Greetings Cascadia Wasteland, this is Jonathan Hayes, speaking to you from an anonymous but thriving community in these dark times. This is the Cascadia Survival Station. I speak out to reach as many of you as possible to help you survive the troubled lands, and to give tips on eking out an existence. Today, I'd like to talk about that old bogeyman, radiation. Old pharmacies or hospitals generally stock a good supply of Rad-X or RadAway. Make sure to take your Rad-X whenever you may believe you're headed into a radioactive area. This is Jonathan Hayes, stay turned for further informational broadcasts. And now, some music to help wile away those hours in the darkness.
Good morning planet Earth! This is the ERC Broadcast center, bringing you the news of the wasteland and the ERC's march to return civilization and order to this beleaguered planet. Today I have a special treat for all of you, a word from our commander himself, General Heckett! What words of wisdom do you have for us today General?
I return today from a glorious field of battle in Colorado Springs. The monstrosities which once terrorized the city have been defeated with minimal losses by our brave fighting men! What were once called Sporebeasts, capable of conquering our world from us, were rendered helpless by our triumphant men at arms. We will not stop until the entirety of our world is reclaimed from mutants and monstrosities once more!
Thank you general, and now back to our musical interludes.
Welcome all of us are servants of the Great Animator. We bow before his glory and knowledge in our ancient past. The Animator once said "Direct and easy communications freedom of speech in all forms and in its broadest sense has become vital to the very survival of a civilized humanity." We live by the Word of the Animator and we hereby begin broadcasting his word to the wasteland! Now, another one of the Animator's classic hymns.
The Acada Settlers continued their efforts to improve their chances of survival in the post-apocalyptic world this year with continued scavenging efforts around their extended outposts. Scavengers out of Barton even managed to discover an untouched gun shop, and looted it of a large amount of old handguns. Unfortunately scouts sent to Carver to find the lost scavenging/outpost party found no sign of the group or what may have killed them.
The big news for the Acada Settlers was the tracking down of the hideout of the raiders behind last year's attacks upon Outpost 211 and Acada. They were tracked down, having hardly concealed their base. The Acada Settlers launched a surprised attack upon them with three times the raiders' number and wiped them out. They were so surprised by the audacity of the attack, that they failed to inflict even a single casualty upon the attackers.
The community of Acada began broadcasting on local pre-war entertainment frequencies this year, playing various survivalist broadcasts to help people learn how to survive in the wasteland. So far, no one is sure at how effective they are, but the citizens of Acada are grateful for the occasional music that the radio station provides.
Overseer's Challenge: A large group of raiders, apparently armed and armored with Vault equipment has coming pouring in from the east. They also seem to have a significant amount of slaves doing their work for them. They are headed towards Acada and are better armed and equipped, and larger than any group of raiders we have seen before. Despite this, there may be a chance to avoid hostilities if we pay them off with Food and Water. How do we respond?
Spoiler:
+20 Food, +40 Water, +5 Tech Parts, +30 Ammunition, +30 1-H Guns from Barton Scavenging
+50 Food, +30 Water from Outpost 211 Scavenging
+5% Loyalty from airing of radio programs
+400 Food, +300 Water, +2 Tech Parts, +120 Ammunition, +30 Low-Tech Melee Weapons, +10 1-H Guns, +15 2-H Guns from spoils from Raider den
-90 Ammunition from losses eliminating Raider den
+50 Population from Natural Growth
Blood Red Mesa
Spoiler:
The Blood Red Mesa has had an interesting year of discovery and some tragedy. An expedition was sent to the southwest to determine the fate of the lost force sent to the Bay of California. The only traces found of the last expedition were old prison uniforms with their inhabitants' bones picked clean by the beasts of the wasteland. No reason for their deaths could be determined, though none of their weapons were recovered by the scouts.
The Casa Grande settlement was expanded, as the locals scavenged for food, attempting to make the best of their situation. They suffered some losses when a scavenging party sent to Tucson failed to return, though their gunfire could be heard from miles around. It is widely assumed that they were beaten by overwhelming numbers of monsters or raiders.
The Code which governed the Blood Red Mesa was modernized as the leader worked to maintain order among the ranks. This move has been fairly popular among the people, who have viewed it as a step in a the right direction.
