Botwawki 2.6

Well I was going to get on IOT Chat and explain it a bit, but here's what I am thinking at the moment:

All organized society (beyond the few player settlements that survived) was wiped out in the Mage Wars. There were kingdoms, empires, etc, and I'll let players fill in the backstory of from which their own factions came from. Anything goes on that front really. In terms of technology, I'd say schizo tech is the best phrase for it. Elements from everything from dark age technology to late renaissance was present in the world that existed before the Wars.

Upon further thinking into the ruleset, Population is going to be a much scarcer resource, as I have decided to remove immigration. As was initially intended with this game, all resources will need to be conserved and used most effectively, and Population will be no exception. I'm thinking slaves will be eliminated as an actual stat, however, though you would be free to ICly assume that some of your population are slaves, dependent on what sort of society you build up.
 
Might I recommend diversifying the weapons/armor slightly? For example, full plate armor would both be better quality but far more rare than some sort of basic helmet and breatsplate combo. If that doesnt make it too complicated. Also, you could include horses for cavalry, as well as crossbowmen which traditionally required far less training than normal archers, so maybe work that in?
 
I'd assumed that "Armor" in this case was something like Power armor in the previous game: Stuff that's enchanted out the wazoo, and offers some really special protection. It's assumed that everyone has at least boiled leather stuff.
 
@arya: I only put armor in there as a replacement for power armor suits. Yes, I was planning on implementing animals of various types, which would consume food and water, just like population. As you state, crossbowmen take less training, so I was going to have them be cheaper in gold to train. The weapons listed in the sample stats are not the end-all of weapons. I'm thinking more melee types, to cover the big three: Stab, Slash, and Smash. As for Suits of Armor, I'm considering not actually including them at all, instead just requiring an Ore cost for soldiers, representing the creation of custom sets of armor when you train them. This will be simpler for me to handle and represent that most sets of armor have to be crafted to the person. After all, you can hardly expect a dwarf to be able to wear the same set of armor that an elf was just wearing.
 
I'd be totally down for Fantasy BOTWAWKI.

If you're training soldiers by equipment, it might be worth creating a "heavy infantry" unit which consumes ore. It depends on how your combat model works, I guess, and if you want to handle the extra overhead.
 
Well the combat model is going to be similar to what we have now, but reduced, because faction sizes will be overall much smaller. The emphasis in the upcoming game will be on building a one-town state with more remote outposts (as botwawki originally intended) and population will grow far more slowly. Also, I'm not going to be restricting myself to populations divisible by ten.

For those interested in a new botwawki, I will be providing the bare bones basic ruleset and background stuff to anyone who asks that wants to do a similar game. This will not include the combat mechanics (which really work best if new mods come up with them themselves) and will be geared towards a 6-die + RNG setup. The epilogue will arrive for this one in a few hours, but in the meantime, here's the introduction to the new world we're going to be using while we await the lore developments Fallout 4 + DLC bring us.

Spoiler :

Introducing the world of Gensin. In happier times, the world was beautiful and lush, and few who lived there lacked for anything the earth could provide. Elves, dwarves, and humans lived side by side, while occasionally clashing with each other and powerful beasts that would dwell beneath the ground. War was not uncommon, but more often than not, good would triumph over evil, and the demons, orcs, and other fel creatures that threatened the peace would be contained or destroyed. In time, the great threats vanished and the heroes who slayed them faded into legend, and the world grew up. Civilization replaced the frontier, and there are no place for barbaric heroes in civilized society.

A magical and technological revolution erupted as people were given the luxury of time to invent and create. Trade and wealth flourished, and human society swelled in size and strength. The towns and kingdoms of the old times evolved into nations, which turned into empires. The human population went from tens of thousands to hundreds of thousands to millions to billions. The world became more and more crowded as new technologies and magic provided unheard of luxuries for all of the people. Dwarves and elves hid in their own dwindling homes, attempting to escape the march of human industry and development. Most were wiped out, and over the years dwarves and elves turned into myth, a status that kept them alive.

The human realms, with no one else to fight, turned upon each other, and a prolonged conflict emerged as the most powerful empires battled each other through proxy wars and lesser battles. There were larger wars, as fronts surged back and forth, but never once was one human empire able to gain power over the others. A general conflict was avoided, until it eventually could not be, and all of the great powers broke out into one final war for dominance, and the gloves were off. New and powerful magic was used by the contenders, and as millions of mages used their powers for warfare, the world itself was torn apart, and billions died.

Within an instant, or perhaps an eternity, someone or something put back together what had been sundered. Most of the world had been destroyed, but there was enough left for this mysterious force to assemble one ad hoc continent out of the wreckage. The world is literally a smaller place, created out of the scrap parts of the old one, as time and physical space were both devastated in the wars. The survivors of the conflict and reconstruction, pitifully few in number have found that the world is new and settling. It is up to these few people to help forge new civilization and peace in a suddenly wild land.
 
EQ I had a few questions:
1) Is magic restricted to combat, or can it be used to practical purposes (rain for crops, snow to bog down enemy armies)?
2) What's the possibility/practicality of specialized units (the details of which I'd rather discuss in private)?
 
1. Magic can literally be used for any purpose the player wants, but of course more powerful spells will require larger amounts of magicka.
2. Depends on what units you wanted to create.
 
