-[X] Yardwork
--[X] Southeastern Vipers

Why the vipers and not one of the Khans? The Northeastern Khans are a threat to the Dam's ability to be supplied and send power. While the Western Khans let us trap the rest so they can't come back once we have pushed them out since they will be mostly dead. Aside from that the rest of the plan seems solid.
 
@Isaacssv558 Would it be possible to make some sort of deal with the NCR to get food to the Brotherhood forces in California? Maybe something like in exchange for feeding them we'll give them power?
Neither side would like this situation. The Brotherhood is basically paying ransom on hostages. The NCR is lengthening an already expensive series of sieges. Even a mutually beneficial evacuation (NCR ends the war, Brotherhood escapes) is only a 50% chance due to bad blood.
 
Neither side would like this situation. The Brotherhood is basically paying ransom on hostages. The NCR is lengthening an already expensive series of sieges. Even a mutually beneficial evacuation (NCR ends the war, Brotherhood escapes) is only a 50% chance due to bad blood.

So would boosting the radio be an action that increases the chance? Along with the rest of these actions all seem like a good way to improve our rep and make the NCR more willing. Both by showing that we aren't just going to attack for no reason and building up power and prestige with a area of the wasteland that isn't a completely blasted hellscape.

[X] Wheels on Wheels
You have found yourself with a surplus of electricity while most of Mojave lacks it entirely. If you found a source of cabling, it could be very profitable.
-[X] New Vegas
Mr. House has shown a distinct proclivity for modern amenities. These amenities require large amounts of power.
Time: 2 Months
Cost: 100MW
Chance: 80%
Reward: RobCo Technology

[X] We Come in Peace
Many wastelanders become anxious at the sight of steel clad warriors armed to the teeth with technology many would kill for. This create awkward situations which cause Paladins to have their armour repainted and savages to require a grave. You should do something about this; paint is surprising expensive. Maybe explaining your (mostly) peaceful intentions via Brotherhood Radio will help?
Time: 1 Month
Chance: 65%

[X] Nukes Killed the Video Star
Brotherhood Radio is surprisingly popular. However, its situation could be improved further. Most wasteland radio stations possess a very limited selection of music. Most old records have been destroyed by age or violence. Fortunately, the Brotherhood has a long and storied history of collecting Pre-War artifacts. Although disregarded by most, including the Brotherhood's own Elders, it possesses the wasteland's largest music collection. Force a few junior Scribes to sort it and you gain an edge over every other station currently airing.
Time: 1 Month
Chance: 80%
Reward: Brotherhood Radio becomes Very Popular
 
Why the vipers and not one of the Khans? The Northeastern Khans are a threat to the Dam's ability to be supplied and send power. While the Western Khans let us trap the rest so they can't come back once we have pushed them out since they will be mostly dead. Aside from that the rest of the plan seems solid.
So would boosting the radio be an action that increases the chance? Along with the rest of these actions all seem like a good way to improve our rep and make the NCR more willing. Both by showing that we aren't just going to attack for no reason and building up power and prestige with a area of the wasteland that isn't a completely blasted hellscape.
The Vipers are being targeted due to them being one of the southern raider factions, the Jackals will be eliminated next turn. I want both of them out of the way so the refugees aren't harassed on their way to hidden valley. The Khans are too northern to attack the refugees when they arrive.

The refugees have to go in through the eastern side of the mountains, since that's the side where the Brotherhood as a visible presence. I want Hidden Valley to remain hidden until we have fully secured the Mojave. Until then, we must keep up appearances that there is nothing worthwhile there.

I would have attacked the Jackals as well, but I want Vault 11 to be cleared out this month, in case we need to use a stewardship action on it. The remaining action was to finish our remaining slot in Hidden Valley so we can make it a residential bunker next turn.

I already explained why I used a diplomacy action on Freeside (the Followers), but the radio option I took was to make the locals not feel threatened when an army of Brotherhood members appears out of nowhere. While the majority of the refugees will be civilians, there will still be a lot of power armor, which the locals will be threatened by unless we take the proper precautions.

Nukes Killed the Video Star will be taken next turn alongside Stalemate unless the action needs to complete before it gives a bonus to stalemate. In that case Wheels on Wheels will be taken instead of Stalemate. Though when we get access to the Followers, who knows what actions will open up.
 
The Vipers are being targeted due to them being one of the southern raider factions, the Jackals will be eliminated next turn. I want both of them out of the way so the refugees aren't harassed on their way to hidden valley. The Khans are too northern to attack the refugees when they arrive.

The refugees have to go in through the eastern side of the mountains, since that's the side where the Brotherhood as a visible presence. I want Hidden Valley to remain hidden until we have fully secured the Mojave. Until then, we must keep up appearances that there is nothing worthwhile there.

