Fallout: Lone Star (Texas Wasteland, Republic of Texas Quest)

Turn 10 September 2123
Turn 10 September 2123

[X] Support Wharton's Independence. The Conquistadors need to be punched at every opportunity and this will limit their ambitions
-[X] Texas Army 1st Battalion, 1st Power Ranger Squadron.


As frosty as Wharton's reception may have been, you couldn't have rejected the opportunity to hit the Conquistadors when presented. Even if no one died, they still assaulted your capitol and tried to kill as many people and steal your water and gold reserves. You held back in order to acquire more firepower and better develop San Felipe, and now that you had two power squadrons and a crap load of firepower and armor in stock, you felt confident enough to start taking the fight to the Conquistadors. Sure, this one strike wouldn't end them, but they needed to hurt for the attack on your nation.

So on July 1st, you deployed a company of the 1st Battalion along with the 1st Power Ranger squadron to Wharton to prop up the town. On sunset, Wharton would cut off all routes of power from the nuclear turbine to El Campo. From an aerial recon flight, your pilot could notice that El Campo was more dimmer than usual, but not completely blacked out.

Wharton Standoff DC 45 65

The next day, a Conquistador convoy headed up South Richmond Road, most likely with bloody retaliation in mind to set an example. However, the Conquistadors ran into a roadblock with your Power Rangers stationed in front of it. The Rangers let loose, and panic spread rapidly through the ranks at the sight of SIX Power Armor units facing them down instead of the motley militia equipped with laser firearms that Wharton was usually protected by. The Convoy swiftly retreated, and the Power Rangers managed to destroy two trucks and kill about 16 Conquistadors, no one from the Texan or Wharton side being hurt due to the Power Rangers being front and center.

On the Fourth of July, the Conquistadors came once more, but instead of the Technicals that had been present in the failed assault and the raid on Sealy, half of the convoy seemed to be made of armored pre-war vehicles, troop carriers and tactical jeeps. Fortunately, a greater battle was avoided when it was clear from observation that the Jeeps were running white flags. However, because they parked on the other side of the Colorado, it meant a sign of diplomacy, not total surrender.

Your cabinet entered into a crisis mode and most Texans headed down to Vault 28 in case there was greater escalation. You deployed the Vertibirds and a standoff appeared in place. Fortunately, Pablo radioed in and informed that he had established basic contact with the enemy and they wished for your presence. Not exactly how you thought you'd be spending the 4th, but work was honestly better than celebrating that cursed dead nation anyways.

Riding down in a Schwarzkopf IFV, one of the few armored units your people had been able to make functional due to the lack of support facilities with the Garages still under construction, you headed down to Wharton, which had the air of a Western film just before a climax. Hopefully you could play the role of good old Cooper Howard and scare off the bad guys to save the day, though in Cooper's films he usually had to shoot his way to victory most of the time.

Getting out of the IFV, you marched forward, protected by Rangers and two 45s and a 51, meeting the Conquistador leaders in the center of the bridge as agreed upon. Though they lacked any equivalent for your Power Rangers, the Conquistadors this time didn't share the same air of a simple savage raider. They were all equipped with various forms of Combat Armor and held a sort of rugged air of semi-professionalism, the main leader in the center being a stout Hispanic man wearing what looked like a US Colonel's uniform. It illuminated that either the Conquistadors were descended from US military like the Aggies and Space City, or they did their best to copy old America. It certainly raised your caution greatly, that they were a true threat, perhaps peers.

Meeting in the center, you stood a couple of feet from the Conquistador leader, the two of you staring each other down, while the general environment was quiet save for the sound of nearby cicadas and the rushing streaming of the Colorado.

"You are the President of the Lone Star Republic?" Asked the Conquistador with a slight Mexican accent.

The question kind of confirmed a recent pattern you noticed in dialogue with other heads of state of the League and outsiders in general. No one recognized the Second Republic as a legitimate successor to the old state of Texas or the First Republic, and few took you seriously as a future unifier, not to mention everyone in the Wasteland considered themselves Texans. So as an alternative, people referred to Texas simply as the "Lone Star Republic". A politically correct term since you were the only known state to lay claim to the old Lone Star flag, though it was something that annoyed many Texans to great end.

"Soy el presidente Christopher O'Neil. Te daría la mano, pero no toco perros rabiosos." You spoke in Spanish with a southern twang.

"I don't know if you are trying to be polite or racist Gringo, but I was born in San Antonio." The Colonel spoke, leading to a snickering of his comrades. You were stonefaced, not being embarrassed since you were speaking with a Raider, though you should have known better considering among his personal retinue was a white man and black woman who had no distinct Hispanic features.

"Well you call yourselves the Conquistadors, and most of the corpses we encountered were strongly Hispanic, so I assumed your gimmick was being a post-nuclear Spaniard." You said.

"We're not like those larpers you keep as your pets, it's just our way of life. Regardless, I am Colonel Frank Perez, I represent our Generealissimo Antonio Cortez."

You simply nod, "My Colonel told me you wished to discuss a proposal to resolve Wharton, and keep peace between our peoples."

Perez grimaced but nodded plainly, "We don't like you coming onto our turf, stealing our electricity and food."

"The people of Wharton's electricity and food." You corrected.

"Electricity and food we won in battle. Don't act like you're some angels, it's obvious this is just a pony show so you can plant your flag in town, Cowboy. However, our jefe recognizes that you feel slighted for our battle some months ago, and is willing to holster his pistol. But we will not be crossed again and tolerate your encroachment on our lands." Perez warned.

"State your terms or head back." You demanded.

"We will never forget what took place today and the insolance of Wharton, but we can ignore it and move on. We're even willing to sign a treaty with your little playground nation for peace. The basic terms are a division of lands. Everything west of the Colorado is our land. Everything East is your little sandbox to do with as you please, including your new pet Wharton.

That....was incredibly generous of the Conquistadors. The Republic itself didn't lose anything and it the Fayette Plant could still be in your hands. Eagle Lake, Wharton, La Grange and Fayetteville would be safe from Conquistador hands. The loss of the Wharton Airport was frustrating as part of long term strategy, but Eagle Lake had an unused airport of the exact same size from Ranger reports.

"Any other terms of the treaties that I should be aware of?" You asked.

"You can read over the full copy. But terms that we will not budge on is that we still get the La Grange gas, Eagle Lake pays us tribute in water, and you can't deny our transit through neutral lands on the East side."

"What happened to our 'little sandbox'." You say gruffly.

"It is yours, we aren't gonna own it or go travel down your strip of I-10 to Houston. But we do have some business in the Austin and Kileen Wastelands. And if we want a road trip to say Dallas, then it's our right to head down there. We'll just steer clear of your little League, that's more than fair." Perez explained.

It did in some respects, but the idea of the Conquistadors heading to Austin and Kileen, the site of a lot of military presence didn't bode well. After all, the Power Rangers started because the Seals made a trip to Austin. However, the reach of the Republic was limited, and there was little to nothing stopping the Conquistadors from heading to Austin directly.

"We're gonna need some time to think this over. I don't know about you people, but I've got a Senate I need to share these kinds of decisions with." You said.

Perez rolled his eyes at the mention of the Senate. Perhaps they thought you were an authoritarian regime like late America. "Understandable. I have both a map of the proposed partition and a treaty in my bag." Perez said, slowly reaching into his bag, while your troopers raised guns at notice, and then handing the documents to you. "We will stay parked on our side and be ready for discourse. If you try to pull a fast one, be warned, we are far greater than that group which did the raid at your home, and those were of our weak pool." Perez stated.

You watched the self-proclaimed Colonel turn and his posse head to their side of the river. You moved at the same time, eager to get back to solid ground.

"What do you think Pablo? They earnest for peace?" You asked the head of your Army.

"During the Alaskan Campaign, we had lots of dull periods with the Chinese where the front lines barely budged. It wasn't just lack of capability or motivation from each side, but an informal understanding that Alaska was to be calm so we could focus on moving the rest of our pieces on the great chess board for the war. They're Raider scum, not soldiers like the Aggies or League. We're never gonna coexist for generations like America and Canada before the Resource Wars. My gut says they're anxious about us, how we killed their people without breaking a sweat, that we're right next door to Columbus and could march down I-10 with the rest of the League and smack them.

You know why they want the Colorado as a border?" Pablo asked you.

"It's an easy physical border to make it clear who belongs to what." You answered.

"True, but there's more. The Colorado is usually a couple hundred feet long, has a depth of around 30-50 feet. We can't build pontoons, so worse comes to worse they can just blow up the bridges and keep us on our side." Pablo informed.

You grunted at that, "Guess we'll finally need to develop mortar and artillery systems if we want to go on the offensive."

"That would be wise."

