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by The Traansval » Mon Mar 19, 2018 1:14 pm
Olthenia wrote:That new thread smell.
by The Traansval » Mon Mar 19, 2018 1:22 pm
Skarten wrote:Man,i don't know what to app as. I'm not really that familiar with the fallout Scrap tech. I usually get the fancy tech from the ol' world.Not a big fan of pipe weapons either.
by S i t k a » Mon Mar 19, 2018 1:22 pm
by The Manticoran Empire » Mon Mar 19, 2018 5:00 pm
by The Traansval » Mon Mar 19, 2018 5:03 pm
The Manticoran Empire wrote:This sounds interesting.
by The Manticoran Empire » Mon Mar 19, 2018 5:04 pm
by The Traansval » Mon Mar 19, 2018 5:12 pm
by The Manticoran Empire » Mon Mar 19, 2018 5:21 pm
The Traansval wrote:The Manticoran Empire wrote:I know. I'm not sure what to app as, though.
Well, i suppose it depends what you want to do. If you want to deal with ruling a vast territory and trying to bring law and order to it, Regional Power would be good. If you'd like to have a more close knit country somewhere between the size of a city to the size of Vermont that can be quite advanced in a certain specialty and be able to better distribute resources, a Minor Power would be good. If you want to play as a nomadic, Semi-nomadic or stationary tribe just attempting to survive, well a Tribal nation would be good.
Or if you just want to fucking raze hell, Raider Band would be your thing.
by The Traansval » Mon Mar 19, 2018 5:56 pm
The Manticoran Empire wrote:The Traansval wrote:Well, i suppose it depends what you want to do. If you want to deal with ruling a vast territory and trying to bring law and order to it, Regional Power would be good. If you'd like to have a more close knit country somewhere between the size of a city to the size of Vermont that can be quite advanced in a certain specialty and be able to better distribute resources, a Minor Power would be good. If you want to play as a nomadic, Semi-nomadic or stationary tribe just attempting to survive, well a Tribal nation would be good.
Or if you just want to fucking raze hell, Raider Band would be your thing.
I'm thinking about something like the New California Republic. Probably the Republic of Dixie or something like that. A regional power, though I have one major complaint: How is a minor power more militarily powerful than a regional power?
by Ralnis » Mon Mar 19, 2018 6:02 pm
by The Manticoran Empire » Mon Mar 19, 2018 6:02 pm
The Traansval wrote:The Manticoran Empire wrote:I'm thinking about something like the New California Republic. Probably the Republic of Dixie or something like that. A regional power, though I have one major complaint: How is a minor power more militarily powerful than a regional power?
Well, that depends on how you consider a military powerful.
Regional Powers are big in scale to the Fallout World, they have a lot of territory that has been destroyed by Nuclear war and have to try to assimilate this new land under their banner and their laws. Therefor, Regional powers have to spend a lot of resource on maintaining their higher populations, policing and protecting their large territories, and rebuilding said territories. Because of their size, a Regional Power would need to have a relatively large army in order to properly defend its borders. You could have a small, volunteer army but it would have decisive problems in facing all possible outside threats. Or even internal ones. Since these armies are so large, and so many resource are needed for other things, the quality of these large armies tends to be quite lax in comparison, in both training (Most large armies will be Conscript forces) and equipment (Large armies need lots of rifles, so simple rifles that can be mass produced will be in demand).
Compare this with a Minor Power. Their borders are small and their population small. They do have less resources, but the resources they do have can be better distributed and used since they don't have such a high demand. Their smaller size also means they don't need such a large military (Although they absolutely can have one, but it will cost them in quality just like in Regional powers) and can focus on improving quality. If your a Minor Power with a population of 25,000 and you have a army of 200, your able to direct more resources towards training those 200 and giving them better equipment. If that 25,000 nation had an army of 1,000, then they'd need to use more resources just getting every man a rifle instead of focusing on the rifles quality.
