town’s leading family accepted the terms, while a number of the elders passed on from old age. They have been welcomed as new members of the King’s Council, the first ever to come from outside of Paradise Island itself. The town has been integrated into the trading networks of the Paradise Kingdom, and even participated in some scouting operations in islands to the east.
Scouting was an important part of the agenda for the King, as scouts scoured the interior of Andros Island for any further places of salvage or exploitation. Unfortunately, it was determined that the inhabitants of Andros had long ago salvaged anything of value to support their own community. Some loose scrap was found, but all believe that there remains nothing useful to the faction on the island. Another expedition was sent to the island of Griffin’s Cay, to scout out the possible threats and opportunities there. The island was found to have a massive number of mirelurks, in addition to a pitiful tribe of barbaric cannibals. No sign of any civilization existed beyond the ruins of the old world. They returned empty-handed but with a full report of the island and its holdings. They believed that some limited salvage could be conducted on the island, and a few good location with proper soil for farming existed.
A much more prolonged and successful expedition was sent to the island of Eleuthera, and the vessels involved made sure to scout nearly every inch of the landmass. They started towards the north and worked their way south, beginning with the discovery of the very prosperous and large town of Current. Built upon a series of floating rafts and bridges between Current Island and Eleuthera, the town appeared heavily defended and a trading hub for merchants from the mainland. They proved somewhat hostile towards the Kingdom’s expedition, concerned about Paradise’s history of violence. Current is clearly the dominant force on the island, but not the only one. Cannibals tribes were located throughout the island, as were two other towns, Dunmore and Green Castle. Both were significantly smaller than Current, but fortified, as fighting between towns and tribes seems to be a regular occurrence on the island. The expedition establish a full scouting report and returned it to the leadership in Paradise.
Scouting Reports
Spoiler:
Black Point, Bahamas: Slight farming potential, cannibalistic tribe exists here
Moss Town, Bahamas: Fair for farming, empty of hostiles
George Town, Bahamas: Fair for farming, large mirelurk nest present
Hartswell, Bahamas: Slight farming potential, large mirelurk nest present
Wiliam’s Town, Bahamas: Worthless for farming, large mirelurk nest present
Staniard Creek, Bahamas: Fair for farming, empty of hostiles
Nicholls’ Town, Bahamas: Fertile for farming, large mirelurk nest present
Current, Bahamas: Fertile for farming, settled
Spanish Wells, Bahamas: Worthless for farming, large mirelurk nest present
Dunmore Town, Bahamas: Slight farming potential, settled
Gregory Town, Bahamas: Worthless for farming, varied hostiles present
Governor’s Harbor, Bahamas: Fertile for farming, cannibal tribe exists here
North and South Palmetto Point, Bahamas: Worthless for farming, empty of hostiles
Savannah Sound, Bahamas: Fertile for farming, varied hostiles present
Tarpum Bay, Bahamas: Worthless for farming, empty of hostiles
Rock Sound, Bahamas: Worthless for farming, empty of hostiles
Greencastle, Bahamas: Slight farming potential, settled
Bannerman Town, Bahamas: Worthless for farming, cannibal tribe exists here
Turn Stat Changes
Spoiler:
+940 Population, +20.1k Caps, +2,520 Food, +20 Water, +600 Materials from annexation of Cooperston
+150 Materials, +20 2-H Guns from Andros Island salvaging
+30 Population from natural growth
+40 Population from immigration
+300 Food and Water from surplus production
-3,000 Food from spoilage
+890 Materials from slave production
King’s Challenge: Our policies have always been to enslave or slaughter anyone who dared land upon Paradise Island or near the ruins of Nassau. As it becomes more clear that we are only one small part of a large trading system, some of our advisors suggest revisiting that policy. They claim we should welcome merchants to Paradise and become a more engrained part of the trading community ourselves. On the other hand, our religious leaders are concerned about the detrimental effect contact with other civilizations could have both upon us and those we have enslaved over the years. How do we respond to this debate?
People’s Republic of America
Spoiler:
The People’s Republic of America has managed to have a quiet conclusion to the year as the people of Elrod celebrate a fruitful harvest and happy days at Christmas. A threat to the town was demolished when explosives were used to destroy a growing ant hive that could have threatened the town. Others were pleased as farming productivity grew and an expedition went to a town with no issues. The town of Barker Ten Mile was explored quickly, found to be empty of hostiles, and looted for easy salvage. The expedition brought home what they could, leaving behind a still decent haul once they were unable to carry much more.
