BOTWAWKI Revised Thread

Since I didn't get as much opportunity to work on the update this week, I've been working it over the course of the day from scratch. I'm about halfway done and plan on finishing it tomorrow morning or evening.
 
Working on the update now, but to address your question. I'm not saying that no one has been exposed to the FEV. If anyone has, they have not yet made an appearance. My recommendation is to worry about survival now, and armies of genocidal super mutants later.
 
Faction Reports​

Acada Settlers
Spoiler :

The Acada Settlers had an eventful year as attempts to expand their holdings met with mixed returns. The old town of Barton was scouted, and a walled outpost was established to serve as a base for scavengers heading north. They even managed to find a sizable amount of food, and begin their own water purification in the outpost, producing extra water to send home. Scavengers had modest success, working in pairs to find small amounts of goods to help keep the community sustaining itself. Unfortunately, another force sent further west to the old town of Carver disappeared into the wastes, and were never heard from again.

A surprising well organized force of raiders attacked Acada itself this year, launching a feint against Outpost 211 and then a much larger attack upon Acada itself. Fortunately the raiders' lack of any real weapons allowed them to be easily repulsed by the defenders, leaving their bodies scattered below the town's walls.

A man who claimed he could set up a radio broadcast station was welcomed into Acada this year, along with his extended "family" and they soon began to integrate into the society. A broadcast station was set up using scattered spare parts, said to be able to broadcast up and down the western coast. Nothing was heard except static and silence.

Overseer's Challenge: Our new radio technician is chafing under our leadership, claiming that the airwaves should be free for broadcast, preaching a message of hope to all the peoples of the wasteland. He has threatened consequences should he not be allowed to broadcast.
Spoiler :

+40 Population, +10 Food, +20 Water, -5 Tech Parts from radioman
-10 Population, -130 Ammunition from Raider attack on Acada
-20 Ammunition from Raider attack on Outpost 211
-20 Population, -40 Ammunition, -20 2-H Guns, -5 Tech parts from Lost Carver Settlement
+30 Food, +30 Water, +3 Tech parts from Barton Scavenging Teams
+500 Food, +100 Water, -5 Tech parts from Barton Settlement
+25 Population from Natural Growth



Blood Red Mesa
Spoiler :

The Blood Red Mesa had a relatively quiet year, as the region of southern Arizona was explored by their scouts. As expected the whole area is relatively barren of vegetation and life in general according to all reports. Added to this natural state of Arizona, has been several confirmed highly radioactive areas due to nuclear weapon strikes. Regardless, some few travelers have been introduced into the Blood Red Mesa, after proving themselves worthy of living by the Code.

An expedition was sent far to the north out of the barren wastes surrounding the Blood Red Mesa and to the pre-war community of Casa Grande, establishing an outpost there with no issues. From there scavengers were sent to Phoenix and Tucson. The first expedition was lost completely, their only legacy the sounds of gunfire emanating from the north, never to return to Casa Grande. The Tucson force returned with tales of success, though they admitted battle with ghouls populating the Tucson ruins while returning with some food, water, and guns.

Another expedition disappeared into the wastes while attempting to reach the Gulf of California. As they vanished into the sunset, they were never heard from again, having been lost to unknown hazards in the desert.

Overseer's Challenge: One of the old prison gangs has begun to challenge the Code, stating it to be irrelevant in the new world, and they threaten the stability of our people. How do we respond?
Spoiler :

-30 Population, -10 1-H Guns, -5 2-H Guns, -13 Laser Weapons, -2 Heavy Weapons from Lost Gulf of California Expedition
+200 Food, +200 Water, +5 Tech Parts, +30 Ammunition, +30 1-H Guns From Tucson Scavenging
-160 Ammunition from Tucson Expedition Losses
-30 Population, -240 Ammunition, -10 1-H Guns, -5 2-H Guns, -13 Laser Weapons -2 Heavy Weapons from Lost Phoenix Expedition
+200 Food, +100 Water, +5 Tech Parts from Casa Grande Settlement
+20 Population, +20 Food, +15 Water from Immigration
+10 Population from Natural Growth



