Voting is open
Turn 10 - Second stage storylines
Winning vote:
[X] Arms trade. The New California Republic possesses one of the most developed industries for the production of weapons, as a result of which it is not surprising that everyone who wants to buy it gets it here. And the players find themselves involved not only in legal trade, but also in criminal one. And the further, the greater the scale of corruption, as a result, the players face a choice - large-scale repression in the industry or concealment of crimes.

Choose one option for the history of Flagstaff:
[X] Attempted murder. Caesar is disliked by many, extremely many, both in the Legion and beyond. Outside enemies are attracted by the fact that the Legion is held, in fact, on his person, and his death will be followed by the collapse of the Legion. The internal enemies are attracted by the same thing, because they want to get themselves a part of the Legion's lands in the chaos that will reign after its collapse. The player will have to resist these attempts.

Pick one story for Maxson:
[X] Research Center for Stealth Boys. We can push players against the enemy right here in Maxson. For here will be one of the few places in the Wasteland where research on means of invisibility is being carried out. Thanks to these, the Circle of Steel could replenish its own reserves. And here the question already arises, how far can you go to find the conspiratorial squires-traitors and sleeping agents of the Circle of Steel right in the capital of the Brotherhood of Steel.

Choose one option for the Vault 15 story:
[X] Technologies. This option is devoid of any message, it is more intended to reveal the world. One of the possible NCR classes is the Bureau of Science and Manufacturing Scientist, and a scientific expedition to the depths of the Vault is a great way for us to introduce players to the new organization, whereas they have long been accustomed to the Rangers. Here they will also have to face the characters of the Bureau.

Choose one option for the history of the Lands of Twisted Hairs:
[X] Honorary federates. This twist is more intended to demonstrate that the Legion is more than a bloodthirsty war machine, not only conquering, but also pretending to cooperate on equal terms, slowly launching its grip on the economy and culture of the tribes. Gradually assimilating them as long as they retain their independence. And most of the Twisted Hairsgladly accept this, counting on the place of the first among equals in the Legion.

Choose one story option for the Wandeberg military base:
[X] Old World. In this version, the soldiers of the Brotherhood of Steel infiltrating the base will have to wade through the defensive systems of it, which work suspiciously well to find inside it an old veteran of the Enclave who was just trying to live a quiet life on an abandoned military base, forgetting about the wars of the past.


We made decisions on what the quests in the initial locations will look like. The decisions we made turned out to be quite controversial, in fact. It is by no means bad, but it turns out to be too ambitious on close examination.

On the one hand, we have the Brotherhood of Steel, which we have made really self-contained. In Maxson, it focuses on the stealth technology that the Circle of Steel, a rival organization that has splintered off the Brotherhood of Steel, is trying to get its hands on. On the other hand, in Vandeberg, players will have to face the Enclave, where they will be able to confront an organization even older than the Brotherhood of Steel itself, since the roots of the Enclave go back to the last years before the Great War. The Brotherhood is clearly an organization that looks to the past, and not only because it does not see the future. They are persecuted by their own demons, which they have acquired over the centuries of the organization's existence.

The New California Republic is a completely different matter. It is also related to technology, this applies to both the plot of Vault 15 with the search for technology inside it, and the arms trade in Shady Sands. But for the New California Republic, technology has no sacred meaning, it is not a symbol of a bygone era. Quite the opposite - it is only a tool with which they try to respond to the challenges of the present in order to simply survive. The New California Republic is a leviathan of production and consumption, it is a huge colossus that requires a huge amount of weapons for military action just to hold its position.

And already the third position is Caesar's Legion. He does not look into the past, all these Roman paraphernalia and Hegel's philosophy are nothing more than external tinsel. The Legion lives in the present day, it answers its problems in order to build a New World. This is the joining of a new tribe to the Legion, this is also an attempt to solve internal problems among the elites of the Legion in order to gain stability. He does not really care about the symbols of the past, but only their reforging into symbols of the future.

Each of the factions from the very beginning gives its own message that players can see. The problem is whether they want to delve so deeply into a plot that goes beyond the typical game plot of both an MMO game and for many classic RPGs.

But in the meantime, let's move on to the new provinces, which players will get after the capitals of the factions and the first location for leveling. These are, respectively, Junktown, Phoenix and Santa Cruz. And for each of these cities, we have several options at once. Let's start with Junktown, because it gives us a unique opportunity that we did not have until this moment - and what actually happened to the city after the first part. Unlike all other cities, there is no mention of the future of Junktown, and moreover, we could even take, instead of the endings that got into the game, those that did not get there at all.

Choose one option:
[] - Good win for Darkwater. In the released version of the first part, he was a typical good sheriff. We will leave it that way, and the city will accordingly be protected by honest policemen from bandits and corrupt officials. This is the place for a dashing story about hunting bandits in the spirit of the Wild West, where you have to catch them, or let them go for profit. Although it is hardly possible to call a city surrounded by a palisade of cars that really corresponds to the spirit of the Wild West to the fullest.
[] - Bad victory for Gizmo. The native killed Killian, and Gizmo usurped power in the city. Now the city is a uniform viper, which the NCR cannot fight because of its own corruption. And the players will have to, in alliance with a few honest police officers, become vigiliates, arranging lynching of criminals until they simply remain, or try to achieve something in an honest way.
[] - Bad win for Killian. In the beta version of the first part, with the victory of Killian, he organized a state of totalitarian terror, suppressing any dissent with an iron fist. Under him, any people who threatened the order he built without any court simply disappeared, like business competitors. The city remained approximately the same even in the republican era. Players will have to overthrow this dictatorship in a bloody uprising or keep it for the sake of order in the NCR.
[] - Good victory for Gizmo. Again, in beta, Gizmo was a good option. And although the city was becoming corrupt, but moderately. Yes, there will be brothels, but prostitutes will have medical protection and an official salary. Yes, there is a casino, but with strict regulation of the gambling process. And so on. Players will either have to fight against the system in order to eventually find out that no one needs it, including its victims, and eventually retreat or break everything.

Then, take a look at Caesar's Legion, its greatest city, Phoenix, which is its economic capital. It is the greatest city of the Legion, its southern capital, which did not become an official capital only because Caesar maintains a balance between the warlike tribes of the north, which serve as a source of warriors, and the rich south, which supplies vital goods. Even Flagstaff itself pales in comparison, and therefore it is vital for us to give him a good story that players will love.

Choose one option:
[] - Cultists. Let's play from the name of the city itself, this is the name of a fiery bird, so let the cultists-fire-worshipers who preserve technology will rule there until the coming of the Legion. And the plot will be devoted to simultaneously destroying the beliefs of the inhabitants of the city in the old cult, as well as the enslavement of the clergy to the cult of Vulcan so that they can serve the Legion. And how bloody it will be done depends on the player.
[] - Republicans. Phoenix became the basis for the Republic of Phoenix, another democratic state in the southwestern United States that could have become an ally for the NCR, but was instead crushed by the Legion. And now the players for the Legion will have to destroy the remnants of the republican resistance, torturing out the turnout and hanging the accomplices of the rebels on the crosses.
[] - Slavery. For the Legion, slaves are a vital force, the Legion's agriculture depends on them and their influx, and therefore the power of the army and cities, as well as ongoing projects to expand infrastructure and build roads. We will make it clear to the players how important this system is for the Legion and its society, and they will either burn the plutocracy in the form of the great trading houses of the Legion out of it, or leave it as a time bomb.
[] - Mutiny. Players will be given the opportunity to see that not all legionnaires are faithful to the ideals of Caesar to death, and many have remained barbarians in their souls, that now they want to build their own barbarian kingdom if possible. This is how it will be here - one of the two consuls who ruled the city announced the secession of its southern part and now the players will have to suppress the uprising. From the usual quartering of the instigator to the decimation of every tenth inhabitant of the insurgent territory.

And finally, the third faction represented in this confrontation is the Brotherhood of Steel, which controls Santa Barbara. This is a suburb of the Burial Ground, and therefore a rather hectic place, since the border of hostilities between the Brotherhood of Steel and the New California Republic is nearby. But at the same time, the city remains extremely important for the Brotherhood of Steel. Of course, here we will not be able to refer to some element from the canon, given the absence of a city in it.

Choose one option:
[] - Luddites. This option gives us the opportunity, on the one hand, to show the Brotherhood of Steel as a whole as good guys who are not against the preservation of technology, but to expose the extreme Luddites as their opponents, which considers any technology to be evil, since it was they who led to the Great War. Of course, the Brotherhood preserves technology and solves the problem of the savages with machine guns, taking machine guns from the savages, but at the same time, the Luddites themselves were satisfied with their rural and rather pastoral life around the Catholic mission.
[] - Inquisitorium. Just as the Brotherhood of Steel retains knowledge that they consider useful for themselves, they can also destroy what they consider harmful and degenerative, contrary to the rather Spartan and militarized culture of the Brotherhood of Steel. And then, after all, there are many Hollywood stars, including the estate of the king of pop, Michael Jackson. They can gradually go from burning books and holodisks to the destruction of the estate itself, but at the same time carefully preserving the estate of one of the former US presidents.
[] - Droughts. Let's again raise the ethical side of Brotherhood, but not in the issue of preserving knowledge and its regulation, but banal survival. What if a drought struck the city, and the Brotherhood at first glance only cares about itself, not giving out enough water, the players are forced to fight off the rebellious settlers, until it eventually becomes clear that the streams that feed the city are corny dries up, like the underground waters, and The Brotherhood is forced to store water while building a water supply from the mountains, limiting its consumption in order to prevent a lack of moisture.
[] - Industrialization. Santa Barbara is close to the California mountains, which are quite densely covered with vegetation, and therefore are still home to a fairly large number of tribes. But then the Brotherhood comes and begins to cut down trees and drive the tribes, players will again be forced to drive out poorly understanding savages from their homes, or even deliver them to the city as "forced workers", in order to eventually find out that this is being done for a banal reason of the threat that represent the forest fires that regularly occur in the area.
 
