BOTWAWKI Revised Thread

Can you get on #NES ? I am interested in hammering out a deal....
 
Whats the best way to contact EQ.. I don't want to screw up my orders.. can anyone post any examples of older orders please?
 
Hey,
Whats the best way to contact EQ.. I don't want to screw up my orders.. can anyone post any examples of older orders please?

Might help?

Turn #3
Spoiler :
Hello,

Here they are for good or ill.

New Frostburk
Bili Morgan (Fearsome)/Blaze Injun
Faction Trait: Expansionist
Capitol: New Frostburk (Frostburg, Maryland, USA; Bunker)
Population: 440
Slaves: 0
Loyalty: 50%
Food: 2,090
Water: 2,030
Energy: 0 (+0)
Tech Parts: 25
Ammunition: 0
Military Equipment: 10 Low-Tech Weapons, 50 High-Tech Melee Weapons, 65 1-H Guns, 40 2-H Guns, 320 Laser Weapons, 10 Heavy Weapons, 15 Power Armor Suits
Combat Training: Paramilitary
Outposts: Cumberland (Cumberland, Maryland, USA; Urban Ruin)
-Population: 230
-Arsenal: 100 Low-Tech Weapons

Overseer's Challenge:
Attacks have begun by unknown, but very powerful creatures throughout eastern Cumberland. The only signs of the creatures have been thoroughly dismembered individuals, as though they had been completely torn apart. How should we respond?

In reponse to the attacks I will do the following.
1. Fortify our position, post guards 24 hours a day.
2. Send out armed patrols of 10 men each to locate any monster.
3. Learn all we can about the monsters.
4. Continue scavenging with in sight of the outpost.
5. Offer protection for loyalty to Bili Morgan.
6. Continue scavenging Cumberland, hospital & railyard looking for food, water, ammo & metal to be worked into weapons.
7. Any raiders captured will be used as bait for monster hunts.
8. Minor expedition to Scavenge the White Oaks Lanes Bowling Alley. Figured if this is 1950's mind set of future people, bowling would be a prime pastime. Plus it would be a cool to see what you could do in a update.

http://helpwithbowling.com/history-o...of-bowling.php
Paragraph 6.
"With the ball standardized, in 1951 the America Machine and Foundry Company purchased patents to eliminate the “pinboy”, a person responsible for setting up the pins, by adding an automatic “pinspotter” in 1952. After these innovations in the sport, media embraced bowling by the 50’s and NBC had “Championship Bowling”, the first airing of network coverage of bowling. Bowling for Dollars and several others followed. The sport of bowling grew and grew because of all the media attention."
Paragraph 9
"The fifties were the decade of the bowler..."

Major Undertakings for Year 3.
1. Use 10 tech parts to produce 50 low tech weapons. Your choice were.
2. Major Expedition from Bunker to Frostburg State University 50 men, 5 best students of the weapons schools armed with the skilled weapon, 15 armed with swords. 30 armed with what ever is at hand.

Continue the following:
Concerning the travelling bands of Folks, Scavengers & Raiders.
No one is allowed into the Bunker until interrogated & assigned to a job. There will be 200 individuals allowed to join
New Frostburk. Each must swear loyalty to Bili Morgan & New Frostburk. These 200 will be classified into 3 categories.
Each limited in total number.

1. Skilled- 100 Individuals- Those that have knowledge, based on reading, writing & math skills, that would help the
progress of continued operation of the Bunker. Skilled individuals which include spouses & children. Skilled individuals
with children will be given priority treatment.

2. Numbers- 75 Individuals- Those that are healthy & physically fit, suitable for top paramilitary training.

3. Ravens- 25 Individuals- Those most capable of concealment & scavenging. Scout types.

All individual aged 7 & up will be required to attend Hand to hand & knife combat training. training.
All children will be required to learn to speak English & attend school.

