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The Battle of New Orleans:

As the armies of The Families and the Gators approach New Orleans The Barons scouts spot them well ahead of time and every available Ghoul is called to arms. All the thinking ghouls are brought within the walls ahead of the advancing hoard, but many of the Tame Feral field hands must be left Behind (1 Manpower of Tame Ferals captured).

As the battle commences the Order of Battle is as Follows:

Barony:

30 Militia
25 Regulars
21 Veterans
177 Ferals

Total: 253

Attackers:

1 Gator Man/Swamp Dragon
140 Raiders
150 Slave Troops
86 Gator Warriors
36 Gator Militia
43 Elite Gator Riders(whereabouts unknown)

Total: 456


The Swamp Dragon leads the assault on the western wall and succeeds in making a breach, but is driven back by concentrated fire and catapulted boulders and retires from the field, much to Chief Alexanders consternation.

The breach being made the Family's slave troops charge the opening, gunned down by their overseers if they refuse, supported by the Gator Warriors, with the Family Raiders 'bravely' bringing up the rear. Fire from the walls takes a heavy toll of the assault wave.(-35 Slave troops, -14 Warriors, -4 Militia, -4 Raiders)But ceases just before the attackers enter the city with only a few fleeing ghouls being caught.(-2 Militia, -3Regulars)

The puzzled attackers make their way into the cities narrow streets without resistance until hoards of Ferals burst out of the sewers and swarm the strung out invaders at close quarters. The result is a chaotic bloodbath(-48 Slaves, -17 Warriors, -9 Militia, and -5 Raiders, -15Ferals)as the bloodthirsty hoard tears into it's surprised would-be dinner.

After the initial shock the Zombie hoard's lack of discipline begins to tell, but their ferocity remains unchecked, in several hours of fierce street fighting many of the Slaves become seperated from their masters and take the opportunity to escape(-46 Slaves Escaped). At the end the feral mob is mostly destroyed, but at a heavy cost.(-135 Ferals, -56 Slaves, -33 Raiders, -24 Warriors, -23 Militia)

While the Ground forces assault the walls the Elite Gator Riders attempt to flank the defenders by swimming their mounts up the river from the swamps where they were lurking unseen, unfortunately they are spotted by The 2 GCG Cutters one of which was patrolling the river as per treaty, while the second was at the docks loading energy cells. The Sailors don't dare get too close to the river monsters but manage to pick off many of the riders with their deck mounted .50 cal MGs, and delay their arrival in the city until that issue has been decided.( -10 Elites, -4 Sailors) before retreating downriver wit the riderless gators still in uncontrolled pursuit.


As night falls upon New Orleans the attackers are in control of the west side of the city, but the sentient Ghouls have evacuated to the east, the east-side wall is still intact and the ancient skeletons 2 bridges still span the Mississippi, but anyone crossing them will be under withering fire from the opposite shore. The Ghouls no longer have friendly naval forces guarding the river, but they might return.

Remaining Troops:

Ghouls:

28 Militia
22 Regulars
21 Veterans
27 Ferals

Total:98


Attackers:

98 Raiders
53 Gator Warriors

33 Elite Gator Riders

Total: 184


Require Battle Orders from: Barony, Gators, Families.
 
Turn 8 Mini Event:

Refugees pt 2:

The swarm of displaced from Florida continues to spread. After word of their fellows enslavement by the Kingdom some have taken to raiding the outskirts of Waldis, and others approach the City seeking sanctuary.

Around Savannah more aggressive groups have begun attacking the nomadic scavengers living in the suburbs, prompting a few of these recluses to approach the NNCC for aid in repelling the invaders.

Perhaps most worrying of all is that many have converted to the mysterious cult in Atlanta in exchange for food and new homes, swelling their numbers greatly.


Mini Orders & Battle Orders Due Wednesday, but if everyone gets them in early I may process them sooner.


Updated map:
FOSE MAP 2.jpg
 

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SEMPER PARATUS

Commodore Morgan walked into the meeting room, filled with cigarette smoke and boisterous voices; councilmen Chambers and Shepard were arguing over some triviality or another whilst Councilman Thornton quietly sipped on his bourbon.