LiP5Gk7.jpg

Epilogue
It’s All Over but the Crying

Alisonia
The Alisonian faith in time spread across western Tennessee, acting as a binding force for the local communities. The Queen, while not initially having much political power, managed to bring about a new era of peace among struggling communities. Alisonian missionaries spread across the area, even as far south into the Transmississippian Confederation. Alisonia was never to be the strongest of the powers, but with the outbreak of war during the Brasilian invasion, the Queen acted as the region’s strongest proponent for preparing for the future. The communities of western Tennessee became bound together as they united in a strong alliance. In times to come, after the invasion, the Alisonian Alliance became a new civilization in the north, acting as a strong force defending Tennessee from encroaching settlers from the Confederation and the Sunshine Kingdom. Their performance in repelling the Brotherhood of Steel in the Battle of Knoxville secured the Alisonian position against their most determined foe.

Cape Coral Trading Company
The Cape Coral Trading Company began from the wreckage of what had been the Dademen in the south. They established an economic empire in the south, building ships and sending them to exotic ports across the Gulf of Mexico and Caribbean. By 2285, the Cape Coral Trading Company was the largest shipping and caravan company in the Sunshine Wasteland, eclipsing all others. Unfortunately, when Brasilian troops landed on the coast, the CCTC headquarters and main part was their first target. Unable to resist the South American armies on their own, CCTC’s headquarters was overrun, and slaughtered. No one was spared the wrath of the Brasilians, leaving only ash in their wake, but they were able to send word to Jacksonia to prepare themselves for invasion. The CCTC was able to survive the war and the destruction of their headquarters, continuing to act as an active trading family for years to come, with a new headquarters in Universe City.

Columbia
The merger of the New Gulf Commonwealth and the Grand City of Orlando had more than one difficulty in its formative years. Rising tensions between the Sunshine Wasteland and the allied forces of the Enclave and Reclamation Districts dominated local politics. Columbia attempted to play a moderating role between Jacksonia and the Enclave, but found itself siding more and more with Jacksonia as the years passed. Jacksonia’s larger population and food production only made alliance more natural between the two states. The arrival of the Brotherhood of Steel pursuing Enclave survivors from the Capital Wasteland in 2286 altered the balance of power completely. While the Brotherhood of Steel was not powerful enough to topple the Reclamation Districts, they did put an end to the sinister implementation of the X-17 meteorological project which had threatened to destroy all those not aligned with the Enclave.

Following the disbanding of the Enclave, the threat of the Reclamation Districts was far less severe and Columbia became free to pursue its own agenda separate of Jacksonia. Slavery in Columbia began to decline, and it served as a bastion for abolitionist movements, with the Sons of Oscar even being able to have aid houses publically. When the Brasilians launched their invasion, the balance tipped even more to Columbia, as the Columbian armies proved decisive in the battles that followed. After the Scouring of the Fruitlands, Jacksonia was on the brink of disaster, and Columbia proved their bulwark. The combined Columbian and Jacksonian armies managed to win the key victory in the Battle of Orlando, destroying the Brasilian army. The Columbians similarly provided the resources and manpower needed for the reclamation of lost Jacksonian territory and reconstruction. With their new position of influence, the Columbians went on to dominate north Florida and a good slice of southern Georgia.

Darcy’s Raiders
Darcy’s Raiders launched a reign of terror across the Carolinas that lasted nearly a decade after they made landfall at Camp Lejeune. The raiders would even strike as far south as the Georgia Reclamation District and Reclaimed Free Republic, inspiring terror with their aircraft that would strike from the skies. Eventually, the GRD deployed their own fighter patrols, bringing down the Raiders’ aircraft and this was only the start of their misfortunes. When the Brotherhood of Steel sent a force south, striking down against the remnants of the Enclave, they immediately battled with the raiders. The Raiders were badly mauled in these fights, as the Brotherhood of Steel were veteran soldiers and capable of inflicting heavy damage. Most of the Raiders’ influence was lost, but they continued to launch attacks out of the USS Goliath for years to come.

East Florida Trading Company
The East Florida Trading Company struggled for years to stay at an even pace with the larger factions of the Sunshine Wasteland, but was never quite able to keep up. Jacksonian influences were too heavy to resist, particularly as the slave trade in the region continued to escalate over time. The EFTC also faced increased competition from other, newer trading companies, causing their market shares to decline, also fighting a constant war against the New Age Corporation for control of foreign markets. After Jacksonia crushed the Survivalist Union, it became clear that the EFTC’s days were numbered as an independent entity. Negotiations eventually led to a de jure Jacksonian occupation of Saint Augustine and other cities of the EFTC, but they still retained a good deal of autonomy. Under Jacksonian reign, the EFTC began to flourish, as they avoided the devastation of the Brasilian invasion, and kept friendly terms with the Reclamation Districts. The EFTC may have lost their independence, but in time they became one of the most influential forces in the Jacksonian economy and political system.

Finders Keepers Trader Union
One of the newer caravan companies in the wastes, the Finders Keepers struggled for a long time, particularly as Darcy’s Raiders terrorized the entire region. Most caravans in the Carolinas were sacked and burned, and profits were kept at low margins for the entire Union. Despite the odds, they managed to survive for years until the arrival of the Brotherhood of Steel. The Brotherhood created immense opportunity, as the Finders Keepers were contracted to create the primary supply line from the Capital Wasteland through the Carolinas. With the military might of the Brotherhood of Steel at their back, the Finders Keepers were able to push back the various raider clans of the Carolinas and bring order to the roads. They helped keep the roads safe for travelers and caravans alike, and in the process, accumulated large profits and prosperity for their people.