Overseer's Challenge: We're fatally out of water. We do not have enough to provide safely for all the people under our rule. Probably over 300 people are likely to die this year from a lack of water. How do we respond?
Spoiler:
+300 Food, +200 Water, +1 Tech Part from Casa Grande Scavenging
-20 Population, -100 Ammunition, -5 1-H Guns, -5 2-H Guns -1 Heavy Weapon, -9 Laser Weapons from Lost Tucson expedition
+10% Loyalty from modernization of the Code
+50 Food from animals killed by patrols
+10 Population from Natural growth
Brunswick Nation
Spoiler:
The Brunswick capitol in Highland Park experienced a rise in local crime this year as a youth gang, having been repressed by the leader, went underground. People's possessions have gone missing to unknown locations, and while no evidence exists to show that it was the youth gang, most commonly believe they are responsible. This has led to some minor dissatisfaction with the current leadership.
An expedition was sent north up the old railroad towards New York this year looking for an electrical station. Unfortunately, even after fighting through raiders and monsters, they only found the station wrecked beyond all repair. The returning expedition did manage to redeem the trip, however, scavenging from convenience stores and other old businesses a moderate amount of food and water.
Another expedition deployed was not nearly as fortunate. A force sent to River Center disappeared into the ruins, having only the echoing sound of gunfire as a monument to their passing.
Highland Park allowed a sizable amount of its population into the ruins of Brunswick this year, for freeform scavenging throughout the region. They have been mostly successful, with only easily handled hazards in the wasteland. The result has been a massive influx of food, water, and handguns. Even better, one individual happened upon an old laboratory and made a massive discovery. Having been led to the installation by the discovery of a sentry post with plasma weapons, and not believing his luck, he stumbled across a very old mini-fission reactor. Simplified and automated by pre-war standards, it seems a fairly easy matter to get it running and producing power once again, only requiring a jolt and some minor repairs to start working again.
Lastly, several robots were deployed to the old bank and hospital, salvaging old parts from the ruins. Unfortunately, a pair of robots were lost in the exercise, to unknown causes.
Overseer's Challenge: Recently our patrols and citizens have come into scavenging conflicts with scouts and patrols from the Narwhal Legion to the east. How should we respond?
Spoiler:
+7 Tech Parts from robot scavenging and repair
-1 Mr. Handy, -1 Protectron from lost scavenging robots
+400 Food, +500 Water, +5 Tech Parts, +180 Ammunition, +20 1-H Guns, +5 Plasma Weapons from Brunswick persistent scavenging
-30 Population, -45 Ammunition, -20 1-H Guns, -5 2-H Guns, -5 Laser Weapons from Lost River Center Expedition
+150 Food, +150 Water, +2 Tech Parts from Railroad Expedition Scavenging
-10 Population, -120 Ammunition, -1 Mr. Handy from railroad expedition losses
-5% Loyalty due to gang activity
+10 Population, +20 Food, +20 Water from Immigration
+20 Population from Natural Growth
Diefenbunker
Spoiler:
This was not a good year for the Canadians in the Diefenbunker. Efforts in expanding the greenhouse food production of the bunker fell far short of expectations, wasting perfectly good parts which were broken in the effort. Likewise, the sole scavenging expedition sent out found rather little else besides a few old bits of food and water. The worst disaster easily was the failure of the expedition to push west along the Trans-Canada highway, as four of six proposed outposts failed to materialize. Simply between raiders, monsters, and pitfalls, two thirds of the group were wiped out. Even after the further west outpost had been established, they went west, only to find that the Science North Center had been utterly destroyed by an unknown raider attack. All the guns and munitions stockpiled there were missing and the population left in grotesque poses by their attackers.
A group of ghouls was discovered this year, functioning out of an old American army post. Armed with laser weapons and a seemingly bottomless pit of ammunition, many seem to be operating under the assumption that their occupation of Canada continues. A diplomat was sent to negotiate with them, but when it was revealed his loyalty to the "Dominion of Canada," he was tried and executed as a traitor.
Overseer's Challenge: The American ghouls have begun a coordinated effort to search the wastes for any further "traitors" and their "base of operations." It is reported that they are torturing and attacking the people of the wasteland to learn our location. How should we respond?
