arya126
Squad Leader
The Wasteland that Never Sleeps
Tales of the North
Before we start, I would like to say a few words. First and foremost, this is not at all my original idea as you all very well know. This full inspired by EQ's BOTWAWKI, and in many, many places it is a carbon copy. In fact, I simply adapted his ruleset for BOTWAWKI 3.0 for my own purposes. This would not be possible without EQ and the monumental amounts of time he has put into this community which has made resulted in some of the most successful IOTs of this era. Additionally I need to thank Thomas for his help and support. He helped critique many of my new mechanics and features. He also nagged me until I finally released this. If it wasnt for RL, this would have been out a month and a half ago. Without the help of these two, this IOT would not be possible.
The Story
Summary
The Fallout world exists in an alternate timeline that split away from the history of the real world following World War II. Up until the Great War in 2077, the Fallout world was dominated by the distinctively American culture of the 1950s, though with different technological progression. The Fallout world's setting is heavily influenced by the science fiction anthology Worlds of Tomorrow, which was released during the Golden Age of Science Fiction in the 1950s. We begin in 2160, 80 years after a major nuclear war known as the Great War, or the Last War. Assume that everything that has taken place in the relevant games took place in the lands outside of the playable area. For your interest and background on the universe:
http://fallout.wikia.com/wiki/Fallout_world
Faction Set-up
Faction Name: (No use of any faction present in Fallout universe please or anything directly naming Walt Disney, all others fair game) Check out the Capitol Type section for suggestions on names and so forth. Typically it may be best to start out simply naming your faction after wherever you start
Leader Name:
Leader Profession: Choose one from Doctor, Soldier, Farmer, Adventurer, Blacksmith, Gunsmith, Entertainer, Politician, Spy, Engineer, Scientist, Slaver, Merchant, Sailor, or Miner
Starting Location: See Starting Zones.
Leader Background: optional, story based
Origins: Choose one from Pre-War Military, Vault Dwellers, Tribal Nomads, Canadian, Mutant or Survivors
Capital Type: Choose one from Vault, Urban Ruin, Settlement, Tribal Camp, Bunker
Background: Optional, story based (If you choose Vault, Not Applicable)
Leader Professions
Spoiler :
Leader Professions are what sort of training that your leader brings to the faction. When your leader dies, the following leader will have a profession of his own, usually based on your actions in the game to date. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all. Below are listed only the starting bonuses, for more details on what these professions actually do, please see the relevant section of the rules.
There is a cap on the number of each type of specialist in the wasteland at the beginning of the game. There are only allowed to be 3 of any class of specialist in the wasteland. That means if 3 other factions begin with an Engineer, your faction cannot also begin with an engineer. This will be in place until 50% of specialist classes have 3 present in the wasteland, at which time the cap will increase to 4. The exception to this rule is that each starting zone is allowed to have 1 of each specialist. So even if there are already 3 Engineers in the wasteland, if there is no engineer in the Albany starting zone, you are always allowed to begin with an engineer in that zone. The cap will be lifted once specialists become more commonplace.
Doctor: Clinic completed at start, bonus scrap parts.
Soldier: Small stockpile of laser weapons and ammunition.
Adventurer: Random selection of basic weapons and ammunition for them.
Blacksmith: Moderate sized stockpile of Low-Tech Melee and Ranged Weapons.
Gunsmith: Moderate stockpile of 1-H and 2-H Guns and ammunition.
Entertainer: Larger starting population and morale.
Politician: Additional bonus specialist at start, but you will NOT receive that specialists starting bonus. Additional starting internal faction.
Spy: Small stockpile of Stealth Boys at start.
Engineer: Bonus Materials at start, Random basic vehicle(s) available at start in addition to Fusion Cores, Random robots available at start.
Scientist: No starting bonus.
Slaver: Start with slaves equal to 10% of your population.
Merchant: Start with stockpile of horses/carts and rafts/canoes.
Sailor: Start with 5 sailing boats.
Miner: Start with stockpile of coal and metals and a mine already built on a deposit.
There is a cap on the number of each type of specialist in the wasteland at the beginning of the game. There are only allowed to be 3 of any class of specialist in the wasteland. That means if 3 other factions begin with an Engineer, your faction cannot also begin with an engineer. This will be in place until 50% of specialist classes have 3 present in the wasteland, at which time the cap will increase to 4. The exception to this rule is that each starting zone is allowed to have 1 of each specialist. So even if there are already 3 Engineers in the wasteland, if there is no engineer in the Albany starting zone, you are always allowed to begin with an engineer in that zone. The cap will be lifted once specialists become more commonplace.
Doctor: Clinic completed at start, bonus scrap parts.
Soldier: Small stockpile of laser weapons and ammunition.
Adventurer: Random selection of basic weapons and ammunition for them.
Blacksmith: Moderate sized stockpile of Low-Tech Melee and Ranged Weapons.
Gunsmith: Moderate stockpile of 1-H and 2-H Guns and ammunition.
Entertainer: Larger starting population and morale.
Politician: Additional bonus specialist at start, but you will NOT receive that specialists starting bonus. Additional starting internal faction.
