What does it gain us beyond goodwill?
Access to the Followers and all the knowledge they possess. While The Brotherhood focused on military tech and the sciences that are directly applicable to that, they ignored more "softer sciences" and historical data. This caused the slow drift of their original ideals to what they are today, since they literally forgot their own history. The Followers on the other hand focused on Medical, Agricultural, Historical, Construction/Infrastructure, and more theoretical sciences. Their knowledge, combined with ours, would be the most comprehensive archive in the world, allowing us to restore things to near-Pre-War standards of living.
Arcade Gannon's trust and access to the Secret Enclave Bunker with all the Vertibirds.
This as well.
 
House likes us already, and we've set out fairly clear guidelines, I think.

NCR is gonna be locked into hostile. Something about us using a KillSat on them, killing Oliver for some reason, and sending them out of the Mojave by way of Charon's ferryboat across the Styx.
How do we reconcile friendly relations with House and hostility with NCR with House wanting a constant river of trade, caps, and foolish gamblers from NCR territory?

Access to the Followers and all the knowledge they possess. While The Brotherhood focused on military tech and the sciences that are directly applicable to that, they ignored more "softer sciences" and historical data. This caused the slow drift of their original ideals to what they are today, since they literally forgot their own history. The Followers on the other hand focused on Medical, Agricultural, Historical, Construction/Infrastructure, and more theoretical sciences. Their knowledge, combined with ours, would be the most comprehensive archive in the world, allowing us to restore things to near-Pre-War standards of living.
The thing with the Enclave bunker seems metagamey, but this works. Thanks.
 
@Isaacssv558 at what point can we start getting new recruits from the various settlements or having them come under our protection/taxation?
You won't start getting recruitment options until you evacuate the California Brotherhood. The BoS won't see a need for outside recruitment with 6000 members available to integrate.

You already have Novac under your protection. Actually taking ownership of towns is still locked. You will need to further change the Brotherhood's attitude first. Making contact with the various towns across the Mojave might help. Trading will definitely help.
 
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You won't start getting recruitment options until you evacuate the California Brotherhood. The BoS won't see a need for outside recruitment with 6000 members available.

You already have Novac under your protection. Actually taking ownership of towns is still locked. You will need to further change the Brotherhood's attitude first. Making contact with the various towns across the Mojave might help. Trading will definitely help.

Ugh trading. I remember that action well.
 
You won't start getting recruitment options until you evacuate the California Brotherhood. The BoS won't see a need for outside recruitment with 6000 members available.
Pardon? Those two sentences...don't really square with each other?

You say we need to rescue the California Brotherhood before considering recruitment from the outside, but then you say that getting thousands of additional members will cause the Brotherhood to become even more sceptical of recruitment?
 
How do we reconcile friendly relations with House and hostility with NCR with House wanting a constant river of trade, caps, and foolish gamblers from NCR territory?

NCR lets it's traders roam far and wide. So long as we don't murder them for being from the NCR, they'll let em continue to go and bring back profit.

It's gonna settle into NCR growling at us but unable to do anything overt because we can laser them from orbit and we got some damn super spy killers apparently. That attitude will slowly over time hopefully fade into "Frigging Brotherhood, mumble mumble, at least they keep the vacation city safe."
 
Pardon? Those two sentences...don't really square with each other?

You say we need to rescue the California Brotherhood before considering recruitment from the outside, but then you say that getting thousands of additional members will cause the Brotherhood to become even more sceptical of recruitment?
No, I'm saying that the Mojave Brotherhood won't consider outside recruitment when there are 6000 members available for internal recruitment. If you successfully integrate the 6000 and then become undermanned recruitment options will start appearing.
 
Yes a new type of power armor. Is it easier to make? Would studying the recon armor allow us to upgrade it. It was already developed in game as well the east coast brotherhood made it just never got around to deploying it.

How do we reconcile friendly relations with House and hostility with NCR with House wanting a constant river of trade, caps, and foolish gamblers from NCR territory?


The thing with the Enclave bunker seems metagamey, but this works. Thanks.

We have actions meant to attract those gamblers to New Vegas. We have found the bunker already and know it is an Enclave stash.
 
You definitely don't know Arcade or the Followers have any relation to it.
Yeah Arcade is nothing more than a side thought to the brotherhood right now. The Followers are known to have technological knowledge which is why they are something to pursue. No connection to the Enclave is known so that isn't why we are trying to get them. The bunker is known or at least suspected to be a Enclave remnant. The two are actually separate goals that unknown to everyone overlap.

Also has the Brotherhood destroyed the NCR's gold reserve yet? There is no date as to when the gold was destroyed just during the war. If it is that means the NCR economy is even weaker since without lake mead they have less water to back up their currency.
 
Having the mojave as a whole on our side is a good Idea honestly.

We're surrounded on both sides the NCR to the west and the Legion to the east.
The last thing we need is some sort of insurgency too.
 
My thoughts regarding House are that, while he's definitely in a position to maintain a solid grip on Vegas and will be even better placed if we let him get his robots upgraded with the platinum chip, he's not really capable of expanding beyond that. I can see New Vegas as a largely independent... protectorate I guess would be a good term, within our territory but unless we piss him off and then lapse on our security and research enough to let House pull of some kind of hacking attack of unprecedented scale he's never going to be an actual threat.

He doesn't have the production capacity or mobility to do much more then we see from him in-game, restoring and running Vegas that is, and I doubt he wants to in any case.

Worst case scenario, he's immobile while we know his location and have orbital weaponry.

On the other hand, we're currently on his good side, and he's got a lot to offer us both materially and in less tangible benefits. In addition to all the technical knowledge he's got, just keeping him in charge of Vegas and at least nominally independent serves as an aid and example toward shifting the Brotherhood's policies in more sustainable directions. Elijah's already admitted he's capable of protecting his own tech, which is a big step. Once we're ready to become something like an actual nation and claim the Mojave, a tourist trap on the scale of New Vegas will be very beneficial.
 