Florida Reclamation District
The Florida Reclamation District emerged the most triumphant from the war with the Maritime Collective, gaining full control of the Florida Panhandle. Until the Clone Rebellion of 2268, the Florida Reclamation District was easily one of the more powerful Reclamation Districts. With the destruction of the cloning machine and Vault 24 in the battles that ensued, the FRD struggled to reclaim their dominance from their new capital in Mariana. Using the USS Alabama they managed to establish the trading empire that the Collective had once dreamed of, becoming a haven for maritime traders along the Gulf coast. When the Enclave forces were exposed with the X-17 plot and the Brotherhood of Steel launched their offensive into the South, the FRD remained loyally behind the Enclave regime. They helped contribute to the stalemate that emerged, providing veteran forces to supplement the GRD. After the war, they were not quite the power they had been before, but still managed to hold their own against Columbian probes from the south.

Despite the fall of Major Westen and independent Enclave forces in the region, the Reclamation Districts continued to stick together, particularly Alabama, Florida, and Georgia. Florida was the least of the three, but still managed to remain relevant with their naval power on the Gulf, acting as the only real navy of the Reclamation Districts. When the Brasilians invaded in the south, the FRD was the only one willing to act to help Jacksonia, recognizing the threat to their own interests. The USS Alabama and the other ad hoc warships built by the FRD proved vital in turning the tide against Brasilia and sending them packing from the Sunshine Wasteland. This demonstration of power helped restore the FRD’s status in the allied Districts, but also impressed upon Columbia and Jacksonia the ability of the FRD to stand tall as a strong force in Florida.

Georgia Reclamation District
The Enclave’s Nuke Deal that was offered by Major Westen and President Eden proved a major boon to Georgia’s economy. Food and water production was developed to new heights, and in time, most of northern and western Georgia was restored to reasonable prosperity. There were occasional skirmishes with both the Sunshine Kingdom and the Reclaimed Free Republic, the latter remaining a major rival to the GRD. No open war broke out between any of the three, however, and Georgia continued to grow the fastest of all of the Reclamation Districts. The population and industry grew, but it would all be disrupted when the Brotherhood of Steel arrived from the north.

The Brotherhood revealed the secret agenda of the Enclave, to activate an old weather control device that the Enclave could use to bring about natural destruction upon any who would oppose them, using tornadoes and hurricanes in unstoppable power. The GRD remained supportive of the Enclave, backing them in fights against the Brotherhood of Steel, but the death of Major Westen and the destruction of the Stone Mountain bunker led to a changing of the tides. The GRD negotiated a peace with the Brotherhood of Steel, and what was left of the Enclave’s military forces were integrated into Georgia’s own powerful army. These assets helped form the backbone of Georgia’s growing forces in years to come. Tensions remained high with all of Georgia’s neighbors, especially the Reclaimed Free Republic. When the Brasilians invaded the Sunshine Wasteland, the Georgians offered Florida only token support, choosing to remain isolated from the conflict. With cooling relations, the Georgians remained one of the most powerful factions in the region, holding the Brotherhood of Steel at bay with one hand, and the other local factions with the other.

Green Bear Corps
The Green Bear Corps proved to become the worst-kept secret in the Sunshine Wasteland. In theory the location of their bunker was a concealed secret, but in practice, almost everyone knew where to go, but chose not to. The Green Bear Corps established a fearsome reputation as the deadliest fighters in the Wasteland, accumulating a growing amount of technology and weapons. Without hesitation, they would accept nearly any employer for any military or espionage task, performing missions for almost every power at one point or another. The caps came in rapidly, and there was no other true competition to their status as the dominant mercenaries in the Sunshine Wasteland. They served with distinction both against the Brotherhood of Steel and the Brasilians. Eventually the growing influences of Columbia and Jacksonia caused the Green Bear Corps to relocate, under invitation to the independent town of Waycross, where they continue to freely operate for any employer.

Jacksonia
The defeat of the Sunshine Kingdom launched a golden age for Jacksonia. The Kingdom represented the only true competitor that Jacksonia possessed in the Sunshine Wasteland, as Columbia was forced into reliance upon Jacksonian food exports. With two GECK fertilized lands serving as the engine of the Jacksonian economy, massive development occurred over the years that followed. Railroads were built across the wasteland, and Jacksonian influences were turned to more noble purposes. The invasion of the Survivalist Union led to the destruction of the largest chem traders in the peninsula, while also clearing out the worst of the raiders in southern Florida. While the Jacksonians struggled to make headway into the wilderness of the Everglades and Miami, they still managed to effectively wipe out the last bandit and raider clans in the Sunshine Wasteland. This brought unprecedented safety to the region, keeping conditions safe for both caravans and immigrants.

When the Brotherhood of Steel arrived from the north, waging war on the Enclave, Jacksonia considered joining in with the Brothers in their attacks. Unfortunately, they were considered about Columbian intentions and the possible deployment of Enclave superweapons. They remained neutral, which turned out to be for the best, they continued to profit out of the outbreak of war. The official annexation of the East Florida Trading Company further improved their strategic position, as they sought to bide time for a more opportune moment. Columbia’s recovering economy and food production prevented a similar takeover there, and before a war could be launched a new threat emerged from the south.

The Brasilians, determined to wipe out the stain of the old America forever, viewed themselves as a cleansing purge of all American descendants. Jacksonia was the primary target of their wrath as over one hundred thousand soldiers landed on the southern coast. Warships pummeled Fort Truth, as they gained access to Tampa Bay and landed within the Fruitlands itself, sparing no one, free or slave. The Jacksonian militia was scattered, despite individual acts of heroics, and the Great Wall managed to slow the Brasilians down for a time. Most of western Jacksonia was overrun, as they sought support from those who had previously only hated them. A coalition army was assembled and in the great Battle of Orlando, the defenders of the Sunshine wasteland destroyed the main Brasilian force. The Jacksonians led the charge to reclaim the Fruitlands and began rebuilding their empire. They managed to recover, but Columbia stood in a stronger position of authority, and Jacksonia’s own position was compromised. Still, thanks to the ongoing bounty of the Fruitlands and Paradise, Jacksonia’s power slowly began growing once again.