When you presented the Conquistador offer to Mayor Collins, while he was somewhat distraught to lose the airport and all the potential farmland down south, keeping the Conquistadors off their back was viewed as a worthy deal, though as recompense for the loss they wished for $4 million, which was a decent price if it meant furthering relations with Wharton. A few Senators were aghast at the idea of making deals with Raiders, but the practical realities made it too good to pass up while the main focus was on the East, so the Treaty of Wharton passed in the Senate in a 7-3 vote. Additionally, as part of the deal the Conquistador prisoners that you had held since the Battle of San Felipe were paroled back to their side of the Colorado in exchange for resources, freeing up your jail cells. As the weeks passed by, the Rangers maintained a constant vigilance over the Colorado, though thankfully aside from some grumpy neighbors also keeping watch, the deal seemed to hold up.

Rosenberg Reaction 44

In the aftermath of the "Wharton Crisis", Scarlett came into your office and informed you of developments with Rosenberg. It was a bold move to act on behalf of Wharton, and they took their "Declaration of Independence" a bit farther than they had presented to you as they were also swearing independence from their client status to Rosenberg, now being an independent city-state that was under the protection of the Lone Star flag. While it's not as if all of Rosenberg has turned against you overnight, this move was met with some shock and concern, and Luke shared some harsh words with Scarlett over your "Unilateral Jingoism". Attempts to have Rosenberg join the League have been frozen, and things are somewhat in the balance with the upcoming Mayoral Election for Rosenberg-Richmond in November. Neither Luke nor his opponents are anti-Texan persay, but there's great discourse on just what Wharton means for their community and what their place in the Houston Wasteland is moving forward.

[X] Side with Astroworld, Vault 59 shall be a military outpost open to the League

While another proper Vault did sound good, you felt that Vault 59 was inherently too limited in its foundation to establish a proper large scale community, and even with Space City's technical expertise, it would be a very difficult undertaking to expand when Pasadena was deep in the core of the Houston Wasteland. Thus, a military outpost made more sense to you, especially if the Houston League is to move further North in its next wave of expansion.

With your input, Galveston and Sugar Land fall in-line, thus making for a clean majority rule. The Astros are thankful for the shore of support, continuing to count you as great friends. Maria and the USSA leadership are a bit disappointed, though it still serves their aims as well and they do have the Space Center bunker system for a worst resort, so they don't too grave an offense.



The first legislative elections independent of the presidential election are coming up and incumbents have been campaigning to secure the continuation of their seats. Most are running unopposed, a group that thankfully includes your son Stephen, though a few are having competitive elections, mainly an initiative by the Wastelander Caucus to target a couple of candidates who they consider to be "Vault biased". Still, a few bills are on a docket by congressmen to help shore up support.

The main focus is the "Entrepreneurial Stimulus package". It's a massive spending spree of $60 million dollars to give to Texas' infantile small businesses. You've had dozens of businesses pop up, mostly concerning service businesses like restaurants and hotels for travelers. It's a truly massive sum, but its supporters, including Stephen who was a Sponsor, argue that it's a necessary expense to help prop up small businesses safely and ensure that they don't have to use most of their USI just to be a functional business. It's sound logic, but still a massive spend.

[ ] Ratify Entrepreneurial Stimulus
[ ] Veto Entrepreneurial Stimulus
[ ] Line-item Veto and negotiate Stimulus adjustment

Second Republic of Texas
President: Christopher Neil
Capitol: San Felipe
Territory: Vault 28, Austin County
Population: 5468
Resources: 795
Water 790 Stable (-10 Brookshire)
Food: 85 Stable (-10 Brookshire)

Finances
Treasury: $510,535
Annual Deficit: $6,523

Annual Spending
Healthcare: $567
Rations: $272
State Functions: $3204
Defense: $4417
Education: $471

Annual Income
Income Tax $500
Domestic Sales: $119
Trade: $152
Bellville Loan: $1500
Gambling Taxes: $146


President Christopher Neil Approval
Approve: 80%
Disapprove: 13%
Unsure/Mixed: 7%

Top Concerns

  1. Development
  2. Military Preparedness
  3. Food Production
  4. Conquistadors
  5. Trade
What should be done about the Conquistadors?
Fight them: 38%
Leave them Alone: 27%
Unsure/Mixed/Neutral: 35%

Do you believe the Second Republic of Texas should actively expand or focus internally?
Expand: 54%
Focus Internally: 22%
Unsure: 24%


5 Free Dice

Development 6 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1

[ ] Sealy Deconstruction (0/200): Our next door medium sized neighbor, Sealy has fallen into an unfortunate state of disrepair due to a combination of shit weather, aging foundations and poor management by the Seals. Purge the rot so you have more resources and greater freedom in real estate to work with. 250 Resources upon Completion $150

[ ] Wallis Farms (0/200):
While our food situation is stable, we could always do with surplus both to keep our people well feed without fear of famine and for trade with other settlements and states. Set aside some land near Wallis and grow both a mixture of your preserved plants and the mutated plants for consumption. 40 Resources. $20. Gain 50 Food.

[ ] Austin County Deconstruction (0/200):
There's a great deal of abandoned settlements and ruined homesteads spread across Austin County. With the County now clear of Raiders, it would be best to head out and deconstruct the failing homesteads to gain more resources for the Republic. $25 Per Dice Gain 150 Resources.

[ ] San Felipe Garages (200/250):
On the outskirts of San Felipe right next to I-10 is a series of car dealerships which belonged to a handful of Japanese and American companies before the war. These would be the perfect spots to maintain and customize on your fleet of federal vehicles. 10 Resources per dice. $5 Per Dice +1 bonus to Intelligence Dice

[ ] Austin Farms (0/200):
You've got some of the best soil in existence to support crops old and new and make sure no soul in Texas shall ever go hungry. Best to take advantage of that now. 40 Resources. $35. +100 Food.

[ ] Austin Livestock (60/200):
With the Wallis experiment proving that ranching could once more be in vogue for Texas, it would be best to take advantage of your fertile grazing grounds to provide a perfect field for cattle and other forms of livestock, both for meat and dairy, not to mention trade for other products like delicious Blue Bell. 25 Resources. $20 per Dice. 75 Food.

[ ] Sealy Factory Restoration (51/400):
At the northern edge of Sealy is the Sealy factory where mattresses and sleepwear were made, along with combat uniforms during the Sino-American War. With the factory being intact and having access to on-site power, it could not only produce new beds and pillows to be used for trade goods, but also into a general textile factory for clothing and other fabrics, certainly a major boon for future trade. 20 Resources Per Dice. $10 Per Dice. Boost to Trade.

[ ] Cotton Plantation (75/250):
Perhaps one of the most important resources for Texas at the moment is cotton. A necessity for clothing and the backbone of logistics for your armed forces. Unfortunately, it's a very scarce resource and you have to rely on imports from Sugar Land to make ends meet. Fortunately, Austin County was historically part of cotton country in the 19th century, so try to make a nice patch of space to grow domestic cotton. 10 Resources Per Dice, $15. +5 resources per turn. Boost to Trade

[ ] Sugar Plantation (75/200):
If one thing could be agreed about pre-war America, is that it was a sugar addicted nation. Sugary sweets were a mainstay of the American diet, and in the Wasteland even pre-war deserts are treated as a luxury near equal to pure water. Making them even more valuable is neighboring Sugar Land's recent development of a mutated sugarcane based Ethanol which has equal performance to gasoline. Create a Sugar field along the banks of the Brazos both to grow sugar for domestic consumption and trade. 5 Resources Per Dice. $10 +5 Resources per turn

[ ] Clay Pit (26/250):
Texas is currently in the midst of a development craze and in order to fuel it we will need lots of clay for brick and mortar. Fortunately, Austin county happens to be home to a clay deposit we can extract and work on for local needs. 10 Resources Per Dice, $15 per dice. +5 Resources per turn. Boost to Trade

[ ] Food Silos (0/200):
With Texas currently in a food surplus and having a great potential to produce mass excess in the future, it would be wise to establish some storage spaces on the surface to handle all the extra produce and make sure it doesn't go to waste, for both domestic cookin and trade.

[ ] Sealy Industrial District (0/200): In Eastern Sealy exists a collection of small manufactories and construction yards that pre-war had served the needs of the county's industry. With power now restored to the sites and a high demand for production and constructive labor, maybe you can create a whole new industrial district to provide for the necessities of Texan manufacturing and construction. 25 Resources per Dice. $750. +1 Development Dice

Intelligence 3 Dice
[ ] Scout Fort Bend County (56/125): Before the war, Fort Bend was a thriving county and rising jewel of the Southeast near equal to Harris County in quality of lifestyle. This was mainly due to Fort Bend being the preferred suburban home for so many of Houston's leading executives, intellectuals and white collar specialists that gave it a certain edge in wealth. So far all you know about the county is that it has made something of a return with Imperial Sugar and Vault 113. Explore to see just who all lives in this county and what potential there is in the backyard of Houston's elite.

[ ] Scout West Harris County (0/250): The next stage of expansion between I-10 and Highway 249, West Harris is a wild and violent place with many Raider tribes worrying for control and a number of Settlements and independent homesteads doing their best to survive in the chaos. Should the power vacuum close, then whoever dominants here will likely turn their attention west to the Republic. It is vital that we understand just what is going on here and map out the frontier.