Brunswick Nation
Spoiler :

The Brunswick Nation prospered this year, as a massive scavenging effort was deployed into New Brunswick, meeting with only limited resistance, and suffering no losses except for one tragic incident. The Johnson and Johnson tower, already teetering thanks to the twin effects of the war and time, collapsed upon the team sent to scout it out, killing all of them in the rubble. Fortunately, the other teams salvaged a massive amount of food and water from the area, as well as technological parts and munitions from a bank security center. More surprisingly, they managed to recover one hospital's completely intact group of medical-issue Mr. Handys, activating the robots and sending them home. The bank's protectrons, despite the ruined state of the rest of the vault, were also reactivated and repurposed for the use of the Brunswick Nation.

Highland Park was forced into an awkward situation involving a large number of refugees this year, turning them away from the fortified settlement unless they could be vouched for by a current resident, which none of them were. An increasingly unhappy camp grew up around the walls of Highland Park, waylaying people who came out of the walls. Events came to a head after a fire destroyed a large part of their food, and they attacked Highland Park, killing some of the residents in a major battle. Those who didn't die fled back into the surrounding wasteland.

A great caravan of people, organized and well armed were contacted heading south on I-95 by Brunswick scouts. They claimed to be from the USS Narwhal, and were journeying south to Fort Dix to create a settlement. Due to their massive size and strength, having good weapons, they were allowed to pass unharmed.

Overseer's Challenge: Among the youth of our settlement, some have begun acting out against our authority in form of a gang. They have not done anything violent, but some older residents have expressed concerns. How should we respond?
Spoiler :

-15 Population, -230 Ammunition from refugee attack on Highland Park
+700 Food, +600 Water, +10 Tech Parts, +130 Ammunition, +25 1-H Guns, +6 Mr. Handys, +3 Protectrons from New Brunswick Expedition scavenging
-10 Population, -10 2-H Guns, -100 Ammunition from New Brunswick Expedition losses
+15 Population from Natural Growth



Diefenbunker
Spoiler :

The Canadians in the Deifenbunker reached out into the rest of the world this year, sending missions across what was once Ontario. A force sent to Mattawa discovered the local dam in ruins, but managed to scavenge a sizable amount of goods, and despite persistent attacks by raiders and wildlife, managed to return home with no losses except for ammunition. Other expeditions sent to hydroelectric dams all found the same thing: wrecked hulks of stone, likely destroyed by the Chinese nuclear bombardment. An expedition in North Bay had similar successes, acquiring much food, water, and parts for the community. Greenhouse farming was begun using what expertise they had, providing fresh food for a small portion of the population. Farming and exploration was aided as people, desperate for food, water, and shelter eagerly swore allegiance to the forgotten entity of "Canada" to achieve their safety and security within the doors of the bunker.

Tragedy had its place among the Canadians as an expedition to Sudbury was nearly wiped out by the hazards of the wasteland. Word reached the bunker after two months of travel and hardship that a settlement was carved out at the North Science center in Sudbury. Most of the force was lost in the move, though they manage to retain their weapons, among the all too few survivors.

Overseer's Challenge: There appears to be a group of actually fairly intelligent ghouls encamped at the old American garrison in North Bay. They are able to use weapons, including firearms. Unfortunately, they seem to be American soldiers, driven fairly mad by the radiation and continuing their old duty of oppressing the local people. They have greeted us with gunfire and remain insanely attacking people "looting" the ruins. How should we respond?
Spoiler :

+50 Population, +10 Food, +10 Water from Immigration
+60 Food per turn, -6 Tech Parts with greenhouse farming
+400 Food, +200 Water, +5 Tech Parts From North Bay Scavenging
+250 Food, +300 Water, +4 Tech Parts from Science North settlement
-70 Population, -900 Ammunition from Sudbury Expedition losses
+150 Food, +150 Water, +6 Tech Parts, +90 Ammunition, +15 1-H Guns from Mattawa Scavenging
-240 Ammunition from Mattawa Expediton Losses
+25 Population from Natural Growth