Spy: Small stockpile of Stealth Boys at start.
Engineer: Bonus Materials at start, Random basic vehicle(s) available at start in addition to Fusion Cores, Random robots available at start.
Scientist: No starting bonus.
Slaver: Start with slaves equal to 10% of your population.
Merchant: Start with stockpile of horses/carts and rafts/canoes.
Sailor: Start with 5 sailing boats.
Miner: Start with stockpile of coal and metals and a mine already built on a deposit.
Starting Zones
Spoiler :
The map includes the territory of the states of Pennsylvania, Delaware, New Jersey, New York, Connecticut, Rhode Island, Massachusetts, Vermont, New Hampshire, and Maine. That is a vast area. In order to encourage early game interaction between players, starting locations are limited to 4 starting zones. These zones each come with different advantages and disadvantages. There is a cap to 4 factions in each starting zone until each zone has at least 2 factions, in order to ensure no zone is too crowded.
The zones are: Nuked York (New York City), Albany (Upstate New York), Brotherly Love (Philadelphia), and Erie (Western Pennsylvania).
Nuked York: New York City was hit extremely hard by the nuclear bombs that fell 80 years ago. What is left is an urban wasteland dominated by mutants, ghouls, raiders, and violent gangs. It is a violent place where only the fringes are considered survivable by the hardiest of survivors. Deeper inside the city there are horrors that drive men insane. The starting zone includes surrounding suburbs. Farming and other food collection will be subpar here, but there is the potential for valuable and plentiful scavenging of both scrap and tech parts here. Yet, hope remains, symbolized by the still standing Statue of Liberty.
Albany: Upstate New York includes the medium sized city of Albany but was not hit as hard as New York City. It is a mix of rural and urban where there is a little bit of everything available for starting factions, and the Hudson river provides a convenient trade route to NYC should civilization ever regain control of the city. However in past decades canadians have been migrating from the north, and with them have come tales of war and famine. They have caused much conflict on the fringes of Albany.
Brotherly Love: Philadelphia was not as big a priority for Chinese warheads as DC and NYC were, yet it is nonetheless a brutal place where only the strongest survive in its downtown area. There is a larger rural area here for those who want a more moderated version of NYCs high risk high reward. Additionally, this zone contains Dover Air Force Base to the south, a major hub in the pre war days, as well as the valuable farmland that surrounds it.
Erie: Erie is the most rural of the 4 starting zones, and its opportunities reflect that. Although near Pittsburgh and Cleveland Erie is not as affected by radiation as other areas and can usually be counted on to be fairly arable. However it has seen the largest influx of Canadians from the north in past decades aside from Albany, generating conflict, and there is a distinct lack of tech parts here compared to other starting zones.
The zones are: Nuked York (New York City), Albany (Upstate New York), Brotherly Love (Philadelphia), and Erie (Western Pennsylvania).
Nuked York: New York City was hit extremely hard by the nuclear bombs that fell 80 years ago. What is left is an urban wasteland dominated by mutants, ghouls, raiders, and violent gangs. It is a violent place where only the fringes are considered survivable by the hardiest of survivors. Deeper inside the city there are horrors that drive men insane. The starting zone includes surrounding suburbs. Farming and other food collection will be subpar here, but there is the potential for valuable and plentiful scavenging of both scrap and tech parts here. Yet, hope remains, symbolized by the still standing Statue of Liberty.
Albany: Upstate New York includes the medium sized city of Albany but was not hit as hard as New York City. It is a mix of rural and urban where there is a little bit of everything available for starting factions, and the Hudson river provides a convenient trade route to NYC should civilization ever regain control of the city. However in past decades canadians have been migrating from the north, and with them have come tales of war and famine. They have caused much conflict on the fringes of Albany.
Brotherly Love: Philadelphia was not as big a priority for Chinese warheads as DC and NYC were, yet it is nonetheless a brutal place where only the strongest survive in its downtown area. There is a larger rural area here for those who want a more moderated version of NYCs high risk high reward. Additionally, this zone contains Dover Air Force Base to the south, a major hub in the pre war days, as well as the valuable farmland that surrounds it.
Erie: Erie is the most rural of the 4 starting zones, and its opportunities reflect that. Although near Pittsburgh and Cleveland Erie is not as affected by radiation as other areas and can usually be counted on to be fairly arable. However it has seen the largest influx of Canadians from the north in past decades aside from Albany, generating conflict, and there is a distinct lack of tech parts here compared to other starting zones.
Origins
Spoiler :
The Origins section of creating your faction revolves around the type of people that your faction was created out of. They should be fairly self-explanatory. With the exception of Survivors, most of the different types can only start in one particular place.
Pre-War Military: This represents the descendants of military units which somehow survived the Great War at various underground bases in North America. Starts with high tech military equipment, but small amounts of all other resources, including low food and water.
Vault Dwellers: This represents the descendants of those who survived the Great War by residing in the Vault-Tec Vault system. Starts with a large amount of food, water, and tech parts; but has very limited military equipment; can only start in vaults, please read the vault section before deciding.