[ ] Scout South Houston (40/175): Nominally under the influence of the Houston Triangle, while mostly civilized there are a Score of Raiders, including bands and tribes of the Big Three that call this area home. Your friends have made their intentions clear that they will launch wars of expansion to civilize the region, perhaps before such it would be wise to scout it out and see if there's anything worthwhile.

[ ] Scout Downtown Houston (5/200) DC: 30: The former economic core and soul of Houston as the interior of 610, Downtown got hit with a nasty case of nuclear suns and now is desolate graveyard as a memorial to what once was. Filled with twisting skyscrapers, mad robots, feral mutants, and with the only major human settlement being Chinatown and Astroworld. While dangerous, it could be a great place of opportunity with relics from the old world. Explore and see what is left of old Houston.

[ ] Scout North Houston (0/400) DC 40: What was once the industrial and Hispanic heartland of Houston is now Raider Country, home to the vile Big Three who have claimed the region as their domain, a hive of scum and villainy. The civilized states of South Houston have not dared to brave this region of the Wasteland and for the near future has been given up as an anarchic wasteland. Still, there must be some potential, and better to know thy enemy than to be left completely in the dark.

[ ] Scout East Harris County (35/250) DC 50: The lands of Harris County that lie east of the San Jacinto River, it is a land that no Houstonian dare braves for it is the sphere of influence of the infamous Spartans, alleged superhumans who launched an invasion of Houston at the turn of the century and were just barely driven off. There are two settlements we know of which have an active Spartan presence, with the rest being either minor independent tribes or those who swear allegiance as vassals. Venturing here would be very dangerous, but we have to cross the Sabine sometime, if nothing else than to understand who the Spartans are and what they are planning.

[ ] Scout Matagorda County (26/250): A southern neighbor through which the Colorado river ends. It's a very rural county that would be completely unremarkable were it not for one key factor, it is the home of the South Texas Nuclear Plant, the second largest in the state which had before the war supplied the majority of power to the Texan Gulf Coast. All we know thus far is that it's been deactivated, presumably since the war. If we bring the plant in along with nearby settlements it could be a game changer for Texas.

[ ] Cowboy, Ranger, Soldier, Spy (0/200): The Texas Rangers are your most capable and skilled forces and since returning to the surface have gone above and beyond the call of duty. Still, there is always room for improvement and with future Ranger missions likely to take them far beyond our borders and deep into the Wasteland, it's best to make sure they're prepared for long term and distance deployments. +1 to Intelligence rolls.

[ ] SpyxCowboy (0/350):
Some of your cabinet members have made a rather shocking suggestion recently, creating a spy program for foreign intelligence and countering potential spies within the Republic. While it's doubtful that any post-nuclear state has the resources and manpower to play James Bond or be the second coming of the CIA, it's also doubtful that nobody has any sort of spy program. Establish an intelligence agency focused on espionage affairs to protect the Republic. +1 Intelligence Dice

[ ] Aerial Scouting (0/???):
There's a whole wide world out there beyond the Houston Wasteland, a world full of equal opportunity and danger. With the Texas Air Force, the sky is the literal limit. Time to see how the rest of the world fared in the apocalypse.
-[] Write in Where:

[ ] Investigating Conquistadors (75/200):
The Conquistadors are a hostile raider tribe next door to Texas and unlike past enemies like the Seals and Bellville Longhorns, it is clear that they are far greater than a single town or band. In order to understand the full scope of what we are dealing with, it would be wise to deploy the Rangers to investigate and scope just what kind of enemy we are dealing with.

[ ] Scout Grimes County (25/200) An agricultural county east of the Brazos, Grimes in the 19th century was prime cotton country and during the war had an agricultural boom in order to help the war effort. Should be prime grounds for farmlands, as well as helping Texas to further explore the "Wild East"

[ ] Spartan Research (10/50) Before the Reserve Heist, Texas largely disregarded talks of the spartans as heavy exaggeration and tall tales. Now we know for sure that the Spartans are a serious threat to the Houston Wasteland. Collaborate with the other members of the Houston League both to analyze the Spartans recent actions as well as to gain a greater understanding of our foe.

[ ] Expanding Horizons: Central America (0/250): Through its trade relationships, Galveston occasionally gets visitors from Central America. The region was something of a mess before the war, being a collection of banana republics that served as unofficial American colonies, so you're curious how they turned out in the absence of the US.

[ ] Expanding Horizons: Caribbean (0/300): The gateway to the Americas, the Caribbean islands were a mixed basket pre-war of either tourist hotspots or poor and broken states. So far what you know, there is a remnant of the US Navy based in the Virgin Islands trying to remake America and nearby Cuba is taking its turn playing colonizer. . Just what is happening with region?

[ ] Expanding Horizons: Northern South America (0/350): While much of the world was already collapsing before the war, South America was in a relatively decent-ish place due to a lack of warfare, through environmental damage and corruption made it somewhat miserable for many. Apparently a few daring and brave traders and fisherman have managed to make it to the likes of North Brazil, seemingly the main extent of Texan reach. See what's going on down South.

[ ] Scout Lee County (21/200): A rural county north of Fayette, Lee County was is a quiet agricultural county named after Robert E. Lee, once a major oil extractor until the wells dried up, and then being a ghost county til the bombs fell.

[ ] Scout Burleson County (0/150): North of Washington and West of Brazos, Burleson County by and large is a vassal of Aggieland due to a mixture of pre-war history and expansion after the bombs fell. Mostly farms and small forests, it is notable for the presence of Somerville Lake and the neighboring Titanium mines.

Martial 6 Dice Endurance +2 New Sherriff +5 Power Rangers +1

[ ] Gun Production (0/???): Now that we have access to the surface and aren't so limited on raw materials, we have the ability to consistently produce firearms from our troops.
-[ ] Write-in: How much and for which units

[ ] Deploy military DC: ???
-[ ] Where to and which units?

[ ] Specialist Training (132/200):
During your scouting of Waller, you came across a convoy with a rare supply of explosive ordinance and high damage weaponry that would make for some excellent force multipliers on the battlefield. Only problem is none of your men really know how to use them. Push the troops through a boot camp to help create some MOS and identify promising Troopers who can utilize these old weapons on new battlefields.

[ ] Austin County Defense (100/300) : Texas has just completed its first wave of reclamation with the liberation of Austin County, creating a heart for teh Second Republic. However, you must not remain complacent as there will be many future enemies of Texas who want to destroy all that you built. The War Department has approached you with a comprehensive plan not only to defend the county, but also initiate a new reorganization of the Army. Let's see what must be done. +1 to Martial rolls

[ ] Mechanized Cavalry (28/200):
Currently the Army has access to a fleet of automobiles and motorcycles, but these can only be used for transport and have no means of defense aside from simple armor protection. Try to see what you can do to create some real armored fighting vehicles. 5 Resources Per Dice. $10 Per Dice.

[ ] Officer Candidate School (202/250):
With the Texan Army becoming an increasingly more professional force by the day, the Rangers being special forces, and the establishment of an Air Force, it's increasingly clear that you need a high quality officer corps to lead Texas in its future wars. Work with the War Department to create an Officer Candidate school so your men and women can be lead by the best. $30. +1 to Martial rolls.

[ ] Here Comes the Cavalry (0/250):
Recently, Texas has come to domesticate a variety of horse breeds, pure and mutant which have helped in the daily lives of the Republic and made work and trade more convenient for our citizens. However, there is more potential to come for horses, in particular reviving the cavalry concept so our military can use them for more than just logistics, transportation and reconnaissance. Let's see if cavalry has a place in the 22nd century.

[ ] Fayetteville Security (21/300): The small town of Fayetteville has petitioned to join the Republic. Such is a huge development for the nearby Fayette County Reservoir and Fayette Nuclear Plant which can both provide a big boon to Texas. If you are to plant the Lone Star flag, you'll need to estabish a continual military presence, perhaps one of the most ambitious projects that the Republic shall undertake for the sheer distance from San Felipe. 15 Resources per Dice. $450

[ ] San Felipe Basing (0/500):
Admittedly a major issue that plagues the Republic military is the lack of a standing base of operations for the Republic. Vehicles are scattered across San Felipe, troopers go home to the Vault or their homes on the surface, and the main armory is located within Vault 28. This has been fine for your existing anti-Raider operations, but if you wish for the Texan military to be truly professional, then you'll need a proper base. 200 Resources. $750. +1 Military Dice.