You know Vault 34 could make a good source of recruits.
Vault residents are generally well educated compared to wastelands and they are familiar with weapons.
I bet there are plenty in there who would like to take shots at some "savages" and the overseer would probably love to get rid of those sorts of trouble makers.

Manpower is our real weakness compared to the threats we face.
 
Also has the Brotherhood destroyed the NCR's gold reserve yet? There is no date as to when the gold was destroyed just during the war. If it is that means the NCR economy is even weaker since without lake mead they have less water to back up their currency.
Yes, the California Brotherhood destroyed the gold reserves, and collapsed the NCR's largest gold mine, shortly before being forced into their bunkers for the last time. It was a desperation tactic intended to disrupt their NCR's ability to fund their vast military. It worked to an extent, the NCR lost control of the ongoing run on the banks and switched to a fiat currency. The run on the banks was itself caused by fear induced by Brotherhood raids.
 
Alright so we are basically about to fight a two front war even if one is most likely going to be a shadow war for awhile so we absolutely need to secure the mojave because as Germany as shown us a two front war is basically suicide and we don't want to turn this into a three front war
 
Alright so we are basically about to fight a two front war even if one is most likely going to be a shadow war for awhile so we absolutely need to secure the mojave because as Germany as shown us a two front war is basically suicide and we don't want to turn this into a three front war

The fight against the NCR is quiet no real action being taken. If we continue to provide power and trade to the Mojave then the push for peace in the NCR grows stronger. Once we have gotten a better chance at getting tourists to New Vegas then that is probably enough to get stalemate passed.
 
Planning 9: No one expects the Brotherhood Inquisition!
Your position in the Mojave is finally beginning to solidify. More importantly, you have access to a brand new laboratory. There are so many things to do.

Martial: 2 Actions (1 Elijah, +1 Hardin)
Special: 1 Free Expeditionary Action
[X] Operation: Divine Wrath
The California Brotherhood is capable of making good their own escape. They just need a distraction. Luckily for them, ARCHIMEDES II is the perfect distraction. The NCR military can't organize to stop the breakout if the organizers are all dead via orbital bombardment! Neither can the NCR Congress declare war after being incinerated by a giant laser!
Time: 1 Month
Chance: 60%
Reward: NCR in chaos, up to 6000 Brotherhood refugees. Escalated NCR-BoS war.

[X] Beyond the Pale
Black Mountain has given you the locations to many area just outside your current reach but full scouting will require a human expedition. (Location specific options will unlock as you acquire more FOBs.)
Time: 1 Month
Chance: 0%
Reward: Data on more distant location.

[X] Spoiling Attack
If you deem a faction to be a threat you can choose to launch a spoiling attack. This requires your subordinates to agree that the faction poses sufficient threat to warrant the attack. Unfortunately, the Legion proper is currently outside your range.
Time: 1 Month
Chance: Variable
Reward: Enemy Hurt, Loot Obtained

[X] Yardwork
The Mojave is currently infested with bandits and raiders. While no threat to the Brotherhood, they seriously impede the local wastelanders. Wiping them out would improve both the prosperity of the wasteland and the general perception of the Brotherhood.
-[X] Western Great Khans
A place called Red Rock Canyon shelters raiders and drug makers. Eliminating them would both cut off an avenue of retreat for the main group and secure the area from raiders.
Time: 1 Month
Chance: 20% per 10 Paladins
Reward: Great Khans purged from the area north of Goodsprings.
-[X] Northeastern Great Khans
The most organized group of raiders in the Mojave is based out of the town of Bitter-Springs. While they are strong for mere raiders, eliminating them would greatly strengthen your hold on the Mojave and potentially win you friends in that gaudy mess the locals call a city. In addition, it would help ensure clear supply lines to Hoover Dam.
Time: 2 Months
Chance: 10% per 10 Paladins
Reward: Great Khans purged from the area around Bitter Springs.
AN: Allocating sufficient forces for a 200% success rate will complete a 2 turn Yardwork action in 1 turn.

[X] Magical Mystery Tour (Can be taken multiple times.)
There are many sites across the Mojave potentially filled with valuable technological relics. Send an expedition to one of them in hopes of great returns.
-[X] Yangtze Memorial
This Pre-War monument has a strange red sword stuck into a receptacle on the central pedestal. It looks fairly advanced and a team of Paladins could probably find a way to remove it.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: A Strange Sword
-[X] Weather Monitoring Station
Seemingly an ordinary weather station, this strange facility seems to be atop a large vault. The only clue you have to the purpose of this vault is what appears to be a slot machine. Curious.
Time: 1 Month
Chance: 0%
Reward: ???
-[X] Remnants Bunker
Your scouts have discovered a strange hatch leading to a well-secured Bunker. No one seems to be home, but you can't seem to get the door open.
Time: 1 Month
Chance: 0%
Reward: Remnants Bunker+Contents
-[X] Cerulean Robotics
This Pre-War company building may house useful robotics technologies.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Sunset Sarsaparilla HQ
Given the tendency of Pre-War beverage companies to somehow obtain military technology, it could be worthwhile to raid the local headquarters.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Silver Peak Mine
Your scouts detected faint traces of the fusion isotopes released by leaking Fusion Packs near a mine. There's tech in them hills!
Time: 1 Month
Chance: 60% per 10 Paladins
Reward: Loot, Data, ???
-[X] Quarry Junction
Nope. Not worth it. No way you're sending Paladins to die fighting deathclaws just so you can have a bunch of rocks you don't have the manpower to utilize anyway.
-[X] Allied Technologies Office
You don't think there's anything here. However, the sign does say "Technologies".
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Deathclaw Promontory
Normally you wouldn't risk your men against deathclaws. However, there seems to be an active radio present at this particular nest. More importantly, it isn't a type the Black Mountain database is familiar with. This could mean jury-rigged worthlessness... or it could mean Enclave tech.
Time: 1 Month
Chance: 15% per 10 Paladins
Reward: Loot, ???
-[X] Mercenary Camp
One of your scouts saw a mercenary with an advanced Gauss Rifle. You should track him down and repossess it.
Time: 1 Month
Chance: 50% per 10 Paladins
Reward: Loot, ???
-[X] Nellis Air Force Base
The farthest of Hardin's scouting parties have discovered an old Air Force Base filled to brim with weaponry, supplies, and technology. It is also filled to the brim with trigger-happy maniacs armed with explosives, artillery, and even a few suits of Power Armour. An attack could liberate their weapons, but would permanently alienate a powerful faction and be extremely costly in both lives and material.
Time: 1 Month
Chance: 5% per 10 Paladins assigned.
Reward: Loot, Explosives, ??? Power Armour, More Explosives, ???.
-[X] Crashed B-29
The scans you conducted via the Black Mountain facility have revealed something interesting. Lake Mead contains a nearly intact Pre-War Bomber. You probably won't be repairing it any time soon, but it would still be a valuable source of technology.
Time: 1 Month
Chance: 100% per 10 Paladins assigned.
Reward: Mostly Intact B-29.
-[X] Vault 3
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, ???.
-[X] Vault 19
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Vault 22
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, Data, ???.