Turn Stat Changes
Spoiler:
-100 Ammunition from demolition of giant ant hive
-400 Materials from construction
+200 Materials from Barker Ten Mile expedition salvage
+190 Food, +40 Water from surplus production
-200 Food from spoilage
Premier’s Challenge: A group known as the Sons of Oscar has approached us in conjunction with another organization calling itself the Railroad. They would like to use St. Pauls as a waystation and meeting ground for the two organizations in a fight against slavery in the wasteland. In exchange for allowing the two organizations to set up base here, they have offered an addition 50 2-H Guns and promise of other support when possible. How do we respond to this proposal?
The Reclaimed Free Republic closed out the year on a number of tragic notes as hundreds who once lived breathe the air no more. Numerous expeditions were sent out into the wasteland to explore and scout areas surrounding the republic, while collecting any available salvage. The usual expeditions in both Savannah and Augusta were deemed insufficient to help with the future needs of the Republic. Substantial expenses in developing water production seems to back this claim, as despite constant improvement, it still seems that the shortfall could prove deadly within the next two years. Only the Crawfordville Buckhead expedition seemed to have manageable problems, as they only suffered light casualties while clearing the Greensboro area from a number of local creatures.
One other expedition can be said to be more successful than the rest, despite suffering over fifty percent casualties by the time they returned to their homes. The expedition covering the towns northwest of the Republic, starting with the Appling area and ending with the Winfield area was one of the smaller ones sent out. They proved their worth by clearing three small raider encampments in the area, as well as surveying and scouting the towns they were assigned. Their successes against more numerous and occasionally better armed raiders proved a strong example for the rest of the Republic. It is unfortunate that the other expeditions had less success, but many have decried the hefty cost in human life they have taken.
Another surveying expedition similar to the one in the northwest was assigned to towns between Harlem and Mesena. They had no difficulty clearing out the town of Dearing where a large band of raiders existed, but it taxed their resources. The expedition suffered worse when they reached the town of Mesena. The force of raiders there both outnumbered and outgunned the salvagers and scouts, slaughtering them in an open battle. The few survivors barely managed to collected their comrades gear before retreating from the town ruins. A similar experience was had by those who went northeast into South Carolina, salvaging at the town of Okatie before stumbling into a massive nest of mirelurks at Hilton Head that forced them to run home. The other expedition into South Carolina met with similar difficulty, being ambushed and routed by raiders at the town of Scotia. Of course, the probable worst experience was by the Shawnee-Plum Branch expedition which simply disappeared into the wasteland without a trace.
-2,300 Materials from construction
-0.1k Caps, -11 Energy, -300 Materials, +700 Ammunition from market trading
+1,100 Materials from Savannah area salvage
+500 Materials from Augusta area salvage
-50 Population, -225 Ammunition from Appling Winfield expedition losses
+150 Materials from Appling Winfield expedition salvage
-170 Population, -300 Ammunition from Harlem Mesena expedition losses
+350 Materials from Harlem Mesena expedition salvage
-20 Population, -75 Ammunition from Crawfordville Buckhead clearing losses
+200 Materials from Crawfordville Buckhead expedition salvage
-200 Population, -75 Ammunition, -50 Low-Tech Melee Weapons, 15 1-H Guns, -15 2-H Guns -10 Laser Weapons, -5 Power Armor Suits from lost Shawnee-Plum Branch expedition
-160 Population, -225 Ammunition from Okatie-Hilton Head Island expedition losses
+200 Materials from Okatie-Hilton Head Island expedition salvage
-120 Population, -75 Ammunition from Tillman Scotia expedition losses
+100 Population from natural growth
+430 Population from immigration
+21.8k Caps from taxation
-3,950 Food, -1,600 Water from consumption
+11 Energy from surplus production
Chancellors Challenge: Some of our people have come together and presented a sculptor who would like to make a monument commemorating those lost in missions and expeditions to build the new Republic. He has requested 100 Materials to build such a monument, which of course would detract from stockpiles for more valuable constructions. Our more practical advisors suggest against it, but others claim it may be good for morale. How do we respond to this proposal?