The Commodore strode calmly over to the head of the table and took his seat; to his immediate right was Mayor Graves, who was still rapt in whatever document his reading, or perhaps feigning some disinterest in Councilwoman Carter, who was busily whispering in his ear, glancing conspiratorially at Mr Thornton. At the opposite end, Captain Davidson was boasting to Commanders Graves and Gamble, who, in between laughing fits, were producing the majority of the cigarette smoke in the room.


Pensacola City Hall

The room quickly quieted once the Commodore cleared his throat. “It seems that our friends in New Orleans are under attack; from what intelligence we’ve gathered, the… Shaw family and some tribal group known as the Gators have been besieging the city for several days, and may very well capture the city. Though no request has been made yet, I’m certain Samedi will soon request our aid in this conflict, and I want to hear what the Council has to say about this matter. So… what’ve you got?”

Colonel McCarthy was the first to speak; “Our army is not ready yet; apart from your daughter’s force, sir, most of the men are militia, and I doubt any of us want to get involved in a ghoul war that won’t benefit us in any way.”

It was Councilwoman Carter who countered him “Our trade relations with Samedi and the ghouls are vital for our plans; without the trade potential from New Orleans, this city will never become the trade hub it needs to be.”

“And if the Shaws or those damned savages capture the city, we can trade with them; they may be slavers and backwoods freaks, but given our current state, it may be best for us to let the chips fall where they may.” Councilman Chambers interjected.

“Do we even know if the Shaws or Gators will trade with us? Do those hicks even use caps?” Commander Graves asked, looking over at his father.

“Of course they do! At least, the Shaws do. In any case, not only are we allied to the ghouls, we’re soldiers; we need to test our forces.” Group Commander Pierce, who had hitherto been distracted skimming through an ancient book on aircraft, chimed in.

Councilman Thornton then lifted his head, and raised his voice “We could potentially trade with the Shaws, but we can’t trust them; they’re slavers and bandits who’d sale us out in a heartbeat. Samedi, for all his flaws, has little interest outside of New Orleans.”

“He’s right.” Councilman Shepard said in his gravelly voice “the Shaws, from what he can tell, rule over their lands with fear and intimidation, and apparently one of them wants to build some ‘ghoul arena.’”

“A what?” Pierce asked, looking up from his book.

“Some sort of… gladiatorial pit for their amusement; sick freaks.” Shepard replied.

Mayor Graves at last spoke “It seems we have no choice; we’re bound by alliance and our good name to support New Orleans against these wild-men; we know so little about the Shaws and… Gators, and what little we do know seems disturbing to say the least, that it is simple prudence to aid our ally. It is the most certain action, and one that will certainly improve our standing among other groups. Not only would we prove ourselves good allies, we would ensure strong relations with New Orleans –“

“If the ghouls survive.” McCarthy interjected.

“…if the ghouls survive, yes; which is why we must support them. Our destroyer needs to be tested, and this is surely the best test we will receive.” Mayor Graves finished.

After a moment of silence, the Commodore finally made a decision. “It does indeed seem as though we have no choice; Captain Davidson, Commanders; prepare your ships, and Colonel, prep your men; New Orleans needs all the help she can get.”

The four men replied with short and succinct “Yessirs.” The Commodore then turned to Pierce. “Group Commander, we may not have an air force, but expect you and your men to prepare a home defence in the event the Shaws or their allies turn their attention to Pensacola.”

“Can do, sir.” Pierce replied with a smile, before turning back to his book.

“I believe that the other issues can wait until after lunch; gentlemen. Lady.” The Commodore said with a nod to the Councilwoman as he rose from his seat “let us continue this at 1400 hours. Understood?” The Council members gave various forms of affirmation.

“Mayor, a moment please.” The Commodore spoke with his usual terseness. “Of course, Commodore; what do you need?”

“I… hmmm, I’m worried about this, Rick.”

“Al, you don’t have anything to worry about; Davidson and his men are good; experts even. Some of the best men to service those cutters since you swabbing the decks, I’d say. And don’t even get me started on the destroyer. I never thought we’d get that thing sailing again.”

“Heh… I s’pose you’re right, Rick.”

“Aren’t I always?” the Mayor replied with a grin.

“But a commander’s place is to worry about his men; hopefully Samedi can hold out long enough for us to get into position.”

“I don’t it’s the mission that’s got you worrying, Al; don’t worry, the Seals are elites, the bravest of the brave. Renee’ll do fine there, don’t you worry about that.”