Turn 11 - Third stage locations
[X] Plan Out with the New, in with the Old
[X] - Good victory for Gizmo. Again, in beta, Gizmo was a good option. And although the city was becoming corrupt, but moderately. Yes, there will be brothels, but prostitutes will have medical protection and an official salary. Yes, there is a casino, but with strict regulation of the gambling process. And so on. Players will either have to fight against the system in order to eventually find out that no one needs it, including its victims, and eventually retreat or break everything.
[X] - Cultists. Let's play from the name of the city itself, this is the name of a fiery bird, so let the cultists-fire-worshipers who preserve technology will rule there until the coming of the Legion. And the plot will be devoted to simultaneously destroying the beliefs of the inhabitants of the city in the old cult, as well as the enslavement of the clergy to the cult of Vulcan so that they can serve the Legion. And how bloody it will be done depends on the player.
[X] - Droughts. Let's again raise the ethical side of Brotherhood, but not in the issue of preserving knowledge and its regulation, but banal survival. What if a drought struck the city, and the Brotherhood at first glance only cares about itself, not giving out enough water, the players are forced to fight off the rebellious settlers, until it eventually becomes clear that the streams that feed the city are corny dries up, like the underground waters, and The Brotherhood is forced to store water while building a water supply from the mountains, limiting its consumption in order to prevent a lack of moisture.


We figured out the plot for three locations, where players end their journey to confront exclusively neutral forces and enter the territory in which they will also have to fight with representatives of other game factions. There will be three such locations in total - these are the California Ridge, Vault 13 and the Ranger Dam. In the first, the Legion and the Brotherhood of Steel will fight, in the second, the New California Republic and the Brotherhood, and in the third, the Republic will fight the Legion of Caesar. These locations are important enough for us for several reasons.

First, there players will learn about the views of their faction on opponents, this will help them get used to their playable faction. Secondly, in the same place, players will first come into conflict with other players. And since the mechanics of combat are quite an important part of the gameplay for us, it is not surprising that here for the first time they should also try out the confrontation with each other. In addition, this will also prepare players in front of the Mojave Wasteland, where all three factions will clash with each other at once and conflicts between players will be especially active.

The first of the locations for us is the California Ridge. Like the rest of Western California, it is virtually absent from the game series. Also, there aren't many interesting places in the real world. In the end, what else remains for us, except how to create our own territories from scratch? This is exactly what we are going to do. The logic of the game world dictates some limitations to us. For example, the Legion cannot come here in all its might, if only for the reason that it has to pass through the territory of the New California Republic. Reconnaissance groups are operating here, not centurias.

Choose one option:
[] - Unsuccessful negotiations. Why don't we try to map the first contact between the California Brotherhood of Steel and the Caesar Legion, where both sides are interested in each other as a potential ally against the New California Republic. But gradually the differences between them become so obvious that there can be no talk of any possible alliance and the players will have to save their representatives.
[] - The struggle of geniuses. Sometimes confrontation takes on the most unusual forms. This is just one of that number. The Frumentarii of the Legion and a group of the Cult of Vulcan are attempting a series of raids on the Brotherhood's bases for valuable technology. This is primarily between the Vulcan cultist and the scribe, who choose which objects to try to capture and which to surrender to the enemy.
[] - Sabotage of trade routes. Caesar cannot be accused of lack of foresight. He is incredibly smart, which is due to his ability to manage such a huge state. And he sees in the forces of the Brotherhood in the Mojave one of the main threats to his plan to conquer the west, including in the approach of their supplies from Maxson through Santa Barbara and Los Angeles. So he dispatches a group of soldiers to ambush the mountain passes.

The second location in line with us is Vault 13, one of the most significant locations for this world. It was from here that the Vault Dweller emerged, who destroyed one of the greatest threats to all Wastes - the fearsome Master with his army of super mutants, enlisting the help of both the Brotherhood of Steel and the future New California Republic. Many decades later, his grandson, the Chosen One, will also arrive here, trying to find the GECK to save his own village. Once again, he will help both the New California Republic and the Brotherhood of Steel. And at the same time it will destroy a new threat to all life in California - the Enclave. Now both factions are approaching this most important place for them in order to try to get it for themselves.

Choose one option:
[] - Deathclaws. This is a rather interesting layer - intelligent predators of this species. In a way, by trying to add them, we are going against the canon we have established, albeit unintentionally. In the second part, due to errors in the scripts, it was simply impossible to keep them alive, which was accepted by us as a canon in the Bible. But why not try to get them back?
[] - Technologies. The second valuable thing that Vault 13 can possess is the remnants of its technology. Nuclear and geothermal reactors, food supply systems, water chip and air recirculation. And that's not to mention computers and other valuables. It's no surprise that the two most technology-oriented factions will try to get the job at all costs.
[] - The base of the Enclave. The Cordillera are an excellent base for any rebel group. Why couldn't there be one of the surviving bases of the Enclave, close to the Vault itself. And for the sake of fighting for him, the New California Republic and the Brotherhood of Steel are forced to unite, only to betray each other immediately after the defeat of the enemy and his disintegration into even smaller groups.

And finally, our third possible location is a ranger-controlled dam on the California-Arizona border. This location is more likely not something characteristic of this game series, but the legacy of the Wasteland that preceded it. For decades, the remnants of the Rangers, turned into a paramilitary organization, held control of the territory of western Arizona, containing the worst of raiding and savagery, until civilization began to rebuild in the east and west. For a long time, they were one of the few who made it possible to trade between the West and the East, until a new route through Neo Vegas was opened. However, now from the defenders of the caravans, they had to turn into warriors, desperately trying to repel Caesar's Legion, and asking for help from New California, for although they repeat the mistakes of the United States, they are at least a lesser evil.

Choose one option:
[] - The siege of the dam. The simplest and most straightforward option, which we still must not forget. The Legion's attempt to storm the dam and thereby win this battle. And here it depends on the players whether the Republic will be able to get allies and keep an outpost on this coast, or everything will end in bloodshed and massacre.
[] - Silent war. As an opposite option, we can offer players a somewhat spy storyline. Trade between California and Arizona is profitable, and therefore the Phoenix trading houses and the largest traders of New California, like the Red Caravans, are holding back the war to the best of their ability, bribing officers and sabotaging the conflict in this particular area. Players will have to act as hawks that, according to orders from above, will be stirring up the conflict.
[] - Vices of defenders. But why don't we look at all this from a completely different perspective. How do rangers differ in essence from the same raiders? Aren't they an organization that is not legally responsible to ordinary people, but takes taxes from them for "protection". We can easily use this location to show very unusual raiders, not reminiscent of a gang of punks, but a clear paramilitary structure.

And finally, in addition to these three locations, we still have one more location, the fate of which we need to clarify. This is the Hub. And with this city extremely and extremely much is connected, since it is absolutely impossible to underestimate its importance for the gaming universe. The city is the logistics hub of Southern California, linking coastal cities like former Los Angeles and San Diego to the far north of Shady Sands. So is the Neo Vegas I-15 connection to the California Valley. Old, pre-war highways intersect here, making this city a natural trade center. And such an influential city will always strive for power. In this case, acting as a counterweight to the political capital of the New California Republic and defending its own in
dependence, because a war on two fronts leads to huge losses. For this reason, forces subordinate to the state itself do not look very closely at the emergence of agents of the Caesar Legion and the Brotherhood of Steel within their borders. Although they do not allow them to fight in the streets.

The hub should be one of the largest and most expansive locations that players will visit, and it should be rich in storylines, considering what kind of center of civilization it is in California. We may well add several chapters for him at once, which will form a somewhat motley, but uniform present storyline of the location, which is to strengthen the authority in the city. And for this, players will have to deal with several factions in the city.

Choose three options out of five:
[] - Official government. Like all states of the New California Republic, the Hub is formally a democratic republic, even if it is in fact a plutocracy, as they say in the Legion. But it also means the fact that it is a full-fledged state with separation of powers and bureaucracy. Therefore, an important goal for any faction that is trying to gain a foothold in the city will be either to establish official relations with the government, or to try to locate its own loyal agents there.
[] - Chapter of the Brotherhood of Steel. The Brotherhood of Steel may have an office in the Hub, officially for diplomatic purposes, even while in highly conflicting relations with the rest of New California. It may well be a legacy of ancient treaties from the great war against super mutants. Players in one way or another will need to either expand the influence of their allies in the city, or compromise the activities of the Brotherhood in order to officially exile them.
[] - Caravanserai. Caravans from the east still occasionally come to the west, moreover, these are really huge caravans, comparable to the great caravans of antiquity that moved along the Great Silk Road, which connected Europe and China. Especially for such caravans, there is a whole area of the city, empty in their absence. But besides the merchants, a huge number of Legion agents also come here, whose abode serves as this place through which they try to get everything they need. And their opponents will be happy to cover this place.
[] - Old city. Why not actually? We can easily locate a whole quarter filled with ghouls here. Although Harold was not a ghoul, few can tell them apart, and there were more than enough real ghouls in the Hub, although they were treated like second-class citizens, despising them. Such places are not only a breeding ground for poverty, disease and crime, but also a connection with the urban underground, as well as an opportunity for populist standards to gain popularity among the common people.
[] - Police. In fact, it was the head of the Hub police during the first part of the game who was closest to the role of the chief executive in the city and the head of state in general, apart from the completely useless council of the city's corporations. His power over the city and its military, which was only slightly inferior to those of the pre-war US, made him one of the most influential people in the Wasteland. Therefore, anyone striving for power over the city will try to overthrow it, or enlist its support.
 