Seekers of Knowledge
Spoiler:
The Seekers of Knowledge have moved from Water Valley, heading southwest along the safe roads of the Transmississippian Confederation. The Confederation was not completely welcoming of the travelling tribe, and made sure to screen the Seekers with their own hosts. The Seekers were not allowed to conduct soil surveys or salvage within the Confederations claimed territory, so they mostly just passed through behind expeditions to gather water from relatively pure lakes. Eventually, the tribe did pass through the Confederation, thankfully avoiding the fate of the War Boys. Leaving the Confederation behind them, the Seekers stumbled back to the Mississippi River, arriving at the ruins of the town of Natchez. The town was crawling with ghouls, but some were cleared back to reveal a truly awesome amount of salvage. Literal tons of materials were found already packaged and easily collected. Similarly an intact arsenal carrying all sorts of weapons was found and the tribe spent several months sorting all of the recovered salvage. All of these were marked as property of the Mississippi Democratic Republic, and it seemed that republic had met hard times resulting in the ruins that now exist in Natchez. Soil surveys indicate that local farming could be good, and this may make an ideal place to settle, though no real salvageable locations remain in the adjacent areas.
Turn Stat Changes
Spoiler:
+20 Protectrons from enigmatic find
+500 Water from collected water
+6,700 Materials, +225 Ammunition, +500 Low-Tech Melee Weapons, +425 1-H Guns, +40 2-H Guns, +5 Heavy Weapons from Natchez salvage
+10 Population from natural growth
+10 Population from immigration
-420 Food, -670 Water from consumption
-1,000 Food from spoilage
Dean Phoenixs Challenge: Our leader has gathered a surprisingly substantial amount of robots to serve us. These autonomous creations act as additional warriors to our tribe, and we must now figure out exactly what sort of role they play in our structure. Are they personally owned by members of our tribe, or are they collectively owned? Where do they fit among our castes?
Steelmen
Spoiler:
The raider clan known as the Steelmen has concluded the year with great difficulty, finding it nearly miraculous that they still exist. Salvaging was undertaken for a brief time in Valdosta before the Steelmen moved on to assault Moody AFB. Unfortunately, despite their confidence, the base was heavily defended by large amount of advanced automated forces, including both robots and heavy duty laser emplacements. The Steelmen were unable to breach the base, suffering heavy casualties in the attempt. They abandoned that pursuit and headed east, finding no other raider clans at all, beyond a handful that trickled in from here and there. The tribe eventually setup their camp in the Okefenokee Wildlife Refuge, and began launching raids upon the commerce of Waycross. While initially experiencing success, the militia of Waycross responded viciously and capably to the Steelmens attacks, as they were apparently veterans of dispatching numerous other raider groups. Using their own howitzer to wipe out Steelmen raiding parties and camps, the people of Waycross ambushed the Steelmen more than the other way around. Some spoils were retrieved, but the people of Waycross clearly inflicted far more damage than they suffered.
Turn Stat Changes
Spoiler:
+37k Caps, +2,000 Food, -2,500 Materials from market trading
+20 Population, +20 1-H Guns from raider recruitment
-120 Population, -520 Ammunition from Moody AFB losses
-10 Population from migration losses
+350 Materials from migration salvaging
-110 Population, -270 Ammunition from Waycross raiding losses
+1 Military Skill from combat
+30k Caps, +50 Food, +250 Water, +50 Materials, +100 Low-Tech Melee Weapons, +20 2-H Guns from caravan raiding spoils
+10 Population from natural growth
-680 Food and Water from consumption
-1,000 Food from spoilage
Warlords Challenge: Surprisingly among some of our recent recruits are representatives from what was thought to be the defunct Cult of the Damned. They have proven highly vicious, killing and eating a child in front of our own. Still, despite their viciousness and skill in fighting, they continue to preach their odd faith to our warriors. Should we crack down or ignore the new cult growing in our ranks?
Sunshine Kingdom
Spoiler:
The fortunes of the Sunshine Kingdom seem to have reversed themselves once more as a new war was launched. After a year of preparation, the Kingdom joined in arms with the Sons of Oscar to invade and defeat the notorious slavers of Fort Rome. Thanks to cooperative efforts, the Sons of Oscar had managed to implant hundreds of would-be rebels and partisans posing as slaves, all armed to the teeth with everything from swords to plasma rifles. The attack was launched early in July, and took the people of Fort Rome completely by surprise. The army of the Sunshine Kingdom was poised south of Pompeii while the slaves rose up in rebellion.