Louisiana Reclamation District
Despite being nominally aligned with the Enclave and other Reclamation Districts, Louisiana always remained a bit aloof from other politics of the wasteland. They received substantial economic support under the Nuke Deal, being provided with materials and weapons for development. These, combined with Enclave military and reconnaissance aid, helped bring most of Louisiana under control, dominating the state under a single flag. Some conflict erupted with the group known as the Seekers of Knowledge to the north, mostly minor border skirmishes, conflicting over control of a few remote farming locations, but these remained contained and minor. The Enclave withdrew its garrison later to fight the Brotherhood of Steel, leaving Louisiana isolated once again. The Enclave never returned, and while the LRD retained contact with Florida, Alabama, and Georgia, they pursued their own independent course, remaining out of other minor wars and the campaign against the Brasilians. The great Spider War of 2293-2297 was the next great challenge faced, as the LRD sought to gain control of the ruins and wealth of New Orleans. Eventually the loss of resources in New Orleans led to an abandonment of the campaign to clear all of the ruins, though safe and fortified roads were developed through the city for passing caravans from the coast.

Night Stalkers
The Night Stalkers had been offered the opportunity to resume service as a military unit of the remnants of the United States government, but they turned it down, electing to pursue a more independent route. Unfortunately, growing conflicts with scavengers from the Reclaimed Free Republic led to diminishing security for the young faction. Eventually ambitious salvagers from the RFR started firing upon Night Stalkers in Savannah, and a conflict emerged. Despite aid from the GRD against their longtime rival, the Night Stalkers lost the conflict, being forced to abandon their bunker at Hunter Army Airfield, being pursued south. They at last found refuge in the town of Waycross, where a local businessman offered them both shelter and employment. The skilled soldiers and advanced equipment of the Night Stalkers were put to use as the base of the town’s militia, offering the community a powerful card to play in the negotiations that kept it independent for years.

Paradise Kingdom
The Paradise Kingdom was isolated from the wars of the mainland, continuing a path of unification and conquest across the Bahamas. The various independent towns of the islands all eventually fell one way or another recognizing the authority of the King of Paradise. In time the Kingdom was contacted by the Empire of Brasilia, and an embassy was established, leading to new trading ties and military alliance. The Brasilians had plenty of goods to trade and support to offer, as the Paradise Kingdom acted as a staging point for supply operations to an expeditionary force in the Sunshine Wasteland. The Kingdom managed to avoid direct involvement in the war, and even after the Brasilian army was defeated, they kept open ties with both sides. The Bahamas were unified, and with the single exception of the Rat War in 2288, peaceful. Traders from both sides of the Atlantic found safe harbor in the Paradise Kingdom, helping it thrive as a growing maritime state in the post-apocalyptic world.

People’s Republic of America
The People’s Republic of America struggled to develop any relevance and influence in the wasteland, having a tough time putting together the needed resources. They benefited at first with few raiders in their part of the Carolinas until Darcy’s Raiders began arriving from the east. Raids constantly threated the People’s Republic, leading to heavy casualties among caravans and the destruction of a number of isolated towns. The People’s Republic barely managed to hold the communities together and were a fast ally of the Brotherhood of Steel. The arrival of the Brotherhood allowed the People’s Republic to turn the tide of fighting against Darcy’s Raiders, containing them to the east with a series of defensive outposts to monitor their activities. Ultimately tensions emerged as the Brotherhood of Steel set up increasingly large outposts surrounding the People’s Republic, and towards the end of the twenty-third century, a number of skirmishes had taken place between the two factions.

Reclaimed Free Republic
The Reclaimed Free Republic was in agreement with the Jacksonians on one single thing: The threat of the Enclave and the Georgia Reclamation District. Over the years they continued to fortify their lands against the threat of invasion and assault, building up both defenses and infrastructure. Ironically the arms and land race between the RFR and GRD led to Georgia becoming the most quickly developed former state in the South, with only the town of Waycross remaining independent from control of larger powers. The RFR faced its first conflict when its scavengers started shooting at scouts and salvagers of the Night Stalkers in Savannah. Dwindling amounts of available resources and areas for safe salvaging spurred a conflict between the two. The significantly larger amounts of weapons and men available to the RFR proved more than enough to triumph. The Night Stalkers fled Savannah, granting a victory to the Republic.

The arrival of the Brotherhood of Steel changed the balance of power once again. They revealed the location of the Enclave base at Stone Mountain and the plans regarding the X-17 weather control system. In the war that followed the RFR and GRD engaged in open battle as the Free Republic sided with the Brotherhood. The destruction of Stone Mountain by a lone hero of the Brotherhood led to the end of the war, which had turned into a stalemate. The two powerful Georgian factions eventually settled down into a simmering rivalry and conflict that still occasionally results in raids and skirmishes across the tenuous border. The RFR was bolstered with refugees from the south during the Brasilian conflict, and did its best to help to reclaim portions of Charleston, but these efforts were hindered by new disputes with the United Brotherhood and continued hostility from the GRD.

