BOTWAWKI Revised Thread

Abaddon, I'm including you in the rounds from my couriers, and have been for a few turns, so you should be... (that set of orders is from a few turns ago, and already you were in it.)

as for the tech, yes.
 
Thats fine, just checking with EQ that that means an exchange of 2000 water, because it doesn't seem to have been reflecting so in my stats.


Also, about the stats..

Food: 740 (+220)
Water: 5,550 (+150)

Does this mean I am gaining 220 food and 150 water a turn with my current production? an that I have only 740 food stored, but 5,550 water stored? Because looking at stats, turn to turn, I really don't understand why they are fluxtuating up and down. Guessing immigration, natural growth, deaths etc all effect the resources i have...
 
I account for all stat changes within the updates. But yes, it does mean you're gaining that much food or water a turn.
 
Does 1 food = 1 person per year?
 
Yup. 1 food + 1 water= 1 person. I think he does alternate calculations during starvation for lesser rations.
 
No, 1 Food = .0833 of a person a month, which I then multiply by the various months of the year, at which point I apply the result to the number of people you have in your nation. The amount that provides is the amount of food consumed by your people that year.
 
Lol, an how did you come to 0.0833 as a number?! But whatever works! A GREAT NES :)
 
Here are my orders from a couple turns ago.
Spoiler :
Spoiler :
Appalachian Commonwealth
Raphael Dehay (Scavenger)/Tecknojock
Faction Trait: Defensive
Capitol: Vault 104 (Binghamton, Pennsylvania, USA; Vault)
Population: 2,220
Slaves: 0
Education: General
Loyalty: 60%
Food: 1,650 (+1,510)
Water: 1,540 (+1,470)
Energy: 0 (+2)
Tech Parts: 16
Scrap Parts: 2,330
Ammunition: 890
Military Equipment: 520 Low-Tech Melee Weapons, 105 1-H Guns, 60 2-H Guns, 5 Mr. Handys
Combat Training: Rabble
Outposts:
Spoiler:

Chenango (Chenango Valley, New York, USA; Settlement): +130 Food
-Population: 275
-Arsenal: 30 1-H Guns, 10 2-H Guns
Hawleyton (Hawleyton, New York, USA; Settlement): +60 Food, +30 Water
-Population: 130
-Arsenal: 15 1-H Guns, 5 2-H Guns
Hullsville (Hullsville, New York, USA; Settlement): +220 Food, +10 Water
-Population: 235
-Arsenal: 30 1-H Guns, 10 2-H Guns
Oxford (Oxford, New York, USA; Settlement): +40 Food, +40 Water
-Population: 85
-Arsenal: 20 Low-Tech Melee Weapons, 10 1-H Guns, 5 2-H Guns
Whitney Point (Whitney Point, New York, USA; Urban Ruin): +370 Water
-Population: 160
-Arsenal: 30 1-H Guns, 10 2-H Guns
Windsor (Windsor, New York, USA; Settlement): +60 Food, +20 Water
-Population: 130
-Arsenal: 20 Low-Tech Melee Weapons, 40 1-H Guns, 5 2-H Guns

Projects:
Spoiler:

Mini-Fission Generator (Vault 104): ACTIVE
The Recycler (Vault 104): 0/1,000 Scrap Parts, 0/100 Tech Parts, 0/20 Energy



Production:

  • 680 Scrap → 680 Ammo
Infrastructure
  • Hydroponics Farm in Oxford
  • Hydroponics Farm in Windsor
Defense:
  • 200 People from Vault 102 with 80 L-T Melee Weapons, 25 1-H Guns, and 15 2-H Guns will patrol between my outposts (Excluding Ithica and the Mall) and main city and along the border of the cleaned out portions of Johnson city and Binghamton.
  • 800 People from Vault 102, led by Ralph Dehay, with 400 L-T Melee Weapons, 60 1-H Guns, and 35 2-H Guns will assault Oakdale Mall while staying hidden. They will slaughter each and every raider except for the leader of the raiders. Their leader will be captured and dealt with in Domestic Actions. Consider this a scavenging mission as well, for once the raiders are dead, the group will strip the mall of every last bit of scrap, tech parts, supplies, ect, This raid will be conducted at the beginning of the year, before Ralph Dehay leaves office.
Reinforce/Resupply
  • These actions will take place sometime after the assault on the mall. If I receive more than 400 casualties at the mall please half the amount of people I am sending to reinforce. All reinforcements/supplies come from Vault 102. These will also be accompanied by patrols.
  • Windsor will receive 120 people, 70 L-T Melee Weapons, and 10 Laser Weapons.
  • Oxford will receive 165 people, 70 L-T Melee Weapons, and 10 Laser Weapons.
  • Whitney Point will receive 90 people, 70 L-T Melee Weapons, and 10 Laser Weapons.
  • Hawleyton will receive 120 people, 70 L-T Melee Weapons, and 10 Laser Weapons.
  • Hullsville will receive 15 people, 70 L-T Melee Weapons, and 10 Laser Weapons.
  • Windsor will receive 70 L-T Melee Weapons and 10 Laser Weapons.
Domestic Actions:
  • Ralph Dehay has lost the elections and a new overseer has been sworn in. Ralph’s last action as overseer will be to lead the assault on the mall. It’s likely to cost heavy casualties, so it’s better that the old leader, instead of the new leader can be blamed for the deaths. Robert Brown, a 29 year old man from Hawleyton, was the one elected to office. He is a battle hardened soldier and a charismatic speaker who led the efforts to repel the numerous raider attacks on the town.
  • This turn, the Appalachian Commonwealth will have its first public radio broadcast. This will be a onetime broadcast to raiders rather than a radio station. It will consist of the violent torture of the leader of the Oaksdale Raider’s leader. He will be made an example of over the air to serve as a warning to all other raiders who would attack the Commonwealth.
  • We will reveal the recycler to the Sons of the Apocalypse and besiege their help in getting the machine to run. We will also ask them if they know and would share how to create electric motorized vehicle. It would make patrols and long distance scavenging much easier to maintain.
  • Overseers Challenge: Our policy will be adjusted slightly. We will still welcome immigrants with open arms. We will, however, force everyone traveling through our lands to lay on the ground when we encounter them. They will then be stripped of their weapons. In addition to losing their weapons, a toll in the form of 1 good (food/water/tech parts) will be taken for their passage through our lands. These people will be free to either join us or travel through. Anyone who refuses to comply will be killed. Patrols are only required to give a warning once, though they are free to exercise their discretion as to how much leniency will be shown before people get hurt.

It's .08333 a month or 1/12.
 
Yes, radroaches are very hungry.
 
Spoiler :
Terrance888 said:
Spoiler :
Blood Red Mesa
Francis Martinez (Charismatic)/Terrance888
Faction Trait: Expansionist
Capitol: Blood Red Mesa (Santa Rosa, Arizona, USA; Bunker)
Population: 1,000
Slaves: 0
Loyalty: 50%
Food: 2,100
Water: 2,100
Energy: 0 (+0)
Tech Parts: 5
Ammunition: 800
Military Equipment: 75 1-H Guns, 25 2-H Guns, 10 Heavy Weapons, 100 Laser Weapons
Combat Training: Militia


Policy with Outsiders:
1) They must have some kind of payment to the community to join. Whether food/water, skills (demostration outside), weapons or even just knowledge.
2) Must swear to the Code.
3) Will be Quarantined in one of the former prison blocks, spruced up, and watched for a bit. They will live for a few months and then either accepted or kicked out. Within the block, they will have total freedom to do whatever. However:
Breaking the Code= Kicking Out
Madness = Kicking Out
Ect, Call the block "Elis Block" to give it a rosy kind of feel.

90 men will move north to Casa Grande Junction (Highway Junction). They will be divided into three squads with:
2 Heavy Weapons, 5 (2h)guns, 10 (1h) guns and 13 Lazor guns.
Total for North Expedition: 6 HW, 15 (2h), 30 (1h), 39 (Lazor)

After Casa Grande is searched, 1 squad will set up outpost there and hold found stuff while 1 will go search Pheonix and the other Tucson. For the other 2 squads, just search for nice outpost spots and scavange, then return to Casa Grande. At the end of the year, have some people carry some stuff back and share knowledge.