Diplomacy: 2 Actions (0 Elijah, +1 McNamara, +1 EDC)
[X] Stalemate
Kimball is highly reluctant to allow any further Brotherhood victories and the newly promoted General Hsu is extremely competent. However, that same competency might allow him to see reason and convince Kimball to see reason and acknowledge your ability to kill both them and their families with the press of a button. Owyn says you shouldn't mention your ability to kill their families, even if you do know the exact capabilities of ARCHIMEDES II. You're fairly sure he's just envious of your ability to recover a superweapon without giving it to your enemies and getting your entire chapter killed in the attempt.
Time: 6 Months
Chance: 55%
Reward: 6000 Brotherhood Refugees, Technology, Peace

[X] The House Always Wins: Part II
Mr. House is hoping to jumpstart the Mojave's economy with NCR tourism. While you lack his obsession with gambling, you understand the value of commercial activity. It may even increase the NCR's openness to further negotiation. Unfortunately, you have a poor relationship with the NCR. Convincing their civilians to visit Vegas may be difficult.
Time: 1 Month
Chance: 50%
Reward: NCR Tourists for The Strip
AN: There are a number of actions which improve the success rate.

[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] Novac
The citizens of Novac would certainly appreciate the ability to power electrical appliances.
Time: 2 Months
Cost: 3 Aluminum, 1 Copper, 5MW
Chance: 75%
Reward: ??? (Low)

[Locked] 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: 80%
Reward: Locals are less nervous when heavily armed thugs Paladins come calling.

[X] Gotta Collect 'Em All
The denizens of Vault 34 cannot seem to acquire sufficient ordinance. Their collection appears relatively unremarkable by Brotherhood standards, but you never know. They might have some previously unknown piece of VaultTec weaponry. They'd probably even be willing to trade it for a quantity of Brotherhood equipment. Nothing too advanced of course; the Council would never let you hear the end of it.
Time: 1 Month
Chance: 75%
Reward: Loot?

[X] Building Ties
Send an emissary to meet with one of the factions inhabiting the wasteland.
-[X] Vault 34
Chance: 85%
Time: 1 Month
Reward: Better relationship with locals.
-[X] Nelson
Chance: 95%
Time: 1 Month
Reward: Communication established with locals.
-[X] Searchlight
Chance: 85%
Time: 1 Month
Reward: Communication established with locals.
-[X] Nipton
Chance: 60%
Time: 1 Month
Reward: Communication established with locals.
-[X] Primm
Chance: 80%
Time: 1 Month
Reward: Communication established with locals.
-[X] Goodsprings
Chance: 90%
Time: 1 Month
Reward: Communication established with locals.
-[X] Nellis Airforce Base
Chance: 60%
Time: 1 Month
Reward: Communication established with locals.
-[X] Jacobstown
Chance: 15%
Time: 1 Month
Reward: Communication established with locals.
-[X] Freeside Followers
Chance: 70%
Time: 1 Month
Reward: Better relationship with locals.

Stewardship: 4 Actions (1 Elijah, +1 McNamara, +1 Lorenzo, +1 Veronica)
Miscellaneous Stockpile: 2 Machinery, 8 Electronics, 13 Medicine, 0 Seeds, 1 Food;
Materials Stockpile: 3 Steel, 3 Metal, 0 Refined Metal, 10 Limestone, 10 Stone;
Income: 1 Refined Metal, 2 Machinery, 4 Food;

[O] The Fort
Hoover Dam has rapidly run out of room for new facilities. Meanwhile, you still lack a hospital and repair center to maintain your forces. Hardin would like to establish a fortress near Hoover Dam. It would protect the dam and provide space for a proper military base. He has in mind a particularly defensible hill to the northeast of the dam.
Time: 3 Months
Cost: 2 Concrete, 1 Steel, 1 Metal
Chance: 70%
Reward: New Base (Fort Elijah)

[X] Yes Minister
The Mojave Brotherhood's new industrial and constructional ventures are proving extremely time consuming. This is troubling, as evacuation of California Brotherhood is on a tight schedule. Perhaps a more systematic approach would improve efficiency?
Time: 2 Months
Chance: 80%
Reward: Department of the Interior and Exterior (DIE), +1 Stewardship Action