Tribal Nomads: This represents the descendants of those who survived the Great War by retreating to various less populated places and reestablishing a tribal civilization. Has large amount of low tech military equipment as well as food and water; can only start in Settlements or Tribal Camps.
Survivors: This represents the descendants of those who survived the Great War by nearly sheer luck, living in the ruins of the cities and towns and eking out an existence scavenging from the rubble. Moderate in all respects, can start everywhere except for Tribal Camps and Vaults.
Mutants: This represents ghouls and super mutants who used to be humans and werent as lucky as Survivors. Cannot start with a scientist, engineer, farmer, or doctor specialist, but usually begin with a large stockpile of military equipment and a large population. Can start in Settlements or Tribal camps.
Canadians: This represents those who have migrated south from Canada since the bombs fell in order to escape the famine and intense warfare among factions there. They are typically shunned by non canadians in most regions. Can only start in settlements or tribal camps.
Pre-War Military: This represents the descendants of military units which somehow survived the Great War at various underground bases in North America. Starts with high tech military equipment, but small amounts of all other resources, including low food and water.
Vault Dwellers: This represents the descendants of those who survived the Great War by residing in the Vault-Tec Vault system. Starts with a large amount of food, water, and tech parts; but has very limited military equipment; can only start in vaults, please read the vault section before deciding.
Tribal Nomads: This represents the descendants of those who survived the Great War by retreating to various less populated places and reestablishing a tribal civilization. Has large amount of low tech military equipment as well as food and water; can only start in Settlements or Tribal Camps.
Survivors: This represents the descendants of those who survived the Great War by nearly sheer luck, living in the ruins of the cities and towns and eking out an existence scavenging from the rubble. Moderate in all respects, can start everywhere except for Tribal Camps and Vaults.
Mutants: This represents ghouls and super mutants who used to be humans and werent as lucky as Survivors. Cannot start with a scientist, engineer, farmer, or doctor specialist, but usually begin with a large stockpile of military equipment and a large population. Can start in Settlements or Tribal camps.
Canadians: This represents those who have migrated south from Canada since the bombs fell in order to escape the famine and intense warfare among factions there. They are typically shunned by non canadians in most regions. Can only start in settlements or tribal camps.
Starting Community Types
Spoiler :
Your starting community will be the place your nation is born from. While you may start as a humble settlement among the Wasteland, the type of place you choose to begin from will indubitably shape the sort of nation you create. Each starting type has its benefits, and some starting types can ONLY become settlements in a nation by starting with them (see Rules section for more information on settlements). Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location. Lastly, some starting community types cannot be created in certain climate regions. Check Google Earth to find good locations.
Vault: A vault is part of a pre-war nuclear shelter campaign, which was advertised to protect the people, and even help them thrive in a post-nuclear environment. They are said to be self-sufficient and able to sustain internal support indefinitely. Can only be started in by Vault Dwellers, will have higher number of food, water, and tech parts. Most vaults can be sealed in an emergency, which prevents any attack. Therefore a vault will NEVER be attacked by NPC raiders. These can also be started anywhere on the map, regardless of terrain. There is one important addition to this place however, which can either make your or break you from the very beginning, beyond your own control. All vaults are part of the Vault-Tec Sociological Experiment. This means that every vault has a flaw or unique feature, which will be randomly selected at the start of the game. This means, that beyond the already stated benefits, stats like population, ammunition, and your arsenal will be completely randomized, and unknown at the start. (Examples of Vault Names: Vault 101, Vault 3, Vault 21)
There is a soft cap on Vault creation in any given starting zone. Each starting zone has a soft cap of 3 vaults. Any starting vaults after 3 have a risk of starting with a negative experiment. You have been warned.
Urban Ruin: Located only within the highly urban regions of the former United States, these ruins are generally notable and relatively intact buildings. A good example would be communities based around pre-war landmarks or businesses. You can only start in an Urban Ruin if your starting location is within a heavily developed city region (as on the terrain map). Starting here will mean a large starting stockpile of food and water, but food and water gathering in an urban area is reduced by half. Starting weapons will be typically moderate, a small amount possibly being military grade. Your starting population number will typically be rather low, however you begin with 1 level of fortifications already built.
Settlement: These are recently established settlements which have established new civilization. You can only begin in one of these in a region that is not extensively urban. These are typically able to feed and water themselves, but rarely have any starting weapons or otherwise. They also start with a relatively large number of people as compared to other starting sites. As a result of a larger population, settlements start with an extra specialist.
Tribal Camp: Though some tribes have settled down, most have not, and continue to lead a nomadic existence across the more open areas of North America. A Tribal Camp is a mobile settlement, and is the only one of its type. If you are a nomadic tribe, this is also your only settlement, and it cannot have structures or anything. The plus side is that with a tribal camp, you are able to grow food on the move, but overall, you're going to want to look for a new home. Additionally, population in tribal camps only require .5 food and water every turn.
Bunker: These are Pre-War installations established by the United States military in the case of nuclear war. They come with large stockpiles of food, water, and ammunition, but no inherent way to produce any more of their own.