USS Argus, recently repainted USCG Cutter
 
Turn 8 Mini resolution:

The NNCC hastily hires mercenaries and sends them ,and 20 of their own guards to help the scavengers. The hastily organized and poorly coordinated force has trouble telling the raiders from the scavengers however and several friendly fire casualties result, but the attack is eventually repelled.
The Scavengers are grateful for the assistance and promise not to ambush NNCC personnel anymore, but refuse the invitation for any closer relations at this time.(-2 Treasury, -5 Guards, peace with Scavengers.)

The two halves of Waldis take directly opposite approaches to the refugee crisis: While the City welcomes them with open arms and gives them work teaching native Waldisians about surviving on the outside, the Kingdom continues it's policy of enslavement. Even going so far as to try to ambush people seeking shelter in the City!. A few security officers are killed in skirmishes with raiders, with a fair number of prisoners taken. But those assigned to poach refugees headed to the city refuse to fire on groups accompanied by City 'greeting parties', and a few ask City representatives for sanctuary from the Regent's tyranny.(Kingdom: -10 Security Forces, +.3(slaves). City: +5 Security Forces, +.2 Manpower, -5%dissent.)
 
OOC: It is only me, or this is reaching an interesting point? :)
 
20080523095037!Logo_Disney-Tomorrowland.png

My fellow partners in Waldis: it is with great joy that I, in the name of every man, woman and child in our community, greet the newcomers who have chosen our walls as their new home, even despite recent and unfortunate history.
This people has agreed to work with us, and has confirmed us that a prepared society is a happy society: the world around us is not anymore the world that surrounded our benefical Waldis founder. Our mission is to bring back to that world the good sense andcivilization. Even over the will of those inmoral enough to take advantage in their equals. All humans are born the same, and the principle of a majority's profit shall not be an excuse for the commitance of power abuses.

My hand is open and extended towards anyone willing to stand, work and fight for a better world, even as surrounded by misery as we are after the war. In a so ruined world, even the highest towers must be demolished, in order to prevent their rotten foundations to endanger the people. Because of this, I tell you: the City of Tomorrow is also the City of the Free.

Greetings new citizens. We have a bright future ahead.

Head Director Lee Anderson Feng

JS30487794-6438756.jpg
 
The Battle of New Orleans Pt 2:

As the Ghouls Prepare to buy time for their non-combatants to evacuate the north side of the city, and the Gators Riders mass at the bridge to make an assault, a serious schism among the attackers becomes apparent:

The Families have set the city aflame and pulled out without informing their 'allies'! Fortunately the fire spreads unevenly and the Tribesman are able to flee the city without being caught between the river and the flames, but Chief Alexander is drawing heavy criticism for falling for such treachery.

From the other side of the river the ghouls watch with mixed feelings. Many of their homes are burning, but the alliance against them seems to have turned against itself!

The Gulf-Coast-Guard sends reinforcements to their allies, and all 3 of their vessels arrive loaded with men and ready to fight. But they can do little with the altered situation.


In the end the sodden city doesn't burn for long, and the ghouls had already evacuated everything of value they could, but the damage is still serious.

The Family forces returning to their southern base camp also receive a rude surprise, as the Swamp Dragon seems to have gone directly there after leaving the city wall and the settlement has been leveled. The captive Feral Meltys are also becoming increasingly restive, it seems that whatever power The Baron used to keep them docile may be weakening.

(Families: +2 Treasury, +1 Manpower (Tame-ish Ferals) Southern Base requires 2 each Manufacturing/Resources/Manpower to repair, bulk of the army forced to return home.

Gators: +15% Dissent( can be fixed by revenge on the Families for their treachery)

The Barony: -.5 Income, Wealth, and Resources, -1 (Feral) Manpower.)
 
Rules:
Each player may submit 2 or 3 orders each turn; 1 Personal Order(That they themselves are performing), 1 Organization Order(That their settlement/group is performing), and 1 Faction Order(Faction Leaders only: What they are instructing to be done on their authority as leader of the faction). Each type of order has greater possible scope than the previous type, but less certainty that it will be carried out in just the way you wanted.


Factions will be rated in: Income, Wealth, Manufacturing Capability, Manpower, Resources, and Technology.

Income is a measure of surplus trade goods(there is no universally accepted currency) your faction generates. It accumulates as Treasury. If your Income remains higher than you're wealth for very long your people may become dissatisfied with their standard of living which will result in dissent.