Pretty solid reasons. Well now that I got my answers you get my vote.

I would have attacked the Jackals as well, but I want Vault 11 to be cleared out this month, in case we need to use a stewardship action on it. The remaining action was to finish our remaining slot in Hidden Valley so we can make it a residential bunker next turn.

Taking the vault actions are always a good Idea we can get so much more from them.

I already explained why I used a diplomacy action on Freeside (the Followers), but the radio option I took was to make the locals not feel threatened when an army of Brotherhood members appears out of nowhere. While the majority of the refugees will be civilians, there will still be a lot of power armor, which the locals will be threatened by unless we take the proper precautions.

Nukes Killed the Video Star will be taken next turn alongside Stalemate unless the action needs to complete before it gives a bonus to stalemate. In that case Wheels on Wheels will be taken instead of Stalemate. Though when we get access to the Followers, who knows what actions will open up.

I agree with this part of the plan. My response to Isaacssv558 was trying to get some clue as to just what actions make stalemate easier. I think making New Vegas a better place in general and making the civilians of the NCR want to come to it are some of the best ways.

Edit:
Whoops forgot to put in the vote here it is.

[X] Plan: Clear the Way
 
Last edited:
So would boosting the radio be an action that increases the chance? Along with the rest of these actions all seem like a good way to improve our rep and make the NCR more willing. Both by showing that we aren't just going to attack for no reason and building up power and prestige with a area of the wasteland that isn't a completely blasted hellscape.
At least one of those actions will improve the odds on Stalemate.
Vault 11 is our best place to start, due to it being near most of our bases, underground, and not currently inhabited or actively dangerous like the other Vaults in the Mojave. Vault 19 should be next, since it is uninhabited and not too far from our bases, though repairing and pacifying the lower levels will take some time. Vault 22 is the last uninhabited Vault, and probably shouldn't be considered unless there is no other options. Infested with spore crawlers, far from any base, the effort to make it livable doesn't seem worth it as long as there are better options. With two vaults, that allows for 1000 with permanent housing.
You forgot Vaults 3 and 21. You exterminated the fiends, so 3 is empty. It would need repairs, but so would most vaults. 21 is still intact because the Strip is still in its infancy.

Vaults: 3, 11, 19, 21, 22, 34 (6 -> 3000 Refugees)
Vaults 21 and 34 are inhabited. However, House is going to evict the Vault 21 inhabitants anyway, so that only leaves 34.
The Vipers are being targeted due to them being one of the southern raider factions, the Jackals will be eliminated next turn. I want both of them out of the way so the refugees aren't harassed on their way to hidden valley. The Khans are too northern to attack the refugees when they arrive.
The refugees aren't exactly defenseless. They might not be able to defeat the NCR, but they still include hundreds of power armour toting Paladins.
 
Vote Tally
Adhoc vote count started by Isaacssv558 on Dec 11, 2018 at 1:05 AM, finished with 43 posts and 10 votes.

  • [X] Plan: Clear the Way
    -[X] Yardwork
    --[X] Southeastern Vipers
    ---[X] 50 Paladins
    ---[X] 25 Veteran Paladins
    -[X] Magical Mystery Tour (Can be taken multiple times.)
    --[X] Vault 11
    ---[X] 10 Paladins
    ---[X] 15 Knights
    --[X] Hidden Valley Bunkers
    ---[X] 35 Knights
    -[X] We Come in Peace
    -[X] Building Ties
    --[X] Freeside
    [X] Steel Legion
    -[X] Mark II Sentry Bot (Limit 10)
    [X] Buying Happiness
    -[X] Freeside
    [X] Dam Expansion
    [X] Gold Diggers
    -[X] The old world has burned.
    --[X] Industrial Technology
    --[X] Agricultural Technology
    -[X] A challenger has arisen: Part II
 
You forgot Vaults 3 and 21. You exterminated the fiends, so 3 is empty. It would need repairs, but so would most vaults. 21 is still intact because the Strip is still in its infancy.

After double-checking the Fiend war threadmarks, it doesn't mention Vault 3 anywhere and you didn't say anything counter to posts discussing contacting Vault 3's inhabitants. I had assumed we butterflied that unpleasantness and still have to deal with them.
 
After double-checking the Fiend war threadmarks, it doesn't mention Vault 3 anywhere and you didn't say anything counter to posts discussing contacting Vault 3's inhabitants. I had assumed we butterflied that unpleasantness and still have to deal with them.
It simply didn't come up. Hardin, Elijah, and the Brotherhood didn't consider the Fiend's hideout particularly notable. There was never any chance of preventing it, the Fiends had already taken it when the quest started.