[ ] Sealy Defense (0/350):
When the Conquistadors launched their strike, a critical flaw was revealed in our defenses where Sealy was had no defensive walls or emplacements to defend the district. Disaster was averted thanks to the poor tactics and planning of the Conquistadors and the Emergency Drills, but now that Sealy is electrified and being settled, we must take proper action to defend the economic heart of Texas. 140 Resources. $400

[ ] Wallis Defense (0/200)
The "Gateway to Houston", Wallis is our second town and an important trade stop along 36th Memorial to connect to Rosenberg, Sugar Land and the greater Houston Wasteland. Our alliance with Rosenberg and the San Bernard and Brazos rivers have kept Wallis safe, but we can't be content. 60 Resources. $250

Diplomacy 4 Dice Charisma +5 Houston League +1
[ ] Rosenberg Understanding: DC ???/???: While your support of Wharton's independence may be noble, such a move did encroach upon Rosenberg's sphere of influence with one of their "protectorates" spreading its wings and no longer paying tribute. While relations haven't broken down, there seems to be a general unease within the town over "Vault 28" trying to take over. See if you can patch things up with your southern neighbor.

[ ] Buchaven Diplomacy (0/150): A small Ghoul only community based around a Buc-ee's in Waller, they have congregated around there as the nearby high radiation acts as a deterrent to hostile humans which lets them live in peace as apparently many communities in the Wasteland are not as tolerant of them as we are. Try to establish relations with them and see if we can live together, and perhaps with them one day as part of Texas.

[ ] University Alliance Diplomacy (0/150): Another civilized state in the Houston Wasteland, comprising of the University of Houston and Texas Southern University while maintaining broad control and influence over the Third Ward. A center of higher learning for the Houston Wasteland, UA has an active friendship with Space City but is ostracized by the rest of Houston, having a particularly cold relationship with Astroworld for their positive relations with Chinatown, being the only state that Chinatown trades with. Perhaps it would be good to engage with them.

[ ] Trade Deal DC ???: You now have regular contact and trade routes with some friendly neighbors. See if you can strike up a bargain to help advance the Republic.
-[ ] Write down what you wish to trade and with who.

[ ] Trade Stockpile (0/???):
Since returning to the surface, Texas has engaged in a major amount of trade with nearby settlements. One of the best methods of trade is a classic barter. In order to ensure that we have a fair deal, perhaps it would be best to make some goods beforehand and then store them for later trade.
-[ ] Write-in: What you wish to build.

[ ] Joint Cooperation DC 50:
Texas has its fair share of diplomatic relations with a number of neighboring states. Each have their own set of knowledge and economic speciality that could be of a great boon to Texas in your current projects. However, doing so will most likely come with a price or a division of the spoils.
-[] Write-in: Which project to aid.

[-] League Expansion: Rosenberg (40/250):
Out of the Wasteland, the Second Republic is probably the only state who has relatively decent relations with Rosenberg due to you both being neighbors and Vault-born societies. Rosenberg with its advanced technology and pure lands would be an excellent boon to the League, though this runs into the brickwall of Rosenberg's isolation and to be frank, sense of superiority to much of the Wasteland. Perhaps you can convince them, but it won't be an easy journey. On hold until Rosenberg Understanding Completed

[ ] League Expansion: Aggieland:: DC ???:
One of the most surprising developments of your recent diplomacy with Aggieland is their expressed interest in joining the Houston League as a full member. Such an expansion would be of high benefit to the League thanks to Aggieland's military power and cache of pre-war knowledge. However, their potential and existing power could majorly upset the existing dynamics of the League which has made all but Hunter's Creek and Galveston hestiant on them joining. Perhaps you can be a middle man and push for their inclusion into the League
-[ ] Sugar Land DC 65
-[ ] Space City DC 50

[ ] Diplomatic Initiative: (0/???):
You want to engage in diplomacy with a state. Whether to further relations or try to push some sort of specific cooperation or agenda, that is for you to decide.
-[ ] Write in:

[ ] Embassy System (0/350): So far in your time on the surface, you've made an informal "Embassy" system which is really just sending someone or a small group designated as ambassadors to a allied state, and then having them live in the town for a period and be ready to interact with the head of state or try and push forward something for Texas. If you want meaningful long-term relations, perhaps it would be best to establish a proper embassy system for full time diplomatic presence of the Lone Star Republic within our allies borders and allow for ease of diplomacy and communications. $500. +1 Diplomacy Dice +1 to Diplomatic rolls

[ ] La Grange Diplomacy (20/150):
Your Northeastern neighbor, La Grange like Brenham is a popular trade hub of the greater Texas Wasteland that connects the Waco, Austin and Brazos wastelands. Their domestic economy is famous for three things, agriculture, textiles, and the prostitutes of The Chicken Ranch. On a strategic level, La Grange also claims ownership to a working natural gas plant which while supplying La Grange and all allied towns, have been forced to give gas to the Conquistadors as tribute. Perhaps it would be time to establish relations.

[ ] Brazos Union Annexation: DC: ???/???/???: The Brazos Union, a small collection of towns in Northwest Fort Bend wishes to be annexed into the Second Republic of Texas. However, there is a major issue in that the Union is a client state, both politically and economically, and Sugar Land considers the land to be within their sphere of influence. Negotiate with your ally and see if you can annexed the land, though such a process will likely have to come with some concessions to Sugar Land.

[ ] Katy Diplomacy (0/250): Before the bombs fell, Katy was a respectable and moderately popular suburb city of the Houston area, having great social and economic influence over West Houston. Katy as a whole has managed to endure the apocalypse and is considered to be a regional power on par with Astroworld and Space City that has major influence over West Houston. They are a heavily isolationist state, and what is known about Katy is that they have a respectable industry through control of the Energy Corridor, and play host to a federation of "Civilized" Raiders which launch expeditions into the Houston Wasteland. If you are to annex Waller County, then it would be best to get Katy on your good side and establish clear borders.

Research 4 Dice Intelligence +2 San Felipe ISD +1
[ ] Lone Star Radio (0/300): Within Vault 28 there is a small local radio system which plays music along with the news and radio stories to residents of the Vault. With the ongoing expansion of the Republic of Texas and many survivors having access to radios, perhaps it would be best to advertise the Republic and blast propaganda spread freedom and rocking tunes across the airwaves. Plus if nothing else, we can establish a radio system for basic communication. 10 Resources Per Dice. $20 Per dice. +1 Administration Dice.

[ ] Rad Rivers (0/250):
While swimming in the Brazos won't kill you, it will give you some mean radiation sickness that'll require a good dose of Radaway. While the Brazos is polluted and irradiated, it doesn't mean we can just ignore it. After all, if properly tamed it can be a useful route to the Gulf Coast and in Northern Texas for exploration and trading, not to mention fishing. Try to find methods of building boats fit for the Brazos along with radiation protection. 15 Resources Per Dice. $20. +1 to intelligence rolls.

[ ] Old Weapons for a New World (0/???):
Recently in your travels you have come across a variety of military-grade weapons that can greatly enhance the potential for the Texan military. The main issue is that you currently have no known methods of reproduction for new weapons or supply, making them a very scarce and valuable supply. See if your best and brightest can reverse engineer and help make new production lines for the Republic. 5 Resources Per Dice
-[ ] Mortar (120/350)
-[ ] Artillery (110/500)
-[ ] Anti-Material Rifle (10/150)
-[ ] Missile Launcher (30/300)
-[ ] Explosive Charges (25/250)
-[ ] Flamethrower (10/200)
-[ ] Vertibird Ammunition (10/300)
-[ ] Laser Turret (10/350)
-[ ] Laser Firearms (50/250)
-[ ] Mines (17/250)

[ ] Post Nuclear Warfare (0/???):
Just because the world has ended it doesn't mean innovation hasn't. War may never change, but the weapons they fight with certainly do. Time to order your military to put their noses to the grindstone and see what new weapons they can come up with.
- [ ] Write in what you wish to design in the form of a new weapon or modification of an existing one. 5 Resources Per Dice $10

[ ] Texas Rails (0/500):
Around Sealy you have four railroad tracks which pre-war would send goods in and out of Houston. While a bit rusty in some spots, the tracks are in excellent condition. Having visited the Rosenberg railroad museum, you were struck with what some would debate is either a flight of genius or madness, creating a working train and putting the railroads to use once more. 15 Resources Per Dice $200 +1 Development Dice, +1 Development rolls

[ ]Robotics Workshop (41/200):
Your Republic as of now has very low experience or knowledge when it comes to making and maintaining robots. Before reclamation, all the experience Vault 28 had in regards to robotics was the Robotics station which was just meant to repair the Vault's small stock of robots. With your new robotic Texans as well as the likelihood of expanding need of robots in the future, perhaps it would be wise to set up a proper workshop to not only maintain your stock, but to build and expand upon them. 30 Resources $150

[ ] Anti-Radiation Suits (0/300):
While Vault 28 did have a small stockpile of anti-radiation suits, these were of mixed quality with poor combat defense capabilities which make them for poor adventuring in the Wasteland. With the T-49R suits along with some input from Space City, perhaps you can develop a new anti-radiation suit to adequately protect the user and provide some freedom for combat. 15 Resources Per Dice, $20 per dice.