Outside folks that may camp around the bunker will only be allowed if they will consent to Frostburker military patrols.
Scavengers will be interrogated & have all tech confiscated given 1 food & sent on there way. Tech will be bought at
a basic 2 food pre tech up to 5 for higher tech (generators, robots, workable machines)

Raiders are to be dealt with a heavy hand. All weapons available of the bunker will be used to stop any attack on the Bunker
or any camp that my spring up around New Frostburk. Any captives will be physically interrogated & put to the axe

Listen to radio for traffic. Recording all traffic for study of groups & locations.


Blaze Injun


Turn #5 Now With Maps. :)
Spoiler :
Hello,

I have put my standard orders for every turn in a spoiler to save space. If thats ok? I will put any updates to it under the spoiler as well as in the spoiler if Ok'd.

New Frostburk
Bili Morgan (Fearsome)/Blaze Injun
Faction Trait: Expansionist
Capitol: New Frostburk (Frostburg, Maryland, USA; Bunker)
Population: 520
Slaves: 0
Loyalty: 55%
Food: 1,940
Water: 1,500
Energy: 0 (+0)
Tech Parts: 15
Ammunition: 955
Military Equipment: 50 Low-Tech Weapons, 30 High-Tech Melee Weapons, 50 1-H Guns, 25 2-H Guns, 320 Laser Weapons, 6 Heavy Weapons, 15 Power Armor Suits
Combat Training: Paramilitary
Outposts: Cumberland (Cumberland, Maryland, USA; Urban Ruin)
-Population: 250
-Arsenal: 130 Low-Tech Weapons, 20 High-Tech Melee Weapons, 35 1-H Guns, 50 2-H Guns, 4 Heavy Weapons, 25 Laser Weapons


Continue with Standard Orders

Spoiler :
Spoiler:
1. Concerning the travelling bands of Folks, Scavengers & Raiders.
No one is allowed into the Bunker until interrogated & assigned to a job. There will be 200 individuals allowed to join
New Frostburk. Each must swear loyalty to Bili Morgan & New Frostburk. These 200 will be classified into 3 categories.
Each limited in total number.

1. Skilled- 100 Individuals- Those that have knowledge, based on reading, writing & math skills, that would help the
progress of continued operation of the Bunker. Skilled individuals which include spouses & children. Skilled individuals
with children will be given priority treatment.

2. Numbers- 75 Individuals- Those that are healthy & physically fit, suitable for top paramilitary training.

3. Ravens- 25 Individuals- Those most capable of concealment & scavenging. Scout types.

All individual aged 7 & up will be required to attend Hand to hand & knife combat training. training. All children will be required to learn to speak English & attend school.

Outside folks that may camp around the bunker will only be allowed if they will consent to Frostburker military patrols.
Scavengers will be interrogated & have all tech confiscated given 1 food & sent on there way. Tech will be bought at a basic 2 food pre tech up to 5 for higher tech (generators, robots, workable machines)

Raiders are to be dealt with a heavy hand. All weapons available of the bunker will be used to stop any attack on the Bunker or any camp that my spring up around New Frostburk. Any captives will be physically interrogated & put to the axe.


Christmas
At Christmas, in the Bunkers Gymnasium, a spectacular event will introduce each School & the best of each school. The event will include Pledges to Bili Morgan & New Frostburk, skill shows by individuals & groups. Stories of adventures of the outside by the Ravens(scavengers).
The last 2 hour of the 24 hour holiday will be a time for Bili to wander the bunker from top to bottom to award gifts. First stop the best school based on individual skills, he will entrust the school to 1 Power Suit. He will also gift individuals of the bunker for such as repairing a machine, high test scores or just being a random stop. Mostly a gift of 1/2 food ration, but other things can be given.

Low-Tech Weapons Schools.
Here is how it works. Schools of low-tech weapons training will be created. Everyone aged 7 & up will start with basic training in a variety of weapons consisting of the following Stick (wooden weapons only), Staff & Spear, Knives & Needles (Icepick styles up to throwing needles & stars), Axes, Swords, Maces & Chains. Everyone will also train in improvised weapons (anything at hand from rocks to pencils, keys & so on.)
After 2 months students that pass a standardized test will advance into a specialized training classes based on their best weapon skill. Though now specializing in one
weapon they are expected to continue to train in all schools of weaponry. Any of the 3 Categories (Skills, Numbers or Ravens) of Bunker inhabitants can be in any school.