Spoiler:
-20 Population, -40 Ammunition, -105 2-H guns, -6 Heavy Weapons from destruction of Science North Center outpost
-40 Population, -120 Ammunition, -40 2-H Guns, -10 High-Tech Melee Weapons from failed outposts and attempt to push west
+50 Food, +30 Water from Algonquin Provincial Park scavenging
+30 Food per turn, -6 Tech parts from Greenhouse expansion efforts
+40 Population, +60 Food, +60 Water from Immigration
+25 Population from Natural Growth
The Earth Reclamation Command moved its operations at last out of the city center of Colorado Springs this year, occupying two nearby Air Force bases. While a sizable stockpile of ammunition, food, and water were discovered at Peterson, Schriever proved mostly empty of anything of value except the local food sources. Both parties were attacked in the process by large bands of raiders, who have recently begun being spotted throughout the area in far greater numbers as of late.
The Earth Reclamation Command began broadcasting music and propaganda from Cheyenne Mountain this year, as the local radio set was restored and began sending out transmissions. Radios across the wasteland have heard the voice of General Heckett as they inform the people of their successes and triumphs over the ruins.
Overseer's Challenge: We're beginning to run short on water. While we have not yet reached crisis levels, there's a good chance that not long from now, we will be out of our stockpiles completely, and people will die. How do we respond?
Spoiler:
+200 Food, +100 Water from Schriever AFB outpost establishment
-300 Ammunition from moving to Schriever Air Force Base
+5% Loyalty from radio broadcasts
+400 Food, +400 Water, +4 Tech Parts, +200 Ammunition from Peterson AFB Outpost establishment
-5 Population, -370 Ammunition from move to Peterson AFB Outpost
+30 Population, +50 Food, +10 Water from immigration
+35 Population from Natural Growth
Fort Morgan Refuge
Spoiler:
The Fort Morgan Refuge, having resolved its water crisis, attempted to aid with the problems created by the prior solution. Scrap metal was salvaged from wherever they could find it within their borders, and ad hoc radiation filters were created in the bunker. Unfortunately, they were not able to create enough filters to maintain the demand, and the whole process has slowed down distribution of water. Fortunately, the slowed process will prevent any future deaths after this year by radiation poisoning, or so the workers at Fort Morgan believe.
Also causing problems at Gulf Shores was a major raider attack against the settlement. Fortunately, the vastly superior arms of the defenders won the day, slaughtering the attackers and continuing to keep the outpost secure without any casualties.
Fort Morgan also launched some limited expansion this year, setting up a small outpost at the stream called Bear Creek. The new outpost has proven successful, though they lack the mass proliferation techniques at Gulf Shores, they've still managed to produce a sizable amount of water locally. It is also believed by the settlers that the stream should be good enough for some localized farming as well.
Overseer's Challenge: A rather obtuse individual within our bunker has taken his free time to proclaim himself Empire of Alabama. While he is not truly taken seriously by the population, he seems content to abide by the current rule, while issuing obscure proclamations to the wasteland from the doorstep of the bunker. How should we respond?
Spoiler:
+60 Food, +30 Water, +60 Water per turn from Bear Creek outpost establishment
-10 Population from radiation deaths
-5 Tech Parts, -150 Water per turn at Gulf Shores from water filter creation
-65 Ammunition from Gulf Shores raider attack
+5 Tech parts from Scavenging
+20 Population from Natural Growth
Jeffersonian Libertarians
Spoiler:
The Jeffersonian Libertarians began scouting more territory around their realms once more, as they continue to consolidate their own security. The new Rotary Patrol system was introduced, providing security along the 12E Route and I-81. They suffered fairly light casualties this year, holding raiders and monsters off of the Libertarian trading routes. Scouts were sent out throughout the year, finding again, Fort Drum to be too irradiated for safe exploration. Meanwhile, aboard the good ship Libertarian a scouting party made its way cautiously the sunken hulks and vessels within the St. Lawrence River. They were pleased to discover, however, a prime location for settlement near the old Canadian town of Gananoque.
The mayor of Watertown introduce new reform to the Libertarians this year, allowing all towns to elect their own mayors to serve on a large council. This of course has introduced considerably more autonomy to the various communities, particularly in Perchtown which continues to be under the thumb of the increasingly powerful Cachino Family. Overall, all remain loyal to Watertown, the most powerful of the communities.