[X] Pourable Stone
Hardin's proposed fortifications will require a supply of concrete. Since your relationship with the NCR is poor, the Brotherhood will need to produce it themselves. While you have the equipment and the raw materials, you lack the workers. The production plant is old, unsuited for automation, and you have no suitable robotic workers. You can make Knights perform the labour, but it is a short term solution.
Time: 1 Month
Chance: 85%
Cost: 10 Limestone, 10 Stone
Reward: 20 Concrete

[O] Dam Expansion
Hoover Dam has room for additional facilities to be installed. Selecting an option twice will create a large version at twice the cost.
-[O] Hospital
A hospital would allow you to make full use of your recent medical discoveries.
Time: 1 Month
Cost: 1 Medicine
Chance: 90%
-[O] Advanced Manufactory
A manufactory would provide additional manufacturing capacity.
Time: 3 Months
Cost: 1 Metal, 1 Machinery
Chance: 90%
-[O] Repair Center
A repair center would keep your Knights and Paladins in top fighting condition.
Time: 1 Month
Cost: 1 Machinery
Chance: 85%

[X] The Mineshaft Gap
The multitude of abandoned Vaults scattered across the wasteland have potential as bases. They could be reclaimed, repaired, and reused.
-[Locked] Vault 11
A fully intact Vault devoid of inhabitants.
Time: 1 Month
Chance: 95%
Reward: Vault 11 converted to Brotherhood base.
-[X] Vault 21
A fully intact vault recently made devoid of inhabitants. Mr. House had planned to fill it with concrete, but you convinced him that the Brotherhood could make good use of the Vault.
Time: 1 Month
Chance: 95%
Reward: Vault 21 converted to Brotherhood base.

[X] Sowing Seeds
The Brotherhood's stockpile of seeds is almost exhausted. Fortunately, it can be replenished. The program will merely require a slight drop in food production as some space is dedicated to seed production.
Time: 1 Month
Cost: 2 Food
Chance: 80%
Reward: 5 Seeds

[X] Steel Legion
With your newfound knowledge of robotics you have the ability to expand your military through pure manufacture. The new factory has substantially decreased the amount of labour required for each robot.
-[X] Mark II Sentry Bot (Limit 5)
An advanced, heavily armoured, humanoid robot armed with minigun and rocket launcher.
Time: 1 Month
Chance: 95%
Reward: 5 Mark II Sentry Bots
-[X] Mister Handy Variants (Limit 50) [Choose up to 5 sub-options. Options may be selected multiple times.]
A maintenance and utility robot which has many specialized subclasses.
--[X] Mr. Steel
A specialized metal working robot that retains its maintenance abilities.
Time: 1 Month
Chance: 100%
Reward: 10 Mr. Steels
--[X] Mr. Ore
A specialized mining robot that requires skilled supervision.
Time: 1 Month
Chance: 100%
Reward: 10 Mr. Ores
--[X] Mr. Field
A specialized farming robot that requires skilled supervision.
Time: 1 Month
Chance: 100%
Reward: 10 Mr. Fields
AN: This is currently limited by your pre-existing parts supply. You can't manufacture all the parts yet.

[X] Buying Happiness
Local survivor population generally have fewer resources than you. Establishing trade and giving cheap aid will greatly improve your local standing.
Time: 1 Month
Cost: 1 Food, 1 Medicine
Chance: 100% (Increased difficulty for some settlements. Can be offset by both tech and trade.)
Reward: Improved relations and trade with target settlement. May eventually provide additional supplies and recruits.
Target: Requires Building Ties. Can be executed in parallel to Building Ties. Cannot improve relations past Well Liked.

[X] Greasing the Wheels
The Brotherhood has traditionally lacked much in the way of economic activity. Perhaps it is time to begin changing that? Mr. House's promised technology has many in your Brotherhood reconsidering their position on trade. They may not care for mere profit, but a veritable treasure trove of technology is sufficient motivation for many.
Time: 3 Months
Chance: 55%
Reward: Brotherhood begins organizing trading caravans.

[X] Gold Diggers
The Brotherhood currently lacks sources of raw materials other than salvage. Perhaps it is time to change this? At the very least, you could probably find some less valuable salvage to break down. If only you had the manpower to actually run such an operation...
-[X] Search
Time: 1 Months
Chance: 70%
Reward: Resource Extraction sites evaluated.
-[O] North Searchlight Mine
Time: 3 Months
Chance: 50%
Reward: Raw Materials Source
-[O] South Searchlight Mine
Time: 3 Months
Chance: 50%
Reward: Raw Materials Source
AN: The mines will unlock once you build some Mr. Ores.

Learning: 4 Actions (2 Elijah, +1 Lorenzo, +1 Ibsen)
[X] Rapid Fire GLORIOUS SOLAR BULLSHIT!
With HELIOS ONE fully operation and Hoover Dam in your possession, you can increase the electrical throughput significantly. While this has the potential to reduce ARCHIMEDES II's charge time to as little as 2 hours, it is not without difficulties. While ARCHIMEDES II can handle the power input, HELIOS ONE is incapable of transmitting more than 400MW and you'd need a lot of cabling to connect it to Hoover Dam.
Time: 6 Months
Cost: 1 Steel, 1 Aluminum, 2 Electronics
Chance: 50%
Reward: ARCHIMEDES II charge time reduced proportionally to Hoover Dam's power output.

[X] More Pylons
Hidden Valley's Fusion Reactor is a very impressive piece of technology. Its brethren freed America from an electricity shortage once and might do so again. More importantly, you could probably fit one in HELIOS ONE. Unfortunately, it is rather hard to study a reactor while it is powering your base. A very long extension cord connecting Hidden Valley to HELIOS ONE could solve this problem.
Time: 2 Months
Cost: 1 Steel, 1 Aluminum
Chance: 70%
Reward: Fusion Reactor is easier to study. Hidden Valley significantly less hidden.