Edit: I don't counter everything untrue. I usually try to give information you would have IC.
 
Last edited:
Vote Locked for [X] Plan: Clear the Way

[X] Yardwork
-[X] Southeastern Vipers
25V, 50P; ST 100: 64, Good Success (4 DoS)

[X] Magical Mystery Tour (Can be taken multiple times.)
-[X] Vault 11
10P,15K; ST 100: 100, Mitigated Critical Failure (1-C DoS)

-[X] Hidden Valley Bunkers
40K; ST 100+20: 16, Double Bare Success (1+1I DoS)

[X] We Come in Peace
ST 65: 93, Failure (2 DoF)

[X] Building Ties
-[X] Freeside
ST 80: 98, Slight Critical Failure (1+C DoF)

[X] Steel Legion
-[X] Mark II Sentry Bot (Limit 10)
ST 90: 47, Good Success (5 DoS)

[X] Buying Happiness
-[X] Freeside
ST 100: 45, Major Success (6 DoS)

[X] Dam Expansion
-[X] Research Facilities
ST 90: 79, Success (2 DoS)

[X] Gold Diggers
-[X] Searchlight Airport
ST 75: 88, Slight Failure (1 DoF)

[X] The old world has burned.
-[X] Industrial Technology
--[X] Advanced Old World Manufacturing
ST 80: 75, Bare Success (1 DoS)

--[X] Automated Resource Extraction
ST 75: 33, Good Success (5 DoS)

-[X] Agricultural Technology
--[X] Agricultural Automation
ST 75: 36, Good Success (4 DoS)

[X] A challenger has arisen: Part II
ST 70: 63, Bare Success (1 DoS)

[X] Big Brother
ST 50: 80, Failure (3 DoF)

[X] The Men Who Knew Too Little
ST 65: 42, Success (3 DoS)

Rolling now in Rolz Room Elijah.
 
Last edited:
The only way I can see the critfail at vault 11 happening is each of them going to the sacrifice chamber 1 by 1.

Each time, they wonder whats taking the last guy to go in there so long, and another one walks into the trap.
 
Maybe we can set up a exchange program? Offer caps and or other useful goods in exchange for people bringing in advanced technology, or information leading to some?
 
Does anyone have info on Boulder City prior to the Legion's arrival?
It was a mill town. Limestone would come from Quarry Junction, using the rebuilt railways, be turned into concrete at the mixing plant in Boulder, then continue down the line to wherever the NCR needed concrete for construction. The NCR was mainly using it for rebuilding along the river, but then the First Battle at Hoover happened. While the city was destroyed, the concrete plant was spared. They then shifted to building bunkers to protect against the Legion, and ferrying troops from the Mojave to garrison those bunkers.

This exodus of troopers caused the NCRCF to be undermanned, allowing for the prison break to happen. The prison break also caused the supply of dynamite used at Quarry Junction to stop, causing work to stop. Without the noise and human activity at the quarry, the Deathclaws moved in, preventing the miners from going back to work. Without any limestone, no concrete could be made, and with their houses in ruins, all the concrete workers left.

Based on all of this, I'm not sure that Boulder would be occupied without an NCR presence. If there are any residents, it would be more along the lines of a sustenance farmers like at Goodsprings.
 
It was a mill town. Limestone would come from Quarry Junction, using the rebuilt railways, be turned into concrete at the mixing plant in Boulder, then continue down the line to wherever the NCR needed concrete for construction. The NCR was mainly using it for rebuilding along the river, but then the First Battle at Hoover happened. While the city was destroyed, the concrete plant was spared. They then shifted to building bunkers to protect against the Legion, and ferrying troops from the Mojave to garrison those bunkers.

This exodus of troopers caused the NCRCF to be undermanned, allowing for the prison break to happen. The prison break also caused the supply of dynamite used at Quarry Junction to stop, causing work to stop. Without the noise and human activity at the quarry, the Deathclaws moved in, preventing the miners from going back to work. Without any limestone, no concrete could be made, and with their houses in ruins, all the concrete workers left.

Based on all of this, I'm not sure that Boulder would be occupied without an NCR presence. If there are any residents, it would be more along the lines of a sustenance farmers like at Goodsprings.
Thanks, this helps. I thought it might be unoccupied, but I couldn't find any information either way. I'm going to rule that it is unoccupied.
 
So I just went through all the old updates and the news update. According to the news update there is a faction in the NCR congress that want to buy power from the BoS. So in order to get the peace option a better chance we should take as many supply power option as we can. This will give that faction more legitimacy because we are already providing power to others. Which is what they say the NCR can get from the BoS if they negotiate. Also without the Dam or Helios they are in a very bad power shortage.
 
Back
Top