BOTWAWKI Revised Thread

Honestly, though, I think you are the easiest "distant" faction for me to get too... There's a convenient highway. I-87 to albany, and then down 88. Or, alternativly, 80 to 380 to 81. If we can clear that, we could theoretically set up trade.
 
I can probably get to you, a short hop onto Lake Chamberlain from St Lawrence and then down the river.

Yeah, I seriously thought I will get to Pheonix and plunder the place when I was the mesas.
 
Terrance, are you going to join again as a new faction?
 
Thankfully, the Spring Valley Food Corporation has the benefit of being a large food producer sitting on what was once the greatest farmland in the US and close to massive food storage facilities. Shame I'm not close enough to anyone to actually do trade; I believe ERC would especially benefit.

Anyways, I sent my orders 8 hours ago.
 
The first. I guess my attempt to a bit more obscure to the college troweler is not successful.

At least I can say I was prepubescent during my crazy stages.
 
I'm sorry for the lateness! Have been gone for the last two weeks; still having trouble finding ass with both hands.

Update late tonight EST.
 
So it is you i need to track down and vanquish? :evil:
 
No Skilord and freemancg are the ones who need to be located and vanquished. Other than that, we're all good. The update will regardless be posted tonight or tomorrow.
 
INAHAC expresses approval.exe
 
Orders sent.

And also, good luck finding and vanquishing me. Sure, there are tons of NPC's lurking in the darkness that could probably take my head off, but the player factions will never be able to effectively mess with me until I have, like, three states under my iron grip. That's just geography.

Except of course for freeman, but he'd have to send in orders to do it.
 
Calm down, it was jest, i'm too busy trying to survive right now!
 
Since you demand Satisfaction, I choose Handbags as the decider!

critter+handbags+at+dawn.jpg
 
Also, Quisani apparently needs to be vanquished as well.
 
Inter-Faction Reports​

INTERSTATE TRADE REOPENED IN NEW YORK. Recent news filtering across the wastelands has confirmed that Interstates 88 and 87 have reopened for commerce in the pre-war state of New York, now known as the Imperial Wasteland. This has been mostly attributed to the efforts of a variety of factions, but most predominantly the establishment of fortified posts by Vault 100 along the two interstates. Supported by immensely powerful robots, and with the roads continually patrolled and observed, even raiders have learned to fear these routes, making them probably the safest roads for travel in the former United States. People have already begun looking forward to increased trade and the return of civilization this landmark event represents.

Faction Reports​

Applachian Commonwealth
Spoiler :

The Appalachian Commonwealth has reached the brink of civil war and revolt. An impending water shortage led the Overseer to supply a thousand people with less than half of what they needed to try to reach Camp David. The leader of the expedition soon realized what had been done, as they had not nearly enough food and supplies to manage. Eventually, the rest of the expedition realized the same, and after a quick scrabble and regime change as, they sent a message to the Commonwealth renouncing their allegiance and declaring unending animosity towards its leaders. They have refused to ever again align themselves the Commonwealth, and those who survived the shortages have since settled along I-87 to the east. Worst of all, despite the extreme measure, people still died from a shortage of water back home. Those who survived have sense developed a distinct hostility towards Robert Brown and the others in charge, and mostly towards the remaining people of Vault 104, who were spared any shortages at all.

Other than the shortage and the Camp David expedition debacle, the year was fairly uneventful, as raiders apparently chose more promising targets. Travelers continued to be taxed, and scavenging provided relatively little to note throughout the region. Even a new settlement in Ithaca failed to find anything of promise or interest. An interesting event of note was the establishment of a outpost staffed predominantly by robots at the town of Afton. They apparently represent another vault from Albany known as Vault 100. They have since opened up a resting point along Interstate 88, as well as telling our scouts that they have begun making the whole of the Interstate route clear for travel and trade.