Wealth is a measure of the material standard of living of your people. A higher Wealth means happier, healthier people who are less likely to generate dissent when things go wrong. You may also sacrifice Wealth to generate emergence Treasury, but this will cause considerable dissent

Manufacturing Capability is your ability to turn raw materials into finished products available with your technology. Each point of Manufacturing consumes a point of Resources to operate.

Manpower is a measure of your ability to raise new troops/workers/whatever you need people for.

Resources is your access to natural resources. These are required to use Manufacturing.

Technology is an approximation of how technologically sophisticated you are. It reflects what you know, and what products your Manufacturing can produce.

Treasury is your stockpile of Trade Goods, it can be traded with other players or used to make up for deficiencies in other areas by buying from independents. Some orders may also have a direct Treasury cost.

Dissent is the portion of your population that is unhappy with your rule, when bad things happen to your faction it is likely to go up, and great successes may decrease it. Unrest is detrimental in subtle ways at first, but if it gets too high you may have a revolution on your hands.

These values are mostly abstracted but specific exceptions may become relevant for some purposes.

Income not used in a turn will be accumulated as Treasury. Other values do not accumulate, but big projects may be continued over multiple turns.


Here's an example of what Technology levels mean with regard to weapons and armor:

Tech 1: Knives and Clubs, No Armor.

Tech 2: Spears, Sledgehammers, Zip Guns, and Pipe Rifles, Leather Jackets.

Tech 3: Hunting Rifles, Shotguns, 9mm+10mmPistols, Leather armor.

Tech 4: Scoped Hunting Rifles, Assault Rifles, .44 Magnums, Leather Mk 2, Metal Armor.

Tech 5: Sniper Rifles, Auto Shotguns, 14mm Pistols, Metal Armor MK 2

Exact costs of various orders will vary, but here's a few typical benchmarks:


To raise 10 'Regular' soldiers costs: 1 Treasury, 1Manufacturing(which consumes 1 Resources), and 1 Manpower

Militia cost the same in Manpower but only half of each of the other factors.

Slave Troops and Feral Ghouls(for those who use them) are even cheaper, except for Manpower, but have serious limitations/drawbacks.


To increase your Manufacturing or Resources through safe domestic development of your Factions capabilities is likely to require your Manufacturing, Resources, and Manpower equal to your current rating in that stat x2 to achieve 1 point of growth. (eg. If you currently posses a Manufacturing of 2, you will need to spend an average of 4 each of Manufacturing, Resources, and Manpower, to raise it to 3)

Raising Manpower by encouraging immigration should take about 3x current rating in Treasury. Less if your current MP is less than your wealth, more if it is greater. Raising your Manpower also means that your factions resources will be divided among more people, which may reduce your average Wealth and/or cause decent.

Increasing Wealth requires 2 Treasury, 1Manufacturing, 1 resources, x current rating. Increased if your MP is higher than your Tech and reduced if it is lower.

Increasing Income requires 2 Treasury, 1Manufacturing, 1 resources, x current rating. Increased if your current Income is higher than your Tech and reduced if it is lower.

All of these are approximate and subject to luck and circumstance of course.


Attempts to Scavenge new resources from the ruins are likely to be both higher-risk and, potentially more rewarding.


Waldis:

The most advanced city-state in the known wastes is actually two cities in close proximity. Waldis is bitterly divided between 'The City of Tomorrow!' and 'The Kingdom'. Each of which revere their there common ancestral savior “Waldis The Great” and his ideals of Safety, Politeness, Order and rebuilding the world as it it should have been. But where 'The City of Tomorrow!' advocates the latest advances in all things, forever pushing forward to the future and leaving the past behind as antiquated. 'The Kingdom' by contrast advocates plucking the best qualities from each of man's historical eras, including the future, to create a perfect society. While neither group would be so uncouth, or unsafe, as to attempt to impose their vision on the other by force, the schism has become a deep and abiding rift between The City and The Kingdom, Almost to the point of a, very polite, holy war or ancestral feud. (needs 2 players).