Now this doesn't mean all Minors are better than Regionals; for one, technology and training alone don't decide battles, the British at Isandlwana can tell you that. A Regional military will most likely have a much larger army than a Minor Nations, so they could take large losses of men that would be acceptable for them, but would drain a Minor. Also, things like tactics and terrain can play a much larger role in individual battles. But wars are won by Economies, and if you pit a single Minor against a single Regional, the Regional will most likely win in the end unless the Minor plays it smart and uses some advantage to his... Advantage.
by The Traansval » Mon Mar 19, 2018 6:09 pm
Ralnis wrote:Are horses a thing still or are they extinct?
The Manticoran Empire wrote:The Traansval wrote:Well, that depends on how you consider a military powerful.
Regional Powers are big in scale to the Fallout World, they have a lot of territory that has been destroyed by Nuclear war and have to try to assimilate this new land under their banner and their laws. Therefor, Regional powers have to spend a lot of resource on maintaining their higher populations, policing and protecting their large territories, and rebuilding said territories. Because of their size, a Regional Power would need to have a relatively large army in order to properly defend its borders. You could have a small, volunteer army but it would have decisive problems in facing all possible outside threats. Or even internal ones. Since these armies are so large, and so many resource are needed for other things, the quality of these large armies tends to be quite lax in comparison, in both training (Most large armies will be Conscript forces) and equipment (Large armies need lots of rifles, so simple rifles that can be mass produced will be in demand).
Compare this with a Minor Power. Their borders are small and their population small. They do have less resources, but the resources they do have can be better distributed and used since they don't have such a high demand. Their smaller size also means they don't need such a large military (Although they absolutely can have one, but it will cost them in quality just like in Regional powers) and can focus on improving quality. If your a Minor Power with a population of 25,000 and you have a army of 200, your able to direct more resources towards training those 200 and giving them better equipment. If that 25,000 nation had an army of 1,000, then they'd need to use more resources just getting every man a rifle instead of focusing on the rifles quality.
Now this doesn't mean all Minors are better than Regionals; for one, technology and training alone don't decide battles, the British at Isandlwana can tell you that. A Regional military will most likely have a much larger army than a Minor Nations, so they could take large losses of men that would be acceptable for them, but would drain a Minor. Also, things like tactics and terrain can play a much larger role in individual battles. But wars are won by Economies, and if you pit a single Minor against a single Regional, the Regional will most likely win in the end unless the Minor plays it smart and uses some advantage to his... Advantage.
Minor powers also tend to be less capable of maintaining armies while Regional Powers can maintain two forces. A small, volunteer force that serves as their main force and a large conscript force called up for emergencies. Regardless of the size of the territory, a massive force is not always required. Most defense can be accomplished by local defense organizations.
by Beutarch » Mon Mar 19, 2018 6:25 pm
Faction/Nation Flag: Emblem
Faction/Nation Name: New Ninety-Five (Informal: The 95ers)
Faction/Nation Role: Trading Company/Minor Power
Faction/Nation Territory: The 95ers lay claim to the entirety of the old-world highway, 95, however that is obviously impractical. In a more grounded sense, the 95ers have restored and actively patrol the stretch of the road from the Capitol Wasteland (including the Beltway) to Richmond and a few miles past each, with two company hubs at both major cities and outposts going down the whole road at 10-mile intervals. Routes are cut out of the wilderness to the major factions along the highway, provided that they are within a reasonable distance.
Capital City/Faction HQ: Administrative duties are split between the company-founded towns outside of Richmond and in Alexandria.
Population: ~3,500
Government: Corporate Oligarchy, with promotions based on merit
Leaders: Head of the Richmond Directorate - Israel Rider, Head of the Capitol Directorate - Daniel Valentine
The Capitol Directorate is housed in old Masonic temple in Alexandria and is the larger of the two, however this is seen by members of the company as the more traditionalist and aggressive of the two ends of 95. The Richmond Directorate is housed in the Museum of History and Culture and represents the more fluid and adaptive side of 95, having had been formerly housed in both Fredericksburg and later in the old Nuka-Dominion theme park.
National/Group Ideology: Venture Capitalism, with its sights set on conquering the rest of the 95.