Cave System: Cave systems are naturally occurring formations which exist throughout North America, typically as Pre-War tourist attractions or hideaways. They were therefore ideal refuges after the conflict, and some contain springs and so forth, allowing for survival of a few lucky individuals. Starting here gives a lower starting population, but typically a more self-sustainable one at the same time.
Vault: A vault is part of a pre-war nuclear shelter campaign, which was advertised to protect the people, and even help them thrive in a post-nuclear environment. They are said to be self-sufficient and able to sustain internal support indefinitely. Can only be started in by Vault Dwellers, will have higher number of food, water, and tech parts. Most vaults can be sealed in an emergency, which prevents any attack. Therefore a vault will NEVER be attacked by NPC raiders. These can also be started anywhere on the map, regardless of terrain. There is one important addition to this place however, which can either make your or break you from the very beginning, beyond your own control. All vaults are part of the Vault-Tec Sociological Experiment. This means that every vault has a flaw or unique feature, which will be randomly selected at the start of the game. This means, that beyond the already stated benefits, stats like population, ammunition, and your arsenal will be completely randomized, and unknown at the start. (Examples of Vault Names: Vault 101, Vault 3, Vault 21)
There is a soft cap on Vault creation in any given starting zone. Each starting zone has a soft cap of 3 vaults. Any starting vaults after 3 have a risk of starting with a negative experiment. You have been warned.
Urban Ruin: Located only within the highly urban regions of the former United States, these ruins are generally notable and relatively intact buildings. A good example would be communities based around pre-war landmarks or businesses. You can only start in an Urban Ruin if your starting location is within a heavily developed city region (as on the terrain map). Starting here will mean a large starting stockpile of food and water, but food and water gathering in an urban area is reduced by half. Starting weapons will be typically moderate, a small amount possibly being military grade. Your starting population number will typically be rather low, however you begin with 1 level of fortifications already built.
Settlement: These are recently established settlements which have established new civilization. You can only begin in one of these in a region that is not extensively urban. These are typically able to feed and water themselves, but rarely have any starting weapons or otherwise. They also start with a relatively large number of people as compared to other starting sites. As a result of a larger population, settlements start with an extra specialist.
Tribal Camp: Though some tribes have settled down, most have not, and continue to lead a nomadic existence across the more open areas of North America. A Tribal Camp is a mobile settlement, and is the only one of its type. If you are a nomadic tribe, this is also your only settlement, and it cannot have structures or anything. The plus side is that with a tribal camp, you are able to grow food on the move, but overall, you're going to want to look for a new home. Additionally, population in tribal camps only require .5 food and water every turn.
Bunker: These are Pre-War installations established by the United States military in the case of nuclear war. They come with large stockpiles of food, water, and ammunition, but no inherent way to produce any more of their own.
Cave System: Cave systems are naturally occurring formations which exist throughout North America, typically as Pre-War tourist attractions or hideaways. They were therefore ideal refuges after the conflict, and some contain springs and so forth, allowing for survival of a few lucky individuals. Starting here gives a lower starting population, but typically a more self-sustainable one at the same time.
Standard Game Stats Format
Spoiler :
Faction Name: Player Name
Leader: Leader Name
Internal Factions (Satisfaction):
Capital: Capital Name
Total Population (Healthy/Wounded/Maimed): #
Total Slaves: #
Specialists: Title Specialist Name (Age; Location), Title Specialist Name (Age; Location)
Food (Farming/Gathering/Hunting): # (+#/+#/+#)
Water: # (+#)
Fusion Cores: #
Wood
Resources (Coal/Metal)
Scrap Parts: #
Tech Parts: #
Ammunition (Projectile/Energy): #/#
Total Military Equipment: List and Amounts of Weaponry and Armor
Robots: List and Amounts of Robots
Military Skill: #
Leader: Leader Name
Internal Factions (Satisfaction):
Capital: Capital Name
Total Population (Healthy/Wounded/Maimed): #
Total Slaves: #
Specialists: Title Specialist Name (Age; Location), Title Specialist Name (Age; Location)
Food (Farming/Gathering/Hunting): # (+#/+#/+#)
Water: # (+#)
Fusion Cores: #
Wood
Resources (Coal/Metal)
Scrap Parts: #
Tech Parts: #
Ammunition (Projectile/Energy): #/#
Total Military Equipment: List and Amounts of Weaponry and Armor
Robots: List and Amounts of Robots
Military Skill: #
The Rules
Spoiler :
Morale, Population, and Slaves
Your population is all your people that you have available to you. Typically the numbers are going to start very small, but will quickly grow throughout the course of years. The "civilized" zones such as your faction won't be the only survivors out there, and based on your faction traits and other stats, you'll be receiving a slow flow of immigrants and refugees from more wild territories. This will be included alongside "natural" growth as well.
Internal Factions are groups of like minded individuals within a faction that wield political influence within your player faction. Ever player starts with 3: Isolationist, Jingoist, and Elite, which are fairly self explanatory. Over time more factions might be added whether by roleplay, player input/actions or random events. Be careful to keep your internal factions satisfied over the long run or you might citizens become uncooperative, or even a rebellion.