The slaves rebellions had varying degrees of success and casualties, but for the most part they all succeeded without even token support from the Sunshine Kingdom. Pompeii could have been troublesome, but the garrison immediately surrendered after the Kingdom used its howitzer to blow down the gate. In Mediolanium, now again Skyline, recently freed slaves revolted to take their town back, along with the large amount of imported slaves. The few dozen people in town who actually supported Fort Rome were mobbed and viciously butchered by their former property. The town was liberated and reclaimed by those who had built it and seen it stolen away by the Romans. In Capua, Ravenna, and Neapolis, the slaves greatly outnumbered and even outgunned their masters, overthrowing them within a few hours. A few holdouts existed in the lowest level of Ravenna, but were eventually killed by the Sunshine Kingdom. The only true battle would take place within Fort Rome itself.
The main army of Fort Rome had been massing in the fort for a campaign towards Nashville, and they were far more alert than the other garrisons had been. Most of their soldiers kept their power armor close at hand, and thus were able to arm themselves when the slaves rose in revolt. The slaves failed to take any of the important bunker infrastructure, but did manage to secure control of the main entryway and airlock. They held out for two days while the Sunshine Kingdom sent in their army into the bunker. Over the next two months the garrison of Fort Rome held out against the Sunshine Kingdom, using their reserves in the lower levels of the bunker, and even producing new ammunition from stocks on hand. Hundreds of slaves were killed and the Sunshine Kingdom suffered heavy casualties, but eventually superior numbers and better skill won the day.
The few people who had been born or raised free in Fort Rome prior to the slave rebellion were placed into two categories: those who had aided the rebellion and those who had not. The ones who had not assisted the rebels were put on trial for slave trading and oppression, and each trial was had in front of the vengeful population. Most, but not all, were convicted of slavery and crimes against humanity. All were crucified outside of their own bunker, using old telephone poles to prop them up. The strongest of the former warriors of Fort Rome took nearly three days to die, swearing at all those who would pass. The bodies have been left up as a gruesome warning for raiders or other slavers.
Turn Stat Changes
Spoiler:
-100 2-H Guns from support for Sons of Oscar
-160 Population, -580 Ammunition from conquest of Fort Rome losses
+1,820 Population, +30.1k Caps, +530 Food, +770 Water, +15 Energy, +50 Materials, +85 Ammunition from spoils of conquest of Fort Rome
+1 Military Skill from combat
+20 Population from natural growth
+180 Population from immigration
-10 Water from consumption
+110 Food from surplus production
-500 Food from spoilage
Queens Challenge: It has become known to us that the organization known as the New Age Corporation operates caravans in this area. They have done their best to avoid trading with us, but with the fall of Fort Rome, a clash becomes inevitable. They have offered a peace offering of twenty thousand caps and a pledge that they will not deal in slaves. Some of our people have long memories and would rather not consort with these people. How do we respond to the NAC?
Tennessee Valley Authority
Spoiler:
The Tennessee Valley Authority has continued to struggle to make ends meet, attempting to keep up with food and water demand by selling collected materials. Some support was found with the establishment of a new water station in Kerns, but there remains a significant shortfall. A large part of the population is increasingly concerned about the situation, as they find no end in sight for the shortages that plague them. Local wealth has been severely diminished as the government tries to keep up with the needs of the whole community. It seems unlikely that the Authority will last beyond another year at the current rate of exchange.
Turn Stat Changes
Spoiler:
+500 Materials from local area salvage
-700 Materials from construction
+10 Population from natural growth
-6.5k Caps, +500 Food, +400 Water, -600 Materials from market trading
-610 Food, -410 Water from consumption
Authoritys Challenge: We have reached a critical point in our food and water supplies. We no longer have enough material production to sell to provide us with the supplies we need to survive. Unless we get support from somewhere, our faction will surely collapse within the next six months. How do we respond to this crisis?
Transmississippian Confederation
Spoiler:
War has made itself known throughout the Confederation as the year came to a close. The town of Carthage was the first to suffer when a massive raider force swept in from the east. The defenses of the town were not nearly sufficient to repel the attackers, and the walls fell to overwhelming numbers. Carthage was burned to the ground and it is believed that all of the inhabitants were slaughtered or enslaved. The fate of the community was only discovered when the Stray Dogs investigated before heading out on a major expedition in the east. The ruins were left vacant and burning, and nothing of any value remained for salvage by the Confederation. All that remained for the Stray Dogs was to bury the dead and head out on their assigned mission.