City of Tomorrow: Player: Sleater Treasury: 6.5
Income: +3(mostly entertainment) Wealth: 5 Manufacturing:2 Manpower:3 Resources:2 Technology:4(3 for military gear, 6 for A/V and entertainment)
Forces: 105 Security Officers with pre-war riot gear and highly advanced non-lethal/crowd control weapons. 8 'Mr Safety' bots. 20 Tribal Militia. 5% Unrest

The Kingdom: Player: Aedan777 Treasury: 8.5
Income: +3(mostly entertainment) Wealth:5 Manufacturing:2.2 Manpower:3(+1.3 slaves) Resources:2 Technology:3.8(2.5 for military gear 5.5 for A/V and entertainment)
Forces: 90 Security Officers with pre-war riot gear and highly advanced non-lethal/crowd control weapons. +1 Defense, Dissent: 35%

Special Rule for Waldis:
As the Waldis Faction has no Leader(and cannot unless the rift between City and Kingdom is healed) It's Faction Leader order can only be used by mutual agreement of both leaders(who must both send the order.)

All Waldis: Early Warning towers


The Neo-Nuka Corporation: Player: Baboushreturns

During the great war the easy availability of Nuka Cola was considered so vital to national morale that portions of the central plant in Savannah Georgia were transferred to an underground bunker as a safeguard against enemy attack. While not nearly so impressive as the great Vaults, this underground factory survived in relatively good shape and has recently been restored and put back into production by a group of technically, and commercially, savvy salvagers. While the precise 'secret formula' of original Nuka Cola has been lost, the Neo-Nuka corporation has re-created something close enough that few can tell the difference, and is making a bid to become a major commercial power in the South-East.

Treasury: 0.2
Income:+5.2 Wealth: 4.1 Manufacturing: 2(5 for beverages, 3 for simple chemicals) Manpower: 3 Resources: 2.5 Technology: 3 (7 for beverages, 5 for simple chemicals)
Forces: 20 Factory Guards and 8 Caravan Guards. +1 Defense.

Caravan to the Families: Has 20 dedicated Guards, brings +.8 Income.





The Barony of the Blessed: Player: Bialaska

The City of old New Orleans was not heavily targeted by the bombs that destroyed the world, only the port facilities were considered to have strategic value. But all the nuclear fallout and toxic chemicals from the Mississippi basin was eventually washed down river, making it one of the most heavily contaminated places in the known world. The city largely uninhabitable by most normal life, but is rife with mutants of all sorts. It is inhabited mostly by Ghouls, who embrace their condition as “A Blessing from Baron Samedi” the Voodoo Loa of Death. They are ruled by an ancient ghoul known only as 'The Baron' who claims to pre-date the war and whose followers believe him to have magical powers, particularly the ability to tame feral ghouls to do his bidding and the power to bestow the 'Barons Blessing' upon deserving humans.

Treasury: 3
Income: 2.5 Wealth: 2.5 Manufacturing: 3 Manpower: 3.5(+2 additional in tamed Feral Ghouls) Resources:3 Technology: 2.75(3.5 Engineering and Nuclear, 3.25 Naval)(+ special)
Forces: 28 Local Militia, 22 Ghoul Regulars, 21 Ghoul Veterans, 27 semi-tame Ferals(melee only, very simple orders only). +1 Defense.


The Gator Riders and The Spider Legion: Faction Leader: jcucc (Gator Riders)

Tribals living in the deep rad-swamps of Florida and Louisiana. These two groups have each developed a symbiotic relationship with a type of animal found in their home swamps. Of the two the Gator Riders are fiercer warriors, while the Spider Legion is known for it's stealth and terrible poisons.

Gator Riders: Player: Jcucc Treasury: 5.2

Income: 1.2 Wealth: 1.1 Manufacturing: 2 Manpower: 3.6 Resources: 2 Technology: 2(3 Weapons), +special)
Forces: 53 Tribal Warriors, and 33 Elite Gator Riders.
.+15% Dissent( can be fixed by revenge on the Families for their treachery)

Spider Legion: Player: XVG Treasury: 0
Income: 1 Wealth: 1 Manufacturing: 2 Manpower: 4 Resources: 2.5 Technology: 2(2.9 Weapons, +special)
Forces: 30 Tribal Militia, 99 Tribal Warriors, 50 elite Spider Commandos(+1 to next combat). Camp concealed, +1 Defense

The Families: Player: Noco17(Shaw Family)

Although each of these many extended family/clans consider themselves to be separate from, and superior to, the others, most outsiders lump them together as 'The Families'(if they're being polite). And indeed while they are constantly feuding among themselves The Families do(usually) band together in the face of an external threat. They are infamous throughout the southeast for their slave taking, casual violence, and contempt for outsiders. Ghouls, who they refer to as 'Meltys' are particularly loathed as corruptions of the 'Pure Human Race', to be killed on sight rather than enslaved. Occasionally they will extend this hatred to specific humans, although their criteria seem completely arbitrary to everyone else.