[X] Elijah's Little Helpers
You certainly appreciate your new facilities. Their size is certainly more fitting of your importance. However, the transition has not been entirely seamless. Organizing everything personally is taking far too much of your valuable time. Your old workshop was much easier to manage; there was less space to lose junior Scribes. Perhaps you could order those junior Scribes to do the the boring bits perform tasks crucial to your convenience the Brotherhood.
Time: 2 Months
Chance: 75%
Reward: Elijah's Not Toadies (ENT), +1 Learning Action

[X] Sifting Through the Ashes
Much knowledge was lost when the Old World fell. However, much yet remains in rotting tomes and rusting computer systems. Senior Scribe Ibsen can sift through the accumulated historical records of the Brotherhood in search of something useful. Success may not bring much in the way of immediate rewards, but the only consequence of failure is disappointment.
-[X] Pre-War Military
Research the history of the American Military. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Pre-War Corporation
Research the history of the American Corporation. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Pre-War Culture
Research the history of the American Culture. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Exhuming the Past
The computer you found in Hoover Dam has a great deal of historical information, but navigating it has proved difficult. What the hell is a Europe?
Time: 1 Month
Chance: 50%
Reward: ???

[X] The old world has burned.
The Brotherhood has much old world technology, but their understanding is lacking. Research the nuances of an artifact possessed by the Brotherhood.
-[X] Medical Technology
--[+] Old World Medicine
You know the basics of medicine. You can give first aid, prescribe proper dosages of drugs, and even perform minor surgeries.
--[+] Advanced Old World Medicine
You have discovered the secrets of Pre-War medicine. You can perform difficult surgeries, construct delicate diagnostic equipment, and even develop basic drugs.
--[+] Genetics
You have learned of genetics. You understand the basic theories, and have a small database of human and animal genetics.
--[X] Advanced Genetics
While you understand the basics of genetics you are still unable to quickly catalogue DNA.
Time: 6 Months
Chance: 60%
--[X] DNA Fingerprinting
Your newfound knowledge of genetics has serious potential for security. As an incredibly complex unique identifier, DNA is an excellent way to white or blacklist specific people from opening a lock.
Time: 12 Months
Chance: 30%
--[+] Radiation
You understand the basic mechanics and effects of radiation. However, many of its effects differ greatly from the the predictions of Pre-War science.
--[X] Antibiotic Drugs
A one-size fits all solution to bacterial infections would drastically increase lifespans amongst the Brotherhood. Exportation would bear excessive risk of immunity developing, but previously restricted drugs could be traded.
Time: 1 Year
Chance: 40%
--[X] Antiviral Drugs
A one-size fits all solution to viral infections would drastically increase lifespans amongst the Brotherhood. Exportation would bear excessive risk of immunity developing, but previously restricted drugs could be traded.
Time: 2 Years
Chance: 30%
--[X] Anti-radiation Treatments
A one-size fits all solution to radiation poisoning would drastically increase lifespans amongst the Brotherhood. Exportation could benefit Wastelander and Brotherhood alike.
Time: 2 Years
Chance: 25%
--[X] Steroids
These drugs could help injured Paladins complete therapy in record time and return to their duties early.
Time: 6 Months
Chance: 50%
--[X] Old World Cybernetics
Mechanical enhancements hold the potential to utilize your knowledge of robotics, electronics, and material science to directly enhance the capabilities of the Brotherhood.
Time: 6 Months
Chance: 60%
-[X] Industrial Technology
--[+] Old World Manufacturing
You know how to create a basic factory. You can produce simple machinery.
--[+] Advanced Old World Manufacturing
You have unlocked the secrets of Pre-War manufacturing. Your factories are more efficient and you can produce complex and delicate machinery.
--[X] Electronics Manufacturing
Many Pre-War technologies rely on electronics for proper functioning. Unfortunately, your existing manufacturing techniques are not suitable for the creation of electronics. Further investigate is required.
Time: 3 Months
Chance: 70%
--[X] Portable Machine Tools
You can now create manufacturing machines of impressive capacity. However, these devices are immobile and thus ill suited for many tasks. Reverse engineering your supply of Pre-War machine tools would improve your ability to perform repairs in the field and on static objects.
Time: 2 Months
Chance: 90%
--[X] Industrial Automation
The Brotherhood's industry is currently hampered greatly by manpower. It simply doesn't make sense for a Scribe with years of academic study and archival duty or a Knight with years of combat and engineering experience to devote their days to manually working an assembly line. You need a way to solve this problem.
Time: 2 Months
Chance: 85%
--[+] Old World Construction
You can build simple reinforced concrete structures. You can produce concrete.
--[+] Advanced Old World Construction
You can build complex structures from wood, stone, concrete, metal, and more. You can produce composite building materials, cut planks, carve stone, and otherwise prepare materials for construction.
--[+] Automated Resource Extraction
Mining is a very labour intensive endeavor. With the Mr. Ore robot it is much less so. This variant of the Mister Handy robot is specialized for all types of mining and excavation.
--[X] Fusion Reactors
The Bunker includes a priceless example of pre-war tech, a fully operational fusion reactor. While your research is limited by the need to keep the reactor operational, you might still be able to learn something from it.
Time: 6 Months
Chance: 20%
-[X] Agricultural Technology
--[+] Old World Agriculture
You know the basics of Pre-War Agriculture.
--[X] Advanced Old World Agriculture
You have rumor of advanced techniques by which the Ancients could go beyond simply aiding their crops' growth and directly modify both crops and land for maximal output. Shiny.
Time: 4 Months
Chance: 65%
--[X] Fertilizer
While you have deciphered the basics, your knowledge of fertilizer is still behind Pre-War levels.
Time: 1 Month
Chance: 65%
--[+] Hydroponics
You know how to create simple hydroponics.
--[X] Pest Control
While many old pests have gone extinct, radiation and FEV have combined to create many replacements which pose a threat to crop yields.
Time: 1 Month
Chance: 65%
--[+] Agricultural Automation
The Brotherhood's agriculture has long been hampered by manpower. It simply doesn't make sense for a Scribe with years of academic study and archival duty or a Knight with years of combat and engineering experience to devote their days to manually pulling food from the ground. The 'Mr. Field' robotic worker can do the manual labour for them.
-[X] Military Technology
-{+] AP, FMJ, and JHP Ammunition
Basic ballistic ammunition covers a wide range of needs, from armour-piercing and low damage to high damage and likely to bounce off armour.
-[+] Flechettes
These tiny slivers of metal can rip a man to shreds but are easily stopped by armour.
-[+] High Explosives
These can create explosions of many shapes and sizes.
-[+] High Explosive Ammunition
This ammunition contains shaped charges designed to pierce armour.
-[X] Incendiary Bullets
What's better than a bullet? A bullet that sets things on fire.
Time: 2 Months
Chance: 80%
-[X] High Tech Ammunition
By combining high and low technologies both can be improved. Many of your high tech weapons deal exotic forms of damage that might benefit conventional ammunition. Meanwhile, Gauss weapons are incapable of using variable types, or even larger calibers, of ammunition.
Time: 6 Months
Chance: 60%
-[+] Energy Cells and Electron Packs
These surprisingly simple devices simply store electricity in a standard battery.
-[+] MicroFusion Cells
These advanced batteries utilize a minuscule amount of ultra-high pressure plasma for power. While some fusion does occur, increasing efficiency, most of the power comes from the thermal energy stored within the plasma during the manufacturing process.
-[+] MicroFusion Packs
These rare examples of pre-war power technology provide a nearly inexhaustible source of energy.
-[+] Improved MicroFusion Packs
These upgraded reactors eclipse even the impressive output of the TX-25 MicroFusion Pack. Power armour equipped with one of these packs shall not want for power.