Seekers of Knowledge
The Seekers of Knowledge found a new home in the ruins of Natchez as the infrastructure of the departed Mississippi Democratic Republic served as the foundation of their society. The Transmississippian Confederation never truly trusted the new faction, but a treaty created a sound border, granting the Seekers control of southern Mississippi and as much of Louisiana as they could grab. Minor skirmishes were fought with the Louisiana Reclamation District over these territories, with the Hackdirt War being the worst of them. The Seekers soon found themselves blocked to further expansion to the east by the Alabama Reclamation District, and to the north by the Confederation. With nowhere else to growth, the Seekers were the first to build new bridges across the Mississippi River and establish contact with the New Texas Rangers. These ties allowed the Seekers to expand control back to the west, giving them new lands to develop.

Steelmen
After the Steelmen’s defeat at Waycross, destruction seemed to be only a matter of time. Chaos in the ranks led to a vicious struggle for power and dozens were killed in the Night of Clubs that followed. The new warlord ultimately decided to lead the Steelmen from Georgia, even as forces from the Reclamation Districts began to close in. The Steelmen escaped north through the Reclaimed Free Republic and took on a new life of raiding in the more chaotic Carolinas. They found kindred spirits among the people of Darcy’s Raiders, even cooperating in a number of raids. Still, longing for the days of the north and the simplicity of the Pitt eventually became part of the culture. A subsequent warlord led the Steelmen back to where they came, to find that the Pitt had been reorganized by a brutally efficient dictator. This person was in desperate need of more muscle to keep slaves in line, and the Steelmen became the backbone of the industrious strength of what many were already calling Ashur’s Pitt.

Sunshine Kingdom
The Sunshine Kingdom had been transplanted from the wasteland that still bore their name, but they managed to thrive. The destruction of Fort Rome was the first effort in their campaign to rid Alabama of slavers and raiders. They next targeted the band known as the Krauts, which helped buy the allegiance of former towns of the Empire of America. The Sunshine Kingdom consolidated a fairly large area of control in northern Alabama, but soon found themselves contained by the Alabama and Georgia Reclamation districts to the south and east. They maintained friendlier relations with the Transmississippian Confederation to the west, but they were still blocked from expansion. Paranoid of another surprise attack, the Sunshine Kingdom became increasingly isolated and militaristic, stopping and searching any travelers through their territory. Anything dangerous was confiscated and it soon became known that venturing through the Kingdom without the proper paperwork was a recipe for financial ruin. A cult of personality began to build up around the mysterious queen, and the Kingdom walled itself off from the rest of a world for a long time. In the 2290s, the Queen continued to reign and began attempting expansion into Tennessee. This led to battles with the Alisonians, and the Kingdom was driven back from their efforts. The Kingdom since then turtled up their defenses, remaining vigilant against all of their neighbors.

Tennessee Valley Authority
The Tennessee Valley Authority was unfortunately not much longer for the world. They struggled to keep up with demands for food and water by the sale of materials on the open market. Sadly, they were unable to keep this rate of exchange going. The result was the outbreak of a rebellion and civil war against the control of the Authority. In the chaos of the fighting, the self-destruct sequence for the Authority’s bunker was initiated. The bunker was destroyed completely and those inside annihilated. The neighboring town of Kerns was evacuated and disbanded, as the population fled to safer and more prosperous areas. The Authority’s lands were eventually resettled by people from Alisonia and Rockard, as excavators ultimately discovered the story of the young faction’s brief time in the wastes.

Transmississippian Confederation
The Transmississippian Confederation managed to remain one of the most peaceful and isolated factions in the old American South. A treaty with the Seekers of Knowledge secured the southern frontier, while similar arrangements with Alisonia secured the north. In time most of Mississippi joined the Confederation, despite some limited resistance, recognizing the security and autonomy it offered. Over the years, numerous hostile and friendly tribes crossed the Mississippi River, creating new challenges and opportunities. The hostile tribes were typically destroyed with only minor collateral damage, while the friendly ones were offered new lands to settle. Over the decades, the Confederation grew comfortably, only unsettled when it was discovered that the Seekers of Knowledge had begun expanding west. The Confederation found itself blocked from crossing the river by various militias and other groups, and the Seekers retained most of the safe crossings, allowing them to grow in influence and power while the Confederation’s own began to wane.

Universal Brotherhood
The Universal Brotherhood acted as one of the few safe places in South Carolina, as Darcy’s Raiders and the Steelmen began their reign of terror in the Carolinas. A couple of decisive victories helped secure the Brotherhood’s position militarily, and gained them respect from both the Georgia Reclamation District and the Reclaimed Free Republic. The Universal Brotherhood remained neutral in conflicts between those two, while allowing passage for the Brotherhood of Steel. Unfortunately, after the war between the Brotherhood of Steel and Enclave came to an end, the Universal Brotherhood found the Brotherhood of Steel to be aggressive and unwilling to compromise. An open battle erupted between the two, as the Universal Brotherhood fought for control. Eventually, they managed to push the Brotherhood of Steel out of South Carolina, establishing themselves as the undisputed hegemons of the interior. Cooperative efforts were launched with the Reclaimed Free Republic to scour Charleston for supplies and clean it out of numerous ghouls, but these operations have yet to yield any long term successes.

Vault 56
Shortly after opening, Vault 56 found new friends among the Reclamation Districts. Within a year, the Vault became the capital of the Alabama Reclamation District, and was granted a huge amount of material and military support from the Enclave. The triggering of the vault’s Garden of Eden Creation Kit established a new fertile landscape in the region, helping boost the young faction’s power and influence. Unfortunately, the territory around the District was already heavily settled by other Districts and the relocated Sunshine Kingdom. When the Clone Revolts broke out in the Florida Reclamation District, Alabama stepped in, in exchange for the FRD’s settlements within the old Alabama border. This allowed the ARD to establish a new port on Mobile Bay, creating a avenue of overseas trade and development. The new ties encouraged the ARD to develop its own naval capabilities alongside that of Florida. The ARD has yet to match the power of its neighbors, but has powerful friends, playing a supporting role in their various conflicts. Though half of Alabama rests under the control of the Sunshine Kingdom, the ARD remains a very influential force.
 