Turn 12 - Hooks to future
[X]-Plan UDTCOP
[] - Unsuccessful negotiations. Why don't we try to map the first contact between the California Brotherhood of Steel and the Caesar Legion, where both sides are interested in each other as a potential ally against the New California Republic. But gradually the differences between them become so obvious that there can be no talk of any possible alliance and the players will have to save their representatives.
[] - Deathclaws. This is a rather interesting layer - intelligent predators of this species. In a way, by trying to add them, we are going against the canon we have established, albeit unintentionally. In the second part, due to errors in the scripts, it was simply impossible to keep them alive, which was accepted by us as a canon in the Bible. But why not try to get them back?
[] - The siege of the dam. The simplest and most straightforward option, which we still must not forget. The Legion's attempt to storm the dam and thereby win this battle. And here it depends on the players whether the Republic will be able to get allies and keep an outpost on this coast, or everything will end in bloodshed and massacre.
[] - Caravanserai. Caravans from the east still occasionally come to the west, moreover, these are really huge caravans, comparable to the great caravans of antiquity that moved along the Great Silk Road, which connected Europe and China. Especially for such caravans, there is a whole area of the city, empty in their absence. But besides the merchants, a huge number of Legion agents also come here, whose abode serves as this place through which they try to get everything they need. And their opponents will be happy to cover this place.
[] - Old city. Why not actually? We can easily locate a whole quarter filled with ghouls here. Although Harold was not a ghoul, few can tell them apart, and there were more than enough real ghouls in the Hub, although they were treated like second-class citizens, despising them. Such places are not only a breeding ground for poverty, disease and crime, but also a connection with the urban underground, as well as an opportunity for populist standards to gain popularity among the common people.
[] - Police. In fact, it was the head of the Hub police during the first part of the game who was closest to the role of the chief executive in the city and the head of state in general, apart from the completely useless council of the city's corporations. His power over the city and its military, which was only slightly inferior to those of the pre-war US, made him one of the most influential people in the Wasteland. Therefore, anyone striving for power over the city will try to overthrow it, or enlist its support.


Let's see what happened with the plot of the last locations that players will have to visit before reaching the final level. It's like the Hub, acting as a neutral location where players meet before hitting the Mojave, as well as locations where clashes take place between two of the three factions.

We decided to first of all develop the political line of the gameplay, adding the ability for players to interact both between factions and with external forces. And that leaves the hooks to which future plot changes can be attached without disturbing the inner logic of the universe too much.

Just worth the fact that the Brotherhood of Steel and the Caesar Legion tried to negotiate an alliance against the New California Republic. Even the failure of such negotiations already makes the players understand that there are separate forces within both factions, that they consider such negotiations as quite possible and have nothing against them. Consequently, under rather specific circumstances, they may well take over as part of the Brotherhood of Steel and the Legion and try to start joint actions against the Republic.

What the New California Republic is doing with Vault 13 and Ranger Dam is a completely different case. They form alliances against enemy factions, fortifying themselves. The Republic, unlike the Brotherhood and the Legion, is not focused on the past or the future, their ideology looks primarily at the day ahead and therefore is much more popular with many smaller factions. They offer more than just service to ideals for a better future. Alliance with them is reinforced by the fact that they will not immediately deprive you of everything. As a result, it is not surprising that almost everyone considers them the lesser evil, or even does not consider them as evil as such. The rest of the factions lose to the Republic primarily on the ideological front.

Now let's turn to the things to come. We've almost finished developing the script for the game. We have companies for each game class, we have scenarios for the plot of game locations. Finally, we have set up the main locations and factions in the Mojave Desert, where the final events of the game will take place.

Now we need to think about what clues we will leave for the players to point to events in future expansions and updates. This will be something in the form of quest chains that will introduce players to the main characters of future updates. The first three are clear to us, they will introduce players to the leading figures of the company of their faction in Mojave. In the New California Republic, these are General Oliver, Chief Henlon, and Colonel Moore. For the Brotherhood of Steel, these are Elder Elijah, the paladins Harlan and McNamara. In the Legion of Caesar, these are Joush Grackham, the Legate of Malpais, as well as the Centurion of Forces and the Deccan of the Dead Sea.

But we cannot limit ourselves exclusively to these quest chains. Others will need to be associated with other VIPs in the Mojave, pointing out the following additions. And here's the choice we have:

Choose five options:
[] - Courier. This is a strange person, practically included in the myths in the Mojave territory. A strange figure that travels through the Wasteland, carrying out errands for an unknown customer. The true employer of the Courier is Mr. House, and on his behalf, he conducts training to activate the army of combat robots, with which he plans to expel all three forces from the Mojave.
[] - Marcus. We can bring him back as one of the minor figures in the Mojave Wasteland, where he will still play a role, because he went east anyway, looking for a new home for his fellows. But are all super mutants really ready to exist in peace with humans? This is not only the exploitation of nostalgia - although it certainly is - but also a preparation for a possible split among its supporters.
[] - Daniel. The missionary, who came to Mojave from New Canaan and instantly became very popular in the poor areas of Neo Vegas, became a bone in the throat of all factions. His views of Christian anarchism run counter to the interests of all three main factions, and also displease the Streep families. For players, this will be another piece of information about Grackham, his past and New Canaan.
[] - Kieva. The head of a coalition of raiders, which included more and more gangs and tribes as it moved away from the advancing civilization in the form of the New California Republic and the Brotherhood of Steel, was squeezed from the other side by the Caesar's Legion, which required unconditional submission or death. This is a story of the collapse of all hopes, when the circumstances turn out to be insurmountable. And if the Republic and the Brotherhood do not even want to think about negotiations, then in the end there will be only unconditional submission to the Legion.
[] - Ulysses. The Mojave Wanderer is actually an agent of the Caesar's Legion, who is looking for a new entrance to the Rift. Potentially, this is another road in the Mojave, moreover, which can both bring huge forces there from the capital of the New California Republic, and become the shortest road for the Legion to the capital of the Republic.
[] - King and Benny. In addition to the Courier, Mr. House has two other confidants who are aware of the fact of his existence. If the Courier solves House's problems outside the walls of Vegas, then the King and Benny are responsible for what happens inside the city. The King takes over outside Vegas, while Benny handles the affairs of the Strip and his larger factions. In fact, each of them is involved in a long confrontation between themselves, which prevents them from uniting against House. They have different ideological and economic views, and they both want to use the agents of the three main factions, without revealing all the cards to them.
[] - Mr. Bright. The mad prophet ghoul is leading his pasta into a bright future. But at the moment she was in the sewer system near Vegas, which gradually leads to an increasingly difficult and tense situation for the inhabitants of the dungeons and the surface. The sewers filled with wild ghouls cannot be repaired, the drainage systems fail, and the ghouls themselves cannot leave the underground premises, because they are threatened with reprisals by the locals.

Impossible, but nevertheless a new post on this game from me. Despite all the problems, I wrote it. And yes, suggestions for new polls are always welcome.
 
Turn 13 - First Update
[X] - Courier. This is a strange person, practically included in the myths in the Mojave territory. A strange figure that travels through the Wasteland, carrying out errands for an unknown customer. The true employer of the Courier is Mr. House, and on his behalf, he conducts training to activate the army of combat robots, with which he plans to expel all three forces from the Mojave.
[X] - Marcus. We can bring him back as one of the minor figures in the Mojave Wasteland, where he will still play a role, because he went east anyway, looking for a new home for his fellows. But are all super mutants really ready to exist in peace with humans? This is not only the exploitation of nostalgia - although it certainly is - but also a preparation for a possible split among its supporters.
[X] - Daniel. The missionary, who came to Mojave from New Canaan and instantly became very popular in the poor areas of Neo Vegas, became a bone in the throat of all factions. His views of Christian anarchism run counter to the interests of all three main factions, and also displease the Streep families. For players, this will be another piece of information about Grackham, his past and New Canaan.
[X] - Ulysses. The Mojave Wanderer is actually an agent of the Caesar's Legion, who is looking for a new entrance to the Rift. Potentially, this is another road in the Mojave, moreover, which can both bring huge forces there from the capital of the New California Republic, and become the shortest road for the Legion to the capital of the Republic.
[X] - King and Benny. In addition to the Courier, Mr. House has two other confidants who are aware of the fact of his existence. If the Courier solves House's problems outside the walls of Vegas, then the King and Benny are responsible for what happens inside the city. The King takes over outside Vegas, while Benny handles the affairs of the Strip and his larger factions. In fact, each of them is involved in a long confrontation between themselves, which prevents them from uniting against House. They have different ideological and economic views, and they both want to use the agents of the three main factions, without revealing all the cards to them.


So the decisive moment has come for us, to which we have been going throughout all this time, and which will be decisive for us - the release of our game after the beta testing stage. It will depend on him, as well as the next weeks - how successful our game will be, and whether it will receive further development and funding from Bethesda. It is not enough just to create a project with a big name, it is not enough to attract an audience, it must also be kept with you and not allowed to leave the project.

This is the moment that will determine everything.

The opinion of the players themselves was divided, and there were reasons for this. Star Wats: The Old Republic came out quite recently, which also relied on a complex plot. But the problem for her was that there was practically nothing to do in her after going through all the storylines for all the characters.

Therefore, initially the audience of players was immediately divided. The piece was inspired by the revival of Fallout Online ideas using material from Fallout: Van Burren. This is what they have long dreamed of. Perhaps they even dreamed too much, in the end - Fallout is a whole layer of culture, a legend for its genre, and it is impossible to underestimate the agitation around such a project. In the end, it's not surprising that many had high expectations.

And on the other hand, there were those who, on the contrary, expected practically nothing from the project, believing that the traditional problems of games from Obsidian, or rather, from the workers of this studio, would be embodied in this game, even if the game itself deserves attention as an independent work, like an RPG. But RPG and MMORPG are different genres with extremely different requirements, no matter how the opposite is stated.