Overseer's Challenge: Some people have stated that the recent reforms and development have made the term "Jeffersonian Libertarians" meaningless within the current state of the faction. They have suggested that perhaps a new name to inspire a national identity would be more appropriate. How do we respond?
Spoiler:
-10 Population, -80 Ammunition from Rotary Patrols
+50 Food per turn, +10 Population from Cachino Family development in Perchtown
+40 Water per turn, -4 Tech Parts on Water Purifier in Clayton
+130 Food from Molerat hunting
-4% Loyalty from government reform
+5 Population, +30 Food, +20 Water from Immigration
+15 Population from Natural Growth
Kritarchy of United Slavers
Spoiler:
The Kritarchy of United Slavers introduced new policies this year, allowing slaves to win their freedom through actions serving the Kritarchy. Already the first five beneficiaries of this policy have gained their freedom and joined the militia of the group. A large force was sent into New Orleans to find the remnants of last year's lost expedition to the city. Unfortunately, this expedition too was lost, and some believe that the large ratio of slaves to militia was too much, and that it was likely the slaves murdered their overseers and escaped. No evidence of this theory exists however, as no one returned to tell the tale.
A disease began spreading through the population during the course of the year, killing a small portion of the population, slave and otherwise. The leader took very little action to prevent this, allowing it to spread without any relent. The disease continues to affect everyday life and has had a definite effect upon the community's morale.
Overseer's Challenge: The disease we ignored this year has continued to spread rapidly and contagiously throughout the people. Though it is not always fatal, there's still a good chance that the number of deaths will increase should action not be taken. How do we respond?
Spoiler:
-80 Slaves, -5 Population, -5 Ammunition, -80 Low-Tech Melee Weapons, -5 1-H Guns from New Orleans expedition
+5% Loyalty from new Freedom Laws
-30 Population, -20 Slaves, -10% Loyalty from epidemic
5 Slaves converted to population from Freedom Laws
+15 Population, +10 Slaves from Natural Growth
Narwhal Legion
Spoiler:
The Narwhales, now known as the Narwhal Legion, continued their efforts of expansion this year, as they pushed south once more out of New York City. The journey to Perth Amboy once more cost many lives, though not as many as the one to Fort Dix had. The new settlement has begun to act as a communication outpost between Fort Dix and the USS Narwhal. So far it has been rather successful in this endeavor, improving communication among the settlements of the Narwhales. The losses in the expedition, as well as among scavengers within the ruins have shown to many that the New York ruins are proving less and less safe with each passing year.
Fort Dix began improving the systems it had available this year, establishing some local farming within the base as well as building a new water purifier. Further scouting within the base stumbled across a heretofore undiscovered arsenal, adding a large amount of automatic weapons and laser devices into the settlement's own stockpile of munitions. Among these were included a large amount ammunition for the various devices too. This proved fortunate as late in the year the base fell under attack by a large group of raiders and the fighting was fierce, but fortunately only a few lives were lost.
Cap'n Ahab introduced a new schooling system to all the settlements of the Narwhales this year, teaching history and helping establish a base of literacy among the inhabitants. The Narwhales found this overwhelmingly as a good idea, keeping the youth of the community busy and out of everyone's hair.
Overseer's Challenge: Our patrols around Perth Amboy have frequently been coming in conflict with the Brunswick Nation in the western part of the area. How should we respond?
Spoiler:
-5 Population, -600 Ammunition for defense of Fort Dix
+5% Loyalty for introduction of schooling
+250 Food, +200 Water, +4 Tech Parts, +135 Ammunition, +25 1-H Guns, +10 2-H Guns from New York City scavenging
-20 Population, -40 Ammunition, -20 1-H Guns From New York City scavenging
+20 Water per turn, -2 Tech Parts for Fort Dix Purifier
+70 Food per turn, -4 Tech Parts for Fort Dix Farming Setup
+150 Food, +50 Water, +6 Tech Parts, +990 Ammunition, +20 1-H Guns, +60 2-H Guns, +30 Laser Weapons from Fort Dix arsenal
+600 Food, +400 Water, +1 Tech Part from Perth Amboy Settlement
-80 Population, -600 Ammunition from Perth Amboy Journey
+10 Population, +60 Food, +50 Water from Immigration
+45 Population from Natural Growth
New Frostburk
Spoiler:
The biggest news from New Frostburk this year was a major battle near the outpost at Cumberland. A large band of raiders was spotted from the south, claiming to be warriors of the Virginny Empire. Fears that they could overwhelm the outpost were relieved when a well-armed force attacked and surprised the raiders, wiping them out without a single casualty. The raiders' stockpile of goods was soon added to the arsenal at Cumberland. Little else happened throughout the year as the people of New Frostburk explored the surrounding area, bringing back a little from their scavenging missions.