NESing: If you don't want to see ramblings of a self-involved old-timer NESer, don't look.
Spoiler :

Ending BOTWAWKI 2.6 has been an insanely difficult decision for me. With impending constraints on my time, there’s just no way for me to continue providing the same scale and quality of updates that I have provided to date. Not only have I truly enjoyed moderating this game and the universe ya’ll have helped create, my feelings were that NESing still lived in a way while the game continued. I know that other former NESers have created their own games on the IOT forum, and the IOT forum is by far a more vibrant and alive group of people than the NESing forum had been at the time of its collapse, but the fact is that the community that I grew up with no longer exists, and hasn’t for years. BOTWAWKI was a game which emerged from the Never Ending Stories community, and was designed to be an NES. It was created by a NESer for NESers, but I chose not to keep it that way, because I recognized that the future was IOT.

NESing had been from the start, a place for people with shared interests to have fun and play games. The whole reason that there even was “story” in the title of the forum is because of where it began, but that was never the reason that people kept coming and enjoying new NESes. Me from the past would be yelling at present me for saying this, but the fact is that stories were originally never really the point of any of it. All of the successes we had weren’t successes because a bunch of people wrote a story together. They were successes because people had fun playing games, and occasionally good stories came out of it. I truly hope you all had fun playing this game, no matter how little or much time you had to play it.

All of that may seem like a bit of a bitter tangent, and it is, but I do feel (yes, I am very humble) as though with the end of this game, the age of NES has finally reached its conclusion. An era of CFC has passed, never to be seen again. Some echoes may emerge in the near future both here and elsewhere, as people try to reclaim what was lost, but the spirit of the community I loved is long gone. Everything ends, I just wish that NESing could have ended better.
 
A great ending, m8. kudos

Introducing the world of Gensin. In happier times, the world was beautiful and lush, and few who lived there lacked for anything the earth could provide. Elves, dwarves, and humans lived side by side, while occasionally clashing with each other and powerful beasts that would dwell beneath the ground. War was not uncommon, but more often than not, good would triumph over evil, and the demons, orcs, and other fel creatures that threatened the peace would be contained or destroyed. In time, the great threats vanished and the heroes who slayed them faded into legend, and the world grew up. Civilization replaced the frontier, and there are no place for barbaric heroes in civilized society.

A magical and technological revolution erupted as people were given the luxury of time to invent and create. Trade and wealth flourished, and human society swelled in size and strength. The towns and kingdoms of the old times evolved into nations, which turned into empires. The human population went from tens of thousands to hundreds of thousands to millions to billions. The world became more and more crowded as new technologies and magic provided unheard of luxuries for all of the people. Dwarves and elves hid in their own dwindling homes, attempting to escape the march of human industry and development. Most were wiped out, and over the years dwarves and elves turned into myth, a status that kept them alive.

The human realms, with no one else to fight, turned upon each other, and a prolonged conflict emerged as the most powerful empires battled each other through proxy wars and lesser battles. There were larger wars, as fronts surged back and forth, but never once was one human empire able to gain power over the others. A general conflict was avoided, until it eventually could not be, and all of the great powers broke out into one final war for dominance, and the gloves were off. New and powerful magic was used by the contenders, and as millions of mages used their powers for warfare, the world itself was torn apart, and billions died.

Within an instant, or perhaps an eternity, someone or something put back together what had been sundered. Most of the world had been destroyed, but there was enough left for this mysterious force to assemble one ad hoc continent out of the wreckage. The world is literally a smaller place, created out of the scrap parts of the old one, as time and physical space were both devastated in the wars. The survivors of the conflict and reconstruction, pitifully few in number have found that the world is new and settling. It is up to these few people to help forge new civilization and peace in a suddenly wild land.

Humanity, fudge yeah.

So, with population being a valuable and scarce resource, how would we be able to attain it? scavenging, immigration through exploration of this new land? stealing pop from other players? And in terms of combat, if nations were to lose a large amount of their peoples in war or to famine, would they ever be able to recover, or would they be doomed to fall at some point in the game?
 

Epilogue
It’s All Over but the Crying


Louisiana Reclamation District
The great Spider War of 2293-2297 was the next great challenge faced, as the LRD sought to gain control of the ruins and wealth of New Orleans. Eventually the loss of resources in New Orleans led to an abandonment of the campaign to clear all of the ruins, though safe and fortified roads were developed through the city for passing caravans from the coast.

I KNEW IT WAS SPIDERS!

Sunshine Kingdom
The Sunshine Kingdom had been transplanted from the wasteland that still bore their name, but they managed to thrive. The destruction of Fort Rome was the first effort in their campaign to rid Alabama of slavers and raiders. They next targeted the band known as the Krauts, which helped buy the allegiance of former towns of the Empire of America. The Sunshine Kingdom consolidated a fairly large area of control in northern Alabama, but soon found themselves contained by the Alabama and Georgia Reclamation districts to the south and east. They maintained friendlier relations with the Transmississippian Confederation to the west, but they were still blocked from expansion. Paranoid of another surprise attack, the Sunshine Kingdom became increasingly isolated and militaristic, stopping and searching any travelers through their territory. Anything dangerous was confiscated and it soon became known that venturing through the Kingdom without the proper paperwork was a recipe for financial ruin. A cult of personality began to build up around the mysterious queen, and the Kingdom walled itself off from the rest of a world for a long time. In the 2290s, the Queen continued to reign and began attempting expansion into Tennessee. This led to battles with the Alisonians, and the Kingdom was driven back from their efforts. The Kingdom since then turtled up their defenses, remaining vigilant against all of their neighbors.