Military: The bulk of the 95er's military is based around mobility and fast response times. Equipment usually consists of either lightweight leather armor or reinforced tribal armor paired with an easily stamped weapon, like a 9mm Submachine Gun or a handmade rifle. Due to the light-hitting nature of the units, they are most effectively deployed in large number. Thus, there is an initial reliance on skirmishing units, especially mounted ones (either on horses or motorbikes), to stall any attackers for the rest of the forces to scramble and engage the enemy. Beyond infantry, motor units are extensively used by the 95ers. From construction equipment used to maintain the highway itself, or the bikes and buggies used to patrol it, the 95ers have them in use much more compared to other factions.
Major Towns or Locations: Besides the dual capitals and outposts, Fredericksburg is used as a major refueling point and militia station. Additionally, it has had a small town spring up as a result of the constant 95 traffic. Nuka-Dominion, a pre-war theme park, is another heavily occupied area.
There are also two ports established by the company that have largely stayed dormant, restored for future use. One in Fredericksburg, along the Rappahannock and one in Alexandria, along the Potomac.
History: Following the nuclear detonations, thousands of people were stranded outside of the country's major cities, and thus targets. While they were spared the initial fiery deaths enjoyed by many, they were forced to live through the hundreds of winters in the vast forests of the Mid-Atlantic. One such group, which is generally referred to as "the precursors," subsisted off of the ruins of the greater DC area, staying just out of the grasp of the growing Super Mutant threat. As the Mutants dispersed through the city, they fell back further into Virginia.
As they scrounged through the thinning outskirts, the size of the tribe was deemed to be too large for their current area to sustain them. It was decreed that a portion of the group would be armed and given rations for several days, for an expedition far to the south. Those explorers stumbled upon a warehouse containing a dozen pre-war, nuclear powered motorbikes. Those same men went on to create a small camp outside of Richmond, ferrying supplies back to the rest of the tribe, which had taken back some ground from the Mutants and settled in Alexandria.
This would stay as the status quo for many a year, until a new cache of road-working vehicles was discovered and modified to be pulled by one or two of the motorbikes. Israel Rider, a young man at the time, spearheaded an effort to use these machines to restore a small portion of the old-world highway, 95. Rider marshaled the tribe's impromptu militia into a capable fighting force, leaving behind the spears and javelins they had used for so many years in favor of automatic weapons and makeshift explosives. One by one, they conquered the warring tribes between their strongholds in Richmond and DC, until all that was left in between the two cities was a road ravaged by time.
By the time Rider retired from military service, the distance between the two cities had been completely restored. Nearly every crack and crevice filled in by hand-lain gravel or by a rudimentary cement paste. In any case, the road was more than serviceable and made the time taken to travel from one to the other trivial, especially if one had enough caps to pay for a ride on one of the bikes. It was also at this time that the tribe adopted the "95er" moniker, quickly embracing it or a stylized stork (a remnant from their tribal past) and placed it with pride on everything they could.
Despite their major achievements, the 95ers had to make several major concessions to the Regulators, who had assured their dominance over Richmond. While there still is a significant 95 presence in Richmond, it all exists outside of the city's walls, with only a token consulate in one of the settlement's less wealthy districts. Additionally, several outposts along the main drag of 95 were ceded, and remain a large point of contention among those loyal to the company.
Nonetheless, the company has created quite the business for itself, ferrying goods up and down the state and preventing most other firms from competing. Competition has always been frowned upon by the 95ers and stamping out any semblance of a threat is seen as vital to keep the company independent, especially with the Regulators breathing down the company's neck.
by The Manticoran Empire » Mon Mar 19, 2018 7:06 pm
Faction/Nation Flag (Optional):
Faction/Nation Name: Dixie Republic
Faction/Nation Role: Regional Power
Faction/Nation Territory: Alabama, Florida, Georgia, Kentucky, Mississippi, North Carolina, South Carolina, Tennessee,
Capital City/Faction HQ: Compound south of Nashville, called Washington.
Population: 3,576,308
Government: Based on US constitution.