Overseer's Challenge: A disease has begun to spread among our population in Cumberland, how should we respond?
Spoiler:
+50 Food, +80 Water, +2 Tech Parts from Frostburg Hospital
+200 Food, +100 Water, +500 Ammunition, +30 Low-Tech Melee Weapons, +20 1-H Guns, +40 2-H Guns, +25 Laser Weapons from Raiders' stockpile
-50 Ammunition from attack on Virginny Raiders
+20 Population, +10 Food, +20 Water from Immigration
+30 Population from Natural Growth
New Indy
The community of New Indy literally devoured itself this year, in a frenzy of violence and civil war. The nearby town of Cero was also consumed in the chaos, as the vicious cannibals sought out any source of human flesh. Now the region of Indianapolis is avoided by most, claimed to be a haunted ruin. (Player eliminated due to inactivity)
Spring Valley Food Corporation
Spoiler:
The Spring Valley Food Corporation did its best to respond to an outbreak of boredom among its population this year. A large amount of old entertainment locations were salvaged, and although most of the equipment was useless, a number of books and musical instruments were recovered. The greatest advance in fighting boredom was the beginning of ERC Radio broadcasts, which played music, helping to pass the hours in the stronghold. Though most of the news broadcasts seemed nonsensical, the music was pleasant enough to ease the tension. The scavenging teams sent out into Omaha found themselves even more productive, salvaging food and water from the old entertainment centers.
Overseer's Challenge: We're out of drinkable water. People are going to start dying over the course of this next year. How do we respond?
Spoiler:
+10% Loyalty from entertainment and ERC Radio
+400 Food, +500 Water, +3 Tech Parts from Omaha Scavenging
-10 Population, -70 Ammunition from Omaha Scavenging Losses
+30 Population, +10 Food, +60 Water from Immigration
+40 Population from Natural Growth
The Community
Spoiler:
The Community was torn apart in debate this year as people discussed the moral implications of a series of murders of children committed by a mentally handicapped individual. Despite some popular opinions for execution or exile, Peter's life was spared, and he was given closely supervised work with the community. Needless to say, this did not prove too popular with the parents of the murdered children and otherwise.
The mayor attempted to take people's minds of the murders through a series of good-will visits and actions, including using the newly acquired Mr. Handy to help with the construction of a new school in Agrestic. The new school was part of an effort to begin education of the children, as well as to give them something to do during the days. In combination a soccer league was developed, and games have begun being played between the school in Agrestic and one in Twinbear Post. They have proven popular among the masses, as a form of entertainment.
In reference to entertainment, radios in The Community began picking up broadcasts this year from "The Cascadia Survival Station." These programs have helped improve local production of food, teaching people better ways to do things. Furthermore, the music has helped pass the time among the people, and the programming has proven popular.
Overseer's Challenge: Our people have become intrigued by the Cascadia Survival Station, as it means that more civilized people may be out there besides ourselves. Some believe that we should go out searching for them, while others are concerned about the risks this might create for The Community. How do we respond?
Spoiler:
+20 Food per turn in all outposts
+50 Food, +300 Water, +4 Tech Parts, +15 Ammunition, +5 1-H Guns From Hornbrook Expedition
-2 Tech Parts, +10% Loyalty from School and Soccer League
-5 Population, -5% Loyalty from Peter Resolution
+15 Population from Natural Growth
Vault 100
Spoiler:
Nation held on "pause" due to previous reliability. The prior Overseer's Challenge here for your convenience:
Overseer's Challenge: The Vault's water purifying chip has begun to error in its functions. How to respond?