I can honestly see the Sunshine Kingdom being a natural ally of the BOS forces sent south, Especially as tensions rise with the RDs of the area. Additionally, this would offer the BOS forces a well established industrial base from which to strike.


Good Epilogue, and, while not necessarily the direction I'd have taken the Kingdom, it's fitting.

One note on the Queen and the Cult of the Queen... Since SK had said he was sending missionaries, I'm going to assume that the Church of the Taylor became a prevalent one... and that the Queen has sort of come to be seen as a living incarnation of the Taylor and the Swift.




I am VERY excited for December, when this starts up again!
 
Beautiful, EQ.
 
NESing: If you don't want to see ramblings of a self-involved old-timer NESer, don't look.
Spoiler :

Ending BOTWAWKI 2.6 has been an insanely difficult decision for me. With impending constraints on my time, there’s just no way for me to continue providing the same scale and quality of updates that I have provided to date. Not only have I truly enjoyed moderating this game and the universe ya’ll have helped create, my feelings were that NESing still lived in a way while the game continued. I know that other former NESers have created their own games on the IOT forum, and the IOT forum is by far a more vibrant and alive group of people than the NESing forum had been at the time of its collapse, but the fact is that the community that I grew up with no longer exists, and hasn’t for years. BOTWAWKI was a game which emerged from the Never Ending Stories community, and was designed to be an NES. It was created by a NESer for NESers, but I chose not to keep it that way, because I recognized that the future was IOT.

NESing had been from the start, a place for people with shared interests to have fun and play games. The whole reason that there even was “story” in the title of the forum is because of where it began, but that was never the reason that people kept coming and enjoying new NESes. Me from the past would be yelling at present me for saying this, but the fact is that stories were originally never really the point of any of it. All of the successes we had weren’t successes because a bunch of people wrote a story together. They were successes because people had fun playing games, and occasionally good stories came out of it. I truly hope you all had fun playing this game, no matter how little or much time you had to play it.

All of that may seem like a bit of a bitter tangent, and it is, but I do feel (yes, I am very humble) as though with the end of this game, the age of NES has finally reached its conclusion. An era of CFC has passed, never to be seen again. Some echoes may emerge in the near future both here and elsewhere, as people try to reclaim what was lost, but the spirit of the community I loved is long gone. Everything ends, I just wish that NESing could have ended better.

As a not quite as old a NESer as you, it nevertheless does feel like the end of an Era. I am feeling sad and nostalgic.
 
On to happier things, here is the finalized first "faction creation" post for the new game, and its title. There have been some changes since first draft:

Spoiler :

[SIZE=”5”]
End of the Beginning of the End​
[/SIZE]


[SIZE=”3”]
Introduction​
[/SIZE]


Introducing the world of Gensin. In happier times, the world was beautiful and lush, and few who lived there lacked for anything the earth could provide. Elves, dwarves, and humans lived side by side, while occasionally clashing with each other and powerful beasts that would dwell beneath the ground. War was not uncommon, but more often than not, good would triumph over evil, and the demons, orcs, and other fel creatures that threatened the peace would be contained or destroyed. In time, the great threats vanished and the heroes who slayed them faded into legend, and the world grew up. Civilization replaced the frontier and wilderness, and there is no place for barbaric heroes in civilized society.

A magical and technological revolution erupted as people were given the luxury of time to invent and create. Trade and wealth flourished, and human society swelled in size and strength. The towns and kingdoms of the old times evolved into nations, which turned into empires. The human population went from tens of thousands to hundreds of thousands to millions to billions. The world became more and more crowded as new technologies and magic provided unheard of luxuries for all of the people. Dwarves and elves hid in their own dwindling homes and hideaways, attempting to escape the march of human industry and development. Most were wiped out, and over the years dwarves and elves turned into myth, a status that kept them alive.

The human realms, with no one else to fight, turned upon each other, and a prolonged conflict emerged as the most powerful empires battled each other through proxy wars and lesser battles. There were larger wars, as fronts surged back and forth, but never once was one human empire able to gain power over the others. A general conflict was avoided, until it eventually could not be, and all of the great powers broke out into one final war for dominance, and the gloves were off. New and powerful magic was used by the contenders, and as millions of mages used their powers for warfare, the world itself was torn apart, and billions died.

Within an instant, or perhaps over an eternity, someone or something put back together what had been sundered. Most of the world had been destroyed, but there was enough left for this mysterious force to assemble one ad hoc continent out of the wreckage. The world is literally a smaller place, created out of the scrap parts of the old one, as time and physical space were both devastated in the wars. The survivors of the conflict and reconstruction, pitifully few in number have found that the world is new and settling. Wild magic thrashes its way across the land and long dead creatures and races have emerged to pose a threat to the survivors. It is up to the few people who lived through the wars to help forge new civilization and peace in a suddenly wild land.