Schools & Master names
1. Sticks
2. Knives
3. Axes
4. Swords: Master Thornsohn
5. Chains: Master Lucy Fitzpatrick

Each will specialize in training of one weapon. Emphasize of how high-tech would enhanced each students deadliness. The best in each weapon will be portrayed as a hero a star. Become the face of the bunker. Have them make rounds introducing their selves to the bunkers citizens. The top 5 in each school will be named Master & become
the the top trainer for the school.
Propaganda will stress that High-Tech weaponry is the future of New Frostburk, but that the knowledge of low-tech is the way to that future. That a person is a one man killing machine.
Alcohol rations. Everyone from age 16 up gets a ration.


Added names of 2 Weapons School Masters Swords: Master Thornsohn & Chains: Master Lucy Fitzpatrick
New Training for all personal over age of 12.
The making & use of alcohol based grenades, molitoff cocktails & such.

Overseer's Challenge: A group of residents of the Cumberland outpost have recently acquired old musical instruments and have begun performing for the people. They have proved immensely popular, and some have requested that they be relieved of other duties to perform full time. How do we respond?

Response: Lucky Bottoms & the Nederlander Band
The Band will be allowed to form under the following conditions.
1. They are relieved of mission duties but are required to continue with physical & weapons training in some form.
2. The Band will be under the watch of the Bunker.
3. Encouraged to teach or take a apprentice.

Major Undertakings for Year 4.
Cumberland & Frostburg missions by Bili Morgan.
1. Major Scavenging Expeditions to Western MD Scenic Railroad Development & Frostburg Rail Depot
Bili Morgan in Power suit, Axe & Laser, 100 men, 5 Power suits lasers & melee weapons, 50 low-tech, 25 lasers weapons, 25 1-h guns.
Steam76Cumberland.jpg

Will scout locations 1st. Any raiders will be attacked, captured & questioned. Looking for the steam trains
that could be at the located at WMSR http://www.wmsr.com/ sites, One in Cumberland & one in Frostburg. (See maps)
Both sites will be scavenged unless steam trains are located. If one is found a outpost will be set up at the site by Bili
& his group. All efforts will be put into the repairing any steam engines.

2. Minor Scavenging Expedition of Alleghany Community College & recon of the Cumberland Country Club for good land or water.
(50 men, 30 low tech, 3 2-hand, 2 1-Hand, 10 lasers)


New Frostburk Bunker Missions
1. -20 Food for increased Alcohol production & quality control.
2. 2 tech to upgrade radio. Continue listening to radio for any traffic. Notes will be taken of all traffic.
3. 3 Tech for 150 ammo.
4. Start collecting water from well sites. It is to be fully tested. Results are to be known before any use is assigned.
5. Farming Missions.
The Following sites are to start farming. Each will have 20 men for a total of 60 men from the Bunker.
Defenses & Shelters are to be built. Also if possible watchtowers (as in a pole with a seat on it, basic & simple) are to be built.
A. Maplehurst Country Club (20 men, 10 low tech, 3 2-hand, 2 1-Hand, 5 lasers)
B. Frostburg Recreational Complex (20 men, 10 low tech, 3 2-hand, 2 1-Hand, 5 lasers)
C. Lions Community Park (20 men, 10 low tech, 3 2-hand, 2 1-Hand, 5 lasers)
Steam74A.jpg


6. The Sword Master & school will patrol the 3 farm sites & area around the bunker.
Swords: Master (Battle Axe, Power Suit & laser rifle) & 19 members (20 men: 20 low-tech, 5 1-h, 5 2-h & 9 High-Tech Melee Weapons)


Blaze Injun



Blaze Injun
 
I usually chat with him over AIM.

as for orders, here's an old set of mine:

Domestic Orders:

25 tech parts into project purity, + whatever else the other participants have provided.
1 Energy to the Brunswick Nation.
1 Mr. Handy, with a number of workers, begin digging a moat around Narwhal City.
1 Mr. Handy, working with a number of workers, to construct a covered passageways between all the buildings within Narwhal City, and the main gate, preferably out of stone and cement blocks scavenged from the city. Additionally, they should create covering above the passageways on the walls, leaving only narrow slits from which to shoot (a-la medieval castle... for IC reasons, suppose my people got the idea from the cloisters.)Narwhal City should eventually be entirely covered. (while the workers are out working, shut down the radio transmissions. When not working, continue transmitting propaganda, schooling, and music.)
All outposts, even the newly established ones, continue with the current policy of encouraging immigration, justice, and schooling, turning over criminals to Vault 2.
At ALL outposts, continue improving self sustainability (Food, water, ammo foundries, etc)
Donate to Vault 2 2 2-h weapons, and 5 high tech weapons, as well as 200 Ammo
Look into various chemicals with which to repel Cazadors (Natural pesticides, toxins, flamethrowers, whatever works to get rid of the wasps.)
Mr.Gutsy to guard operations around Narwhal City.
In all outposts, construct/convert a room or building, depending on the size of the outpost and available room into a composite library and museum, dedicated to Knowledge of all kinds, full of books and artifacts from before the war.
Using scavenged books, mandate strategic and military training (attempting to get my ranking from Militia to Paramilitary.)

Scavenger orders:

Narwhal City, First half of the year:
Send out parties to scavenge for food and water, as well as weapons and ammo.
Target, especially, police stations. (while in the police stations, also search for pre-war riot armor and, if possible any power armor that may have been issued to quell disturbances) this armor is to be issued to the best, brightest, and most hardy of my soldiers, who will form a part of the new Legion Rangers. Only the Best get the armor.
Target for scavenging, also, Hospitals, libraries, and museums, continuing to move old books and artifacts to the library. (will write a story for it)

Fort Narwhal:
Send 140 People out, well armed (half of the laser weapons, 2 plasma weapons, and a number of other weapons) to Princeton university, to create an outpost there. Once there, they are to move into on the university buildings (which are mostly stone, easily defensible) and turn it into a fortified complex. Scavenge throughout the university for useful things, IE, tech and the like.
Continue sending small scavenging parties out and about, and defending against raider attacks. Continue fortifying the fort.
The 6 most competent survivalists, (IE the best at living in the wilderness) are each to take a plasma weapon (leaving 2 at Fort Narwhal) and run individually to each of my settlements, hopefully 2 ending up in Perth Amboy and 4 in Narwhal City.

Perth Amboy:
Continue Scavenging throughout the industrial, commercial, and trade districts of perth amboy, looking for useable tech (Maybe some robots or the like) as well as food and water.

Princeton Fort
Fortify the stone dining hall as the main section of the Newly Created Princeton Fort. Begin converting adjacent buildings into hydroponics labs and water purification plants, and building walls between and around the buildings. (I visited Princeton a couple years ago, and was astounded by how easily fortifiable it was: thick stone walls, very high windows, impossible to reach from the ground outside, etc.)
Additionally, begin scavenging operations of the university and the surrounding farm area and university town, but only once the main buildings of the fort are fortified/complete.

Narwhal City, Second half of the year
120 people, well armed with lasers and conventional weaponry (though not all of the ones I have in Narwhal City), as well as, hopefully, 1 plasma weapon, meet up with Vault 2 Expedition forces and begin the trek to the West Point Military academy. Halfway there, 50 of my men, accompanied by how ever many people vault 2 decides to allocate to this, will construct a fort (Roman style) in Nyack, to be a resupply station between Narwhal City and West Point. The rest will continue to travel to west point. Once there, my people will build a quick fort (along the lines of a roman fort, as we did at Perth Amboy and Nyack, using wood and scavenged material from the countryside.) outside of the Academy proper. Once that is built, we will begin scavenging the academy, and nearby Fort Montgomery, my people looking predominantly for Power armor. The Split of the weapons (aside for power armor) drawn from West Point will be 60%-40% in favor of the Vault people.