[ ] Aerial Combat Gear (0/300):
With the potential for renewed hostilities with the Spartans looming along with overall greater military activity in the Houston Wasteland, aerial support is more valuable than ever. However, direct air support is limited to your Vertibirds with the rest of the Texas Air Force being comprised of civilian propeller planes. Space City has approached and suggested that a solution could be achieved by creating customized machine guns and perhaps even some bomb deployment mechanisms on the propellers to provide limited support as well as to add some defensive capabilities should they ever find themselves against a hostile air power. 10 Resources Per Dice. $5 Per Dice. Space City will contribute two Dice.

[ ] Sealy Gas and Oil Depot (30/200):
On the south end of I-10 is a Poseidon Energy depot that stored oil and natural gas. More emphasis on the natural gas in the last years of America, and it apparently is in great condition with lots of energy left. Lets see if we can fire up the plant and get it working again. 5 Resources per Dice. $400. +1 Free Dice.

[ ] San Felipe Paper Mill (0/125):
Within Sealy is the International Paper Mill, a moderately sized paper mill used for local materials and to send to Houston printers. While Vault 28 has its own paper plant, with the local Paper Mill restored we can produce paper on a greater level for the whole Republic. $50, Boost to Trade

[ ] San Felipe Saw Mill (0/200):
Within Texas' daily production, there is a variety of products that rely on some form of wood. With the Vault lacking in such due to a lack of trees, we must create a new saw mill to help in the creation of wood products for domestic consumption. 5 Resources per Dice, $100. Boost to Trade.

[ ] San Felipe Steelworks (0/125):
On the western edge of Sealy along I-10 is a steelworks facility that created piping and sheet steel. While it is no Pittsburgh or a site worthy of any of the great Steel Belt cities, it would greatly expand our production capacity to no longer solely rely on the Vault foundry and make ambitious projects. 10 Resources per Dice. $75, Boost to Trade

[ ] San Felipe Cement/Brickworks (0/175):
On the South side of I-10 is an old Cement Production facility that has been stripped clean by now of its cement supply, but still has the machinery to make more cement and concrete. The facility also has the existing capacity and can be expanded to be a brickworks facility to account for your future clay pit. 5 Resources per Dice. $60

[ ] Wallis Solar Farm (0/200):
Just outside of Wallis was a Solar farm that was largely destroyed or worn down thanks to time and a few unfortunate hurricanes. While Wallis has access to wind power, more power can never hurt and Space City has approached with an offer to install solar panels in Wallis to revive the farm. Very generous, though not too as there is a high price. $1000. Space City shall commit one Dice.

Administration 5 Dice +1 Bonus roll
[ ] Refugee Welfare (0/200): You ran your campaign on the promise of bringing freedom and prosperity to the Wasteland, however looking at the logistics it's a more difficult to practice when you've got so finite resources and are already firmly committed to providing the best quality of life for your people that you can. Since the Republic is made of decent folk and is doing its best to rebuild, as word spreads there is a good chance you'll get swarmed with settlers all over. What must be done for those who have so little? 5 resources per dice.

[ ] Sealy Market (0/250):
In Southern Sealy there is a Super-Duper Mart and an adjoining distribution center which the Seals used for their loot, but then lost after many years of wasteful usage and a fire. The physical buildings and most of the interior decorations are still there, and with trade picking up, it has been suggested that perhaps we can use the Mart as a marketplace for domestic and foreign traders to meet and swap and sell goods and items, especially taking advantage of our lucrative position on I-10. 5 Resources Per Dice. $200. Boost to Trade and Domestic Sales.

[ ] Parks and Recreation (0/125):
Among Congress there exists support for the creation of a "Parks and Recreation" department for San Felipe. So far said recreation would be limited to the Vault's recreational facilities, the San Felipe museums, Stephen F. Austin State Park, and the Stephen F. Austin Golf Course. However, proponents argue that it would be beneficial to raise the quality of life through the active maintenance of public recreational programs or meeting places, and in the near future it could be a good start for Texan tourism.

[ ] Citizenship Documents (0/150): Among the Vault dwellers there exists a movement for the issuing of citizenship ID documents to all citizens within Texas. Said movement states that it must be done in order to make sure there is a clear count of our population and to prevent fraud and misinformation. Wastelanders have argued that it's an oppressive system that favors the Vault dwellers and keeping such documents is widely impractical. Still, there cannot be denied some benefits and it will make the bureaucracy smoother. $10.

[ ] San Felipe Clinic (235/250):
Currently, healthcare within the Second Republic essentially amounts to shipping someone to Vault 28 where our medical facilities with top of the line technology, including autodocs can take care of patients. While fine before the return to the surface, it's a bit awkward to make the trip, especially with battlefield injuries. Not to mention a long trek for wastelanders and those who have returend to living in the surface to make. See if you can make a clinic within San Felipe, to take care of most minor ailments and stabilize patients before transfer to Vault 28 for major surgery. 10 Resources Per Dice $15 Per Dice.

[ ] Bellville War Memorial: (0/100):
A year has passed since the Bellville war, and you want to make a memorial for the brave Texans whose lives were lost in the conflict so that they can always be remembered as heroes. $10

[ ] National Bank of Texas (171/300):
Now that you are soon going to have a proper economy, the next best step to prepare is to create a Treasury Department and a National Bank to keep the people's money safe and secure as well as control the flow of currency within the Republic. 5 Resources Per Dice. +1 to Administration rolls.

[ ] Texan Jail (0/350):
Currently your options for imprisoning criminals are limited to the holding cells of the pre-war police stations and the Austin County Jail which has a maximum capacity of 60 prisoners. So far this has worked due to the low crime rates of Texas, but with a growing population along with a greater capacity of prisoners from our conflicts with Raiders, perhaps some more living space is viable. 10 Resources Per Dice. $250

[ ] Federal Revenue Service (0/200):
With the imposition of an income tax, it is vital that Texas create an appropriate bureaucracy to process the taxes and make sure each Texan is paying their legal due. While the taxman has been the most hated profession since the dawn of civilization, it is a necessary evil to keep our government functioning. +1 to Administrative rolls.

[ ] Proposing a Law DC ???:
As President you are unable to introduce laws into Congress, but that doesn't mean you can't propose policies and work with Congressmen to turn them into bills for debate and ratification.
-[ ] Write-in: Law to propose

[ ] Texas Post Office (0/400):
With an economy comes trade, and with trade comes mail and postage. If we establish a post office now, then Texans will be able to send packages and mail to friends and associates in our neighbors without having to make the difficult treck themselves. It can also be good for record keeping and sending in public notices. We'd also likely have to coordinate with the rest of the League to ensure a unified postal system. Fun. $40 per dice. 15 Resources per dice. +1 Administration Dice. +1 to Administration rolls.

[ ] Texas Dental (0/250):
Dentistry is not exactly a major concern for the Wasteland, if they can focus on it at all as you have noticed a number of Wastelanders with very poor dental hygiene from a lack of aid or regular care products like toothpaste. When you committed Texas to universal healthcare, one of the many benefits was free dentistry. San Felipe has a number of dentist offices within its city limits, why not restore them to provide all Texans with quality dental care? $80
 
Last edited:
Well that was faster then I thought. didn't even start the feedback for turn 9 yet. oh well.

Top Concerns
  1. Development
  2. Military Preparedness
  3. Food Production
  4. Conquistadors
  5. Trade
What should be done about the Conquistadors?
Fight them: 38%
Leave them Alone: 27%
Unsure/Mixed/Neutral: 35%

Do you believe the Second Republic of Texas should actively expand or focus internally?
Expand: 54%
Focus Internally: 22%
Unsure: 24%
Fair enough, more military preparedness which we are doing along with general development. which I'm guessing is more just building up the nation and such?

hmmm relevantly split about the conquistadors as they weren't what I was expecting and i guess, that postponing to research about the Conquistadors is biting us in the ass, the little thing about assuming Post-Nuclear Spaniard being the main thing. I would have liked another turn before committing anything but damn if that timing was bad when we did Wharton.

I do think we should start again on Food since it is ticking down. at 85 but going to go down to 75 next turn. something to keep in mind.
added an extra zero there QM

[ ] Fayetteville Security (21/300): The small town of Fayetteville has petitioned to join the Republic. Such is a huge development for the nearby Fayette County Reservoir and Fayette Nuclear Plant which can both provide a big boon to Texas. If you are to plant the Lone Star flag, you'll need to estabish a continual military presence, perhaps one of the most ambitious projects that the Republic shall undertake for the sheer distance from San Felipe. 15 Resources per Dice. $450

[ ] San Felipe Basing (0/500):
Admittedly a major issue that plagues the Republic military is the lack of a standing base of operations for the Republic. Vehicles are scattered across San Felipe, troopers go home to the Vault or their homes on the surface, and the main armory is located within Vault 28. This has been fine for your existing anti-Raider operations, but if you wish for the Texan military to be truly professional, then you'll need a proper base. 200 Resources. $750. +1 Military Dice.