Overseer's Challenge: The leaders of the towns outside of Vault 104 have demanded that Robert Brown immediately step down and stand trial (followed by execution) for crimes against the Commonwealth. The former leaders of the towns outside Vault 104 have already been arrested, and most have been shot or hanged. How does Overseer Brown respond?
Spoiler :

+1100 Scrap Parts from towns' scavenging
+600 Scrap Parts from Binghamton clearing
+100 Food, +150 Water, +600 Scrap Parts from Ithaca settlement
-10 Population, -110 Ammunition from Ithaca settlement losses
+30 Water per turn in Hullsville, +20 Water per turn in Windsor from new wells
+200 Food per turn in Chenango, +200 Food per turn in Hawleyton from farming equipment constructed
+40 Population, +40 Food, +60 Water from Immigration and taxation
+120 Population from Natural Growth
-10% Loyalty from Camp David Expedition
-10% Loyalty, -50 Population from overall lack of water supplies



Bekwa
Spoiler :

The Bekwa suffered great tragedy this year as hundreds disappeared into the wastes, on an ill-fated expedition to the southeast. Led by Chief Francois, a Bekwa expedition was sent to set up an outpost at the town of Petawa further downriver. The expedition was not heard from again until the end of the year. A man staggered into Jemesouviens telling a fantastical tale of the group before dying. According to him, they were viciously attacked by giant monsters in the town, apparently immune to the small arms and melee weapons they brought with them. They fell upon the expedition in the night and most people were hauled away while those who fought were slaughtered where they stood. Many don't believe the man's dying words, but all have begun to accept that they don't have any better explanation.

Overseer's Challenge: We no longer have a leader and we need one in these troubled times. Who should become our new chief?
Spoiler :

-200 Scrap Parts for construction of soundproofed pub
+150 Scrap Parts from Algonquin Park expedition
-10% Loyalty, -250 Population, -10 Ammunition, -150 Low-Tech Melee Weapons, -5 1-H Guns, -3 Rafts, -1 Canoe from lost Petawa Expedition
+85 Population, +5 Slaves from Natural Growth



Biloxi Outcasts
The Biloxi Outcasts have disappeared into the wastelands after having a pronounced effect upon the people of Mobile. They have since fled into unknown areas, fleeing what they believed those who wronged them had sent as a extinguishing army. It is said by the residents of Mobile that they had departed to find a paradise of their own, free from tyranny and fear. Others believe that they were eaten by a giant chubacabra, but they are well known to be insane.

Crips
Spoiler :

Faction in stasis due to my generosity. Here's the Overseer's Challenge again:

Overseer's Challenge: A group of people calling themselves "The Law" have issued bounties for our people, dead or alive. How do we respond?


Diefenbunker
Spoiler :

The Deifenbunker had a fairly passive year with occasional intervals of violence. The first, relatively peaceable excursion was to an old timber mills scouted last year among the ruins caused by American deforestation of Canada prior to the Great War. The first order of business was setting up a fairly orderly camp, with little resistance, as well as even enough farming territory to sustain a portion of the base's population. Next, they began attacking various mounds of giant ants scattered through the area, slowly and systematically. The operations seemed fairly successful until one night, when a surprisingly organized attack came as the ants swarmed into the compound, killing a good deal of people before they were driven off. Since then, the ants have conducted a skilled guerilla war against the people of the Diefenbunker, and even have abandoned their old mounds, which have surprised, and very worried, Colonel Barrett.

At home, a major concern and debate was raised over immigration, which some people viewed as too risky with an upcoming shortage of food. They vehemently protested allowing new immigrants, but the faction's leaders allowed them in anyways, creating a rift in relations. Fortunately, the argument proved academic as the production of good farming equipment has dramatically assisted in the production of food throughout the Deifenbunker's territories. Now it appears, that there may even be a surplus, despite what critics of immigration had initially feared.