Leaders: President Frank Underwood, Vice President Brian Rencher, Speaker of the House Jose Constantino, Chief Justice William Burke, Chief of Naval Operations Jeremy Smith, Chief of the General Staff Ronald Fedor, Commandant of the Militia Charles Million
National/Group Ideology: Constitutionalism, Republicanism, Free Market Economics
Military: The military Is built on several systems. First is the Regiment system for the militia. Each male between 16 and 35 is required to perform 1-2 days of military training each week as well as to serve as nightwatchmen, fire brigades, and other details that might be required for the community. Second is the Navy, formed around six frigates and a number of smaller ships for harbor patrol. Finally, the Regular Army, a small professional force that is well trained and heavily armed. The 17,882 men of the Regular Army are armed with reproductions of the FN FAL rifle, 10 magazines of 7.62x51mm Full Metal Jacket Ammunition, a primitive flak jacket sewn into their chemically treated overcoats, a gas mask, a steel helmet, 4 sandbags, a 16 inch bayonet, an entrenching tool, 6 fragmentation grenades, 2 smoke grenades, cold and wet weather gear, rucksack, a tool kit to care for equipment, a mess kit, 2 weeks of rations, bed roll, sleeping bag, tent section, grooming kit, dog tags, and field manual. While the militia and Navy use more ad-hoc organizations, the Army is organized into Regiments and Battalions. Each Battalion has 740 men, organized into 5 Companies of two platoons each, with one heavy weapons company of nine platoons equipped with machine guns and mortars. 20 battalions belong to the Regular Army, with an additional four battalions of Artillery of 480 men each.
Major Towns or Locations: There are dozens of towns and villages, most of whom started out as refugee camps after The War. Many are named for the cities that used to be near them before The War. Others are named for the men and women who founded them or important historical figures to the town.
History: In the wake of The War, a large group of survivors
by The Traansval » Mon Mar 19, 2018 7:19 pm
The Manticoran Empire wrote:Faction/Nation Flag (Optional): (Image)
Faction/Nation Name: Dixie Republic
Faction/Nation Role: Regional Power
Faction/Nation Territory: Alabama, Florida, Georgia, Kentucky, Mississippi, North Carolina, South Carolina, Tennessee,
Capital City/Faction HQ: Compound south of Nashville, called Washington.
Population: 3,576,308
Government: Based on US constitution.
Leaders: President Frank Underwood, Vice President Brian Rencher, Speaker of the House Jose Constantino, Chief Justice William Burke, Chief of Naval Operations Jeremy Smith, Chief of the General Staff Ronald Fedor, Commandant of the Militia Charles Million
National/Group Ideology: Constitutionalism, Republicanism, Free Market Economics
Military: The military Is built on several systems. First is the Regiment system for the militia. Each male between 16 and 35 is required to perform 1-2 days of military training each week as well as to serve as nightwatchmen, fire brigades, and other details that might be required for the community. Second is the Navy, formed around six frigates and a number of smaller ships for harbor patrol. Finally, the Regular Army, a small professional force that is well trained and heavily armed. The 17,882 men of the Regular Army are armed with reproductions of the FN FAL rifle, 10 magazines of 7.62x51mm Full Metal Jacket Ammunition, a primitive flak jacket sewn into their chemically treated overcoats, a gas mask, a steel helmet, 4 sandbags, a 16 inch bayonet, an entrenching tool, 6 fragmentation grenades, 2 smoke grenades, cold and wet weather gear, rucksack, a tool kit to care for equipment, a mess kit, 2 weeks of rations, bed roll, sleeping bag, tent section, grooming kit, dog tags, and field manual. While the militia and Navy use more ad-hoc organizations, the Army is organized into Regiments and Battalions. Each Battalion has 740 men, organized into 5 Companies of two platoons each, with one heavy weapons company of nine platoons equipped with machine guns and mortars. 20 battalions belong to the Regular Army, with an additional four battalions of Artillery of 480 men each.
Major Towns or Locations: There are dozens of towns and villages, most of whom started out as refugee camps after The War. Many are named for the cities that used to be near them before The War. Others are named for the men and women who founded them or important historical figures to the town.