Treasury: 5
Income: 4 Wealth: 3 Manufacturing: 2 Manpower: 3(+3 Slaves, +.5 Melty Slaves, +.5 Tami-ish Feral Meltys) Resources: 4 Technology: 3(4 Weapons)
Forces: 30 Militia, 104 Raiders, 45 Slave 'volunteers'(crude weapons, highly unreliable)
Southern Base requires 2 each Manufacturing/Resources/Manpower to repair, bulk of the army forced to return home.
The Brotherhood of the Lost: Player :Spectre17

These 3 dozen men and women washed up on shore last year after a bad storm. Although they are very close knit and mostly refuse to speak of their origins, rumor has it that they come from the far west and may have been aboard some sort of 'flying boat' that crashed in the gulf. They seem highly knowledgeable of the old technologies but possess only a few sidearms and small devices with no ability to produce more.

Treasury: 5
Income: 1 Wealth: 1.2 Manufacturing: 1 Manpower: 1 Resources: 1.5 Technology: 5(+special)
Forces: 6 Paladins, 9 Knights, 20 Scribes.(Improvised Armor and Energy Pistols, Even the Scribes are better trained soldiers than most in the region.), Powered Salvage Barge, Sailboat. Defense +2.5, early warning.


The Gulf Coast Guard: Player: Wanted

The nuke that hit the Pensacola Naval Air Station was shoddily made and generated a much smaller blast than intended. As a result the survivors were able to salvage a few small craft and clean up the worst of the radiation, then survive the next few years on emergency rations. Since the war their descendants have proudly maintained navy tradition as well as they could and still consider themselves the last known outpost of the USN. A few small towns have sprung up in the area due to there being few raiders who want to mess with a, relatively, real military force, and willingly contribute food and occasional volunteers to support their protectors.

Treasury: 3
Income: 1 Wealth: 2.5 Manufacturing: 2(2.5 Naval) Manpower: 1(+1 extra for civilian pursuits only) Resources: 2.5Technology: 3(4.5 Naval)
Forces: 20 Base personnel(effectively militia), 30 Militia from the surrounding farms, 10 Ghoul Salvage Technicians, 10 Elite Seals. 2 Coast Guard Cutters with a crew of 12 each, 1 Destroyer with 30 crew.
 
Orders were due last night and only 3 are in!

This is making me rather discouraged.

If you want me to keep running this game please get your orders in ASAP!

Sorry I haven't sent in orders. I have been very busy with worky work, and kinda pushed all thoughts of orders away, as something to be done during the weekend. :(
 
Turn 8 Update:

The GCG:

The Commodore sends a follow-up expedition to Mobile to see if anything of value remains other then the drydock that was salvaged earlier. The city itself is both radioactive and in ruins. It was a major center of shipbuilding, and therefore heavily bombed. However they make contact with scavengers on the outskirts who are happy to establish friendly relations with the Coast Guard. (+.5income).

Emissaries sent to the Brotherhood of the Lost are received coolly, they respect the Guardsmen's heritage of military tradition but are unhappy with the Guards appropriation of 'their' equipment, specifically the two laser rifles that washed up in the shallows and are now mounted on their Cutters. As proof of ownership they show pip-boys bearing the same sword-and-gears emblem found on the rifles case.

The adoption of the CapCoin as the official currency of the GCG and it's dependent villages goes fairly well, although a certain amount of expense is necessary to smooth out the transition.(-2 treasury, +.5income, NNCC +.5 Income)



The Neo-Nuka Cola Corporation:


The Upper Management restructures to a more democratic model. This causes some inefficiency, but improves public morale.(-.5 Income, +.5 Wealth)

The newly elected Manager of Personnel goes on a recruiting drive, her target of 40 new guards falls slightly short due to a shortage of immediately available qualified manpower but 32 new recruits are trained. Even for that smaller number some arms must be purchased from outside however.(-3 Treasury, +32 Caravan Guards.)