The Population stat isn't a representation of a larger population or a base from which to create an army. Your Population IS your army. Therefore, it is very important to keep your people happy and loyal as well as provide them with state of the art weapons and good equipment for battle. You have absolute control over your people, send them wherever you choose. They live to serve your whims and the faction as a whole. As long as they stay loyal, that is. Your population is also divided based on their health: Healthy, Wounded, and maimed. Healthy is a normal person. Wounded means they were recently wounded in a battle or expedition and they need a turn to heal; otherwise they will suffer a penalty in whatever action they take that turn. Maimed are permanently damaged and are a drain upon your resources. Maimed cannot undertake actions but still consume food and water as anybody else would. In order to transport maimed between settlements you need 2 healthy population for each maimed. Doctors can help heal wounded quicker and more efficiently, while entertainers can help reduce the food/water burden of the maimed.
The slave stat is entirely up to you. If you want slaves, feel free to capture some from the wasteland or other factions. Thanks to state of the art bomb collar technology, it's easier than ever to enslave people! Slaves consume no food and water, but can harvest and gather just like normal population. Of course, sending them out into the wastelands also increases the chance that they may escape, so make sure you have loyal guards with them.
Specialists
Specialists are a new addition to this game style, replacing the old Education system. There are fifteen classes of specialist that exist in this game, each with their own abilities and functions. Specialists unlock different buildings and items for construction, and will have their own personalities and agendas. Most of the Challenges for your faction will likely be driven by conflicts and disputes between your specialists. Your leader also counts as a specialist, to be selected when you create a faction. When your leader dies, one of your other specialists will likely gain control. Remember, each of these specialists offer new opportunities and chances, but can occasionally be more trouble than they are worth. Also, some items require multiple types of specialists for construction. Heres a quick overview of each profession and what they can do for you.
But how do you acquire additional specialists? There are two options. A specialist can migrate from one faction to another (including NPC settlements). The other option is apprenticeship. You can apprentice members of your population to a specialist. After a certain number of turns depending on the skill of the apprentice, the apprentice will become a full specialist. The danger in this is that after becoming a specialist that pop might decide to migrate elsewhere if you do not convince them to stay. It is this program of apprenticeship and the occasional immigration of specialists to the Liberty Wasteland from other regions that will increase the number available to different factions.
Supplies in Their Natural Habitats
Food and Water are the most important resources out there, period. Good food and purified water are essential to the literal survival of not just the faction, but the very species. Each person that you have in your faction will require 1 Food and 1 Water every year. If they do not receive it, they will die. In order to gather food, your population either need to farm, hunt, or gather food from the surrounding area. All of these methods are most effective during the Summer turn, however farming and gathering are particularly ineffective during the Winter turn. Because of this, you have to be aware of a lack of food production every other turn. Collecting water is particularly difficult if you are not close to a fresh water source such as a lake or river. Building farming equipment and water stations can help to improve your settlements base food and water production.
Fusion Cores are what is needed to power most vehicles and for the construction of robots. They can be found fairly extensively through old world ruins, as they were in common use among the military and old corporations. Fusion Cores are essential to maintaining and using the most powerful weapons and equipment available to wasteland factions. Fusion Cores are also essential in fueling heaters during the winter months.
Wood is used both in building certain vehicles, and in heating settlements during winter months although they are less efficient than fusion cores. This can be collected just like scavenging, by sending out population to chop down trees. Wood is scarce in urban areas.
Resources are relatively rare and hard to extract. If you ever find a site that could have coal or metals ready to be mined, you must first have a miner, then construct a mine. These sites are mostly found in mountains as a handful of mines were created just before the bombs fell to harvest previously unknown deposits. Coal can be used as a heating source that is more efficient than wood, and metals can be used by blacksmiths in place of scrap parts.
Scrap Parts represent the random detritus that is the leftovers of the modern world. This can include anything from the shells of cars, to timber, to any assorted scrap metal, wood, or other building material. They are used in construction as well as to create weapons. They can also be converted into ammunition with the appropriate facilities.
Tech Parts represent the remnants of the information age that can be used now to reconstruct technological marvels from power armor to robots.
Ammunition is required for the use of all non-melee weapons. Without it, your guns are just fairly useless clubs and you'll get torn apart by the most primitive tribes. Different types of guns expend ammunition quicker, and you lose ammunition based on how many battles you fight in a turn and how many. Projectile weapons such as 1-H and 2-H guns expend projectile ammunition, which is slightly more common. Energy weapons such as laser and plasma weapons expend energy ammunition, which is rarer and will usually only be found on military bases and bunkers.
Military Equipment and Skill
Scavenging and exploring will often result in the recovery of different types of weapons. Even better, when you defeat a group of raiders or another faction's army, their weapons become your own. The list of goodies you can use to fight are in a below post. Lastly, if you don't have enough weapons for your whole population, it is assumed that they are using standard melee makeshift stuff, which is always the least effective tool. Your military equipment stat is the total military equipment for your faction, and each settlements individual arsenal stats are taken out of this total.