A far larger battle took place further north near the independent town of Grenada. The Lone Wolves host was sent out to destroy the marauders that called themselves the War Boys. Feared for their reputation on the west side of the Mississippi River, the War Boys were thought to be a vicious band of raiders by the Confederation. Aircraft were immediately used to scout out their movements and keep track of them while the Lone Wolves moved into place. The Lone Wolves caught up to and surrounded the War Boys just north of the town of Grenada, and attacked, hoping to catch them by surprise. Unfortunately they were prepared and had managed to dig in, fortifying their position against attack. The three day battle that resulted costed hundreds of lives and those who were not killed were badly wounded. Skirmishes with the town of Grenada further whittled down the Confederations numbers. Eventually the last of the War Boys were wiped out or had managed to escape and their stockpiles were seized by the Confederation as spoils of war.
The Stray Dogs had their own close encounters with other forces. In addition to surveying the ruins of Carthage after raiders destroyed it, they were notified of a major force passing through Confederation territory. This group, known as the Seekers of Knowledge, were an apparent tribe migrating to better lands in the south. They moved slowly but without hostile intent through Confederate lands. The Stray Dogs made sure that no unauthorized salvaging took place, and no raiders emerged from this apparently peaceful band. Thankfully, a new war was not started, and the Stray Dogs avoided creating a fresh conflict with this tribe. When the Seekers of Knowledge left Confederate territory, the Stray Dogs moved northeast, towards Camp McCain. They were greeted hostilely by the militia of Grenada, but they grudgingly allowed the Stray Dogs to continue into the base. They managed to deactivate or destroy all of the automated base defenses, and found a decent amount of salvage. The prize among all of the loot was a large amount of High-Tech Melee Weapons that had been stored in an armory on the base.
Confederation Land Survey
Only territories with room for expansion of farming capacity are included.
Spoiler:
Canton: Fair for farming
Chairkey Den: Slight farming potential
The Glen: Fertile for farming
Goodmen: Slight farming potential
Green Vale: Worthless for farming
Headwards: Slight farming potential
Hermanville: Slight farming potential
McCool: Slight farming potential
Minter City: Fair for farming
Terry: Slight farming potential
Wicked Burrow: Fair for farming
Turn Stat Changes
Spoiler:
-310 Population, -25 Ammunition from razing of Carthage
+4.4k Caps, -800 Materials, +1,200 Ammunition from market trading
-1,200 Materials from construction
-980 Population, -630 Ammunition from Battle of Grenada losses
+4,000 Food, +4,000 Water, +100 Ammunition, +400 Low-Tech Melee Weapons, +100 1-H Guns, +350 2-H Guns from spoils of Battle of Grenada
-20 Population from losses from Camp McCain expedition
+200 Materials, +60 High-Tech Melee Weapons from Camp McCain salvage
-100 Food, -100 Water from gifts
+70 Population from natural growth
+380 Population, +90 Materials from immigration
-150 Water from consumption
+630 Food from surplus production
+7.2k Caps from taxation
-4,500 Food from spoilage
Pack Leaders Challenge: Pack Leader Spartacus has announced he is stepping down as our ruler due to old age and stress brought on by years of service to the Confederation. Elections have been planned to select the next Pack Leader. There are two obvious candidates for election that have emerged, and one of them will certainly be selected. The first is a fearsome warrior who gained fame from the recent battle with the War Boys and has the respect of the Hosts. The second is known to be a skilled scavenger who has shown his value in material weight dozens of times. Who do our people select as the new Pack Leader?
Universal Brotherhood
Spoiler:
The Universal Brotherhood has begun focusing on securing the surrounding area, hoping to establish a safer life in the Columbia area. Scouts and salvagers focused upon the inside of the city limits and proved very adept at their efforts. They easily managed to avoid the plethora of hostiles and danger within the ruins, while returning a large amount of salvage. Unfortunately, their efforts attracted a clan of raiders encamped in the ruins, and the town itself was attacked by a large group. Despite the heavy casualties, the Brotherhood managed to repulse the raiders and protect themselves from being overrun. Further excursions into the Columbia ruins were much more cautious in avoiding the attention and attracting any other hostile forces to Unity. These lessons were learned well by a group of scouts sent southeast towards the ruined town of Lone Star. They avoided contact with numerous raider groups in the area, and conducting full soil and salvage surveys in the process.