1 more similarly outfited squad goes south to find if Gulf of California is dead or alive. They will bring extra water to survive Sonoran desert. they will camp out at the safest spot near the gulf (outpost if it is not extremely radiated) and return next turn after refilling water at the Colorado River.

120 Men leave, leaving 2hw, 5(2h) 60 (1h) and 58 (Lazor) The people at Blood Mesa will check the area around Blood Mesa and find new recruits, as well as seeing how well the ground is and any survivng vegetation.
Terrance888 said:
Spoiler :
Blood Red Mesa
Francis Martinez (Charismatic)/Terrance888
Faction Trait: Expansionist
Capitol: Blood Red Mesa (Santa Rosa, Arizona, USA; Bunker)
Population: 970
Slaves: 0
Loyalty: 50%
Food: 1,520
Water: 1,415
Energy: 0 (+0)
Tech Parts: 15
Ammunition: 430
Military Equipment: 35 1-H Guns, 5 2-H Guns, 2 Heavy Weapons, 48 Laser Weapons
Combat Training: Militia
Outposts:
Spoiler:

Casa Grande (Casa Grande, Arizona, USA; Settlement)
-Population: 60
-Arsenal: 50 1-H Guns, 10 2-H Guns, 4 Heavy Weapons, 26 Laser Weapons


Goals
1) We seriously need more food and water= Settlers to Casa Grande and more exploration to Tuscon + smaller, scouting party to Pheonix.
2) We will clean up Blood Mesa, search all the prison blocks and set up any machines ect. See if we can make some melee weapons.

Casa Grande orders
20 pop Defend (2 HW, 10 Lazer and rest of weapons)
20 pop return to Blood Mesa and bring 80 more pop to casa Grande to finish scavaging there (1HW, 5 Lazor, 10 1hw, 5 2hw. Take 20 1hw back to Blood Mesa. Bring another 18 Lazor weapons to Casa Grande )
20 pop move on to Tuscon to continue scavaging and looking for good outpost spots. (1 HW, 9 Lazor, 5 1h and 5 2h)

Blood Mesa orders
Gather all the Gang Leaders (including those from Casa Grande) and Moderize the Code. I will post, but basically make it blunt instead of skimpy, and put in how society will be stuctured.
Clean up Blood Mesa. Should have done this turn 1. Explore all the formerly guard areas, upkeep the solar panels, machinery ect, and use scrap metal to make some melee weapons. Bayonets/shovels would be usefull.
Send a daily patrol all around Blood Mesa that will go to he Horizon (until they can't see BM) and come back. they will bring no HW in patrol and bring back people and watch for moving/returning population. Each partrol will carry Lazor weapons (2hw will be saved for snipers I guess) and 1hw. Each patrol will be about 20 pop? If we find nice outpost spots, record it.

Send 5 (per group) men with lazor weapons towards califrornia bay to see if anyone returned. They will carry a food and water and set up a small outpost at a good distance. The next party travels buy, restocks, and goes further. So on and so forth up to 6 parties. When they start to run out of food. They should have enough to collapse back into the 5 depots behind them and return to Blood mesa, as well as signalling for my 2 turn expedition.


Note for Tuscan Expedition
Watch for monsters. make noice outside of rubble to tempt them to come out and kill them behind some cover before moving in.