History: In the wake of The War, a large group of survivors
by The Manticoran Empire » Mon Mar 19, 2018 8:34 pm
Faction/Nation Flag (Optional): (Image)
Faction/Nation Name: Dixie Republic
Faction/Nation Role: Regional Power
Faction/Nation Territory: Alabama, Georgia, Mississippi, Tennessee,
Capital City/Faction HQ: Compound south of Nashville, called Washington.
Population: 3,576,308
Government: Based on US constitution.
Leaders: President Frank Underwood, Vice President Brian Rencher, Speaker of the House Jose Constantino, Chief Justice William Burke, Chief of Naval Operations Jeremy Smith, Chief of the General Staff Ronald Fedor, Commandant of the Militia Charles Million
National/Group Ideology: Constitutionalism, Republicanism, Free Market Economics
Military: The military Is built on several systems. First is the Regiment system for the militia. Each male between 16 and 35 is required to perform 1-2 days of military training each week as well as to serve as nightwatchmen, fire brigades, and other details that might be required for the community. Second is the Navy, formed around six frigates and a number of smaller ships for harbor patrol. Finally, the Regular Army, a small professional force that is well trained and heavily armed. The 17,882 men of the Regular Army are armed with reproductions of the FN FAL rifle, 10 magazines of 7.62x51mm Full Metal Jacket Ammunition, a primitive flak jacket sewn into their chemically treated overcoats, a gas mask, a steel helmet, 4 sandbags, a 16 inch bayonet, an entrenching tool, 6 fragmentation grenades, 2 smoke grenades, cold and wet weather gear, rucksack, a tool kit to care for equipment, a mess kit, 2 weeks of rations, bed roll, sleeping bag, tent section, grooming kit, dog tags, and field manual. While the militia and Navy use more ad-hoc organizations, the Army is organized into Regiments and Battalions. Each Battalion has 740 men, organized into 5 Companies of two platoons each, with one heavy weapons company of nine platoons equipped with machine guns and mortars. 20 battalions belong to the Regular Army, with an additional four battalions of Artillery of 480 men each.
Major Towns or Locations: There are dozens of towns and villages, most of whom started out as refugee camps after The War. Many are named for the cities that used to be near them before The War. Others are named for the men and women who founded them or important historical figures to the town.
History: In the wake of The War, a large group of survivors
by The Traansval » Mon Mar 19, 2018 9:03 pm
The Manticoran Empire wrote:Faction/Nation Flag (Optional): (Image)
Faction/Nation Name: Dixie Republic
Faction/Nation Role: Regional Power
Faction/Nation Territory: Alabama, Georgia, Mississippi, Tennessee,
Capital City/Faction HQ: Compound south of Nashville, called Washington.
Population: 3,576,308
Government: Based on US constitution.
Leaders: President Frank Underwood, Vice President Brian Rencher, Speaker of the House Jose Constantino, Chief Justice William Burke, Chief of Naval Operations Jeremy Smith, Chief of the General Staff Ronald Fedor, Commandant of the Militia Charles Million
National/Group Ideology: Constitutionalism, Republicanism, Free Market Economics
Military: The military Is built on several systems. First is the Regiment system for the militia. Each male between 16 and 35 is required to perform 1-2 days of military training each week as well as to serve as nightwatchmen, fire brigades, and other details that might be required for the community. Second is the Navy, formed around six frigates and a number of smaller ships for harbor patrol. Finally, the Regular Army, a small professional force that is well trained and heavily armed. The 17,882 men of the Regular Army are armed with reproductions of the FN FAL rifle, 10 magazines of 7.62x51mm Full Metal Jacket Ammunition, a primitive flak jacket sewn into their chemically treated overcoats, a gas mask, a steel helmet, 4 sandbags, a 16 inch bayonet, an entrenching tool, 6 fragmentation grenades, 2 smoke grenades, cold and wet weather gear, rucksack, a tool kit to care for equipment, a mess kit, 2 weeks of rations, bed roll, sleeping bag, tent section, grooming kit, dog tags, and field manual. While the militia and Navy use more ad-hoc organizations, the Army is organized into Regiments and Battalions. Each Battalion has 740 men, organized into 5 Companies of two platoons each, with one heavy weapons company of nine platoons equipped with machine guns and mortars. 20 battalions belong to the Regular Army, with an additional four battalions of Artillery of 480 men each.