Not too kind to us were gaming magazines, which wrote reviews of the game. According to them, the game suffered from significant game design issues. Take for example the Hub as a location in which he saw another Dalaran or Shattrath City. If the faction capitals were relevant for low-level characters, then these locations are needed for all high-level players. But the problem with the Hub is that only a few levels remain in it until they get to the Mojave, where Vegas will replace the role of the Hub. And just as Shattrath became depopulated after the discovery of Northrend, the Hub will also be depopulated. According to them, it is obvious that either we made monstrous mistakes at the design stage of the game, or several more locations between the Hub and Mojave were originally planned. And in that case, the Hub would become something like Pirate Cove from Stranglethorn Vale, which still had its value.

The second issue that was examined in detail was the main factions that we put into the game. The Imperialist Legion, the Feudal Brotherhoods and the Capitalist Republic, in their minds, turned out to be figures with a rather gray morality. Take the fact that almost all the factions of the New California Republic are in one way or another connected with military operations. According to them, our New California is no longer so much a republic of the Tandi era, that if it used dirty methods, it acted quietly. It's more like a Federation of Starship Troops. A very morally gray state, which can be interpreted in completely different ways, from gallant defenders of democracy to an almost fascist state.

As someone said, a little more, and in the sixties this game would be called communist propaganda, where New California is a victim of big business, where wars are waged in the name of the interests of arms corporations.

In the same way, the Legion got it to some extent. He came out as if he had been painted with thickened paints. Caesar, Vulpus Icult, Jousha Grackham and others - they all seemed like demigods against the background of the majority. As if they are the ones who make history. However, in something it is worth admitting, no one would call him the best of the parties in this conflict. But at least a lesser evil in certain situations.

And the Brotherhood of Steel got its own look, which contrasted strongly with the other two. The New California Republic is a battalion of soldiers armed with weapons from factories. The Legion consists of countless hordes ruled by the towering demigods. And the Brotherhood of Steel is more like old people who sit in a dusty ancient bunker and decide their plans. If we take the first part of the game, then our Brotherhood is not scientists like Wynn, and not brave paladins like Rhombus. These are the Elders who are always arguing among themselves and cannot decide in any way, this is a faction of scientists and politicians who are stuck in their past. The force is certainly well-meaning, but not always sensible, unlike the Legion and the New California Republic, which are less scrupulous in their means.

Certain moments from the plot of the locations also got it. For example, the decision to return the claws of death became quite controversial and did not receive an unambiguous acceptance, because in the Fallout Bible we unambiguously spoke about this. Someone even joked that the next step is to expect the return of the Wanamingo.

The players also liked the presence of quite interesting neutral characters, in many of which they guessed our references. That is only the Courier. The Mysterious Wasteland Wanderer is a classic portrayal of the protagonist of the game series, while the players themselves are classic non-playable characters. Perhaps characters with a difficult story, but they are still closed within the framework of their own faction, unlike the Courier.

Overall, player acceptance was relatively warm when averaged. As well as the press, they spoke quite well about our stories in general, although they could not resist comparing it with the Star Wars game. But Bethesda ... oh, they weren't happy. Largely because of the accents that we put in our project with its gray morality. The New California Republic has gone from being unambiguously positive to a very complex faction, and some even thought the Legion was better than the Republic. Unlike the Republic, the Legion is not hypocritical and does not hide its own imperialist nature, but draws strength from it, as from its machine of war and submission.

However, a rather warm welcome from the players brightened up the picture, as a result of which the Bethesda management decided to bet on our project. At least for now. Even so, the recent release of The Old Republic has chilled their attitude to our work a lot.

In the meantime, it's time for us to start supporting the game in anticipation of the release of a major expansion, namely, to continue the stories that have already been laid down by us. The general tension of the confrontation is directed at the Hoover Dam, around which the battle will thunder, but all three factions at the moment intend to either eliminate threats in the Mojave, or try to strengthen their positions. And this gives us the opportunity to place a series of updates that open a relatively medium-sized location or update old ones, as well as add raids and dungeons. We can have both already established lines and new ones.

Choose one option:
[] - Sierra Marde. We will give players a new location, the Sierra Marde Casino, sheltered by a monstrous cloud, to which each faction will go for something of their own. The Republic needs the gold of the casino, the Legion is looking for weapons there, and the Brotherhood is interested in the technologies for the production of goods, which will allow them to compensate for the small number of their workers.
[] - Coup in Vegas. Mr. House awakens at the Lucky 38 casino, finally receiving a platinum chip from the Courier. Together with an army of robots under his control, he tries to expel all three forces from the Mojave, but does not know that his three deputies are already weaving intrigues against him.
[] - Zion National Park. Daniel, who was either forced to flee with us, or was taken under the care of the Followers of the Apocalypse, one way or another, but ends up in the national park, starting to preach among the local tribes. But the problem is the fact that the Legion decides to use this park as a road to attack northeast Mojave. As a result, players on both sides will be forced to either help the Legion or push it back.
[] - Exodus from Mount Black. The Black Mountain Super Mutat Society, ruled by the peaceful Marcus, is heading for a split of its own. It has three factions at once. The first are followers of Marcus, what a peaceful existence with people. The latter are followers of Tabitha, promoting ideas of super mutat supremacy. And finally, crazy and schizophrenic super mutants who, instead of superiority to one of the parties, threaten to turn it all into a bloody carnage. All factions are interested in one of the outcomes, but none are definitely interested in the uncontrolled massacre in the middle of the desert.
 
Turn 13 - Zion National Park
[X] - Zion National Park. Daniel, who was either forced to flee with us, or was taken under the care of the Followers of the Apocalypse, one way or another, but ends up in the national park, starting to preach among the local tribes. But the problem is the fact that the Legion decides to use this park as a road to attack northeast Mojave. As a result, players on both sides will be forced to either help the Legion or push it back.

The Battle of Hoover Dam becomes the event that largely determines the further plot of the initial version of the game, and they also represent the parties in this confrontation from the point of view of the plot. The aggressor in this case is the Legion, which, due to brute force alone, is trying to break through the defensive positions of the Republic on Hoover Dam, and moreover, they even practically succeed in these, but with a direct assault on the fortifications, they suffer catastrophic losses, like, incidentally, the Californians. They are fast, they strike the first blow, but if it fails, their fate is unenviable.

This happens just at the moment when the Brotherhood of Steel decides to give the order to attack from the HELIOS One base. Their goal is to knock out the depleted Legion forces and take the Hoover Dam, fortifying it until the Republic forces arrive from Camp Golf, as Elder Elijah wishes. But unfortunately, the elder is an extremely die-hard person who corny does not understand both the legate of the Legion and the troops of the NCR, because the paladins of the Brotherhood of Steel find themselves in the center of the confrontation for Boulder City. They are strong, but extremely slow and vulnerable to loss.

And then the rangers make their move, who simply undermine the city along with the troops of the Legion and the Brotherhood of Steel that have seized it, depicting the flight of their own troops. And they organized a counterattack in the chaos that followed the explosions, thereby not only repelling the Hoover Dam, but also inflicting even greater losses on the Legion, as well as destroying the entire elite of the Brotherhood of Steel expedition. But with this, a rivalry begins between General Oliver, who lost the battle for the Dam, and Henlon, who won the battle for Boulder City. They are a cunning faction that can defeat any other, but their strengths easily turn into weaknesses when poorly controlled.

The classic triad, which is even found in strategies. And this exhaustion, the inability to continue a further conflict with the available forces leads to the current situation in the region, where all three parties are trying at any cost to gain control over additional forces. This raises the question of Zion, which is a good enough route for troops from northeastern Arizona, from the original territories of the Legion, where Caesar preached his own sermons, and from where his troops attacked Phoenix.

The goal of the rest of the factions is one way or another, but to prevent the Legion from establishing control over Zion, in order to prevent the appearance of its troops directly in the Mojave, which threatens the opening of a second front. Yes, the Legion turns out to be separate from the NCR and the Brotherhood of Steel trying to stop it. But the NKR themselves with the Brotherhood of Steel are by no means allies, since each side is simultaneously trying to seize the national park for its own needs. Through Zion, a direct road opens up to New Canaan, which can be an extremely valuable aid in the supply of troops in the desert itself.

This is the main plot around which the entire conflict is built.

But at the same time, players will also have to solve problems with local factions, which will be necessary for them for their goals. After all, Zion is more than just a battlefield. This canyon with vegetation and clear water is an attractive enough place for completely different peoples to settle here. Some can be very strange and wild, while others remain "civilized people", like the population of California

Choose three options:
[] - Zion Rangers. Another group of rangers that are similar to those that operate in the rest of the United States, but at the same time they also have differences. Their goal is not to defend freedom and other ideals. They are trying to put an end to conflicts between tribes, stop senseless wars, and some of them may decide that Caesar's Legion is by no means so bad. In the end, the Legion stopped the wars between the savage tribes. Yes, by cruel methods, but he welded them into a single state. So they will be open to alliance with them as well.
[] - Sorrows. This is a pacifist tribe that is one of the original inhabitants of this canyon. They are unsurpassed hunters and protectors, but violence against other sentient beings is an absolute taboo for them, and more than once members of the tribe died just because they decided not to resist. Even missionaries from New Canaan are shocked, they did not expect that someone would take the phrase about "turn the other cheek" so literally. And the factions will either have to take them under their wing, protecting them and allowing them to preserve their way of life, or break them down and turn them into warriors under the pressure of circumstances.
[] - Church of Zion. We can leave Daniel a rather insignificant role, or we can turn him into one of the main forces in this national park. He rallied around himself many of the small tribes, preaching his anarcho-Christian views, and gained the support of the Followers of the Apocalypse, which positively received his undertakings. Now he has turned against all factions in the Mojave with his sermons. His goal is to quietly sabotage the faction supply logistics in Zion through a network of people loyal to him, so that the attack on the canyon drowns and they are eventually forced to retreat, leaving Zion relatively untouched. The players will have to not only decide his fate, but also completely understand that it is he who is guilty.
[] - Mormon settlers. Another group that operates in this region are Mormon settlers, colonists from New Canaan, who live in peace with the locals and only serve the caravans that go to Mojave. But now the war has come to them, and all forces are trying to get their fort as a forward foothold. Players will either try to negotiate with them about the passage of faction troops, or lead an attack on this fort in order to capture it and forcefully suppress any resistance that is present here.
[] - Botanists. A mansion in Zion is a group of settlers from Vault 22 who fled the Mojave after the death of their own Vault, and then they were attracted by the fact of the preserved flora, unlike much of the rest of the wastelands. And for this reason, they decided to stay, gradually becoming a tribe that nevertheless remains skilled at farming and trades food with the Mormons in exchange for their goods. All other parties will want to conquer them simply for the reason that it is a source of large amounts of food for the troops.