Note for 'Lost California Bay Expedition'
Terrance888 said:
Spoiler :
Blood Red Mesa
Francis Martinez (Charismatic)/Terrance888
Faction Trait: Expansionist
Capitol: Blood Red Mesa (Santa Rosa, Arizona, USA; Bunker)
Population: 960
Slaves: 0
Loyalty: 60%
Food: 900
Water: 645
Energy: 0 (+0)
Tech Parts: 1
Ammunition: 330
Military Equipment: 75 Low-Tech Melee Weapons, 55 1-H Guns, 5 2-H Guns, 2 Heavy Weapons, 30 Laser Weapons
Combat Training: Militia
Outposts:
Spoiler:

Casa Grande (Casa Grande, Arizona, USA; Settlement)
-Population: 120
-Arsenal: 25 1-H Guns, 5 2-H Guns, 3 Heavy Weapons, 35 Laser Weapons


Currency. Base currency on Water, and give everyone enough currency to survive half the turn to start. Lets call them Soda Taps for the pull-pins on the military supply of spam and tinned goods. (A good Currency, No?) It will be regulated by our hold of Pins and food and that if you do pull it off a tin just to buy something or trade for water (when you can use the tin for trade) it will be much harder to open it.


20 People from Casa Grande Escourt another 200 People from Blood Mesa. They will be armed with 10 Lazer guns and 10 1h guns. They will carry out 50 Low-tech Weapons and 15 more 1h guns.

After the escourt mission, have patrols as much as possible between Blood Mesa and Casa Grande to escourt water-barrel merchants between them.


New Settlement: Santan
It will consist of a normal settlment near the creek, an outpost facing Pheonix on the mountain itself for defense and a bottling factory at the edge of the water.
100 People with 25 melee, 20 lazor and 30 1h guns will start the settlment, with the last group carrying supplies and water barrels that, when emptied of supplies will be filled with water to bring back for trade. They can be rolled along Route 10 or Route 87- To route 387. It is a settlement for water. In addition, more can come to drink directly out of the river.

20 Lazor guns, 25 Melee and 35 1 h guns along with 75 people (some just for carrying supplies and salvage) will go back to tuscan using the Desert Crawl Method of supply dumps as before. Stay in the shadows of the highway or its paved area. Report detailly of any terrain between casa grande and tuscan and any suitable spots for outposts.

Francis will move between Casa Grande and Blood Red Mesa among the Patrol, Alfred will stay in Blood Red Mesa.

Patrols will continue around each outpost for scavalge, survivors and more interesting locations. They will be systematic and will spread out ward. Each partrol will be, like last turn, weilding 5 lazor and 5 melee in a decent mix.


Terrance888 said:
It seems you really wanted to kill it off. So here are some stuff for you for an after math.

most of them participate in a Mass migration to San Tan, then moving on to California, Verdent Valley Mexico or the Rio Grande, each hundreds of miles away.

Gray guard revolts with sympathetic Los Pedidoes, sets up at San Tan for permenant source of water and explores Pheonix.

Small gangs scattered throughout the area wherever there are enough water to drink and food to hunt.

Downfall of the Mesa.
 
Actually the failure of the Mesas was being unable to grow food in their terrain to enough of a degree to sustain themselves. Resources were also squandered on efforts other than learning how to farm and trying to gain proper seeds or agriculture. Overall it's the biggest problem I've seen with this NES: attempting to grow the population faster than the player can grow their food and water to supply the population. This a problem that many will be having this update and, even more so next update. If I were to hazard a guess, just based off the orders I have now and what I've done so far on the update, approximately 5,000 or so people will die within these next two updates from lack of food or water. From this, one faction has already suffered a 20% Population Loss, another will lose 25%, and yet another is going to lose 50% of their population.
 
I was one of the factions =) Scavaging for food just did not bring in as much as I expected.
 
I think some clarification o nthe rules may be needed for the food and water. Here's how its calculated for the update.

Food/Water in stock + Food/Water produced per turn
-
Population at start of turn

In other words, the food scavenged or added to per turn totals ARE NOT taken into account for the update, but rather for the next one. I have arguments to defend this, but don't really want to take the time away from updating to post them all here. Therefore, when your overseer's Challenge is something along the lines of "We have a food/water shortage and people are going to die" I'm not asking you to find more food (though you probably should anyways), I'm asking you to deal with the impending political ramifications of the failure to provide food and water.
 
Thank you for the clarification. I hope when I wake there is a nice present. Those rotters who have not got their orders in will feel my WRATH if this is not the case.
 
and I am next turn. :(

should stabilize after that.

Tecknojock, we really need to open a trade route, and do food for water :p
 
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