Nyack outpost.
The Nyack outpost should be built on oak hill. From there, once it is established, we should have a good view of the surrounding countryside. From there, scouting parties should be sent to scavenge in the Nyack hospital, adjacent to the fort, and to the palisades shopping mall, slightly to the south. Again, scouting parties are to be sent only once the fort is built and completely fortified. Scouting parties are to comprise of both Vaulters and Narwhal Karls and huskarls.

Militarily, I want to keep an eye on the people of vault 2. should they, at any point, attempt to betray me, turning on me, I want them killed. I should have more and better weapons than him the whole time.

Propaganda orders:

Radio Broadcasts should include:
Music
Narwhal Propaganda (as per usual)
Lessons of the Wasteland (How to survive)
Survivalists Testimonials about life among the Narwhals.
Schooling and Education
 
Gosh, all very detailed guys.. i hope i can live up to that standard! thank you for sharing :)
 
I had wondered how pitiful my orders were compared to everyone else's. EQ hasn't complained about mine, but I still ought to improve them.

Here were my turn 9 orders.
Spoiler :
Spoiler :

Appalachian Commonwealth
Raphael Dehay (Scavenger)/Tecknojock
Faction Trait: Defensive
Capitol: Vault 104 (Binghamton, Pennsylvania, USA; Vault)
Population: 2,040
Slaves: 0
Loyalty: 55%
Food: 1,900 (+1,210)
Water: 1,680 (+1,490)
Energy: 0 (+0)
Tech Parts: 20
Scrap Parts: 1,500
Ammunition: 225
Military Equipment: 70 1-H Guns, 35 2-H Guns
Combat Training: Rabble
Outposts:
Spoiler:

Chenango (Chenango Valley, New York, USA; Settlement): +60 Food, +40 Water
-Population: 230
-Arsenal: 30 1-H Guns, 10 2-H Guns
Hawleyton (Hawleyton, New York, USA; Settlement): +30 Food, +60 Water
-Population: 230
-Arsenal: 30 1-H Guns, 10 2-H Guns
Hullsville (Hullsville, New York, USA; Settlement): +120 Food, +20 Water
-Population: 210
-Arsenal: 30 1-H Guns, 10 2-H Guns
Whitney Point (Whitney Point, New York, USA; Urban Ruin): +370 Water
-Population: 250
-Arsenal: 30 1-H Guns, 10 2-H Guns

Projects:
Spoiler:

Mini-Fission Generator (Vault 104): 0/20 Tech Parts, 0/1 Energy


Production:
  • 500 scrap → 500 Ammo
  • 850 scrap → 170 Melee Weapons
  • Hydroponics farm in Chenango
  • Hydroponics farm in Hawleyton
  • Hydroponics farm in Hullsville
Scouting
  • 50 People from Chenango with 10 1-H Guns and 5 2-H Guns supplied from Chenango will scout the general area with a focus on soil and water testing.
  • 50 People from Hawleyton with 10 1-H Guns and 5 2-H Guns supplied from Hawleyton will scout the general area with a focus on soil and water testing.
  • 50 People from Hullsville with 10 1-H Guns and 5 2-H Guns supplied from Hullsville will scout the general area with a focus on soil and water testing.
  • 50 People from Whitney Point with 10 1-h guns and 5 2-h guns supplied from Whitney Point will scout the general area with a focus on soil and water testing.
Scavenging:
  • 100 people from Vault 104 with 15 L-T Melee Weapons, 10 1-H Guns, and 5 2-H Guns will return to Tricities Airport to collect more scrap and supplies.
  • 50 People from Vault 102 with 15 L-T Melee Weapons and 5 1-H Guns will return to Binghamton University to collect scavenge the defense emplacements disabled last year and to collect any remaining supplies.
  • 100 people from Vault 102 ,Led by Ralph Dehay, armed with 20 L-T Melee Weapons, 15 1-H Guns, and 5 2-H Guns will head to Edwin A Link Air Field to scavenge for supplies.
  • 70 People from Vault 102 with 30 L-T Melee Weapons will scavenge WSKG, WAAL, WHRW, WLTB, and any other radio stations in Binghamton for radio equipment.
Other Missions:
  • 100 People from Vault 102 with 20 L-T Melee Weapons, 10 1-H Guns, and 10 2-H Guns will patrol between my outposts and main city and along the border of the cleaned out portions of Johnson city and Binghamton.
  • 300 People from Vault 102 with 60 L-T Melee Weapons, 20 1-H Guns, and 10 2-H Guns will continue to secure Johnston City and Binghamton including the sewers. All sections of the sewers that are not secured will be sealed off from the secured area with explosive. All hostiles will be killed. Those who are merely survivors and not raider will be recruited into our faction. A side objective of this mission is to collect any supplies, weapons, ect that they find and bring them back.
Domestic Actions:
  • The river running through Binghamton will be tested for quality.
  • I would like my scientists to look into extracting the power from tech parts in order to provide energy.
  • Now that we have hydroponics, I wish to look into building a biology lab where our scientists can design better methods of producing food (ei genetic engineering, better fertilizer, ect...)
  • Overseers Challenge: Assign a team to look into the thefts to discover the culprits. Once they are found and tried, we will exile them to the wastes. (This should leave a better perception of the government whilst having the same effect as an execution)
 