Another important building block for this update is the potential to further expand the Utah and Colorado Valley theme. Essentially, at the moment we have two main civilizations within this region. The first is the Mormons, a relatively civilized community that nevertheless continues to consider itself a tribe. The latter are completely uncivilized savages of the Colorado Basin. Those who lived on the left bank of the river were conquered by the Legion, while for those who lived on the right bank there is an ideological war between the envoys of the Legion and the missionaries of New Canaan, while the main forces of the Legion are thrown against the Brotherhood of Steel and the New California Republic.

So, we could set the stage for the Legion's invasion of Utah by a loyal tribe. But for this we need to select a tribe, and we have several concepts specifically for this. Each of these tribes is, in one way or another, an aggressive community that will be easy enough to persuade into an alliance with the Legion and the subsequent attack on New Canaan. For now, they will only participate in a secondary quest chain, but later they will become an impressive force.

Choose one option:
[] - White Leggs. A primitive tribe that got its name from its tradition of painting itself with chalk and leaving characteristic white marks as a result. They once lived near the Great Salt Lake, but were eventually driven out by the Mormons, and now they are hated for this fact.
[] - Crazy Horns. This tribe lives in the deserts of Utah and uses blades made of horns as weapons. Chieftains, for example, use blades from the horns of the Deathclaws, fighting which is an essential initiation process for any claiming chieftainship. And even the legionnaires are impressed by the savages who fight hand-to-hand against such monsters.
[] - Tarwalkers. We can continue to associate this tribe with tar, and especially the use of tar for arson. For example, they can use such a method of execution against their opponents, which impressed even the rather cruel Frumentarians of Caesar's Legion, who watched their enemies burn to death.

Finally, the third issue in this confrontation will be several small quest chains that will not have a global impact on the plot, but can lay the foundation for the development of the game universe. Here is one of them.

Choose one option:
[] - Survivor. This is the story of a man who for many years, almost from the very moment of the Great War, was a kind of guardian of this national park, protecting it from outside threats. The Mourners, the Zion Rangers, and the Botanists are closely related in origin to his persona, and he is all revered to varying degrees by all of them. But what is hidden behind his story, what kind of person was he really?
[] - School. The mysterious place where the Teacher ruled, and where those Children came from, who in time will become the Mourners. What could it be? Almost anything, from a regular school with a teacher trying to save the children, to a pre-war center for researching the psychological consequences of different teaching methods for children.
[] - Bomber. This plane crashed into a rock in Zion Park, taking off from Las Vegas on the day of the Great War. Now there is nothing left of his crew, but what could have survived in him? Finally. in the 1950s, the United States often lost nuclear bombs due to aircraft crashes?

Well, of course, after the release of this update, you will have to tackle the following:

Choose one option:
[] - Sierra Marde. We will give players a new location, the Sierra Marde Casino, sheltered by a monstrous cloud, to which each faction will go for something of their own. The Republic needs the gold of the casino, the Legion is looking for weapons there, and the Brotherhood is interested in the technologies for the production of goods, which will allow them to compensate for the small number of their workers.
[] - Coup in Vegas. Mr. House awakens at the Lucky 38 casino, finally receiving a platinum chip from the Courier. Together with an army of robots under his control, he tries to expel all three forces from the Mojave, but does not know that his three deputies are already weaving intrigues against him.
[] - Exodus from Mount Black. The Black Mountain Supermutant Society, ruled by the peaceful Marcus, is heading for a split of its own. It has three factions at once. The first are followers of Marcus, what a peaceful existence with people. The latter are followers of Tabitha, promoting ideas of super mutat supremacy. And finally, crazy and schizophrenic super mutants who, instead of superiority to one of the parties, threaten to turn it all into a bloody carnage. All factions are interested in one of the outcomes, but none are definitely interested in the uncontrolled massacre in the middle of the desert.
[] - Grand Canyon. The site is based in large part on a canon from the unreleased Van Burren, in whose history the Grand Canyon became the place where the United States would have mined uranium for its military industry. As a result, the Grand Canyon has become one of the most dangerous places in the world, which is blown by radioactive winds every day.
 
Turn 15 - Grand Canyon
[X] -Plan SCBCSG
[X] - Sorrows. This is a pacifist tribe that is one of the original inhabitants of this canyon. They are unsurpassed hunters and protectors, but violence against other sentient beings is an absolute taboo for them, and more than once members of the tribe died just because they decided not to resist. Even missionaries from New Canaan are shocked, they did not expect that someone would take the phrase about "turn the other cheek" so literally. And the factions will either have to take them under their wing, protecting them and allowing them to preserve their way of life, or break them down and turn them into warriors under the pressure of circumstances.
[X] - Church of Zion. We can leave Daniel a rather insignificant role, or we can turn him into one of the main forces in this national park. He rallied around himself many of the small tribes, preaching his anarcho-Christian views, and gained the support of the Followers of the Apocalypse, which positively received his undertakings. Now he has turned against all factions in the Mojave with his sermons. His goal is to quietly sabotage the faction supply logistics in Zion through a network of people loyal to him, so that the attack on the canyon drowns and they are eventually forced to retreat, leaving Zion relatively untouched. The players will have to not only decide his fate, but also completely understand that it is he who is guilty.
[X] - Botanists. A mansion in Zion is a group of settlers from Vault 22 who fled the Mojave after the death of their own Vault, and then they were attracted by the fact of the preserved flora, unlike much of the rest of the wastelands. And for this reason, they decided to stay, gradually becoming a tribe that nevertheless remains skilled at farming and trades food with the Mormons in exchange for their goods. All other parties will want to conquer them simply for the reason that it is a source of large amounts of food for the troops.
[X] - Crazy Horns. This tribe lives in the deserts of Utah and uses blades made of horns as weapons. Chieftains, for example, use blades from the horns of the Deathclaws, fighting which is an essential initiation process for any claiming chieftainship. And even the legionnaires are impressed by the savages who fight hand-to-hand against such monsters.
[X] - Survivor. This is the story of a man who for many years, almost from the very moment of the Great War, was a kind of guardian of this national park, protecting it from outside threats. The Mourners, the Zion Rangers, and the Botanists are closely related in origin to his persona, and he is all revered to varying degrees by all of them. But what is hidden behind his story, what kind of person was he really?
[X] - Grand Canyon. The site is based in large part on a canon from the unreleased Van Burren, in whose history the Grand Canyon became the place where the United States would have mined uranium for its military industry. As a result, the Grand Canyon has become one of the most dangerous places in the world, which is blown by radioactive winds every day.


We've finished work on the Zion National Park Update with a pretty solid update that has a fairly large chunk of content. This was well received by players who raised concerns about a lack of content after the game was released, which would lead to downtime and churn of players.

Instead, players saw a story that takes them to a place completely different from the rest of the Wasteland. These are not radioactive Wastes to the west or deserts to the east. No, this is one of the few places with preserved greenery, where, in addition, it rains. Proof that there are places in this world where nature is not affected by nuclear war. And this means that, perhaps, there are people who have preserved the ideals of the Old World, in their best perception, and not as in the Enclave.

The players especially liked the fact that Daniel appeared in Zion. Initially, he acts as an ally for the players, in a certain sense, providing medical assistance to everyone in need, even if they are soldiers. He also spearheaded aid to the savage refugees who were driven out of their places as the flywheel of war flared up in Zion. For this reason, so far no force touches him and his people. Although the Legion sees future slaves in his people. The New California Republic wants to drive them onto the reservation by populating these lands with their settlers. And the Brotherhood of Steel just wants to disperse this crowd.

But gradually players learn that supply problems begin in the troops of their faction. Incorrectly completed supply documents, incorrect destination and other things that turn a well-functioning supply system into complete chaos. As the investigation progresses, it turns out that a significant part of the perpetrators are the soldiers who were helped to recover by Daniel's people, who got to know their opponents and are now convinced that this whole war is meaningless, just a senseless massacre that must be ended.

And then the players will have no choice but to go to Daniel, who will fully confess everything he has done, and his only request will not be to punish his flock. And then the player only has to decide the further fate of the charismatic preacher.

This is complemented by the history of the two tribes of Zion, the Mourners and the Botanists, who are in a state of peaceful conflict due to their differing attitudes towards the Survivor. For the Sorrows consider him a good spirit and patron of their tribe that raised them, and Botanists see him as an evil punisher demon. As a result, the Mourners regard the Botanists as infidels, perhaps even Gnostics, if they knew such subtleties of theology. While the Botanists consider the Mourners to be demon worshipers.

And the Survivor himself acts as a kind of fastening link for this place. He is a legend, and players can find out who he really is and how far his image is from a true person. He is a legend that has already gone and remained only in memory. Daniel is a legend of our time, which over time will become for the local tribes, if they survived, a figure like Tsars David and Solomon, or he will become a great martyr who gave his lives for the sake of a people alien to him. And finally, the players are like a legend that has yet to leave its mark on this world.