-[X] Recon Armour
The standard armour of Brotherhood Knights, Recon Armour is relatively simple to manufacture and can be worn under Power Armour for additional comfort and protection.
Time: 1 Month
Chance: 90%
-[X] T-45d Power Armour
The T-45d Power Armour is the less advanced of the Brotherhood's two armours. Commonly issued to those who lack the seniority to obtain a set of T-51b Armour, it remains an extremely powerful piece of gear despite its lesser protection and the necessity of periodic recharging.
Time: 2 Months
Chance: 90%
-[X] T-45e Light Power Armour
The T-45e Power Armour is an improved version of the more common T-45d. Less advanced than the T-51b, it fills an unusual niche. The T-45e drastically reduces both noise generation and power consumption through the use of low-power servos. This allows T-45e wearers to perform infiltration missions formerly inaccessible to power armour. The downside, of course, is a reduced capacity for armour weight. Though mitigated by the use of advanced composites, protection suffers.
Time: 5 Months
Chance: 60%
-[X] T-51b Power Armour
The T-51b Power Armour is one of the most advanced artifacts common among the Brotherhood. The shining plates from which the Brotherhood takes its name can stop most small arms fire short while the inner hydraulics allows the bearer to hit harder and carry more gear for longer. With a TX-25 MicroFusion Pack to provide centuries of power and an air filtration system to protect from airborne weapons, the T-51b equipped Paladin is capable of operating in the most hostile of environments.
Time: 3 Months
Chance: 80%
-[X] Mark II-S Power Armour
The strange black power armour found amidst vertibird wreckage is something of an enigma. The construction and materials bear some resemblance to the Enclave's Mark II Power Armour. However, some portions instead appear very similar to components found in Hei Gui Stealth Armour. The surviving servos are also quite odd. They have been designed for two significantly different modes of operation. It is unclear whether this is unique to this model of armour or a standard feature of Mark II Power Armour.
Time: 12 Months
Chance: 30%
-[X] Hei Gui Stealth Armour
Hei Gui Stealth Armour, more commonly known as the Chinese Stealth Suit, is a rare piece of Pre-War Chinese technology. The black fabric is somehow able to turn the wearer invisible. The effect is similar to a Stealthboy, but absent the side effects and limited duration.
Time: 5 Months
Chance: 70%
-[X] Rocketry
With the data and artifacts from the REPCONN test site, you could probably reverse engineer the basics of rocketry.
Time: 1 Month
Chance: 60%
-[X] CV-2 'Vertibird' VTOL Transport
The Vertibird is one of the few technologies to reach maturity after the Great War. Initially planned by the Pre-War government, development was completed by the Enclave long after the War's end. The tiltwing aircraft, along with the Mark I power armour, became symbolic of Enclave might. Though rarely seen west of the Mississippi since the fall of Navarro, they retain much of their infamy.
The Vertibird is a VTOL (Vertical Take Off and Landing) craft with two models capable of serving a variety of roles. The CV-2 series is a troop transport and cargo vessel. Enlarged rotors and a swollen hull give increased lift and increased cargo capacity. The design is not without flaws. The heavy duty struts can not be retracted and the craft's top speed is diminished significantly.
Time: 6 Months
Chance: 60%
-[X] AV-2 'Vertibird' VTOL Gunship
The Vertibird is one of the few technologies to reach maturity after the Great War. Initially planned by the Pre-War government, development was completed by the Enclave long after the War's end. The tiltwing aircraft, along with the Mark I power armour, became symbolic of Enclave might. Though rarely seen west of the Mississippi since the fall of Navarro, they retain much of their infamy.
The Vertibird is a VTOL (Vertical Take Off and Landing) craft with two models capable of serving a variety of roles. The AV-2 series is a ground attack craft with limited troop transport capacity. Durable armour and extensive armament make the AV-2 one of the the deadliest objects in the wasteland. With a blazingly fast cruising speed the deadly craft can react to threats with unparalleled alacrity.
Time: 6 Months
Chance: 60%
-[+] Basic Laser Weapons
Laser weapons are one of the holy trinity of Brotherhood energy weapons. They are extremely accurate and fast-firing, although damage can lag behind other weapons.
-[X] Advanced Laser Weapons
Your current laser weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 75%
-[X] AES-18
The AES-18 is a prototype tri-beam laser. While you have both the schematics and a working copy, the design is unfinished and needs additional refinement to reduce costs and increase reliability.
Time: 3 Months
Chance: 0%
-[+] Basic Ballistic Weapons
While explosion propelled chunks of metal may be simple, they can be quite effective.
-[X] Advanced Ballistic Weapons
Your current ballistic weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 75%
-{+] Pancor Jackhammer
The Pancor Jackhammer is a fully automatic shotgun. It is deadly, durable, and accurate.
-[+] Basic Explosive Weapons
Explosive weapons are expensive, but they can be invaluable against heavily armoured or tightly packed enemies.
-[X] Advanced Explosive Weapons
Your current explosive weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 75%
-[+] 25/40mm Grenade Launchers (Attachment, Miniaturized)
Grenades can be powerful weapons, but their use in combat is often unwieldy and short-ranged. These launchers solve both problems.
-[X] Basic Plasma Weapons
Plasma weapons on one of the holy trinity of Brotherhood energy weapons. They are deadly but suffer from accuracy problems and have a lower rate of fire than lasers.
Time: 1 Month
Chance: 95%
-[X] Q-35
The Q-35 is a prototype plasma rifle. While you have both the schematics and a working copy, the design is unfinished and needs additional refinement to reduce costs and increase reliability.
Time: 3 Months
Chance: 0%
-[X] Basic Gauss Weapons
Guass weapons are both damaging and highly accurate. Their only downsides are low fire rates, rarity, and specialized ammo.
Time: 1 Month
Chance: 85%
-[X] Material Technology
--[+] Old World Materials
The Brotherhood understands the basics of pre-war material science.
--[X] Old World Chemicals
Perhaps studying some pre-war chemistry experiments might be helpful?
Time: 1 Month
Chance: 60%
--[+] Old World Alloys
You understand the basics of Pre-War metallurgy. You can smelt Steel, Aluminum, Bronze, and Titanium.
--[X] Advanced Old World Alloys
You have discovered the basics of Pre-War metallurgy but much still remains.
Time: 3 Months
Chance: 75%
--[+] Old World Composites
You can combine multiple materials into a single composite. The resulting materials often provide performance in excess of their components.
--[X] Advanced Old World Composites
You have the basic principles behind the production of composite materials. However, more complex composites remain outside your capabilities. This may hinder you from replicating the most advanced Pre-War artifacts.
Time: 6 Months
Chance: 30%
--[X] Old World Ceramics
Studying the ceramics used in pre-war tech might bear great dividends.
Time: 1 Month
Chance: 50%
-[X] Electronic Technology
--[+] Old World Computers
The Brotherhood understands the basics of pre-war computer science.
--[+] Old World Electronics
You understand the basics of pre-war electronics. You can create simple circuitry.
--[X] Advanced Old World Electronics
Many Pre-War devices contain extremely advanced circuity. Unfortunately, the more complex electronic systems are beyond your ability to replicate.
Time: 2 Months
Chance: 80%
--[+] Old World Programming
You can modify existing programs and create simple new ones.
--[X] Advanced Old World Programming
While you can modify existing programs, your ability to create new ones is lacking.
Time: 5 Months
Chance: 70%
--[+] Rudimentary Development Tools
You possess the most basic of development tools. This greatly increases the efficiency of programming.
--[X] Basic Development Tools
Your development tools are still quite lacking. Simpler and more efficient systems would aid your engineers greatly.
Time: 2 Months
Chance: 70%
--[+] Robots
You understand the construction of basic robots.
--[+] Advanced Robots
You understand the construction of advanced robots.
--[+] Mr. Steel
A specialized metal working robot that retains its maintenance abilities.
--[+] Mark II Sentry Bot
An advanced, heavily armoured, humanoid robot armed with minigun and rocket launcher.