Sturgeon Falls, having fallen under raider attacks in the past, managed to scout out a raider den in the area. They were then lured into an ambush outside of the town by the town's residents. The raiders were slaughtered and those who were captured were executed for murder by the town's residents. Unfortunately, Tembec Mill was not as lucky in their fights against raiders. A large force attacked the town, causing the defenders to scramble, having been unprepared. Startlingly, the defenders fared fairly well and casualties were kept to a minimum.

Two scouting parties were sent out this year to determine the fate of the lands surrounding the Bekwa and the Deifenbunker. The first of which was sent to the east to determine the fates of settlements along Canadian Route 17. This expedition's last report was that it was following a very large group of Bekwa travelling east for unknown reasons. They were never heard from again. The second scouting expedition went out to the Algonquin Observatory. They returned with a solid report of the area, reporting signs of a large battle with no bodies, except for one. They claimed the body was too large and heavy to bring back, so they brought back its head, a yellowed freak, with bulging eyes and monstrous muscles.

Overseer's Challenge: A player of a strange and loud instrument has arrived at the Diefenbunker, playing this strange device known as an "accordion" for food and water. Our people suspect that he is either a con man or simply trying to attack the Diefenbunker with sound waves and they wish to hang him. How do we respond?
Spoiler :

-10 Population, -140 Ammunition from raider attack on Tembec Mill
-100 Ammunition from raider attack on Sturgeon Falls
+100 Scrap Parts, +3 Tech Parts, -70 Water from trading
+50 Food, +60 Water, +1,400 Scrap Parts from all towns' scavenging
-5 Population, -10 Ammunition, -5 2-H Guns from lost Chalk River scouting expedition
+150 Food per turn at Diefenbunker, +300 Food per turn at Tembec Mill from farming equipment construction and farm expansion
-5% Loyalty from refusal to shut down immigration
+50 Food, +20 Water, +150 Scrap Parts from Camp Martin settlement
-35 Population, -145 Ammunition from war with ants and Camp Martin settlement
+40 Population, +60 Food, +40 Water from immigration and tolls
+55 Population from Natural Growth



Earth Reclamation Command
Spoiler :

The Earth Reclamation Command has had a brutal year of starvation and internal unrest. Well over a hundred people died from a lack of food this year, slow and excruciating deaths. As many have begun to hate and despise the aging General Heckett, plotting has begun in the shadows towards mutiny. A number of these people were caught in the act, and were executed by firing squad, further enflaming tensions and passions within the populace. The whole faction is simmering, near the point of civil war. Only the desperate need to survive has prevented such an uprising so far as people busy themselves with farming and scavenging.

Overseer's Challenge: Rumors of mutiny have begun growing into plans for open revolt against General Heckett. Some have begun to suggest that he should step down and appoint a replacement before things begin to get out of control. How does he respond?
Spoiler :

+150 Food per turn at Fountain Valley from farm expansion
+60 Food from hunting
+50 Food, +10 Water, +400 Scrap Parts, +3 Tech Parts, +270 Ammunition, +30 1-H Guns, +30 2-H Guns, from Colorado Spring scavenging
-5% Loyalty, -10 Population from executions
+40 Population from Natural Growth
-5% Loyalty, -150 Population from starvation



Fort Morgan Refuge
Spoiler :

The Fort Morgan Refuge launched an offensive against the threat of the Canes to the north in Seminole. The Power Armored Corps presented proof that the Canes were enslaving those attempting to migrate to the Fort Morgan Refuge and its great surplus of water. When greeted with this evidence, Colonel Duvol ordered the PAC to eliminate the slavers once and for all. A mere sixty of the Corps struck at the camp, and wiped out those who dared to fight and accepted the surrender of the others, without losing a single man. Over three hundred people have since joined the Refuge, whether former slaves or those who wished to join the Refuge after the Canes were destroyed. Many have since dramatically boosted the food production of the Refuge, using their methods from the times with the Canes. All of these new immigrants have aided in a great surge of support for the Power Armored Corps, who have been viewed with awe by these new members of the society.