Don't worry Abaddon, mine were a single paragraph. I think as you expand and explore more orders become longer and more detailed.
 
Yes, the orders shown are definitely my favorite to work with. Easy to read (mostly) and set out in a nice, organized fashion. Abaddon, please read the stats post, there's a few things I need from you before I can activate the Seven-Sixers for you.

I'm updating with what orders I have now, but for those who are running late, fear not, I'll put off actually posting until tomorrow. For now, no order changes will be accepted, but new orders will.
 
Abaddon, please read the stats post, there's a few things I need from you before I can activate the Seven-Sixers for you.

This stuff?

Leader: Scavenger
Faction Trait: Expansionist

@Everyone, if you don't mind, i'll post my first orders in-thread and you can dissect those?

Currently I am thinking of sending several groups of 100 to take control of the bridges over the river.. that is if the bridges have survived.. if not, they will simply scavange and come back. Is 100 enough to establish themselves in a city? How will they get food water.. should i ferry it to them from my base, or get them to gather it from their own surroundings?

Food, water in general.. im in a city, not a vault so i think i have to find everything right? supermaket raiding etc sensible or stupid?

I've got more ideas, ill keep posting them discussing them if people don't mind...
 
This stuff?

Leader: Scavenger
Faction Trait: Expansionist

@Everyone, if you don't mind, i'll post my first orders in-thread and you can dissect those?

Currently I am thinking of sending several groups of 100 to take control of the bridges over the river.. that is if the bridges have survived.. if not, they will simply scavange and come back. Is 100 enough to establish themselves in a city? How will they get food water.. should i ferry it to them from my base, or get them to gather it from their own surroundings?

Food, water in general.. im in a city, not a vault so i think i have to find everything right? supermaket raiding etc sensible or stupid?

I've got more ideas, ill keep posting them discussing them if people don't mind...

A few tips.
Use Google maps to find built up areas to scavange and clear areas to farm.
You need scrap parts first, so no new base for the first turn. It takes 100 scrap parts.
In general, you will be able to scavange almost anywhere where it is built up. Water bottles, cans of tuna, stuff like that. Scrap parts and tech parts are bonus. If you want, you can specify one thing to scavange and to note locations of other scavanging cities.
What I usually do is to first send a scouting party to locate stuff, then lead a larger scavanging part to get them.
 
Ya, for an urban area you can't expect to grow food/ collect water, you'll have to scavenge for it. As for them getting food, its assumed that you have some couriers who deliver the shipments if its a close distance. If its a longer distance, you may want to see about setting up some patrols to keep the supply routes safe.

100 men would be enough but expect to lose about a quarter of them. Make sure that you list the armaments your giving them as well. These will be left at the newly founded city to defend it.

You need to give a leader name as well and you can give him a background if you wish.
 
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