Earth Reclamation Command
Spoiler :

The Earth Reclamation Command had a year of uncontested success, thriving with a new surge of life into their community. A massive tribe arrived in Colorado Springs, hearing rumors of an impregnable bunker, safe from the horrors of the wasteland. They were cautiously welcomed, and they brought with them great bounty to the ERC. Not only were they carrying their own weapons and supplies of food, they taught the ERC forgotten knowledge about farming and purifying and digging for new water. The region around the bunker now thrives with various plants as they begin digging up the land.

Further successes were had in Colorado Springs as the ERC concluded the two year long war against the Sporebeasts at the Massive Dynamics Tower. They approached the building, never entering it, setting charges on the supporting beams of the structure. Showing uncanny knowledge of what was going on, the doors opened in the process and strange sporebeasts poured out, fighting the attackers. Regardless, in the open, the ERC incinerated the attackers, detonating the charges, and thanks to the aid of time, the whole tower was brought down into rubble. Using a mini-nuke to help clear the rubble, they proceeded to turn whatever remained into ash, ending the threat of the Sporebeasts to the wasteland once and for all. Unfortunately, whatever treasures may have been in the building are no more, with the massive firepower that had been turned upon them.

Overseer's Challenge: One of the tribals has taken a look at the radio equipment and confirmed it to be a source of an old broadcast they had heard that brought them to our lands. He wants to improve the broadcast range and start sending music and news across the airwaves. How do we respond?
Spoiler :

+150 Food, +100 Water from clearing college campus and surrounding regions
-10 Population, -450 Ammunition, -1 Mini-Nuke from battle with Sporebeasts at Colorado Springs
+600 Population, +1,100 Food, +400 Water, +400 Low-Tech Melee Weapons, -10% Loyalty, +500 Food per turn, +500 Water per turn from Tribal Integration
+35 Population from Natural Growth



Fort Morgan Refuge
Spoiler :

Fort Morgan Refuge nearly faced extinction this year, struggling to provide water for its population. A solution did not come soon enough as many residents perished due to not nearly enough water being provided under rationing. Fortunately a solution was determined as in depth research determined that Shelby Lakes remained fresh, and only slightly irradiated. All efforts were thrown into draining the water of the Lakes, and building a short pipeline to Fort Morgan itself. Unfortunately, it's only a matter of time before the tiny lake is drained of what watery wealth it has.

Overseer's Challenge: While the populace is grateful for the water provided from Shelby Lakes, the water is still irradiated enough that it is beginning to cause the deaths of some of our population, which has little to no radiation resistance. How do we respond?
Spoiler :

+900 Water per turn, -9 Tech parts from Gulf Shores Water Purification and exploitation
+60 Food, +250 Water from Scavenging between Fort Morgan and Gulf Shores
-150 Population, -10% Loyalty from Dying of Thirst



Jeffersonian Libertarians
Spoiler :

The Jeffersonian Libertarians had another great year, continuing to thrive and grow in the ruins of the postwar world. One sign of prosperity is the growing political strength of the ruling family of Perchtown, which has extended its farming and Riverlurk hunting operations by hiring from outside the region and assembling new guns of their own. They've extended the town's arsenal and protection, and while still much smaller than Watertown, have shown themselves to be a powerful force within the faction.

Other farms were extended at Watertown and Three Mile, though they were very conservative in their efforts, not straying too far off the beaten paths. Fortunately after last's years massive defeat of the Helangles, most raiders seem to be keeping a wide berth away from the Libertarian settlements. This was encouraged due to a great political coup as the Libertarians brought home from an expedition to Rochester, a small community of the remnants of the settlement known as Flour City. They were tearfully reunited with the peaceful prisoners of the Helangles, as they begin to integrate into the Libertarian society.