Military Skill is the type of ability that your population has for combat. Remember, all of your population generally knows at least something about fighting and war, otherwise they'd die off. Therefore, your whole population is your army and this stat reflects what sort of experience and abilities they possess in the terms of combat. Obviously the higher the better, and the more you fight, the better you get. Better weapons, armor, and chems will help improve the military skill stat in combat situations.
Exploration and Scavenging
As frequently mentioned above a large amount of your time and energy would be best focused on sifting through the ruins of society. With scouting parties you can locate promising ruins which could work well as a outpost or community. You can find nice bits of salvage and old-war gems, including hidden special projects that you could bring to life with just enough Materials. My recommendation is that you have at least one scouting party heading out somewhere every turn. Of course, there's always the small chance that they'll get hit by raiders or other factions, so make sure to give them some firepower to help them out. To Explore to Scavenge simply say in orders "Send __ people with ____ weapons to Explore and/or Scavenge in _____ spot.
Outposts and Expansion
The civilizations of the wasteland begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. There's always the chance settlers will be hit by raiders on the way, so once again, make sure they have weapons. There are several "standard" types of places you can discover that are detailed here. These do not include some of the places which qualify as starting settlements, as they typically must be conquered, not colonized. Settlement prices are listed below based on type of settlement.
Urban Ruin: This is the most common type of outpost or settlement that you can establish. These typically are buildings, small towns, or landmarks leftover by the old world which are intact enough to be fortified and turned into outposts. When establishing a base in an urban ruin, you are likely to find tech parts, and this is the only way you're likely to discover the rarest of pre-war artifacts as well as plenty of standard ammunition and regular weapons.
Military Base/Bunker: This is a particularly uncommon type of outpost or settlement you can discover and claim. These are particularly nice because frequently they have large amounts of ammunition, and occasionally even ammunition-producing machines. They can also have decent stockpiles of food and water within them, sometimes even limited production facilities of their own. One or two military bases may even have fun treasures hidden within them.
Settlement: Whenever you're in a particularly barren region, there's always the option to simply just create a settlement out of spare parts in the area. While this may be useful to help monitor your territory or encourage trade, typically settlements have little or no resources of their own. If they're created in fertile lands they can become profitable farming communities.
Cave System: Outside of the cities, there are occasionally cave systems in the mountains and other isolated regions. These are frequently a good source of water, and perhaps other resources as well from failed post-war attempts at survival. They are also hard to find and therefore rarely come under attack by raiders, making them easy to defend and man. Of course, if youve researched an area and know where a nice cave system is, the advantage is yours.
Temporary Fort: A temporary fort is a fortification that an expedition decides to create when on the move and they cannot make it to a fortified town. These can be used to secure chokepoints or simply to bunker down before a force of raiders attack. They come in 3 levels, from a simple barricade to a full fledged fort. They can be occupied full time or built then abandoned. Anybody can occupy an abandoned fort on the map. Can be upgraded to a fortified settlement by using scrap parts.
Your population is all your people that you have available to you. Typically the numbers are going to start very small, but will quickly grow throughout the course of years. The "civilized" zones such as your faction won't be the only survivors out there, and based on your faction traits and other stats, you'll be receiving a slow flow of immigrants and refugees from more wild territories. This will be included alongside "natural" growth as well.
Internal Factions are groups of like minded individuals within a faction that wield political influence within your player faction. Ever player starts with 3: Isolationist, Jingoist, and Elite, which are fairly self explanatory. Over time more factions might be added whether by roleplay, player input/actions or random events. Be careful to keep your internal factions satisfied over the long run or you might citizens become uncooperative, or even a rebellion.
The Population stat isn't a representation of a larger population or a base from which to create an army. Your Population IS your army. Therefore, it is very important to keep your people happy and loyal as well as provide them with state of the art weapons and good equipment for battle. You have absolute control over your people, send them wherever you choose. They live to serve your whims and the faction as a whole. As long as they stay loyal, that is. Your population is also divided based on their health: Healthy, Wounded, and maimed. Healthy is a normal person. Wounded means they were recently wounded in a battle or expedition and they need a turn to heal; otherwise they will suffer a penalty in whatever action they take that turn. Maimed are permanently damaged and are a drain upon your resources. Maimed cannot undertake actions but still consume food and water as anybody else would. In order to transport maimed between settlements you need 2 healthy population for each maimed. Doctors can help heal wounded quicker and more efficiently, while entertainers can help reduce the food/water burden of the maimed.
The slave stat is entirely up to you. If you want slaves, feel free to capture some from the wasteland or other factions. Thanks to state of the art bomb collar technology, it's easier than ever to enslave people! Slaves consume no food and water, but can harvest and gather just like normal population. Of course, sending them out into the wastelands also increases the chance that they may escape, so make sure you have loyal guards with them.
Specialists
Specialists are a new addition to this game style, replacing the old Education system. There are fifteen classes of specialist that exist in this game, each with their own abilities and functions. Specialists unlock different buildings and items for construction, and will have their own personalities and agendas. Most of the Challenges for your faction will likely be driven by conflicts and disputes between your specialists. Your leader also counts as a specialist, to be selected when you create a faction. When your leader dies, one of your other specialists will likely gain control. Remember, each of these specialists offer new opportunities and chances, but can occasionally be more trouble than they are worth. Also, some items require multiple types of specialists for construction. Heres a quick overview of each profession and what they can do for you.