[ ] Sealy Defense (0/350):
When the Conquistadors launched their strike, a critical flaw was revealed in our defenses where Sealy was had no defensive walls or emplacements to defend the district. Disaster was averted thanks to the poor tactics and planning of the Conquistadors and the Emergency Drills, but now that Sealy is electrified and being settled, we must take proper action to defend the economic heart of Texas. 140 Resources. $400

[ ] Wallis Defense (0/200)
The "Gateway to Houston", Wallis is our second town and an important trade stop along 36th Memorial to connect to Rosenberg, Sugar Land and the greater Houston Wasteland. Our alliance with Rosenberg and the San Bernard and Brazos rivers have kept Wallis safe, but we can't be content. 60 Resources. $250
Ah shit, four new projects. I don't think we can spare since we would want the Austin country defense first but after we finish up specialist and Officer school, we should focus on Sealy and Wallis defense.

[ ] San Felipe Paper Mill (0/125): Within Sealy is the International Paper Mill, a moderately sized paper mill used for local materials and to send to Houston printers. While Vault 28 has its own paper plant, with the local Paper Mill restored we can produce paper on a greater level for the whole Republic. $50, Boost to Trade

[ ] San Felipe Saw Mill (0/200):
Within Texas' daily production, there is a variety of products that rely on some form of wood. With the Vault lacking in such due to a lack of trees, we must create a new saw mill to help in the creation of wood products for domestic consumption. 5 Resources per Dice, $100. Boost to Trade.

[ ] San Felipe Steelworks (0/125):
On the western edge of Sealy along I-10 is a steelworks facility that created piping and sheet steel. While it is no Pittsburgh or a site worthy of any of the great Steel Belt cities, it would greatly expand our production capacity to no longer solely rely on the Vault foundry and make ambitious projects. 10 Resources per Dice. $75, Boost to Trade

[ ] San Felipe Cement/Brickworks (0/175):
On the South side of I-10 is an old Cement Production facility that has been stripped clean by now of its cement supply, but still has the machinery to make more cement and concrete. The facility also has the existing capacity and can be expanded to be a brickworks facility to account for your future clay pit. 5 Resources per Dice. $60

[ ] Wallis Solar Farm (0/200):
Just outside of Wallis was a Solar farm that was largely destroyed or worn down thanks to time and a few unfortunate hurricanes. While Wallis has access to wind power, more power can never hurt and Space City has approached with an offer to install solar panels in Wallis to revive the farm. Very generous, though not too as there is a high price. $1000. Space City shall commit one Dice.
fucking hell so much more projects as well. this is going to have be put on hold for right now. we are expected to expand outwards and I think right now we need to focus on the military, at least rushing it so we can expand without overextending.

from the projects we have a paper mill. saw mill, Steelworks, another Cement/Brickworks and the solar farm. all good but damn if we can spare the dice for right now
 
Houston Wasteland Map 2123
Houston Wasteland Map September 2123

Color Key
Blue: Republic of Texas
Violet: Kingdom of Bellville
Navy Blue: Rosenberg/Vault 113
Beige: Brenham
Green: Sugar Land/Imperial Sugar
Red: Astroworld
Purple: Hunters Creek/Vault 441
Dark Red: Chinatown
Sky Blue: Space City/USSA
Yellow: Galveston
Dark Green: Spartans
Gray: Raider territory
Pink: Conquistador
Orange: Katy
Brown: University Alliance
 
I hate to ask this since its more to our benefit but shouldn't the garages be 185?

[X] Plan: Finishing up and Catching up
-[x] Development
--[X] San Felipe Garages (185/250): [2 Dice]
--[X] Clay Pit (26/250): [3 Dice]
--[X] Sealy Industrial District (0/200): [1 Dice, 1 Free Dice]
-[X] Intelligence
--[X] Investigating Conquistadors (75/200): [2 Dice]
--[X] Spartan Research (10/50): [1 Dice]
-[X] Martial
--[X] Austin County Defense (100/400): [3 Dice]
--[X] Specialist Training (132/200): [2 Dice]
--[X] Officer Candidate School (202/250): [1 Dice]
-[X] Diplomacy
--[X] Buchaven Diplomacy (0/150): [2 Dice]
--[X] League Expansion: Aggieland
---[X] Space City DC 50: [2 Dice]
-[X] Research
--[X] Old Weapons for a New World
---[X] Laser Firearms (50/250): [2 Free Dice]
---[X] Mortar (120/350): [1 Dice, 2 Free Dice]
--[X] Rad Rivers (0/250): [1 Dice]
--[X] Sealy Gas and Oil Depot (30/200: [2 Dice]
-[X] Administration
--[X] National Bank of Texas (171/300): [2 Dice]
--[X] San Felipe Clinic (235/250): [1 Dice]
--[X] Texas Post Office (0/400): [2 Dice]


its late, my attempt at a plan. might fix later but focused on spreading wide na finishing most ongoing projects with getting closes as close as we can.
 
Last edited:
Rosenberg Reaction SNIP

Honestly Rosenberg really dropped the ball on this one. Their isolationist policies don't really synergize well with establishing tributary states.

Wharton was being extorted by the Conquistadors while also being a tributary of Rosenberg thus they were being siphoned of their resources on both sides. Either they never petitioned Rosenberg for help, or Rosenberg just denied doing anything about it due to their isolationist policies.


Oooh yeah Katy is going to be a potential issue.

Katy Diplomacy (0/250): Before the bombs fell, Katy was a respectable and moderately popular suburb city of the Houston area, having great social and economic influence over West Houston. Katy as a whole has managed to endure the apocalypse and is considered to be a regional power on par with Astroworld and Space City that has major influence over West Houston. They are a heavily isolationist state, and what is known about Katy is that they have a respectable industry through control of the Energy Corridor, and play host to a federation of "Civilized" Raiders which launch expeditions into the Houston Wasteland. If you are to annex Waller County, then it would be best to get Katy on your good side and establish clear borders.

Being a regional power on par with Astroworld and Space City is actually very scary for our state to have almost directly on our border, beyond our bit of unclaimed no mans land between us. Makes it so we have a state with a federation of "civilized" raiders on our alliance core side. While the conquistadores are a full raider nation on our other side.
 
Might need to enlarge the map at some point since we can't see A&M.

That Conquistador deal stinks of them having bigger concerns to deal with at their other borders and they can't be bothered to deal with us at the moment.

Though right now I don't think we have the weapons, defenses, and soldiers to deal with them. We should really do the military reorganization included in Austin County defense.
 