A new settlement was created at the old town of Clayton, using the old antique boat museum there as their primary base. They reactivated an old steamboat as well as scrapping several less repairable vessels for the tech parts they could provide. The settlement ran into an even greater stroke of luck as a nearby bottled water plant was found to be intact, and apparently had been operating independently since the end of the war, using old wells to continue to create a new product. The stockpile was relieved from the installation as they continue using the plant as a local water source.

Overseer's Challenge: With so many settlements now under our jurisdiction, calls have been made to begin patrolling the trade routes between each. As our well being depends so much upon the transportation of food and water, people have begun demanding that a permanent patrol system be established. How do we respond?
Spoiler :

-2 Tech Parts, -20 Population, +200 Food, +600 Water, +4 Tech Parts, +120 Ammunition, +30 1-H Guns From Clayton Settlement
+40 Food per turn from farm expansion at Watertown
+30 Food per turn from farm expansion at Three Mile
+60 Food from Riverlurk hunting
+50 Population, +50 Food, +150 Water, +25 Low-Tech Melee Weapons from Flour City remnants
+100 Population, +200 Food, +200 Water, +200 Food per turn, +100 Ammunition, +50 1-H Guns in Perchtown from family hiring
+40 Population, +80 Food, +60 Water from Immigration
+30 Population from Natural Growth



Kritarchy of United Slavers
Spoiler :

The Kritarchy of United Slavers began efforts to expand this year, sending two expeditions out to find new homes and locations for their forces. One went east to New Orleans, the other north to Baton Rouge. Both failed to ever return to the home base, disappearing to unknown hazards in the wasteland, and leaving the community short by sixty skilled warriors. In order to expand the ranks of slaves within their community, to build new homes and expand the base's defenses, they began raiding among the various wandering families and individuals in the region, bringing the men back as slaves while slaughtering the rest.

Overseer's Challenge: A disease has begun to spread among our population, how should we respond?
Spoiler :

+20 Slaves, +30 Food, +60 Water from captured wanderers
-30 Population, -30 Low-Tech Weapons from Lost New Orleans Expedition
-30 Population, -30 Low-tech weapons from Lost Baton Rouge Expedition
+40 Population from Natural Growth
+25 Slaves from Natural Growth

 
Narwhales
Spoiler :

The Narwhales had an eventful year, beginning it with further exploration and scavenging throughout the vast necropolis which is the ruins of New York City. Fighting persisted with mutated monsters and ghouls, as they searched the ruins for more supplies and weapons to take home. People continued to vie for admittance into the faction's protection, as the population swells in the ranks of the Narwhales.

The greatest adventure since the voyages at sea took place for the Narwhales as half of the population left for the rumored great base at Fort Dix far to the south. The journey was difficult, and over a fourth of the travelers were lost to the ruinous effects of the wasteland. Eventually they did arrive at Fort Dix, finding it surprisingly intact, and with a bearable level of radiation in the background. The fort was cleared, as large stockpiles of ammunitions and pre-war weapons were brought into the new settlement's arsenal, including rare pieces of equipment such as plasma weapons. While they have retained radio contact with the USS Narwhal, the distance and old equipment have made it harder and harder to maintain reliable communications.

The Narwhales discovered for certain this year that they are not truly alone in the wasteland as civilized peoples go. They met a scouting force from Vault 2, scavenging in the ruins of New York City, and they soon cleared a path to the believed location of the vault, removing debris and monsters from the new ly cleared roads. The travelers to Fort Dix encountered patrols from the so-called "Brunswick Nation" further south, though no real diplomacy or official contact was made with their leader.