Survey and Scouting Reports
Spoiler:
Hopkins, SC: Worthless for farming, varied hostile wildlife present
Gadsden, SC: Worthless for farming, giant ant hive present
Kingville, SC: Fair for farming, raider clan present
Fort Motte, SC: Slight farming potential, varied hostile wildlife present
Lone Star, SC: Worthless for farming, raider clan present
Turn Stat Changes
Spoiler:
-60 Population, -575 Ammunition from raider attack on Unity losses
+1 Military Skill from combat
-500 Materials from construction
+250 materials from local area salvage
+300 Materials from scouts salvage
+10 Population from natural growth
+30 Population from immigration
-70 Food and Water from consumption
Directors Challenge: We had a good number of immigrants, but some of them are pointing fingers at the others. They claim that some of the people we have accepted used to be raiders and were responsible for slaughtering whole families. The accused claim otherwise, that they are being held victim for the crimes of others. There could be violence among the migrants if we do not act. How do we respond to this issue?
Vault 56
Regarded as the strongest leader the vault has yet had, Joseph came to become Overseer during a crisis. The previous Overseer had had inappropriate relations with some of his subjects, resulting in an inflamed riot of several important sects within the vault. During the chaos and uncertainty of the riot, Joseph managed to persuade Vault security to allow him to talk to the Overseer to negotiate peace. After several hours of “negotiations,” Joseph announced over Vault intercoms that the Overseer was stepping down, and had decided to leave the Vault forever. When the great Vault doors had been opened for the first time in centuries, the previous Overseer nervously wandered out, albeit with a new limp and heavy breathing. Joseph was unanimously elected Overseer in his place, and initiated a new chapter for the Vault. He has become a symbol of the future, saying that “We are not going to toil no more in the confines of this manufactured world, we will strike out and forge a new future for ourselves. For Humanity.”
To the Vault-Tec Overseer: Congratulations on your new position! You have been selected as one of Vault-Tec’s highly trained overseers to see the success of the vault in the case of nuclear war! As a control vault, your goal is simple! Preserve the lives of the Vault’s inhabitants and lead America to a new future! To aid you in your endeavor, you have been provided with a Garden of Eden Creation Kit! This marvel of the modern world will literally create a new paradise in which to thrive. All it requires is a small energy boost for activation. Congratulations on preparing for the future!
Spoiler:
Overseer’s Challenge: As the doors open for the first time, we have been greeted by an organization calling itself the Enclave. They possess all of the all-clear codes and verification that had been listed in the Overseer’s office since the end of the war. They have offered their hand and aid in friendship, offering the Overseer the position of Governor of a new Alabama Reclamation District. Their aid would come with a price, restricting immigration of mutated wastelanders, and accepting an Enclave garrison in the vault. At the same time, they would offer supplies and weapons, as well as an assurance of mutual defense both from the Enclave itself and the other Reclamation Districts of the wasteland. How do we respond to this proposal?
War Boys
The tribe known as the War Boys had endured many hardships before crossing over the Mississippi River to what they hoped would be a land of plenty. They had even abandoned their sweet rides and vehicles in order to make that most dangerous crossing. All of their efforts towards survival have been rendered futile, as they have faced a challenge they could not survive. The War Boys left the east bank of the Mississippi and headed further east, while observing small aircraft tailing them. The Swing King anticipated trouble at last near the small town of Grenada, spotting scouts behind the planes that had been following them for months. The caution proved well founded when the army of the Confederation attacked from all sides. The War Boys held out for three days against incredible odds, before superior numbers eventually wore them down. They inflicted a ghastly toll upon their tormentors, but eventually the Swing King and all those with him lay dead or had been some of the very lucky few to escape into the wilderness. The War Boys were annihilated, before they could accomplish much of anything.
Market Prices
Slaves: 10 Slaves for 12.3k caps
Food:100 for 21.5k caps
Water: 100 Water for 2.3k caps
Energy: 1 Energy for 3.1k caps
Materials: 100 Materials for 21.8k Caps
Ammunition: 100 Ammunition for 14.4k caps
1-H Guns: 5 1-H Guns for 13.5k Caps
Foreign Ports of Call
Foreign Ports of Call are overseas places where you can make specialized trade for resources at set prices. You require both a port and a ship of some kind to perform these trades. Voyages to these ports are not assured successes, and ships can be lost at sea, particularly on longer journeys.
República de Cuba
Location: Cardenas, Cuba
Will Trade 5 1-H Guns for every 50 Food.