[X] Plan Securing a Friendly Backyard
-[X] Ratify Entrepreneurial Stimulus
5 Free Dice
Development 6 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1
-[X] San Felipe Garages (200/250):
On the outskirts of San Felipe right next to I-10 is a series of car dealerships which belonged to a handful of Japanese and American companies before the war. These would be the perfect spots to maintain and customize on your fleet of federal vehicles. 10 Resources per dice. $5 Per Dice +1 bonus to Intelligence Dice [1 Dice]
-[X] Clay Pit (26/250):
Texas is currently in the midst of a development craze and in order to fuel it we will need lots of clay for brick and mortar. Fortunately, Austin county happens to be home to a clay deposit we can extract and work on for local needs. 10 Resources Per Dice, $15 per dice. +5 Resources per turn. Boost to Trade [1 Dice]
-[X] Sealy Industrial District (0/200):
In Eastern Sealy exists a collection of small manufactories and construction yards that pre-war had served the needs of the county's industry. With power now restored to the sites and a high demand for production and constructive labor, maybe you can create a whole new industrial district to provide for the necessities of Texan manufacturing and construction. 25 Resources per Dice. $750. +1 Development Dice [4 Dice]
Intelligence 3 Dice
-[X] Scout Fort Bend County (56/125):
Before the war, Fort Bend was a thriving county and rising jewel of the Southeast near equal to Harris County in quality of lifestyle. This was mainly due to Fort Bend being the preferred suburban home for so many of Houston's leading executives, intellectuals and white collar specialists that gave it a certain edge in wealth. So far all you know about the county is that it has made something of a return with Imperial Sugar and Vault 113. Explore to see just who all lives in this county and what potential there is in the backyard of Houston's elite. [2 Dice]
-[X] Investigating Conquistadors (75/200):
The Conquistadors are a hostile raider tribe next door to Texas and unlike past enemies like the Seals and Bellville Longhorns, it is clear that they are far greater than a single town or band. In order to understand the full scope of what we are dealing with, it would be wise to deploy the Rangers to investigate and scope just what kind of enemy we are dealing with. [1 Dice, 2 Free Dice]
Martial 6 Dice Endurance +2 New Sherriff +5 Power Rangers +1
-[X] Specialist Training (132/200):
During your scouting of Waller, you came across a convoy with a rare supply of explosive ordinance and high damage weaponry that would make for some excellent force multipliers on the battlefield. Only problem is none of your men really know how to use them. Push the troops through a boot camp to help create some MOS and identify promising Troopers who can utilize these old weapons on new battlefields. [2 Dice]
-[X] Officer Candidate School (202/250):
With the Texan Army becoming an increasingly more professional force by the day, the Rangers being special forces, and the establishment of an Air Force, it's increasingly clear that you need a high quality officer corps to lead Texas in its future wars. Work with the War Department to create an Officer Candidate school so your men and women can be lead by the best. $30. +1 to Martial rolls. [1 Dice]
-[X] Austin County Defense (100/300) :
Texas has just completed its first wave of reclamation with the liberation of Austin County, creating a heart for teh Second Republic. However, you must not remain complacent as there will be many future enemies of Texas who want to destroy all that you built. The War Department has approached you with a comprehensive plan not only to defend the county, but also initiate a new reorganization of the Army. Let's see what must be done. +1 to Martial rolls [3 Dice]
Diplomacy 4 Dice Charisma +5 Houston League +1
-[X] Rosenberg Understanding: DC ???/???:
While your support of Wharton's independence may be noble, such a move did encroach upon Rosenberg's sphere of influence with one of their "protectorates" spreading its wings and no longer paying tribute. While relations haven't broken down, there seems to be a general unease within the town over "Vault 28" trying to take over. See if you can patch things up with your southern neighbor. [3 Dice]
-[X] League Expansion: Aggieland:: DC ???:
One of the most surprising developments of your recent diplomacy with Aggieland is their expressed interest in joining the Houston League as a full member. Such an expansion would be of high benefit to the League thanks to Aggieland's military power and cache of pre-war knowledge. However, their potential and existing power could majorly upset the existing dynamics of the League which has made all but Hunter's Creek and Galveston hestiant on them joining. Perhaps you can be a middle man and push for their inclusion into the League
--[X] Sugar Land DC 65 [1 Dice, 1 Free Dice]
Research 4 Dice Intelligence +2 San Felipe ISD +1
-[X] Old Weapons for a New World (0/???):
Recently in your travels you have come across a variety of military-grade weapons that can greatly enhance the potential for the Texan military. The main issue is that you currently have no known methods of reproduction for new weapons or supply, making them a very scarce and valuable supply. See if your best and brightest can reverse engineer and help make new production lines for the Republic. 5 Resources Per Dice
--[X] Mortar (120/350) [2 Dice]
-[X] Sealy Gas and Oil Depot (30/200):
On the south end of I-10 is a Poseidon Energy depot that stored oil and natural gas. More emphasis on the natural gas in the last years of America, and it apparently is in great condition with lots of energy left. Lets see if we can fire up the plant and get it working again. 5 Resources per Dice. $400. +1 Free Dice. [2 Dice, 2 Free Dice]
Administration 5 Dice +1 Bonus roll
-[X] San Felipe Clinic (235/250):
Currently, healthcare within the Second Republic essentially amounts to shipping someone to Vault 28 where our medical facilities with top of the line technology, including autodocs can take care of patients. While fine before the return to the surface, it's a bit awkward to make the trip, especially with battlefield injuries. Not to mention a long trek for wastelanders and those who have returend to living in the surface to make. See if you can make a clinic within San Felipe, to take care of most minor ailments and stabilize patients before transfer to Vault 28 for major surgery. 10 Resources Per Dice $15 Per Dice. [1 Dice]
-[X] National Bank of Texas (171/300):
Now that you are soon going to have a proper economy, the next best step to prepare is to create a Treasury Department and a National Bank to keep the people's money safe and secure as well as control the flow of currency within the Republic. 5 Resources Per Dice. +1 to Administration rolls. [3 Dice]
-[X] Sealy Market (0/250):
In Southern Sealy there is a Super-Duper Mart and an adjoining distribution center which the Seals used for their loot, but then lost after many years of wasteful usage and a fire. The physical buildings and most of the interior decorations are still there, and with trade picking up, it has been suggested that perhaps we can use the Mart as a marketplace for domestic and foreign traders to meet and swap and sell goods and items, especially taking advantage of our lucrative position on I-10. 5 Resources Per Dice. $200. Boost to Trade and Domestic Sales. [1 Dice]

I'm really concerned about all the ways in which a hostile Rosenberg can put a wrench in our operations so I decided to put a lot of diplo dice on it. Same goes for negotiating for Aggieland to enter into the league, and I figure that since Sugarland is the one that has the most issues with it, convincing them will make the process much much easier in general.
In addition, assuming we roll not terribly, this plan sees us getting two extra dice for next turn, one development and one free, which will hopefully let us make even more progress next turn.

I also want to clarify, @Kaiser Chris is the money in the status section representative of our full budget or is each money unit actually worth more in dollars? Because if our son is asking for 60 mil when our budget is 500k we may need to edit his bill a tad.
 
Last edited:
Fun fact, Originally there where supposed to be 1000 Vaults total from 0 to 999
20 Vaults per state. So it's reasonable to say that's how many that where either planned or falsely advertised by Vault-Tec.

FYI, I decided to change Vault-Tec's vault composition to 150 vaults in total with Texas having 15. This is basically to reflect how the Canon map shown in Episode 8 of the show has major descrepancies with some areas having more Vaults in the games then on the map, primarily Massachusetts. So, there are some more Vaults overall.

Say @Kaiser Chris what about the Salt Domes in Texas?

Looks like Houston Wasteland play host to a lot of them, specially around Fort Bend and Brazoria County. I mean it would be cool if that could be come a obstacle since with the crazy oil drilling may have accidentally introduce salt to several lakes and rivers meaning this places are utter unreliable for natural drinking water, the government may have decided to write off the entire area instead of cleaning up.

However the atomic detonations may be responsible or natural erosion took place. Either way it would be interesting that drinkieble water may been more difficult to find then expected and would be nice to prove a challenge specially since we would have to use the water chips to purifiy it thus defeating the whole purpose in the first place to looking for them, also not counting the pollution as well.

Eh, I'll say that Salt Domes aren't something that you have to worry about. Have to have SOME water to help the people in the Houston Wasteland, not to mention there's several existing polluted messes like Trinity Bay.

fucking hell so much more projects as well. this is going to have be put on hold for right now. we are expected to expand outwards and I think right now we need to focus on the military, at least rushing it so we can expand without overextending.

Yeah, when you chose to enter into conflict with the big Raider group next door and also completed electrification and plumbing, a lot of new options pop up.

Honestly Rosenberg really dropped the ball on this one. Their isolationist policies don't really synergize well with establishing tributary states.

Wharton was being extorted by the Conquistadors while also being a tributary of Rosenberg thus they were being siphoned of their resources on both sides. Either they never petitioned Rosenberg for help, or Rosenberg just denied doing anything about it due to their isolationist policies.

The whole point of Wharton and the other buffer towns was to act as a shield against Raiders and other hostiles in the Wasteland so the hearth of Rosenberg-Richmond is defended and doesn't have to experience any turmoil. Rosenberg gave them the basic tools for a functioning town, but they didn't want to go to war with the Conquistadors so Wharton paying tribute was an acceptable alternative. While Rosenberg is friendly to us, they have a sort of arrogance similar to Vault City, though without the blatant Fascism.

With what we did to Wharton and how the Houston Wasteland has been incredibly dynamic recently and less of a post-nuclear wild west, Rosenberg is doing a lot of soul searching and the main topic of their election is what kind of role they're gonna have with the rest of the world.


To clarify, Texans generally divide Raiders into "Civilized" and "Uncivilized". "Civilized", means that the Raider group has something resembling a functioning internal state that seeks to improve the lives of its people and take offensive action in the form of demanding continual tribute but leaving a mostly intact target. "Uncivilized" are basically like Raiders from the video games, bloodthirsty savages with little decency and morals, always seeking to destroy and kill or engage in other acts of depravity. You can deal with Civilized like Brookshire, Uncivilized and its basically gotta clear them out.

Might need to enlarge the map at some point since we can't see A&M.

That Conquistador deal stinks of them having bigger concerns to deal with at their other borders and they can't be bothered to deal with us at the moment.

All you need to know about Aggieland for now is that Brazos County is their uncontested domain and their setting up a sphere of influence over what we consider to be the Brazos Valley.

Conquistadors do have some concerns out West, but they also want to buy time and not immediately engage in total war with the nation that killed 200 of their people without losing a single person.

It should be emphasized though that this Quest is a somewhat dynamic world that'll change even greater the more active we are and the wider our reach. Most of the big factions have ongoing agendas and plans, some of which may affect us through invisible butterflies.
 
I allways findnit strange when businesses get an investment from the gov but the gov doesn't get a stake in the business it just screams corruption at me
 
I allways findnit strange when businesses get an investment from the gov but the gov doesn't get a stake in the business it just screams corruption at me
In a modern context maybe, but you have to remember we are in a post-apocalyptic wasteland where clean water is still a luxury for many. Pretty much no one has the resources to start businesses on their own.

This may actually reduce corruption, as it will ensure that most of the private sector doesn't get monopolized by the few people who do have those resources already (indeed we see this happen in numerous places throughout the fallout series), and put everyone on equal ground.
 