Overseer's Challenge: The establishment of the outpost at Fort Dix has led us to a difficult political situation. While the man in charge has been known for his loyalty, the simple inability to properly communicate with him is quickly causing him to be recognized as the leader of the new settlement rather than Cap'n Ahab. This has further been compounded from a complete lack of interaction between the settlers and the home base. How should we respond?
Spoiler :

+250 Food, +150 Water from clearing out route to Vault 2
-30 Population, -230 Ammunition in Losses clearing out route to Vault 2
+200 Food, +500 Water, +4 Tech Parts, +1,100 Ammunition, +50 2-H Guns, +10 Heavy Weapons, +10 Plasma Weapons from Fort Dix Settlement
-10 Population, -100 Ammunition from losses securing Fort Dix
-105 Population, -400 Ammunition from losses on Journey to Fort Dix
+200 Food, +100 Water, +5 Tech Parts, +100 Ammunition, +25 1-H Guns from Scavenging
-100 Ammunition from Scavenging battles
+250 Population, +100 Food, +500 Water from Immigration
+30 Population from Natural growth



New Frostburk
Spoiler :

The faction of New Frostburk has done fairly well this year, keeping most unwanted immigrants at bay due to its relative isolation. Even the settlement of Cumberland has avoided most unwanted, human attention. Unfortunately, Cumberland has been plagued by attacks by unknown and vicious monsters, leaving nothing but the dismembered torsos of their victims, often with the organs ripped right out of their chest. Attempts to locate these monsters have failed and traps have usually been fairly useless as well, with the bait frequently disappearing and the trap shattered. Scavenging teams have so far had fair success, bringing plenty of food water, and parts into the coffers of New Frostburk.

Overseer's Challenge: The collapse of the rumored Virginny Empire to the south has sent a band of well-armed raiders our way from the south. Armed not only with purpose-made melee weapons, as well as a large amount of laser and standard guns, there's very little chance that they will not encounter our Cumberland settlement on the way north. How should we respond?
Spoiler :

+250 Food, +100 Water, +5 Tech Parts from Frostburg University Scavenging
+100 Food, +100 Water, +2 Tech parts, +20 Ammunition, +5 1-H Guns from Cumberland scavenging
-20 Population, -5% Loyalty from losses to unknown monster attacks
+30 Population, +40 Food, +40 Water from Immigration
+10 Population from Natural Growth



New Indy
Spoiler :

Cannibals ate people, other than that, not much to say.

Overseer's Challenge: Once again we reach a crisis point as water supplies are running increasingly short. How do we respond?
Spoiler :

+300 Food, +250 Water from kidnapped wastelands and related cannibalism
+55 Population from Natural Growth



Spring Valley Food Corporation
Spoiler :

The Spring Valley Food Corporation had a successful year. The doors of the community have been opened to more immigrants, bringing in a fresh source of labor and population, which has shown to be a wise decision. These immigrants helped point out good places to hunt the Riverlurks in the region, improving hunting techniques and efficiency. They also helped haul in food, water, and ammunition alongside howitzers recovered from Freedom Park. These new artillery pieces have been placed inside the Spring Valley compound, providing extraordinary defense to the headquarters. A large expedition was sent to the local Methodist Hospital and College, recovering a sizeable amount of food, water, and medical technological parts.

Overseer's Challenge: We have a new problem among our population, boredom. Many people within our community seem to be going mad with the usual idleness of events. With few events breaking the monotony, some have completely lost grip with reality. How do we respond?
Spoiler :

+80 Population, +20 Food, +60 Water, +10 Food per turn from Immigration
+300 Food, +300 Water, +5 Tech Parts from Hospital scavenging
-30 Population, -120 Ammunition from Hospital scavenging losses
+150 Food, +150 Water, +250 Ammunition, +3 Howitzers (-6 Tech Parts) from Howitzer salvage at Freedom Park
-95 Ammunition from defense of the howitzers
+5 Population from Natural Growth



The Community
Spoiler :

The Community went through several tumultuous events this year, including elections for mayor. Mayor Nealon was reelected by a majority of the population, despite numerous controversial decisions and his continued absence on scavenging missions out of the town. Among his controversial decisions was that to allow a tribe to settle near the community, though not within it. The large population of savages has been argued to have a detrimental influence upon the population. While his opponent attempted to use the constant salvage missions against the mayor, the return of Nealon with a fully functional Mr. Handy robot swung the balance back in his way.