Overseer's Challenge: A group of people known as the Biloxi Outcasts have arrived at our northern frontiers and have requested to join our people in exchange for their protection from their foes. How do we respond?
Spoiler :

+20 Food per turn at Bear Creek, +120 Food per turn at Fort Morgan, +20 Food per turn at Gulf Shores, +50 Food per turn at Silverhill, +60 Food per turn at Tarkiln from farming expansions
+5% Loyalty, +310 Population, +950 Food, +950 Water, +400 Scrap Parts, +50 Ammunition, +100 Low-Tech Melee Weapons, +10 1-H Guns from loot in attack on the Canes
-195 Ammunition from losses in attack on the Canes
+40 Population, +20 Food, +10 Water from Immigration
+10 Population from Natural Growth



Kritarchy of United Slavers
Spoiler :

The Kritarchy of United Slavers has become locked in a war of attrition with the Samedi Boys to the south, a war which has turned into a series of relatively minor skirmishes throughout the swamps and marshes. Both sides have taken advantage of the terrain to set up a variety of traps and have occasionally met each other in small scale attacks. So far the Kritarchy has had the best of it, remaining mostly on the defensive, and taking a decent number of slaves in the process. This has been mostly attributed to their possession of a few miniguns and flamethrowers, which have been the deciding factor in numerous small skirmishes.

Domestically, the slaves have begun once more to murmur against authority, and these rumors caught the ears of authority and those in the auxiliaries for the military have been mostly stripped of arms. It has been made clear by the Samedi Boys that any slaves in battle merely need to lay down their arms to become a full member of their tribe. This propaganda has continued to inspire the slaves, particularly as more Samedi Boys are captured and added to the slave population.

Overseer's Challenge: The Samedi Boys that we've enslaved have a rather odd system of beliefs and our people have begun feeling a bit uneasy as they see dolls resembling themselves get jabbed in nasty ways. How do we respond?
Spoiler :

-5% Loyalty from increased slave tensions
+30 Slaves, +20 Low-Tech Melee Weapons from wartime captured loot
-50 Population, -120 Ammunition from wartime losses
+20 Population, +10 Slaves from Natural Growth



Liberty Commonwealth
Spoiler :

The Liberty Commonwealth had yet another exciting year as the new President Masters and the Council of Mayors has begun putting their programs of expansion into place. First among these have been several scouting expeditions to plot out the future course of expansion throughout the Imperial Wasteland as well as to scavenge any goods that others may have missed. The first two of these departed from Lowville, scouring the surrounding smaller towns for various products that could serve of use. Unfortunately, neither expedition really found much of use or note beyond the usual bits of scrap and food and water. A smaller group of scouts went to the Watertown International Airport, which proved to have been mostly picked over by prior scavengers. Despite this, they still managed to recover a modest amount of tech parts.

Beyond the groups that were merely meant to scavenge others were sent out to scout out locations for future settlement. The first of these was a group to scout out the area between Pillar Point and Adams Cove. After surveying, they determined that while the towns themselves were heavily infested with ghouls for some reason, the area in between was relatively untarnished and suited for settlement and farming. Another scouting group was sent to Cape Vincent, which was identified as the source of the year's raider activity, and populated by a considerable den of depravity and raiders. Other than that, the region was determined to be possibly a good place to settle, though the raiders made any assurances impossible. Fairly large groups from Adams Center scouted out a number of places nearby and found them all to be well empty of life, except for scattered resistance which was slain. Among these were Westcott Beach State Park, Adams, Ellsburg, and Mannsville.