In any case, the confrontation for the Grand Canyon ends with the victory of the side, which, however, is useless in the short term, because the local tribes are unhappy. It will take some time, approximately until the Second Battle of Hoover Dam, to extinguish the resistance of local tribes and turn this national park to its advantage.

The next stop on our way is the Grand Canyon, which the New California Republic and the Brotherhood of Steel learn about from local tribes who describe the dead land in the south, dust storms from where they bring only quick death with terrible pain, and inside which only mutants and madmen live, who have found some kind of protection from this invisible death. Both sides instantly recognize the radiation in this description, and a study of old maps reveals discovered deposits of uranium. The opportunity to get a weapon of monstrous power ... Yes, perhaps it will only be a dirty bomb, but it goes significantly beyond everything that the parties to the conflict own.

The Legion in this situation turns out to be inferior, which gets involved in this clash, poorly prepared and initially uninterested. They know the radiation in the Grand Canyon, but they just tried to avoid these lands, and even Caesar told no one to appear there. Either not wanting such a powerful weapon to reappear in the world, or for the reason that he still understood the unlikely likelihood of a successful nuclear bomb.

But all parties become even more interested in what is happening when they learn that the fortified military center of the pre-war USA with automatic security has been preserved in the Grand Canyon. And among its reserves is a huge amount of purified uranium.

But for all the disastrous situation in the Canyon, it is by no means empty. It has its own inhabitants, most of whom are aliens who have found a way to protect themselves from radiation and continue their existence, clinging to the scarce remnants of resources in this depleted place. Yes, there are few of them, but each such faction, unlike Zion, has sufficiently high technologies and colossal cohesion, therefore, it poses a threat to the forces of all factions.

Choose three options:
[] - Servants of the Light. This is the idea of a religious group, the former US military, who are responsible for the current isolation of the uranium complex. After the death of the commander, the chaplain led the detachment, faced with the horrors of a nuclear holocaust, and set the task - as far as possible, to forever bury the uranium storage facility so that no one could ever get to the potential source of such destruction. To protect themselves from radiation, they still use pre-war protective suits.
[] - Heralds of doom. These people are former supporters of the New California Republic scientist Presper, who a couple of decades ago conceived the destruction of the whole world with nuclear warheads and a new plague virus. His plan did not materialize, but he had enough supporters who decided to continue his work and stopped at the fallen orbital station BOMB-2, using its walls and air tightness to protect against deadly sandstorms.
[] - Mechanics. This faction has its origins in the Mojave, being ghouls that have lived since pre-war times. Engineering savvy, it was they who served the Hoover Dam as much as possible for two centuries, but were driven out by a gang of tech raiders shortly before the arrival of the Republic troops. Fleeing from possible pursuit, they took refuge in a zone of high radiation, where few other than the ghouls, invulnerable to radiation, could survive.
[] - A tribe of pygmies. These are not really pygmies, but rather local mutants, former miners who mutated under the influence of local specific conditions and turned into creatures slightly superior in education to cavemen. However, gradually their society developed, and knowledge was restored on the basis of pre-war records. They are mutants and even cannibals, but not insane, who will attack superior forces. On the contrary, they can become allies for the faction, providing their services as guides.
[] - Guards. The Grand Canyon is extremely difficult to cross, but that hasn't stopped traders looking to market their wares. As a result, thanks to a skilled businessman, a new force appears in the canyon - a group of mechanics who adapted the cable car above the canyon for the transport of goods and travelers. And they have tremendous power in their hands, because it is they who determine who will get access to quick and easy movement around the region.

In addition, an important element for this region will be the history of one significant person for this world, which will give us in the future the potential for the development of his person or heritage.

Choose one option:
[] - Presper. This scientist is undoubtedly a genius, the likes of which no longer remained in the post-war world, but his obsession with a strong humanity goes beyond reason. He could leave many hidden weapons of catastrophic power, and not only in the national park itself.
[] - Prisoner. Once a prisoner in Tibbets Prison, he was able not only to get out of it, but also to be in the center of events that threatened to destroy the entire Wasteland. For her, he is one of the demigods, like the Vault Dweller or the Chosen One, who not only saved the world, but also predetermined the path of its development.
[] - Joseph Dodge. And this is the legend that failed. A brilliant, if not overly subordinate, officer was sent to the eastern lands after Tandi's death as exile. For some time he even supported a fairly solid settlement at the site of the Hoover Dam, but in the end he moved east, and, along with part of the expedition, disappeared into the Grand Canyon, while the rest reached Denver. He is also a character from Van Burren.

Well, of course, after the release of this update, you will have to tackle the following:

Choose one option:
[] - Sierra Marde. We will give players a new location, the Sierra Marde Casino, sheltered by a monstrous cloud, to which each faction will go for something of their own. The Republic needs the gold of the casino, the Legion is looking for weapons there, and the Brotherhood is interested in the technologies for the production of goods, which will allow them to compensate for the small number of their workers.
[] - Coup in Vegas. Mr. House awakens at the Lucky 38 casino, finally receiving a platinum chip from the Courier. Together with an army of robots under his control, he tries to expel all three forces from the Mojave, but does not know that his three deputies are already weaving intrigues against him.
[] - Exodus from Mount Black. The Black Mountain Supermutant Society, ruled by the peaceful Marcus, is heading for a split of its own. It has three factions at once. The first are followers of Marcus, what a peaceful existence with people. The latter are followers of Tabitha, promoting ideas of super mutat supremacy. And finally, crazy and schizophrenic super mutants who, instead of superiority to one of the parties, threaten to turn it all into a bloody carnage. All factions are interested in one of the outcomes, but none are definitely interested in the uncontrolled massacre in the middle of the desert.
[] - Big Mountain. A pre-war research center with a huge number of prototypes of a wide variety of technologies that survived the Great War and were to be used in the hands of the American army. But instead, they ended up in the hands of mad scientists who still continue to rule this place.
 
Last edited:
Turn 16 - Sierra Marde
[X] Plan Legacy of a Madman

[X] - Servants of the Light. This is the idea of a religious group, the former US military, who are responsible for the current isolation of the uranium complex. After the death of the commander, the chaplain led the detachment, faced with the horrors of a nuclear holocaust, and set the task - as far as possible, to forever bury the uranium storage facility so that no one could ever get to the potential source of such destruction. To protect themselves from radiation, they still use pre-war protective suits.
[X] - Heralds of doom. These people are former supporters of the New California Republic scientist Presper, who a couple of decades ago conceived the destruction of the whole world with nuclear warheads and a new plague virus. His plan did not materialize, but he had enough supporters who decided to continue his work and stopped at the fallen orbital station BOMB-2, using its walls and air tightness to protect against deadly sandstorms.
[X] - A tribe of pygmies. These are not really pygmies, but rather local mutants, former miners who mutated under the influence of local specific conditions and turned into creatures slightly superior in education to cavemen. However, gradually their society developed, and knowledge was restored on the basis of pre-war records. They are mutants and even cannibals, but not insane, who will attack superior forces. On the contrary, they can become allies for the faction, providing their services as guides.

[X] - Presper. This scientist is undoubtedly a genius, the likes of which no longer remained in the post-war world, but his obsession with a strong humanity goes beyond reason. He could leave many hidden weapons of catastrophic power, and not only in the national park itself.

[X] - Sierra Marde. We will give players a new location, the Sierra Marde Casino, sheltered by a monstrous cloud, to which each faction will go for something of their own. The Republic needs the gold of the casino, the Legion is looking for weapons there, and the Brotherhood is interested in the technologies for the production of goods, which will allow them to compensate for the small number of their workers.


The centerpiece of this update for our game is the story of Viktor Presper, who distinguished himself with his activities in the Grand Canyon before moving on to reach the orbital weapons platform. In this regard, he is extremely similar to Daniel from the previous update, who also acted as the main character in the update. But along with this, there is a colossal difference between them. Where Daniel still influences the fate of the world, Presper has long gone, but the entire Grand Canyon bears traces of his activities.

He does not serve as a target for the players, his role is a frightening reminder that the New World may still hide many monsters of the past, who are just waiting to wake up and devour it, destroying everything that is dear. In the end, the players do not know how his story ended in the world of this game, and maybe he will meet again and strike a blow at the new world.

Each faction is associated with his person, united by hatred for his person and divided by his efforts, thanks to which all the inhabitants of the Grand Canyon are in confrontation with each other. Presper's followers hate him for leaving them here, but they follow his instructions, in some way becoming even more radical in their views than he once was. The descendants of the military could leave here, ceasing to receive doses of radiation, from which less and less viable people are born in each new generation. But the appearance of Presper only strengthened their fanaticism in their purpose and the need to protect this place, even at the cost of their children. He used the pygmies, using their knowledge of the area, promising them the same gifts that Caesar himself once brought to the future Legion, but he abandoned them, which is why they initially hate all aliens.

For this reason, each of the factions from the very beginning is extremely hostile to those who came to the Grand Canyon. They see each of the factions as those in whom there are enough of those who could become the new Presper. And this becomes the reason why they initially, albeit inconsistently, try to protect the Grand Canyon from invaders. However, getting to know them better, players understand that each of these three factions is to some extent a reflection of their own. But the reflection is distorted and refracted, almost beyond recognition.

The Brotherhood of Steel will find similarities with the Servants of Light, since both sides serve as defenders of the New World from the terrible weapons from the old. But instead of rationality and service to ideals, the Servants of Light turned their task into a full-fledged religion, for which each of them is ready to die. And if the Brotherhood was eventually forced to abandon its own ideals, then the Servants remained faithful to them.

The Heralds of Doom are akin to the New California Republic, of which they themselves are. After the death of Tandi and the troubled times in the Republic, they believed that the Republic was doomed. Doomed because of weak people, because of the lack of a worthy leader capable of leading the people. They believed that it was necessary to cleanse the Wasteland so that the worthy would repopulate it. Their methods are monstrous, but their actions are based on good beliefs. And it will be a shock for them to learn that the Republic not only survived, but also became stronger.