Overseer's Challenge: Recently a string of murders has plagued our fair community. All the more shocking, the deceased have been children. The culprit was discovered to be a mentally challenged individual who simply was trying to play with the children. How do we rule in this case?
Spoiler :

+50 Food, +100 Water, +5 Tech Parts, +1 Mr. Handy from Scavenging
+10% Loyalty from elections
+200 Population, +100 Food, +100 Water, +80 Low-Tech Melee Weapons, -15% Loyalty from Tribal Immigration
+5 Population from Natural Growth



Vault 1
Mysteriously this year, the vault door of Vault 1 shut, never to reopen. In Vault 1, no one ever enters, and no one ever leaves. (Faction eliminated by player request)

Vault 100
Spoiler :

Report: Unauthorized cultist actions acknowledged. Disbelief in cake confirmed among others. Demotions to Volunteer in effect.

Mr. Gutsy Scouting Missions Report, four undertaken to further positions. Arbor Hill avoided.

MGSR #1: Albany University abandoned, local resistance confirmed, eliminated. WARNING: Heavy radiation among local inhabitants has led to declined brain functionality. No volunteers acquired. Subjects hostile to all forces. Losses accounted for 9 Citizens, one eliminated by Gutsy unit to make suitable number of 10 losses.

MGSR #2: Riverfront scouted, I-90 bridge intact, water highly radioactive. No volunteers acquired.

MGSR #3: Sage Campus scouted and apparently abandoned. All significant structures destroyed. Heavy radiation, nuclear drop point confirmed. No volunteers acquired.

MGSR #4: Bethlehem Center scouted by unit. Radioactive subjects attacked scouting without reason. Eliminated with extreme prejudice. No citizen casualties reported. No volunteers spotted or recruited.

Overseer's Challenge: The Vault's water purifying chip has begun to error in its functions. How to respond?
Spoiler :

+150 Food, +200 Water from Scouting Missions scavenging
-10 Population, -30 Ammunition to Scouting Missions
10 Population converted to slaves due to law breaking
+30 Population from Natural Growth
+5 Slaves from Natural Growth



Vault 2
Spoiler :

The residents of Vault 2 opened their doors this year, and soon met scouts from the USS Narwhal. Fairly friendly relations were created as the Narwhales cleared a road to a point of trade with the Vault. Scavengers were sent out this year to collect food, water, and captives to sacrifice to the Vault. Fortunately, captives were easily located and obtained from the heavily populated ruins of New York City.

Overseer's Challenge: There are travelling bands of folks and scavengers wandering the ruins of New York City. While many are obviously villains, some may become decent members of society. What sort of attitudes should we display towards these people?
Spoiler :

+300 Food, +500 Water, +1 Tech Part from scavenging
-20 Population, -130 Ammunition from Scavenger losses
-10 Slaves from Sacrifice
+10 Slaves from Raids
+10 Population from Natural Growth



Vault 215
Spoiler :

Was kind to put your nation on "pause" since you've been reliable so far.

Overseer's Challenge: Our scouts have spotted a large group of apparent raiders and slavers approaching the forest from the east, heading straight towards Government Camp along the roads. While they do not seem to be aware of our presence, they are still quite likely to find out base. How do we respond?


Vault 41
Spoiler :

Vault doors remained shut, nothing changed.


Virginny Empire
The apparently doomed Virginny Empire fell into its final collapse this year, as the remnants of its civilization scattered to the winds. This failed attempt at civilization has been spread as a message of what awaits for the non-vigilant. (Faction eliminated due to player inactivity)

Vutg
Spoiler :

The people of Vutg had quite a bit of excitement throughout the course of their year. Early in the year scouts were sent to attempt to recover the possessions of those lost heading to Mount Pleasant. The scouts headed towards the town have all been lost to the wilderness, with no reports on what became of them. The community was later attacked by a large band of raiders which were lured into a trap within the community's walls. The raiders were wiped out and their weapons and possessions seized by the vault dwellers.