Vault 104
Spoiler:
From the Classified Overseer's Vault 89 Files. Greetings Overseer. Congratulations for being your Vault's Overseer and manager of the Vault-Tec Sociological Experiment, Vault 104! Vault-Tec prides itself on the quality of its employees and hopes you will help lead humanity to a brighter future! Your Vault has been chosen to hold twice the sustainable population of a typical vault. While this will be a challenge for you, we are sure you will triumph over adversity! Thank you for choosing Vault-Tec!
(You get +1,000 Starting Population, enjoy)
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 attitude should we display towards these people?
Vault 2
Spoiler:
Vault 2 continued its slave drives this year, capturing a number of people, after attempts to buy some failed with a lack of any proper merchants in the New York City ruins. Surprised scavengers were ambushed and captured by the Vault dwellers, and dragged back into the Vault jail cells. The Vault expanded its operations this year, tearing down old buildings surrounding the Vault's door and constructing walls and barricades in the streets of Manhattan to help protect their base of operations. Trading began with a local, who apparently has been using his spare time to craft weapons. In exchange for food, he has begun providing these weapons to Vault 2.
Overseer's Challenge: Some of the people we captured this year claim to be members of the Narwhal Legion. Some have already been sacrificed, and it appears that the Legion is unaware of our activities and seizure of their scavengers and weapons. How should we respond to this?
Spoiler:
-4 Tech parts for external construction
-40 Food, +40 Low-Tech Melee Weapons for trading in Wasteland
-10 Slaves from Sacrifice
+30 Slaves, +20 Ammunition, +20 1-H Guns From slave expeditions
+50 Population from Natural Growth
Vault 215
The Vault Dwellers of Vault 215 met with a tragic end this year as a marauding band of raiders came across the settlement at Government Camp. In a orgy of violence, the former vault residents were slaughtered or enslaved by the brutal raiders, and their goods stolen. Those who survived fled back to the vault, likely to face a slow death by radiation poisoning. The demise of these dwellers closes another chapter in the sordid history of Vault-Tec's Social Experiment. (Eliminated by player request)
Vault 41
Upon sending out scouts to see the damage caused to the surrounding area, the Overseer of Vault 41 determined that the risks were too great and the world was too unstable. With the vault possessing the resources to survive for hundreds of years, the vault door has closed once more. Yet another vault has returned to its prior state, unwilling to face the world humanity's hubris had created. (Eliminated due to inactivity)
Vutg
Spoiler:
Overall Vutg has had an uneventful year, taking a break from sending out scouts and expeditions into outlaying areas. The Vault's radio was redeveloped and expanded to broadcast the messages of the Animator into the wasteland, bringing their word to the darkness. Attempts to salvage around the vault turned up very little, with most of the area around them being barren even before the war. Another disappointment has been the absolute failure to develop a radroach-powered generator, as the radroaches frequently refuse to cooperate, attacking the researchers and walls.
Overseer's Challenge: Reports suggest that an abandoned old Mormon museum town exists somewhere to the west. There is a good chance that there could be something of value there, but so far, no one has ever returned from the area. Should we send an expedition?
Spoiler:
-4 Tech Parts, +10% Loyalty from radio broadcasts
+50 Population from Natural Growth
Wild Wolves
Spoiler:
The Wild Wolves began exited their forest en masse for the first time since the Great War, and the people around them have learned to fear these tattooed men and women. Their patrols have been ruthless, enslaving anyone they view as weak (almost everyone) and taking their goods for the tribe's benefit. In addition, they have been scouring the land for food, water, and other salvageable goods to some success. A new camp was set up at Middleburg, known as Camp Forward, and has also begun considerable operations of its own. Travelers have begun to pass the world to avoid the region at any cost to avoid enslavement.
Overseer's Challenge: A disease has begun to spread among our population in Middleburg, how should we respond?
Spoiler:
+200 Slaves, +600 Food, +500 Water, +2 Tech Parts, +30 Ammunition, +15 1-H Guns From Homecave Patrols
+400 Food, +200 Water, +40 Food per turn, +20 Water per turn, +10 Slaves from establishment of Camp Forward
+15 Population from Natural Growth
OOC
Seventeenth Lesson of the Wasteland: I assume that energy is indeed tradable. I consider it a tradable resource due to the likely plethora of batteries which could be used to store excess energy. Keep this in mind with your trading relations.