Last edited:
What exactly does the Entrepreneurial Stimulus mean by spending?

Loans?

Capital investment?

Simple support?

I'm Korean and I'm writing this with a translator, so please forgive me if it's awkward
 
[X] Plan: Lock 'n Load
- [X] Veto Entrepreneurial Stimulus
- [X] Development
-- [X] San Felipe Garages (200/250): 1 Dice + 1 Free Dice
-- [X] Cotton Plantation (75/250): 4 Dice
-- [X] Sealy Industrial District (0/200): 1 Dice

- [X] Intelligence
-- [X] Investigating Conquistadors (75/200): 3 Dice + 1 Free Dice
- [X] Martial
-- [X] Specialist Training (132/200): 2 Dice
-- [X] Officer Candidate School (202/250): 2 Dice
-- [X] Austin County Defense (100/300): 2 Dice

- [X] Diplomacy
-- [X] Rosenberg Understanding (???/???): 3 Dice + 1 Free Dice
-- [X] Le Grange Diplomacy (20/150): 1 Dice + 2 Free Dice

- [X] Research
-- [X] Anti-Material Rifle (10/150): 4 Dice
- [X] Administration
-- [X] San Felipe Clinic (235/250): 1 Dice
-- [X] National Bank of Texas (171/300): 3 Dice
-- [X] Refugee Welfare (0/200): 1 Dice


Firstly, I want to veto the Entrepreneurial Stimulus not because I think it's a bad idea or anything, but because we shouldn't do it this very turn, I'd rather do it after we establish the National Bank and Revenue Service, just to keep track of where our money's actually going and how to best distribute it.

Hopefully we'll be able to do that in another two or three turns.

Finishing up the garages because we need more vehicles/armor ASAP and it's a good boost to our economy, Cotton Plantation for more trade and apparently military logistical benefits? Lastly, we finish up with the Sealy Industrial District for more/better manufacturing and construction, which we need considering we're ramping up massively.

Intelligence is purely dedicated to investigating the Conquistadors this turn, all we've got at this point are guesses and hearsay, so it's nice to actually know who we're facing.

Martial's mostly finishing the Specialist Training and OCS, with a side dish of improving our home defenses, all useful things to strengthen our position in the Wasteland and possibly for dealing with the Conquistadors.

Rosenberg Understanding feels important considering we stepped on their toes massively, even if it's not really our fault. Also trying to finish up Le Grange Diplomacy because they're also dealing with our new enemy, plus we'll possibly get some trade out of it.

The Anti-Material Rifles are because we don't really have any way of engaging armor, whether vehicles or PA, besides the grenades or the explosives we've got at home, but that requires us to either get close enough to throw said explosives or fight all our battles at our capital, neither of which are optimal.

Finishing up with the San Felipe Clinic to get that done and sorted, and the same with the National Bank of Texas, really useful considering we're trying to build an actual economy instead of just barter and bottlecaps.

As for Refugee Welfare, I realize that might not be the most efficient or profitable use of our dice, but I want to get that sorted before we invest in the Federal Revenue Service, just to avoid any morale issues.

That seems to be all, thank you for listening to my TED talk again.
 
Last edited:
-[X] Ratify Entrepreneurial Stimulus

-[X] Dangers of the New World
5 Free Dice
Development 6 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1
--[X] San Felipe Garages (200/250): [1 Dice]
--[X] Clay Pit (26/250): [3 Dice]
--[X] Cotton Plantation (75/250): [2 Dice]
Intelligence
(3 dice)
--[X] Investigating Conquistadors (75/200): [3 Dice]
--[X] Spartan Research (10/50): [1 Free Dice]
Martial 6 Dice Endurance +2 New Sherriff +5 Power Rangers +1
--[X] Austin County Defense (100/300): [3 Dice]
--[X] Specialist Training (132/200): [2 Dice]
--[X] Officer Candidate School (202/250): [1 Dice]
Diplomacy 4 Dice Charisma +5 Houston League +1
--[X] Buchaven Diplomacy (0/150): [2 Dice]
--[X] Rosenberg Understanding: DC ???/???: [2 Dice]
Research 4 Dice Intelligence +2 San Felipe ISD +1
--[X] Rad Rivers (0/250): [3 Dice]
--[X] Robotics Workshop (5/250): [2 Free Dice]
--[X] Old Weapons for a New World (0/???)
---[X] Mortar (120/350): [1 Dice][2 Free Dice]
Administration 5 Dice +1 Bonus roll
-[X] Sealy Market (0/250): [2 Dice]
-[X] National Bank of Texas (171/300): [2 Dice]
-[X] San Felipe Clinic (235/250): [1 Dice]


Mostly of the plan involve finishing all the projects started next turn, while also starting Cotton to boost trade and set the basics to reactive the clothes factory to start pump out newly made outfits without needing to export from other people while starting to investigate Conquistadors and Spartans.

Austin Defense County to reorganize our army since it's starting to become very complex and battle cohesion will become a problem, specially since we also going to add mechanized infantry very soon now with proper APCs and tanks while possible going to need to establish a engineer and logistic corps very soon.

Buchaven Diplomacy is important to start annexation of Brookshire, specially since they demands for food and water are increasing, and it's about time to start putting in practice our claims of equal existence with the ghouls, besides some of them have been alive since the Great War so they may know a lot about machinery. We have to start now to normalize Rosenber relations and frankly this issue woild come up sooner or later.

Rad Rives will make easy to trade with Galveston and open new routes for exploration while also boosting trade with the added bonus of being able to transport troops more silently than a vertibird. Robotic Workshop become very important now that that we are using the robots in our possession so we need to maintain them, plus maybe we can start to corral, odd as it may seen, wild robots and add them as part of our robotic manpower while researching Missile Launchers to make sure our infantry have the firepower to handle enemy vehicles and more tough enemies.

Administration will be used to finish the incomplete projects and put the last dices to start the marketplace now that Sealy has power and finally put them as a worthy place for a trade outpost also is a good project improve trade and domestic sales.

-[X] Sealy Gas and Oil Depot (30/200): On the south end of I-10 is a Poseidon Energy depot that stored oil and natural gas. More emphasis on the natural gas in the last years of America, and it apparently is in great condition with lots of energy left. Lets see if we can fire up the plant and get it working again. 5 Resources per Dice. $400. +1 Free Dice. [2 Dice, 2 Free Dice]

Frankly energy is something we not even need right now.

Also while tempting to make a industrial service is nice, it would be better for now to focus in clay and cotton that's a sure way to boost the economy while start to passivily generate resources.

Also Katy is very close to Brookshire and we have a sidestory where they boss is planning to turn a clean slate, so he has two option either the Republic or Katy. We need to annex with priority or risk losing them.

Also Rad River offer the opportunity to circunvent rivers thus the Conquistadors can easly lose the bottleneck the bridges offer, somewhat, if we chose to develop in that direction. They want to be clever searching for power armors and tanks, well we can be clever too.
 
Last edited:
Killeen, also worrying since it is connected to Fort Hood, or whatever it's called now.
"I don't know if you are trying to be polite or racist Gringo, but I was born in San Antonio." The Colonel spoke, leading to a snickering of his comrades. You were stonefaced, not being embarrassed since you were speaking with a Raider, though you should have known better considering among his personal retinue was a white man and black woman who had no distinct Hispanic features.

"Well you call yourselves the Conquistadors, and most of the corpses we encountered were strongly Hispanic, so I assumed your gimmick was being a post-nuclear Spaniard." You said.
Are we sure they should be labeled as Raiders at this point? They're kinda like a Nation in their own right. When does a nation of Raiders become a legit polity?

[X] Plan Securing a Friendly Backyard
 
Last edited:
To clarify, Texans generally divide Raiders into "Civilized" and "Uncivilized". "Civilized", means that the Raider group has something resembling a functioning internal state that seeks to improve the lives of its people and take offensive action in the form of demanding continual tribute but leaving a mostly intact target. "Uncivilized" are basically like Raiders from the video games, bloodthirsty savages with little decency and morals, always seeking to destroy and kill or engage in other acts of depravity. You can deal with Civilized like Brookshire, Uncivilized and its basically gotta clear them out.

Also just because there are "civilized raiders" it does not mean they will prove reseanoble, for all we know some of them pratice slavery or have a religion that tied them toghter or something. Basically they are one step above nornal raiders, the big three currently in Raider Territory are probably civilized raiders as well.

Are we sure they should be labeled as Raiders at this point? They're kinda like a Nation in their own right. When does a nation of Raiders become a legit polity?

Ambition, organization and iron clad traditions more likely, the Great Khans in NV are non-hostile raiders and if you help them they estabelish they own nation elsewhere thus transition into civilized raiders.

Raiders in the wasteland has a broad definition but is mostly atyached to outlaws that live in the wasteland and civilized raiders are polities that are not officialy recognized but are treated as such behind close doors.
 
Back
Top