[Locked] A challenger has arisen: Part II
Veronica has shown some promise in scientific matters. Perhaps you could train her further in reverse-engineering?
Time: 5 Months
Chance: 75%
Reward: +1 Learning Action, Potential impact on relationship with Veronica.

Intrigue: 2 Actions (1 Elijah, +1 Lyons)
[Locked] Big Brother
Now that ESS has been established, you need to turn it into a proper infiltration group. Mere gossip can only get you so far.
Time: 3 Months
Chance: 55%
Reward: Basic Intelligence Network, +1 Intrigue Action.

[X] Murder over New Vegas
You know what the Brotherhood always needed. Well, besides better technology. The Brotherhood needs assassins to deal with those who threaten to ruin your their plans.
Time: 3 Months
Chance: 50%
Reward: Assassins.

[X] The Purge
The SSK's initial performance succinctly demonstrated the presence of foreign infiltrators in the Mojave. Some didn't even use radios, inadvertently hiding themselves from Black Mountain. They seem harmless enough, but you cannot count on their continued passivity. The Inquisitors must purge all hostile operatives in the Mojave.
Time: 4 Months
Chance: 85%
Reward: NCR and Legion spies removed from Mojave.

Piety: 0 Actions
???

Assets: (Tiny->Small->Normal->Large->Huge->Massive)
Gossip Mongers
Brotherhood Radio (Extremely Popular)
Automated Steel Refinery (Large) [10 Mr. Steels] {-3 Steel Ore, +10 Steel}
Concrete Plant (Massive) {-10 Limestone, -10 Stone, +20 Concrete}
Mixed Metal Mine (Small) {+1 Metal}
Food Imports (Small) {+1 Food}
Population: Pre-War Human (3565) {-3 Food}

AN: Humans are split into Pre-War and Wastelander based on radiation and FEV exposure. Brotherhood, Vault, and Enclave populations are generally Pre-War while most others are Wastelander. Pre-War humans have longer lifespans, stand taller, and are more compatible with certain Pre-War technology. Wastelanders have a higher incidence of mutations. The two strains are otherwise identical. Other population types include Ghouls, Super Mutants, Nightkin, etc.