Eighteenth Lesson of the Wasteland: I have in the past received some orders about the production of canoes. While I confess this is possible, I would like to point out a couple of things which may prove any such effort futile. First of all, it should be noted that on average a nuclear bomb was dropped per every 2-3 square miles in North America. We're talking a lot of nukes, and lots of destruction. While we consider this for the urban ruins, you'd find it difficult to find trees to build wooden canoes out of in any location near a town. Second, you may say, "well, we can use scrap parts laying around to build canoes." This is far easier said than done. Even admitting the fact that this too is possible, you'd have a VERY hard time hauling anything more than the person using it. Therefore using a fleet of homemade canoes is frankly, impossible/futile at this point in time. Lastly, for those of you from bunkers or vaults, what do you think the likelihood is of your people having the expertise to build a functioning canoe (it isn't easy, believe me I know) or the books instructing how to? The simple answer is not likely at all. Abandon all hope of watercraft.
Any orders relating to the 18th Lesson of the Wasteland have been simply ignored. I suggest that you two find better ways to expend your resources.
@Terrence888: I assumed that by you wanting to make melee weapons that you wanted to use tech parts for this purpose. This has been done. Also, it is assumed from the beginning that your initial bunker has already been thoroughly exploited by this point.
@Seon: you have Mr. Handys, not Mr. Gutsys. There is a big different. The Mr. Handy is not a combat model robot. Please keep this in mind. For now, I've ignored your orders which would have sent your robots to certain destruction.
@carmen510: based on the google earth map I've been using and the latest one posted with the markers, I'm assuming that the University of Nebraska is already close to where you've started, and therefore have disregarded the orders to scout it out. Same goes for Creighton. Instead, I've scouted in directions outside of the city proper for you.
Total Civilized (I.e. player) Population: 18,025 (# includes slaves in total)
Food Units Produced per Year: 10,330
Water Units Produced per Year: 10,370
Energy Units Produced per Year: 1
Average Weapons per Person: 0.379
Faction Ratings
Most Loyal People
1. Vutg
2. Earth Reclamation Command
3. Fort Morgan Refuge
4. The Community
5. Vault 100/Blood Red Mesa/Spring valley Food Corporation
Largest Population (Including percentage of total)
Okie dokie, with these links and exams over even lazy old me will be checking out NY... I wonder what famous buildings are near me... ^^
- WHAT? Lol Quisani , good one.
Dear Narwhales: While prepping some sacrifices for the old computer, a few of the slaves claimed to be of the Narwhales Legion. It is with regret that my men were too enthusiastic in their mission and some of these claimants were delivered to the death chamber before I was made aware of it.
We extend our most sincere condolances and will bring both live and dead claimaints and their earthly possessions/remains to you for inspection as I some are lying while others are telling the truth, however a few are likely to have told or to be telling the truth. However as you are rich and we are poor we ask that a small gift of 50 food and 50 water be a sufficient apology as such incidents of blue on blue can occur despite significant precautions.
It is also our hope that for the future we might delineate our various territories for scavenging or coordinate a schedule of sorts. Perhaps cooperative ventures can also be be established so long as we do not intermingle otherwise as a result.
~ Joxer the IV
I guess that the reason why we even have food to survive with is because of the amount of irradiated preservatives that have been put in scavenged food?
In any case, can I assume that surface (local creeks) water sources still exist, albeit in irradiated form?
@Terrance: Yes, the creek is still there. No, you can't get water from blood. While it is theoretically possible, it is not enough to make a significant difference in any respect.
@thomas: check your other outposts, that's where the laser weapons be.
@Seon: In the case of bunkers, it's just stockpiles of spam and twinkies . The food which is salvaged is typically slightly irradiated food, in cans and not particularly appetizing, but still edible. Bottled water is just bottled water. Most creeks still do exist, some are more irradiated than others of course. Underground water sources are probably the best ones you'll find, though some are likely more irradiated than others, and it should also be noted, that due to the passage of time and the modern world, most are probably too difficult to reach with available equipment.