The other main spearhead of the settlement drive this year was the establishment of three important settlements. The first of these was the Depauville settlement, which helped establish further control over the trade routes between Clayton and Watertown. Surprisingly, despite the town being on the major caravan route, the settlers managed to find an intact computer store and promptly looted it of its technological parts. Two other settlements were set up in preparation for construction of bridges to link Wellesley Island with both sides of the St. Lawrence River. The first of these was Colling's Landing, a rather derelict town from which little was gained. On the opposite end was Darlingside in which the settlers found a surprise of monumental proportions. Apparently at some point shortly before the Great War, the US Army was moving a large number of close quarters weapons into Canada in preparation for attacks on resistance groups in various cities. The Great War interrupted this transit and a massive amount of these weapons were left in a warehouse in Darlingside. The Commonwealth has seized these weapons, which have been added to the local armory for eventual distribution. Unfortunately, it seems the ammunition for the rifles and heavy weapons in the warehouse never arrived due to the war, though this is a situation many view as easily rectified.

Though it was a year of tremendous successes and expansion for the Liberty Commonwealth, there was indeed some tragedy as well. As word spread among travelers of a shortage of weapons throughout the faction, a fairly large group of raiders took a chance to strike at their settlements, one by one. They managed to inflict damage upon several towns, but eventually were annihilated when they attempted to attack the heavily defended and fortified Perchtown. Regardless, the attacks took their tolls in men and ammunition, and the people have rejoiced that the Darlingside discovery may at last put to rest the supposed weakness of their faction.

Overseer's Challenge: The growing number of towns has of course begun to dramatically expand the Mayors' Council and these new mayors have begun to make any action within the council a bureaucratic nightmare. Each has their own demands and interests for their community, and the largest faction so far has begun claiming that a period of consolidation is in order, at least until the new bridge is completed. They state that the existing towns have plenty of potential and need time to properly develop. They have begun forming a cohesive political coalition against Masters and her supporters, particularly led by the notorious and verbose Jose Cachino of Perchtown. How do we respond?
Spoiler :

+20 Food, +60 Water, +200 Scrap Parts from caravan trading
+40 Food per turn in Gananoque, +30 Food per turn in Independence River, +20 Food per turn in Lowville, +60 Food per turn in Tug Hill from farming expansions
-20 Population, -10 Ammunition from raider attack on Tug Hill
-35 Ammunition from raider attack on Three Mile
-365 Ammunition from raider attack on Perchtown
-10 Population, -50 Ammunition from raider attack on Lowville
-10 Population, -125 Ammunition from raider attack on Clayton
-20 Population, -15 Ammunition from raider attack on Adams Center
+50 Food, +30 Food per turn, +60 Water, +30 Water per turn, +100 Scrap Parts, +6 Tech Parts from Depauville settlement
+150 Food, +60 Food per turn, +100 Water, +20 Water per turn, +400 Scrap Parts, +1 Tech Part, +240 Ammunition, +30 1-H Guns, +305 2-H Guns, +600 High-Tech Melee Weapons, +30 Heavy Weapons from Darlingside settlement
+150 Food, +30 Food per turn, +100 Water, +10 Water per turn, +200 Scrap Parts from Colling's Landing settlement
-20 Population, -70 Ammunition from Colling's Landing settlement losses
+200 Scrap Parts, +3 Tech Parts, +160 Ammunition, +20 1-H Guns, +30 2-H Guns from Kingston Airport expedition
-30 Ammunition from Kingston Airport expedition losses
+40 Food from Independence River hunting
+20 Food from Tug Hill hunting
+50 Food, +30 Water, +200 Scrap Parts from Adams Expedition
-20 Population from Adams expedition losses
+4 Tech Parts from Watertown International Airport expedition
+50 Food, +60 Water, +100 Scrap Parts from Lowville's Southern Expedition
-10 Population, -20 Ammunition from Lowville's Southern Expedition losses
+10 Food, +20 Water, +50 Scrap Parts, +2 Tech Parts from Lowville's Northern Expedition
+1,150 Scrap Parts from all towns' scrap scavenging
-60 Water per turn, +60 Food per turn in Three Mile from hydroponics
+100 Population, +60 Food, +40 Water from Immigration
+190 Population from Natural Growth
-5% Loyalty, -80 Population from starvation

 
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