Pygmies are similar to the tribes of Arizona before the coming of the future Caesar to their lands. Savages who do not know how to handle weapons and practically do not know agriculture. Cannibals. Any civilized person will be sickened even by the idea of communicating with them, but the oldest of the Legion's officers will remember that they themselves were the same until the moment when Caesar began to preach to them the ideas of materialism and dialectics.

Finally, the crowning glory of this update is the attempt to break into the uranium storage facility. This is not just a bunker, an underground storage facility where mined and purified uranium was delivered. Everything is much worse - this is a whole fortified area that was prepared for the potential activities of Chinese saboteurs, who would probably try to take control of this place. The American government was not worried about possible casualties and environmental damage from such a terrorist attack, but about the slowdown in the supply of weapons for the American army, which was already approaching the capital of China.

Therefore, the first task for the players will be to overcome the external defense systems, represented by numerous turrets, minefields and other systems. Some of them are ordinary opponents, while others are real bosses, because the boss does not have to be a human or a giant robot, it is rather a set of mechanics that must be observed.

As soon as the external defense systems of this station are broken, one of the main factions hostile to the player appears, which will immediately try to destroy his forces before they can break through the gates of this fortress. And players will have to move into enemy positions, breaking through their ranks in order to kill enemy commanders in battle.

But while there was a battle against one of the factions, the other manages to break through to the entrance to the fortress, hack it and go inside. And the third wing of this raid consists of chasing in their footsteps, destroying their commanders as well, until they are overtaken and killed right in front of the entrance to the vault itself.

But it will not work just to take the uranium, because the internal systems of the fortress are protected even more, and now they are not just turrets, but a full-fledged army of robots that were disturbed as a result of this assault and now they are rising. Players will not only have to destroy the first robots, but also try to escape from this fortress. After all, an army of robots acting on the commands of a long-dead country is the danger that forces the vault to collapse by walled up along with most of the uranium. But we still manage to extract something, although this is a pathetic fraction of the tons that were inside.

Now we take a look at the Sierra Marde casino, where all parties to the conflict go. Their motivation in this matter is understandable, and like any reasonable state it happens - it is extremely selfish. They want more power, more money, more devastating weapons.

And as soon as news about a casino that had survived from the pre-war times spread throughout the Wasteland, where, according to rumors, almost everything possible could be found, few believed in them. But the stories were very similar to each other, describing a tall building shrouded in a rusty Cloud, which seemed almost intact over time. The scouts fully confirmed these words, and then all three sides sent their expeditions there. But they did not and could not know that the casino systems are superior even to the military, and in order to get inside they will need the help of the inhabitants of the Villa, and at the same time - its prisoners.

The fundamental difference between the Sierra Marde and all other places in the Wasteland is that players will not have to interact with entire factions, but with individual characters. The reason for this is the intimate setting of this update, which shows the connection between individuals and this casino, the reasons why they do not try to leave this place. Something that still pulls them inward, making this place their grave.

Choose three options:
[] - Dean Domingo. This ghoul is not only an actor, but also a swindler who has been trying to get inside for two centuries. The desire to commit the greatest theft in history after the death of the world gradually turned into an obsession, despite the fact that the pre-war treasures in the New World are no longer needed.
[] - Vera Keyes. One of the greatest actresses of her time was Dean Domingo's partner in his robbery. But her fate was much less favorable, because during the Great War she was in her room and was locked. Faced with the prospect of death, she decided not to postpone it, and took a lethal dose of drugs. But even this did not take her out of the casino's captivity, for a few days later a hologram with her appeared, which demonstrates amazing intelligence. Now she just wants to get to the casino systems so that someone erases her identity.
[] - Mutant. This split personality mutant came to the casino, following his signal, which became for him the only reason for his existence. A veteran of the Master's army, gone mad, he subconsciously gave in to the hope that he could "start all over again" if he made his way inside this casino, thereby getting rid of his fate.
[] - Christine. A Circle of Steel operative, she was sent to the Sierra Marda in secret for the Brotherhood of Steel, not a casino target. Her target was Elijah, as one of the leading leaders of the Brotherhood of Steel, she believed that such a repository of technology could lure him out of the bunker under HELIOS One. Having disguised herself, she is now just waiting for the opportunity to strike at him.
[] - Worker. This is the last of the former installers at Villa who were exposed to radiation, but survived to become a ghoul. And the suit helped them protect themselves from the Cloud. Once they just lived in the Villa, having learned that the world around them died, but gradually they went crazy. Slowly, only a couple a decade, but in the end there was only one left, unable to even self-inflict injury that could kill him, at least not yet. Now he is kept from madness only by the desire to get inside the casino, which arranged for him a fate worse than death.
[] - Write-in.

Also, keep in mind that this update contains elements of the horror genre. Of course, we cannot give in the conditions of this genre a full-fledged feeling of lack of resources and omnipresent danger. But we can easily make the game uncomfortable for him with the appropriate atmosphere. She has to put pressure on him. The player must feel like a stranger to this place. The Sierra Marde, at first glance, should give a sense of the falsehood of all the hopes associated with this place.

Choose one option:
[] - Music. We can solve this with the help of a bourdon, sometimes such things are much more eloquent than words and descriptions. Very low music, which practically turns into infrasound. Such a sound perfectly creates a sense of danger, which is everywhere at the same time, since, unlike high-pitched sounds, it can be listened to for a relatively long time.
[] - The unknown nature of the Cloud. The cloud is one of the main components of the atmosphere of this add-on. But we can try to exacerbate this atmosphere by making it a separate mystery. From time to time, players will stumble upon evidence of cloud activity. But what is it really? Who created it? What consequences does it have besides the death of people who get there?
[] - Contradictions. We can try to create this atmosphere in another way, a little dishonest though. Why don't we fill them with conflicting testimonies about Villa and the casino besides the usual books and notes? Their task is to confuse the player, make him doubt what he has learned, try to find an explanation, but only stumble upon a wall of mutually exclusive events?
[] - Write-in.

Well, of course, after the release of this update, you will have to tackle the following:

Choose one option:
[] - Divide. We have already mentioned this place as a path that leads in Mojave almost directly from Shady Sands and where the mysterious Ulysses hid. This place is so important that there was even a battle for it, however, it turned out to be outside the attention of the players themselves. But they can see the consequences of this battle, which ended in nuclear explosions, which immediately attracted all the factions and required them to investigate what happened.
[] - Coup in Vegas. Mr. House awakens at the Lucky 38 casino, finally receiving a platinum chip from the Courier. Together with an army of robots under his control, he tries to expel all three forces from the Mojave, but does not know that his three deputies are already weaving intrigues against him.
[] - Exodus from Mount Black. The Black Mountain Supermutant Society, ruled by the peaceful Marcus, is heading for a split of its own. It has three factions at once. The first are followers of Marcus, what a peaceful existence with people. The latter are followers of Tabitha, promoting ideas of supermutant supremacy. And finally, crazy and schizophrenic super mutants who, instead of superiority to one of the parties, threaten to turn it all into a bloody carnage. All factions are interested in one of the outcomes, but none are definitely interested in the uncontrolled massacre in the middle of the desert.
[] - Big Mountain. A pre-war research center with a huge number of prototypes of a wide variety of technologies that survived the Great War and were to be used in the hands of the American army. But instead, they ended up in the hands of mad scientists who still continue to rule this place.
[] - Write-in.
 
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Turn 17 - Mount Black
[X] Plan: A Dealer

[X] - Dean Domingo. This ghoul is not only an actor, but also a swindler who has been trying to get inside for two centuries. The desire to commit the greatest theft in history after the death of the world gradually turned into an obsession, despite the fact that the pre-war treasures in the New World are no longer needed.
[X] - Mutant. This split personality mutant came to the casino, following his signal, which became for him the only reason for his existence. A veteran of the Master's army, gone mad, he subconsciously gave in to the hope that he could "start all over again" if he made his way inside this casino, thereby getting rid of his fate.
[X] - Write in: Dealer. An mysterious intelligent deathclaw who wears a black fedora and a heavily stitched trench coat that seems like it was sown together to fit him. They are constantly calm and show fine control by their ability to shuffle and deal cards. They keep hidden their reason to be here and somehow seems to show up in various locations. Often tells players to watch themselves nonchalantly and with a knowing look. (Think something like a grim reaper to go along with the Cloud.)

[X] - The unknown nature of the Cloud. The cloud is one of the main components of the atmosphere of this add-on. But we can try to exacerbate this atmosphere by making it a separate mystery. From time to time, players will stumble upon evidence of cloud activity. But what is it really? Who created it? What consequences does it have besides the death of people who get there?

[X] - Exodus from Mount Black. The Black Mountain Supermutant Society, ruled by the peaceful Marcus, is heading for a split of its own. It has three factions at once. The first are followers of Marcus, what a peaceful existence with people. The latter are followers of Tabitha, promoting ideas of supermutant supremacy. And finally, crazy and schizophrenic super mutants who, instead of superiority to one of the parties, threaten to turn it all into a bloody carnage. All factions are interested in one of the outcomes, but none are definitely interested in the uncontrolled massacre in the middle of the desert.


At the head of the story that we are telling in this update is the personal fate of those who were attracted to this casino and thus found themselves tightly connected with it. Each of them could just pick up and leave at any moment, but out of his own stupidity and arrogance, he stayed here, believing that inside the closed casino there is a solution to all their problems, and not in their own hard work. Their own arrogance made them prisoners of their weaknesses, the casino only became a symbol with which they linked their imprisonment.

Dean Domingo for two centuries survived in the Cloud near the Villa, he kept his sanity, as much as possible for a creature that for almost two centuries was cut off from society. He could be the rising star of the Strip, he could perform in New Reno, he could be anyone given his survival skills. But he unconsciously for himself cut off all opportunities to start a new life, continuing to chase who he once was - a thief and a swindler.