In less violent news, the researchers on radroaches from within the vault have made a startling discovery. Apparently, it's possible to use the carapaces as simple water filters with surprising efficiency. Some such filters have been created already, though of course most people prefer the water produced from the vault's own purification systems.

Overseer's Challenge: One of our engineers suggests that the Vault's radio system could be adjusted with some tech parts (4) to broadcast music and news to the wasteland as a whole. Obviously some people are concerned that this may attract unwanted attention, while at the same time, it could help us connect with other civilized folk in the wastes. How do we respond?
Spoiler :

+20 Water per turn from Radroach filters
-30 Population, -130 Ammunition, +30 Low Tech Melee Weapons, +300 Food, +200 Water from Attack on Vault 9
-5 Population, -5 1-H Guns from Lost Scouts
+25 Population from Natural Growth



Wild Wolves
Spoiler :

When the bombs fell, local citizens had little trouble in finding a safe place where to grow their crops. Jennings state forest, near Jacksonville was remote enough place, to be far enough away from Jacksonville, have enough land to grow crops on and be near major roads. As time passed, population of Jennings State Forest grew larger and larger and when raiders attacked, they were fought off, despite of lack of firearms. But simply defeating riders was not enough and tribe leaders decided, that to wipe out anyone who threatens them. Now, when local population has grown large enough and has finally gained a suitable leader they can finally start expanding their rule and eliminating all riders that threaten them. Under Garrik Wolf, Wild Wolves shall expand and conquer everyone, who are against them.

Overseer's Challenge: There are travelling bands of folks and scavengers wandering the wastes. While many are obviously villains, some may become decent members of society. What sort of attitudes should we display towards these people?


OOC

@Nedim Napoleon: In attempting to read your backgrounds, I really have no idea what the hell you were trying to communicate. So to summarize my actions, I copied your background, and replaced almost every word to make it coherent and understandable. Then I looked at your starting selections, and you mentioned a bunker in your background and "a pure communist community" in your creation, which is not an option to choose from. Essentially, I gave up, and the ball's back in your court to follow the faction creation post and to make things understandable. Before complaining, please note that I presented your post to several other people, and all had the same comments to make.

@Terrence888: I'm afraid you did your calculations wrong when it came to how many weapons would be left behind. Your stats reflect my math, and if it was wrong, please, show your numbers, so that I see what I did wrong.

@The Tyrant as per your statements, I have adjusted your starting stats for the turn to turn 1,250 of your starting population into slaves in order to make it make more sense. I'd like to state once again that there are NO other settlements besides the ones on the list. Other people are generally just scavengers, random families wandering around, and occasionally the odd nomadic tribe. Third thing, I'd prefer if you'd be more specific on how many people you send where, as it'll make life easier for both of us. I assumed 30 each for the two expeditions you mentioned, and you can see the results. I also assumed that based on your story, any remaining raiders in your area were enslaved or fled a long time ago. Another thing: no ammo press. Lastly, there are no working trade caravans either. There's no one to trade between. Therefore your response is rather unusable for responding to the challenge. The best thing I could do was just take your response to nearby settlements and apply it to the wanderers in the wasteland.

@SKILORD: Please check out the last few Lessons of the Wasteland on the first page. I addressed your concerns about the current status of the global economy, as well as gave advice on the proper use of power armor. Also I readjusted your faction's appearance on the map a bit based on your orders and my initial misplacing of your faction from the beginning.

@Toteone: 2 kilometers is a rather big distance, plus you don't say in which direction. Therefore I ignored that part of your orders.