Bases:
450 Civilians
Large Hydroelectric Generators (100%)
Fortifications (100%)
Hydroponics (100%) {+3 Food}
Mixed Metal Refinery (100%) {-1 Metal, +2 Refined Metal}
Research Facilities (100%)
Department of Offense (Hardin)
2 GW
Huge Brotherhood Arsenal
Medium Pre-War Arsenal
Damaged Hei Gui Stealth Armour
Damaged Power Armour (Enclave)
Research Database: History
Research Database: Construction
Vertibird Wreckage
150 Stealthboys
Pre-War Tools
250 Knights (Recon)
50 Paladins (T-45d)
50 Inquisitors (T-45e)
150 Veteran Paladins (T-51b)

50 Civilians
Solar Generators (100%)
Orbital Power Relay (100%)
Small Research Facilities (100%)
200 MW
Archimedes I
Archimedes II (4800 MWhr)
Elijah's Secret Spies (Owyn Lyons)
Secret Spy Killers (Owyn Lyons)
Elijah's Diplomatic Core (McNamara)
50 Knights (Recon)
30 Paladins (T-45d)
50 Inquisitors (T-45e)

50 Civilians
Electronic Warfare Facilities (100%)
Light Fortifications (100%)
Command Center (100%)
Department of Defense (Ramos)
Strategic Broadcasting and EC(C)M
Early Warning and Detection Network (EWDN [eww-den]) Control Node
Small Pre-War Arsenal
50 Knights (Recon)
20 Paladins (T-45d)
25 Inquisitors (T-45e)
15 Veteran Paladins (T-51b)

2000 Civilians
Large Fusion Generator (100%)
Heavy Fortifications (100%)
Hydroponics (100%) {+3 Food}
Residential Bunker (100%)
Residential Bunker (100%)
Advanced Manufactory (100%) {-1 Metal, +2 Machinery}
Empty Slot (100%)
Small Pre-War Arsenal
Small Brotherhood Arsenal
Lucky 38 VIP Keycard
Schematics: Pre-War Electronics
Unique Schematics: Vertibird
Unique Schematics: TX-40e
Unique Schematics: Q-35
Unique Schematics: AES-18
150 Knights (Recon)
30 Mark II Sentry Bots
20 Paladins (T-45d)
10 Veteran Paladins (T-51b)

Medium NCR Arsenal
50 Knights (Recon)
25 Inquisitors (T-45e)
10 Veteran Paladins (T-51b)

5 Knights (Recon)
5 Paladins (T-45d)

Diplomatic Relations: (Vilified->Hated->Disliked->Wary->Neutral->Accepted->Liked->Well Liked->Idolized)
Novac: Well Liked
A small town focused around salvage, a small motel, and an old gift shop.
Vault 34: Accepted
A heavily armed stronghold ruled by an autocratic overseer desperate to control her Vault's arsenal.
New Vegas: Well Liked
A burgeoning metropolis built around three ruling tribes and an enigmatic technocrat.
Freeside: Liked
A slum-town on the outskirts of New Vegas. No true governance exists, but a local gang, the Kings, wields significant influence.
Freeside Followers: Neutral
A charitable organization dedicated to the preservation and beneficial usage of technology.

AN: This things is like 5.6k words now, so please tell me if you think I missed something. It is quite possible I did.
AN: If you would like to do something not listed as action, ask. I may choose to add a new action.
 
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The fight against the NCR is quiet no real action being taken. If we continue to provide power and trade to the Mojave then the push for peace in the NCR grows stronger. Once we have gotten a better chance at getting tourists to New Vegas then that is probably enough to get stalemate passed.
Yes but that might change when they see us turn our back to them and fight the legion.
 
Yes but that might change when they see us turn our back to them and fight the legion.

We still have the death laser and they know it. Also the new General is much smarter than the last one. He is unlikely to push for an attack because then the NCR would be exhausted and still have to fight the Legion. It wouldn't help them to attack the brotherhood except in the shortest of terms.
 
We still have the death laser and they know it. Also the new General is much smarter than the last one. He is unlikely to push for an attack because then the NCR would be exhausted and still have to fight the Legion. It wouldn't help them to attack the brotherhood except in the shortest of terms.

I think the NCR is hoping that us and the legion bleed each other dry so that they can move in as easily as possible. I don't think they'll just decide to go to war with us unless we act first.
 
I think the NCR is hoping that us and the legion bleed each other dry so that they can move in as easily as possible. I don't think they'll just decide to go to war with us unless we act first.
That is exactly what they would do. Let us both kill each other off. Then they move in. Some people seem to think the NCR will attack when the Legion attacks us. I don't think that is a likely outcome.
 
We still have the death laser and they know it. Also the new General is much smarter than the last one. He is unlikely to push for an attack because then the NCR would be exhausted and still have to fight the Legion. It wouldn't help them to attack the brotherhood except in the shortest of terms.
It really depends on how you look at it. Sure, if they absolutely spend themselves in shattering us it's a losing proposition. But if they can count on us weakening or even defeating the Legion enough before we collapse, it'd be stupid for them to wait until we can devote our full attention to one front. As for the death laser, it's evident in how we use it that has limits and they'll be trying to figure out and take advantage of those limits.
 
You're missing the civilian angle of the death laser. The population of California must be terrified that we will use it if there is a substantial chance that we will lose. They're probably demanding that that new California Government does something to destroy the laser before they go to war otherwise The brotherhood could easily destroy any of the major civilian settlements.
 
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