An Expedition to the old bottling plant at Baton Rouge Louisiana finds the facility in ruins but returns with holodiscs detailing pre-war experiments with “Combat Cola” which executives hope will make their guards more formidable in the near future.(-2 Treasury, -3 Guards, formula recovered)


The Kingdom:

Deep beneath Waldis's Castle the Reagent enters the system override codes and finally achieves full control over the Waldis computer network. The city is now at a significant disadvantage in their age old feud.(Kingdom now has sole control of the Waldis Faction Order)

Attempts to calm dissent at the policy of slavery are only marginally successful, the captives are being treated humanely, but attempts to portray the institution as doing them a service are being opposed from within by abolitionist dissenters. (-5% dissent.)



Still taking turn 8 orders until Saturday midnight est. If this level of non-participation continues this will probably be the last turn.
 
Turn 8 Update:

The GCG:

The Commodore sends a follow-up expedition to Mobile to see if anything of value remains other then the drydock that was salvaged earlier. The city itself is both radioactive and in ruins. It was a major center of shipbuilding, and therefore heavily bombed. However they make contact with scavengers on the outskirts who are happy to establish friendly relations with the Coast Guard. (+.5income).

Emissaries sent to the Brotherhood of the Lost are received coolly, they respect the Guardsmen's heritage of military tradition but are unhappy with the Guards appropriation of 'their' equipment, specifically the two laser rifles that washed up in the shallows and are now mounted on their Cutters. As proof of ownership they show pip-boys bearing the same sword-and-gears emblem found on the rifles case.

The adoption of the CapCoin as the official currency of the GCG and it's dependent villages goes fairly well, although a certain amount of expense is necessary to smooth out the transition.(-2 treasury, +.5income, NNCC +.5 Income)



The Neo-Nuka Cola Corporation:


The Upper Management restructures to a more democratic model. This causes some inefficiency, but improves public morale.(-.5 Income, +.5 Wealth)

The newly elected Manager of Personnel goes on a recruiting drive, her target of 40 new guards falls slightly short due to a shortage of immediately available qualified manpower but 32 new recruits are trained. Even for that smaller number some arms must be purchased from outside however.(-3 Treasury, +32 Caravan Guards.)

An Expedition to the old bottling plant at Baton Rouge Louisiana finds the facility in ruins but returns with holodiscs detailing pre-war experiments with “Combat Cola” which executives hope will make their guards more formidable in the near future.(-2 Treasury, -3 Guards, formula recovered)


The Kingdom:

Deep beneath Waldis's Castle the Reagent enters the system override codes and finally achieves full control over the Waldis computer network. The city is now at a significant disadvantage in their age old feud.(Kingdom now has sole control of the Waldis Faction Order)

Attempts to calm dissent at the policy of slavery are only marginally successful, the captives are being treated humanely, but attempts to portray the institution as doing them a service are being opposed from within by abolitionist dissenters. (-5% dissent.)

The City:

The defecting Kingdom security officers are questioned about their motives and that information is used in the creation of publicity videos distributed throughout Waldis, unfortunately the defections are sufficiently unpopular, even within the abolitionist elements of the Kingdom, that their use as spokesmen is ineffective.

Far more successful is a campaign to support the abolitionists in organizing a massive sit-in protest in front of the Kingdom's slave 'shelter'. Over a hundred citizens, including 20 Security Officers, are now blocking access to that facility, and they have considerable sympathy through out the Kingdom. The Regent's advisers caution that an attempt to move against them with force could result in an all-out rebellion.(+10 % dissent, 20 Security Officers, 1 Income, 1 Manpower, all (slave)Manpower unavailable.


The Barony:

The Baron grants his blessing to many of the prisoners and escaped slaves taken in the battle, granting them the gift of life-in-death. (+.2 Manpower, +.2(feral) Manpower)

Rather than attempting to re-build the burned area of the city, all useful equipment is concentrated on the north(unburned) side of the city.(Defense+1)

The Ghouls utilize their new access to abundant electricity to restore their manufacturing base more efficiently(+.5 Resources)


Turn 9 orders Due Thursday Midnight EST. If More than 2 factions miss that deadline then the game will end.
 
I'm sorry about missing the past few deadlines, but a lot of stuff has come up recently and I feel like I am no longer able to give the neccesary input to continue this game. Therefore, I am leaving the game.