World Map
 
To: The Brunswick Nation
From: The Narwhal Legion

From one civilized state to another, we thought it only fair to inform you that we will be settling in the Area formerly known as Perth Amboy. As this is close to where we encountered you, we realize that this offers potential trade opportunity for the both of us. As such, we will allow you to open a trade post/embassy within our future fortified compound. realize, also, that should we activate our Garden of Creation kit, it would certainly happen at our Perth Amboy Settlement, which would also Directly Benefit the Brunswick Nation. As such, we hope to live in close friendship with your nation.

Also, Great update, EQ
 
To: The Brunswick Nation
From: The Narwhal Legion

From one civilized state to another, we thought it only fair to inform you that we will be settling in the Area formerly known as Perth Amboy. As this is close to where we encountered you, we realize that this offers potential trade opportunity for the both of us. As such, we will allow you to open a trade post/embassy within our future fortified compound. realize, also, that should we activate our Garden of Creation kit, it would certainly happen at our Perth Amboy Settlement, which would also Directly Benefit the Brunswick Nation. As such, we hope to live in close friendship with your nation.

The the Garden of Eden Creation kit can do wonderful things to this land, it will surely not benifit the Brunswick nation as the two warning conditions are being so blantly ignored. First, we do not have a vault to hide in. Second, this is a suburban area, which could possibly dilute the effect of your devise and cause damage to our fragile civilization. We would be glad to trade with you, but unless you have an extra vault lying around, we implore you to reconsider your desicion to activate the device here(At least not so close to us).
 
Worry Not, we have not yet decided to activate it, or where, and will give you ample warning, should we do so. This warning will give you more than enough time to hide.

The Narwhal Legion
 
I love that my guys are too stupid to filter their water. Yeah drinking raw water from a lake sounds wonderful.
 
Do they have filters?
...

Oh and Thomas as mentioned I saw Colton in-thread asked 5 food units per low-tech melee weapon. While I'm not sure I'd go that low, I've reconsidered my prices. Also now that we have contact we can begin proper negotiation. How much food and water do you want? What are you willing to sell? Would it be possible to hire you as mercenaries, if you are still unwilling to trade weapons of any kind?
 
From: The Narwhal Legion:
To: Vault 2

We are unwilling to trade away any of the weapons we have found and recovered. We will, however, agree to protect your vault in exchange for a steady supply of food and water for the Huscarls and Jarls sent to protect you. It is our Mission to protect those in need.
 
To Narwhal Legion From Vault 2

We were thinking more along the lines of clearing out areas for us to expand and/or accompanying us on scavenging hunts. Also, we will not be trading away our weapons, but thank you for the offer. On the other hand we are also interested in hiring military trainers though all training will have to occur on the outside.
Also, thanks but no need to worry for our sake. Going down 10 in population means we have more of a food and water surplus.


To EQ: Great update, glad to read about how it went for the ECR! My stats all look exactly right (plus a lot of tech parts you added I previously just assumed I wasn't lucky enough to get), but I wanted to ask why my morale remained the same, since we're isolationist and I think we did pretty well, covering the sacrifice and gaining a lot of salvage. Was it the 20 casualties and expenditure and non-salvage of ammunition? Or maybe they don't feel good about sacrificing others even though they're isolationist. Hmmm someone just told me about the New Vegas sacrifice, but I can't take the chance this is some kind of ethics experiment. ; ) I figure isolationists wouldn't mind as much and that there's a population surplus outside and that eventually we'll have enough terminal diseases if I can get my population up to about ten thousand. Still these are all excuses but I don't think I'd go for it in real life... better to move out, and starve... maybe? Hmmm... maybe if this was real life a ticket or volounteer system (but that'd remove the nicest people)...
Also, population growth seems to be lower all over the game. My Victoria Bunker had 20-25 growth from 55% of my current base... is this random or should I expect roughly the same next year?
Also, is Vault 2 what I think is a blue spot next to the Narwhales' brown spot?
Thank you! ^_^
 
GAH!!! I never got the update email.... darn my faith in the internet! I'll have it in tomorrow evening!
 
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