Spoiler :
Doctor: A doctor is able to use scrap parts to aid in the recuperation of wounded population. Pop healed by a doctor are guaranteed a 1 turn recovery. Pop healing without a doctor run the risk of a delayed (2 turn) healing process, or even infection and death.
Soldier: A soldier is a skilled warrior who will dramatically improve the performance of any combat group when he leads them personally into battle.
Farmer: Farmers unlock Farming Equipment for construction.
Adventurer: Adventurers lead long term expeditions, controlled by you through a CYOA mini game. This can result in contact with far flung factions, valuable intelligence, and rare loot.
Blacksmith: Blacksmiths allow the production of a wide variety of low-tech weaponry and the construction of armor.
Gunsmith: Gunsmiths unlock the construction of firearms and production of ammunition. Projectile ammunition is produced at a 5:1 ammo:scrap ratio. Energy ammo cannot be produced.
Entertainer: Entertainers boost immigration and reduce the burden of maimed population on your society as a whole.
Politician: Politicians make handling internal factions easier and less prone to disastrous misunderstandings and the bloodshed that follow. Additionally, they tend to be able to attract other specialists to your settlements and keep them there, and can usually have their way with NPC diplomacy.
Spy: Spies can be used to infiltrate other factions and communities and find weaknesses or perform other covert activities. They are the only such unit that can infiltrate and conduct these sorts of operations and are even more effective with Stealth Boys.
Engineer: Engineers handle the practical application of science in the wasteland, including building advanced structures, repairing scavenged robots, and vehicles. They take knowledge and designs produced by scientists and use them to better your society.
Scientist: Scientists offer the ability to research new technology as well as unlocking the construction of advanced weapons, buildings, and equipment. They deal with theoretical science and resulting blueprints and designs.
Slaver: Slavers reduce the chances of a slave revolt or escape and increase the return on slaving expeditions.
Merchant: Merchants can lead trading expeditions between the starting zones.
Sailor: Sailors are required in order to build sailing boats, and increase the chance of safe voyages.
Miner: Miners are required in order to mine resources in appropriate locations.
Soldier: A soldier is a skilled warrior who will dramatically improve the performance of any combat group when he leads them personally into battle.
Farmer: Farmers unlock Farming Equipment for construction.
Adventurer: Adventurers lead long term expeditions, controlled by you through a CYOA mini game. This can result in contact with far flung factions, valuable intelligence, and rare loot.
Blacksmith: Blacksmiths allow the production of a wide variety of low-tech weaponry and the construction of armor.
Gunsmith: Gunsmiths unlock the construction of firearms and production of ammunition. Projectile ammunition is produced at a 5:1 ammo:scrap ratio. Energy ammo cannot be produced.
Entertainer: Entertainers boost immigration and reduce the burden of maimed population on your society as a whole.
Politician: Politicians make handling internal factions easier and less prone to disastrous misunderstandings and the bloodshed that follow. Additionally, they tend to be able to attract other specialists to your settlements and keep them there, and can usually have their way with NPC diplomacy.
Spy: Spies can be used to infiltrate other factions and communities and find weaknesses or perform other covert activities. They are the only such unit that can infiltrate and conduct these sorts of operations and are even more effective with Stealth Boys.
Engineer: Engineers handle the practical application of science in the wasteland, including building advanced structures, repairing scavenged robots, and vehicles. They take knowledge and designs produced by scientists and use them to better your society.
Scientist: Scientists offer the ability to research new technology as well as unlocking the construction of advanced weapons, buildings, and equipment. They deal with theoretical science and resulting blueprints and designs.
Slaver: Slavers reduce the chances of a slave revolt or escape and increase the return on slaving expeditions.
Merchant: Merchants can lead trading expeditions between the starting zones.
Sailor: Sailors are required in order to build sailing boats, and increase the chance of safe voyages.
Miner: Miners are required in order to mine resources in appropriate locations.
But how do you acquire additional specialists? There are two options. A specialist can migrate from one faction to another (including NPC settlements). The other option is apprenticeship. You can apprentice members of your population to a specialist. After a certain number of turns depending on the skill of the apprentice, the apprentice will become a full specialist. The danger in this is that after becoming a specialist that pop might decide to migrate elsewhere if you do not convince them to stay. It is this program of apprenticeship and the occasional immigration of specialists to the Liberty Wasteland from other regions that will increase the number available to different factions.
Supplies in Their Natural Habitats
Food and Water are the most important resources out there, period. Good food and purified water are essential to the literal survival of not just the faction, but the very species. Each person that you have in your faction will require 1 Food and 1 Water every year. If they do not receive it, they will die. In order to gather food, your population either need to farm, hunt, or gather food from the surrounding area. All of these methods are most effective during the Summer turn, however farming and gathering are particularly ineffective during the Winter turn. Because of this, you have to be aware of a lack of food production every other turn. Collecting water is particularly difficult if you are not close to a fresh water source such as a lake or river. Building farming equipment and water stations can help to improve your settlements base food and water production.