Faction Set-up​

Faction Name:
Leader Name:
Leader Background: Choose one from Politician, Mage, Warrior, Adventurer, Engineer, Gambler, or Merchant
Starting Location: Select a zone from the map (a list of zones provided in below post), or pinpoint your location yourself
Leader Background: optional, story based
Origins: Choose one from Warriors, Townspeople, Merchants, Mage Veterans, Elves, or Dwarves
Traits: Choose one from Commercial, Innovative, Militaristic, Industrious, Agrarian, or Adventurous
Capital Type: Choose one from Dwarf Fortress, Elven Enclave, Town, Fort, Mage Tower, Camp, or Dungeon
Background: Optional, story based, a good and interesting background could lead to starting bonuses

Spoiler :

Leader Background

Leader Backgrounds are what establish what types of benefits that your leader brings to their faction. When your leader dies, the following leader will have a background of their own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or not at all.

Politician: Population growth is increased. Bonus towards annexing NPC towns of your same race.
Mage: Generates Magicka each turn, Magicka generation of all mages in your society is doubled
Warrior: All soldiers fight better, particularly in melee combat.
Adventurer: Increases the likelihood of finding good stuff when your leader goes with a scavenging or exploration party
Engineer: Skilled with mechanics and equipment, and reduces the time it takes to research new equipment and non-magical devices
Gambler: Helps a little bit with everything.
Merchant: Prices on the open market are half as much when purchasing, you cannot resell something you buy the same turn

Origins

The Origins section of creating your faction revolves around the type of people that survived the mage wars and now serve as the foundation of your society. This will never change, and determines which of the three starting races you begin as. They should be fairly self-explanatory.

Warriors: A group of regular soldiers who survived the war, barely, despite the masses of magic hurled at them. They possess more weapons at the start, and have dedicated soldiers to begin with. They lack any magic or farming abilities to begin with.

Townspeople: Regular townsfolk who somehow managed to be spared the devastation. They are good farmers and miners and have more starting resources than any others, but no magic and limited military equipment.

Merchants: Even wizards occasionally needed to buy things, even during the Mage Wars. A number of merchant families survived, only to find they were the only ones left. They have plenty of gold and some resources to start, but few weapons and no real skill at farming.

Mage Veterans: A group of magical survivors of the war, active participants in fact. They have a hard time recruiting new people due to a dislike for mages because of the war. On the other hand, they start with a goodly amount of magic users.

Elves: The forest-folk, or elves, were believed to be mostly extinct before the fighting, but found themselves as victims of the mages in their lust for power and immortality. Very few survived the war, making any elf settlement a small one. Despite the small population, they typically start with a moderate amount of resources, and skilled mages.

Dwarves: These underground diggers and miners were initially sheltered from the war due to their elusive strongholds and defenses. Eventually as the world was shattered and stricken by the conflict, they were thrown out of their homes and slaughtered. Still, a dwarf community possesses both a large number of weapons and resources.

Faction Traits

Choose this trait wisely. Unlike leader traits, this will NEVER change under any circumstances and are the very basis of your nation. If you would like something not seen here, bring it up in the thread, and I'll determine whether or not it's a valid trait.

Commercial: Building ships are half cost, towns produce double Gold from trade
Innovative: All structures besides new towns cost half as much
Militaristic: Soldiers fight better in all battles
Industrious: Towns produce double Ore and Lumber
Agrarian: Towns produce double Food and Water, animals do not require food and water
Adventurous: Better results while salvaging, heroes are more likely to emerge

Starting Community Types

Your starting community will be the place your nation is born from. While you may start as a humble settlement, the type of place you choose to begin from will indubitably shape the sort of nation you create. Unlike BOTWAWKI, there is no limitation on pairing Origins with Communities in faction creation. So yes, dwarves and elves can start anywhere humans can, and vice versa. Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location.

Dwarf Fortress: An underground community built by the dwarves, which is able to be easily defended against attack, and hard to detect. It has bonuses towards mining, but is at a disadvantage when it comes to farming.

Elven Enclave: Elf magics had long concealed their towns and communities from human eyes. Stereotypically these are in wooded areas, but really they could be hidden anywhere, even in ruins. Enclaves are good for magic generation and concealment, but they lose their effectiveness the larger the population.

Town: Human villages and towns exist plentifully throughout the world. They are well suited for farming and agriculture, acting as the breadbasket for any young faction, but are the most difficult to defend.

Fort: These are traditional military outposts that used to mark the borders between nations. They are well situated and easily defended against attack. They have advantages towards both defense and resource collection, but are not particularly suitable places for the study of magic.

Mage Tower: These old towers were used by the most powerful mages during the Mage Wars. Most people give these places a wide berth, due to the notorious reputation and usual curses placed upon them. Immigration will be decreased, but mages will find their magicka generation increased and no raider attacks will be launched upon this sort of settlement, ever.

Camp: During the wars, some of the most successful refugees simply hid in makeshift tent towns throughout remote areas. With the end of the conflict, they now seek to find a new land to settle in. Camps are not good at resource production, but unlikely starting areas, they can move the whole faction to a new location each turn.

Dungeon: Dungeons used to be places that adventurers sought out fame and fortune, usually crawling with monsters. When the world outside went mad, even ordinary people realized that risking neck and limb with traditional monsters was less crazy than staying outside. This is a former lair of some evil that has been converted to a home for refugees. Good for both mining and magicka production, but not particularly great for anything else.

 
There is a Greek saying, "every bad thing that happens is for good", meaning that usually when something bad happens, it makes you stronger or some good follows bad events. So, NESing may not have ended but maybe it will evolve in this forums.
 
Great epilogue. Too bad all these epic events (the Brotherhood of Steel-Enclave war, the Brasilian invasion, etc.) ended up being scrolled through. Anyway, it's a great ending for one game and a promising foundation for another.
 
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