Major Towns or Locations: There are dozens of towns and villages, most of whom started out as refugee camps after The War. Many are named for the cities that used to be near them before The War. Others are named for the men and women who founded them or important historical figures to the town.
History: In the wake of The War, a large group of survivors
by The Manticoran Empire » Mon Mar 19, 2018 9:25 pm
The Traansval wrote:The Manticoran Empire wrote:Faction/Nation Flag (Optional): (Image)
Faction/Nation Name: Dixie Republic
Faction/Nation Role: Regional Power
Faction/Nation Territory: Alabama, Georgia, Mississippi, Tennessee,
Capital City/Faction HQ: Compound south of Nashville, called Washington.
Population: 3,576,308
Government: Based on US constitution.
Leaders: President Frank Underwood, Vice President Brian Rencher, Speaker of the House Jose Constantino, Chief Justice William Burke, Chief of Naval Operations Jeremy Smith, Chief of the General Staff Ronald Fedor, Commandant of the Militia Charles Million
National/Group Ideology: Constitutionalism, Republicanism, Free Market Economics
Military: The military Is built on several systems. First is the Regiment system for the militia. Each male between 16 and 35 is required to perform 1-2 days of military training each week as well as to serve as nightwatchmen, fire brigades, and other details that might be required for the community. Second is the Navy, formed around six frigates and a number of smaller ships for harbor patrol. Finally, the Regular Army, a small professional force that is well trained and heavily armed. The 17,882 men of the Regular Army are armed with reproductions of the FN FAL rifle, 10 magazines of 7.62x51mm Full Metal Jacket Ammunition, a primitive flak jacket sewn into their chemically treated overcoats, a gas mask, a steel helmet, 4 sandbags, a 16 inch bayonet, an entrenching tool, 6 fragmentation grenades, 2 smoke grenades, cold and wet weather gear, rucksack, a tool kit to care for equipment, a mess kit, 2 weeks of rations, bed roll, sleeping bag, tent section, grooming kit, dog tags, and field manual. While the militia and Navy use more ad-hoc organizations, the Army is organized into Regiments and Battalions. Each Battalion has 740 men, organized into 5 Companies of two platoons each, with one heavy weapons company of nine platoons equipped with machine guns and mortars. 20 battalions belong to the Regular Army, with an additional four battalions of Artillery of 480 men each.
Major Towns or Locations: There are dozens of towns and villages, most of whom started out as refugee camps after The War. Many are named for the cities that used to be near them before The War. Others are named for the men and women who founded them or important historical figures to the town.
History: In the wake of The War, a large group of survivors
The population of all your claimed states, with the 96% rule for Regional Powers, comes to around 1 Million give or take a couple thousand.
Also, would it be already if you only take the northern part of George, Alabama and Mississippi (Rough picture of this propose border below)?
https://i.imgur.com/NNbIncd.png
by The Knockout Gun Gals » Mon Mar 19, 2018 9:34 pm
by The Manticoran Empire » Mon Mar 19, 2018 9:52 pm
by New Minahasa » Mon Mar 19, 2018 11:19 pm
The Knockout Gun Gals wrote:So Raiders/Tribe are nomadic factions, right? Does it mean they cannot have any Faction/Nation Territory?
by The Knockout Gun Gals » Mon Mar 19, 2018 11:26 pm
New Minahasa wrote:The Knockout Gun Gals wrote:So Raiders/Tribe are nomadic factions, right? Does it mean they cannot have any Faction/Nation Territory?
They can be nomadic by building temporary outposts and camps to raid their surroundings, or semi-nomadic in the sense that they can always create a permanent base for themselves while still having nomadic warbands to raid and pillage other areas. They don't have the traditional territory a nation would, instead an Area of Influence where they can either raid or exact tribute to any towns and villages under said Area of Influence.
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