Will Trade 5 2-H Guns for every 25 Materials.
Mayan Republic
Location: Yucatan Peninsula
Will trade 1 Low-Tech Siege Weapon for every 50 Food.
NPC Diplomacy
To: Steelmen
Spoiler:
From: Waycross
As destroying you would be a bit more effort than paying you leave, a patron of our community offers you 200,000 caps to go elsewhere and leave Waycross’ trade alone. This is a one-time offer.
To: Columbia
Spoiler:
From: Hilliard
Due to other factors and unforeseen circumstances we no longer have any desire to be associated with your faction. Good day.
To: Transmississippian Confederation
Spoiler:
From: Winterville
At this time we are not interested in joining your confederation, but if we do hear of crossings of other tribes further north that we view as a threat, we will inform you.
To: Transmississippian Confederation
Spoiler:
From: New Sparta
We thank you for your kind gift, but we are not interested in much more than just living our lives in peace. Please advise your people that we do not normally treat visitors kindly and we are not interested in any trade offers or caravans at this time.
To: Transmississippian Confederation
Spoiler:
From: Jacmed
While we have no problem in your group sharing in the wealth of Jackson, we do not wish to spur conflict in the area and must currently decline your request.
To: Transmississippian Confederation
Spoiler:
From: Old Trace
As always we do not welcome primitives in civilized society, please keep your dirty paws off of our land.
To: Transmississippian Confederation
Spoiler:
From: Grenada
We would appreciate if next time you decide to start a war on our doorstep, you would let us know. Then we wouldn’t have to kill as many of you. If vengeance is on your mind, remember that you started the fighting, and every man looks the same with a gun in the dark.
To: Louisiana Reclamation District
Spoiler:
From: Riveraineville
We are more than happy to accept visitors, we just wish you luck in traversing the hostile lands between us.
OOC
@Immaculate: 50 people on a small boat is a bit too many to bring back any salvage on those expeditions. That’s why none were recovered by scouts. Also AUTEC was located in the town that you already possess on the island, so you can assume that it’s already been salvaged, and the building is probably in use as a office or industry in that town. Lastly, expeditions typically return their weapons to the towns of origin. Just making sure that I got the front page stats right with town weaponry distribution before any changes are made. Please make sure to arrange your weaponry by town when you’re doing distribution lists in the future.
As a note to everyone, the update following this one will be the last update done on this thread. As the NESing forum is now a graveyard of forlorn and betrayed hopes and dreams there is no reason remaining for me to maintain this thread. The front page is in desperate need of repair work and rearrangement, not to mention updating with new rules and current information. A link will be provided to the new thread when it is ready after the next update, but I figured you all should get a bit of a heads up that reform is coming.
@Polyblank: At the time of the writing of this update your orders stated to head southwest. This took you through the Transmississippi Confederation and thus not much happened. I’m fairly sure you actually meant southeast, but can’t be completely positive on that. Anyways, I’m sure you can agree that it worked out pretty well for you either way.
@Golden1Knight: As some of the conditions were not met for your expeditions, they did not take place. Also, a manufactory requires energy per turn to operate per turn. Since you do not have any energy production, that building was not constructed.
Some clarification of the rules involving slavery: Slaves only produce a free material per turn if there are materials nearby to be collected. If there are none to be collected, the slaves will not produce materials.
@Celticfury: There remains no mechanics for hydroponics as the farming equipment now includes that. Your capital produces the maximum amount of food it ever will, and no further equipment will change that. The good news is that farming equipment can be moved to another settlement when one is established in the future.
@J.K. Stockholme: I could not do what you asked in terms of the food sales. It’s up to the players to do the math on how much of things they want to sell. Any number listed is what stands. Also due to time of construction, the large boat was not able to leave Palm Coast this turn, but will be available for use next turn.
Due to the snafu with the stats halfway through the update there could be irregularities here and there in the stats. While I think I’ve gotten them all, I may not have. Blame <nuke> it’s probably his fault.
@Lord_herobrine: Not sure how you managed to defy exactly 10,200-1 odds, but you did. Enjoy your damn GECK, and bask in the envy of Thomas.berubeg.
@thomas.berubeg: you did not have enough materials to complete any of the construction orders, but it worked out, because arya did some of it for you. Your materials have been banked.