@carmen510: apologies on that, neglected to type in what I did after I did the OOC section. The results were the discovery of two possible settlment locations: Wehrspann Lake to the southwest and Zorinsky Lake to the west.
EQ: I assume Jonathan Hayes is our radio operator?
----
Acada was jumping. The band of guards sent out to destroy the raider camp and exact justice had proved successful. Not only did they wipe out the raiders, but they hadn't lost any of their own, and had pillaged the raiders' supplies, as well.
Bottles of pre-war booze, which had been saved for only special circumstances, were opened. Jonathan Hayes played two straight hours of music from his broadcast station without any interruption. Even Jones, the founder of Acada who was normally fairly reserved, came out to the party in the streets outside of the Town Hall that night to celebrate. A true sense of collective pride seemed to wash over the settlers, and, for this short moment at least, most everyone seemed to forget their problems.
Then came the bad news. As the party was winding down, a boy, about sixteen years old, came running down the street, a look of pure freight and shock on his face. Most people were too drunk or tired from partying to notice the kid, but Will Jones wasn't. He saw the distressed look on the boy's face as he ran up to the town leader, panting.
"Mr. Jones, I've got some-"
Jones held up his hand, telling the kid to be quiet. He quickly grabbed him by the shoulder and led him into Town Hall, closing the heavy door behind them, making sure no one was in earshot. Jones leaned in close to the kid's face.
"Was it twinbear?" he asked, any sign of joy from the party before gone from his stern face.
The kid shook his head quickly. "No sir... raiders. More of them then we've ever seen before."
Jones swore under his breath and turned away from the messenger for a moment, thinking to himself. He spun back around to continue talking. "Okay, so there was a lot of them. How disciplined did they appear? What kind of weapons did they have?"
The boy, still a bit in shock shook his head, trying to recall. Then he nodded to himself, took a deep breath, and explained what he saw. "There were, there were three of us. We were back... thataway," he pointed to the east, "scavving for berries and what not. We were a good many miles out, almost a day away. We heard some voices while we were picking some black berries and hid. We seen 'em walking down a path, about a dozen of 'em. I think they was drunk, they kept bragging to each other about some vault or something, and slaves. Sir, they all had hunting rifles with 'em, not sticks and clubs like the other raiders we seen around here. Luckily they didn't see us, and we was able to get away."
Jones listened, taking it all in. He nodded when the kid finished his story, then told him to go join the party but not to tell anyone what he had seen. He went into thought, these new raiders were a much bigger threat to Acada than the previous group, especially if they were in the slave taking business. But, perhaps they would listen to reason, and not attack. Will walked back to his home that night, deep in thought about what to do.
1. Do we have a two-way radio set, or equipment that can transmit radio broadcasts?
2. What types of working vehicles are left in the wastes (besides most likely non-functioning cars)? Is it conceivable to have carts/wheelbarrows pulled/pushed by people? (Come to think of it, I've never seen a cart in a Fallout game)
3. Have there been any sightings of Brahmin or other large mammals as of yet, besides those described in as "Monsters of the Wasteland"?
Water
A precious resource even below the desert became a wasteland. water
Such a rare thing to find safe enough to drink, even when found at all water
The one thing, in a wasteland desert, that life hangs on the balance with.
The wanderer tried to look above the next hill. He forgot who he was or where he came from, for his thirst had conquered everything. Perhaps he was just a wanderer, perhaps he was one of the patrolers from a Mesa, a word that resonated from his mind.
Perhaps.
His head throbbed again as dust clouds lifted the sand. He fell, flesh too try for even microbes to destroy, and laid there until another wanderer took what he could from the bones/
Nguyen looked into his plastic bag, holding the slighty yellow water of a stream north of Casa Grande. "Just like myself" he thought. He is with a branch of the Yellow Feathers, the Pole Boats, whose ancestors tried to escape Cambodia with fellow villagers by traveling to Singapore and stowawaying to America. "We will bring this back for testing."
Already there has been a few close calls with dehydration with the rationing of water. There is discussion to fully colonize Tuscon with force to take control of the spring that starts near there and is hopefully less irradiated. Others spoke of the Colorado river as salvation, urging exploration north. He himself just know that Blood Mesa, in three directions and likey more is ringed by monsters.
They, however, were isolated by a much more simple yet deadly enemy.
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