Fusion Cores are what is needed to power most vehicles and for the construction of robots. They can be found fairly extensively through old world ruins, as they were in common use among the military and old corporations. Fusion Cores are essential to maintaining and using the most powerful weapons and equipment available to wasteland factions. Fusion Cores are also essential in fueling heaters during the winter months.
Wood is used both in building certain vehicles, and in heating settlements during winter months although they are less efficient than fusion cores. This can be collected just like scavenging, by sending out population to chop down trees. Wood is scarce in urban areas.
Resources are relatively rare and hard to extract. If you ever find a site that could have coal or metals ready to be mined, you must first have a miner, then construct a mine. These sites are mostly found in mountains as a handful of mines were created just before the bombs fell to harvest previously unknown deposits. Coal can be used as a heating source that is more efficient than wood, and metals can be used by blacksmiths in place of scrap parts.
Scrap Parts represent the random detritus that is the leftovers of the modern world. This can include anything from the shells of cars, to timber, to any assorted scrap metal, wood, or other building material. They are used in construction as well as to create weapons. They can also be converted into ammunition with the appropriate facilities.
Tech Parts represent the remnants of the information age that can be used now to reconstruct technological marvels from power armor to robots.
Ammunition is required for the use of all non-melee weapons. Without it, your guns are just fairly useless clubs and you'll get torn apart by the most primitive tribes. Different types of guns expend ammunition quicker, and you lose ammunition based on how many battles you fight in a turn and how many. Projectile weapons such as 1-H and 2-H guns expend projectile ammunition, which is slightly more common. Energy weapons such as laser and plasma weapons expend energy ammunition, which is rarer and will usually only be found on military bases and bunkers.
Military Equipment and Skill
Scavenging and exploring will often result in the recovery of different types of weapons. Even better, when you defeat a group of raiders or another faction's army, their weapons become your own. The list of goodies you can use to fight are in a below post. Lastly, if you don't have enough weapons for your whole population, it is assumed that they are using standard melee makeshift stuff, which is always the least effective tool. Your military equipment stat is the total military equipment for your faction, and each settlements individual arsenal stats are taken out of this total.
Military Skill is the type of ability that your population has for combat. Remember, all of your population generally knows at least something about fighting and war, otherwise they'd die off. Therefore, your whole population is your army and this stat reflects what sort of experience and abilities they possess in the terms of combat. Obviously the higher the better, and the more you fight, the better you get. Better weapons, armor, and chems will help improve the military skill stat in combat situations.
Exploration and Scavenging
As frequently mentioned above a large amount of your time and energy would be best focused on sifting through the ruins of society. With scouting parties you can locate promising ruins which could work well as a outpost or community. You can find nice bits of salvage and old-war gems, including hidden special projects that you could bring to life with just enough Materials. My recommendation is that you have at least one scouting party heading out somewhere every turn. Of course, there's always the small chance that they'll get hit by raiders or other factions, so make sure to give them some firepower to help them out. To Explore to Scavenge simply say in orders "Send __ people with ____ weapons to Explore and/or Scavenge in _____ spot.
Outposts and Expansion
The civilizations of the wasteland begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. There's always the chance settlers will be hit by raiders on the way, so once again, make sure they have weapons. There are several "standard" types of places you can discover that are detailed here. These do not include some of the places which qualify as starting settlements, as they typically must be conquered, not colonized. Settlement prices are listed below based on type of settlement.
Urban Ruin: This is the most common type of outpost or settlement that you can establish. These typically are buildings, small towns, or landmarks leftover by the old world which are intact enough to be fortified and turned into outposts. When establishing a base in an urban ruin, you are likely to find tech parts, and this is the only way you're likely to discover the rarest of pre-war artifacts as well as plenty of standard ammunition and regular weapons.
Military Base/Bunker: This is a particularly uncommon type of outpost or settlement you can discover and claim. These are particularly nice because frequently they have large amounts of ammunition, and occasionally even ammunition-producing machines. They can also have decent stockpiles of food and water within them, sometimes even limited production facilities of their own. One or two military bases may even have fun treasures hidden within them.
Settlement: Whenever you're in a particularly barren region, there's always the option to simply just create a settlement out of spare parts in the area. While this may be useful to help monitor your territory or encourage trade, typically settlements have little or no resources of their own. If they're created in fertile lands they can become profitable farming communities.
Cave System: Outside of the cities, there are occasionally cave systems in the mountains and other isolated regions. These are frequently a good source of water, and perhaps other resources as well from failed post-war attempts at survival. They are also hard to find and therefore rarely come under attack by raiders, making them easy to defend and man. Of course, if youve researched an area and know where a nice cave system is, the advantage is yours.
Temporary Fort: A temporary fort is a fortification that an expedition decides to create when on the move and they cannot make it to a fortified town. These can be used to secure chokepoints or simply to bunker down before a force of raiders attack. They come in 3 levels, from a simple barricade to a full fledged fort. They can be occupied full time or built then abandoned. Anybody can occupy an abandoned fort on the map. Can be upgraded to a fortified settlement by using scrap parts.