@theDright: Your scouting orders were a bit contradictory and confused, so they were not undertaken this update. Akers is on Route 51, not 61. I was unsure which road you wanted to scout and patrol.
@Tolni: because of the protracted length and size of the campaign against the Maritime Collective, your forces were not able to undertake salvage operations in Tallahassee.
@Dunebear: Cartersville is an independent town, you can’t salvage there.
There are numerous people heading south, fleeing war and poverty. Some of these people are clearly just looking for a new home and maybe a new way of life. Others seek employment or safety. How do we deal with these would-be immigrants?
From: CEO Allister Watts, Cape Coral Trading Company
To: Refugees
CC: Florida
The Cape Coral Trading Company is neutral the ongoing turmoil in the north and hopes to maintain warm relationships with all parties in Florida. With that said, the CCTC is open to anybody seeking work or safety or a new way of life. There will be an adjustment period for all of us, but I feel that given time, we can hammer out our differences and establish a prosperous trading town together.
Fort Rome
Much like the Empire of America that preceded it in the region, the faction known as Fort Rome had carved out a formidable empire in the wastes of northern Alabama. Unlike the Empire, they had the foresight to develop new infrastructure and build new cities in the wasteland. Despite the glories that could have been a new Roman Empire in the New World, they were toppled by barbarians. The uncivilized and ungrateful slaves had been elevated to a new position, to be freed in time, but under the encouragement of rabble rousers in the Sunshine Kingdom and the Sons of Oscar, rebelled. Entire families were slaughtered in the dark, sleeping while the slaves took more than their fair share in blood. A desperate last stand in the besieged Fort Rome itself led to the end of the faction as the Consul himself led one of the last counterattacks against the Kingdoms army. The Consul perished, and with him, the last hopes for a strong northern Alabama.
Civ'ed - sorry, nothing personal. I'm all up for letting new-joiners figure things out before attacking their factions, but War Boys were just too blatantly pro-raiding, and my faction has deep hatred for raiders and slavers in the very core of its background. I just couldn't justify why Transmississippians would sit idly as a bunch of raiders are looking for sweet rides and sending kids down the Route 66 on Confederate northern border. Hope we won't have to be enemies when you re-join.
From the Transmississippian Confederation
To the town of Grenada
We saved you from a tribe of vicious raiders infamous for mass infanticide and mindless warmongering. In response, you shot your self-motivated protectors in the back while they were doing all the fighting for you. We could blame this on your confusion and fear, but your ambassadors followed up with an insolent ultimatum that leaves little space for humility.
Just out of pity for your children and elderly, we will not storm your walls and will not burn your town. Yet, your pathetic territorial claims that we were willing to respect before exist for us no more. Sit behind your walls and don't show outside the gates. You have been warned.
Faction Name: Vault 91
Leader Name: Overseer Cyril Madison
Leader Trait: Enigmatic
Starting Location: NE of Malvern, Arkansas
Leader Background: Overseer Madison is the latest in a long line of Nigerian-American Overseers of Vault 91, as the first Overseer of the vault was poisoned mere months after the doors were first sealed, and Cyril's ancestors seized power. At the comparatively young age of 29, Cyril has remained aloof as he is elevated to the position of Overseer, and as his first significant action has decided to open the Vault doors, and let what happens, happen.
Origins: Vault Dwellers
Traits: Expansionist
Capital Type: Vault
Really didnt think the Enclave would have come after me but i guest it was fun while it lasted am not going to make another faction since I invested so much in the MC but I'll still keep reading on your updates.
From the Transmississippian Confederation
To the Wasteland
Dark times are coming to the Wasteland. Riverbanks ooze blood and vultures feast upon the dead and the dying. In the times of violence and treachery actions speak louder than words.
Last winter, we saw first action that made us believe the times of true honor and virtue are not gone yet. A noble host of the Sunshine Kingdom assisted the Fort-Roman slave rebellion and saved thousands of people from the yoke of their self-proclaimed "masters." With true pride and respect in our hearts, we extend our hand to this legendary nation unbent in its exile and unyielding in its loyalty to true virtues of men.
We thus proclaim the creation of the Concord of Moon and Sun that shall bring the Transmississippian Confederation and the Sunshine Kingdom together into a state of full cooperation and alliance.
Let the Moon and Sun never fade!
Signed - Nat the Black Talon, second Pack Leader of the Transmississippian Confederation
Co-signed - Spartacus the First Wolfling, the Grand Forgoer of the Gray Champions
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