A mutant, in which two personalities appear at once, is in the center of the confrontation, because none of these personalities wants to give up. Once they both were one, combined in it during the service to the Master. An incredibly loyal, yet cunning servant. But the Master was the only thing that connected these two parts. And with his death, they broke. Faithful turned into an executive animal, while Tricky became a sociopath, and both were weighed down by their existence and hurt themselves with their opposing interests. He convinced himself that the problem was not in him, and as soon as he entered this casino, he would be met there by the Master himself, who had survived his death.

The dealer is the Deathclaw, whose interests are connected not so much with the casino itself, but with what was around him - the Cloud. Once he was just a small cub, hatching in the ruins of a strange complex in the Wasteland, where everything was covered with plants. Attempts to understand his nature did not give him anything new, from time to time he ruined pre-war complexes - even if there were living people in them - but did not find anything new. The casino, with its mysterious Cloud, is the final puzzle he tries to solve, hoping to find out who created it and for what purpose. But the failure of his attempts leads him to despair, which only increases with each passing day. Instead of clinging to the past, he could have found a new home in Vault 13, but he didn't dare to.

Each of these three persons is a freak, each of them is a mutant. But players during the course of the plot will have to get to know each of them in order to get the information necessary to open this casino from him. After all, only by ensuring their cooperation will the player be able to get himself allies, with the help of which it will be possible to open the Sierra Marde, although the ways in which the player will achieve this will be very strange. For example, you will have to play cards with the Dealer, where the stake will be the player's own life, like Death with the Scythe playing chess. With a mutant, you will have to maintain a balance between his two opposite personalities.

By the end of the update and the decisive attempt to get inside the casino, it may already seem that the players, along with these freaks, have become allies and even friends, but they underestimate the degree of obsession of their allies with this casino, and that everyone will eventually try to betray when they think that their goal is was nothing more than self-deception, or the players will get in the way of realizing this very goal. Domingo's lust for profit, an insane belief in the survival of the Master and an obsessive hope to learn something about the origin of the Cloud - all this comes between the player and his allies.

The opposite for them is not the players, but the commanders of the expedition of this faction. Colonel Cassandra Moore, Elder Elijah and Centurion Silus, each of them prioritizes service to their power, and not their own selfish interests, and therefore finds the strength to abandon betrayal, because he knows that without cooperation, the three parties will never get inside the casino successfully and not overcome its activated defense systems.

Cassandra Moore wants to destroy the enemies of the Republic, Elijah wants to inscribe himself forever in history, on a par with the greatest minds of mankind, and the centurion wants fame and honor. They may hate and despise others, but no one wants to get the whole bank at once turns into an attempt to make an attack. Including because they know that the rest will unite against the first attacker. Armed neutrality restrains their desires.

In the meantime, some details should be noted about the popularity of our project, because we received information on this topic. The initial popularity of our project reached two and a half million, which is a fairly good result, but it is much inferior to WoW, which even after its serious losses in popularity is in first place in the world with eight million subscribers.

However, over the past months since the start of the project, the popularity has slightly decreased, falling to two million. And this is a very good result, although slightly worse than what Bethesda had hoped for. On the one hand, this is so, there is a drop, but it is much less than a threefold drop in the popularity of SWTOR during just six months. Our constant updates have done their job, so we can only hope that we can maintain the popularity of our project at least at the current level. If we manage to gain popularity with the release of the first full-fledged DLC, then our project can even be called a successful attempt to make a story-oriented game.

However, even this fact is subject to some doubts. On the one hand, players are happy with our approach to the plot, that "the canon is the storyline that the player has chosen, and everything else is kind of parallel universes", and without giving the player too many choices, we provide a common plot for everyone. But at the same time, publishers are worried. First of all, they are trying to achieve cost reduction at any cost, and here the question is that such an approach to the plot requires additional labor costs, and therefore money investments.

Feedback from players really liked the approach to the first update, which systematically developed what was in the original version. But the next two raised some questions and disappointment. Moreover, the question was not in the gameplay, but in the connectivity of the add-ons with the original version. Neither the Grand Canyon, nor even more so on the Sierra Marda, there were no full-fledged indications, unlike Daniel, who acts as a connecting link and Zion. They want to get something that is more connected with the game world, and ideally - a completely systematic development of the plot, taking into account all the updates.

Exodus from Mount Black could be just such an update. Not in the sense that it will be an integral plot, but it is directly related to the history of this world, with Marcus, who appeared in the second part and whose storyline has been developing since the time of the original version.

The main element of the story that we are describing here is the attempted coup against Marcus by those super mutants who were dissatisfied with the attitude towards them on the part of all factions. The Brotherhood of Steel considers the Super Mutats to be the enemies they fought back in the days of the Master. Caesar's Legion considers them to be an inferior remnant of the Great War, which will have to disappear in order to give a new future for humanity. But they get the most contempt from the Gamma Corps in the troops, such super mutants. Having managed to find a place among people, they look at voluntary exiles not as souls exhausted by the centuries lived, but as cowards who are fleeing from problems.

Undesirable for themselves, they found themselves at the center of the war, reminding them of who they were when they were, what they tried to escape from, and tempting them to take the same path of violence they once wanted to abandon. And the tactics of non-violence by Marcus convinced them, first of all, of his weakness. Together, this ultimately led to the end that broke the usual state of affairs on Mount Black.

The first step in this update is to decide which groups of super mutants will be present in this update, and which will threaten their exodus from Mount Black. We have a few obvious views, but we can add a few more.

Choose three options:
[] - Madmens. These are the super mutants who, due to the active use of stealth battles, began to gradually lose their minds. Their main desire is an obsessive desire to get more stealth fights, which allows them to avoid the feeling of other people's gaze, constantly tormenting them. The target of their attack will be pre-war research centers.
[] - Children of the Master. They are somewhat similar to Marcus, for they also served in the army of the Master. But the key difference between them is that if the Master took the vision of Unity in its original form as a basis, then they strive to build a tough empire led by super mutants and rank even among mutants, where exactly their generation as the smartest will be at the top. Their goal is to capture slaves who will serve them, and therefore will be workers.
[] - Separate from other super mutants are those who were workers from Redding, captured by the Enclave. They come from the New World, the fruit of its culture, but rejected by their native world after their transformation. Their goal is the possible storage of FEV, as a means of reproduction to create their own state.
[] - Nihilists. They believe that the only hope for the world for restoration died with the Master, and people will only destroy him again, now completely. They now only want to end the suffering of future generations by finding some kind of weapon that will destroy the New World.
[] - Savages. And finally, super mutants will not be themselves without those who would be just stupid savages. But finding themselves independent of those, they quickly slide into raiding and cannibalism, turning into a brute destructive force. They do not have any high convictions, they are simply feeble-minded that they are trying to survive in this way.
[] - Write-in.

Finally, it will be important and to some extent decisive for us what was the reason for this conflict. Of course, the real culprit of what happened is a whole set of problems. But one event led to overflowing patience and conflict, being a carefully prepared action, the response to which will become the basis for further development of conflicts in the Wasteland.

Choose one option:
[] - The Brotherhood of Steel is guilty. The final act of aggression was an attempt by a Brotherhood of Steel scout to infiltrate Mount Black and use a bug to obtain data from the listening systems of Mount Black. The Brotherhood systematically prepares for the Battle of Hoover Dam and thus tries to obtain overwhelming information about the communications of their opponents.
[] - Guilty of the New California Republic. To be precise, these are the forces of the Gamma Corps, which tried more and more aggressively to convince the local super mutants to join the forces of the Republic. In the end, the confrontation between the two groups reached its climax and led to armed conflict.
[] - The Courier and Mr. House are guilty. It was Career who staged the events that led to the uprising and the exodus. Super mutants were a valuable asset, and by such actions he could kill two targets at the same time - to drain the forces of opponents and lead to the isolation of super mutants ready to cooperate with Vegas.
[] - The Caesar Legion is guilty. The final straw was the attempt by the Legion Frumentarians to attack Mount Black in order to destroy the detection systems on it. The interference created by her work turned out to be too strong for the weak equipment of the legion and their desire was to obtain conditions for themselves, not inferior to those of the enemy.
[] - Write-in.

In the meantime, work on the original version is coming to a relative end, and before the final update, which will be dedicated to the Second Battle of Hoover Dam, there are two more updates at the insistence of Bethesda.

Choose one option:
[] - Divide. We have already mentioned this place as a path that leads in Mojave almost directly from Shady Sands and where the mysterious Ulysses hid. This place is so important that there was even a battle for it, however, it turned out to be outside the attention of the players themselves. But they can see the consequences of this battle, which ended in nuclear explosions, which immediately attracted all the factions and required them to investigate what happened.
[] - Coup in Vegas. Mr. House awakens at the Lucky 38 casino, finally receiving a platinum chip from the Courier. Together with an army of robots under his control, he tries to expel all three forces from the Mojave, but does not know that his three deputies are already weaving intrigues against him.
[] - Area 51. Of course, Base 51 is located next to Neo Vegas, which is associated with a whole cult of conspiracy theories dedicated to the search for aliens, and they really have always been a part of our universe. And there may be not only aliens, but also other mysterious creatures. For example, the laboratory where the first Wanamingos were created.
[] - Big Mountain. A pre-war research center with a huge number of prototypes of a wide variety of technologies that survived the Great War and were to be used in the hands of the American army. But instead, they ended up in the hands of mad scientists who still continue to rule this place.
[] - Write-in.
 
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Turn 18 - Coup in Vegas
[X] Plan Countdown to 00

[X] - Madmens. These are the super mutants who, due to the active use of stealth battles, began to gradually lose their minds. Their main desire is an obsessive desire to get more stealth fights, which allows them to avoid the feeling of other people's gaze, constantly tormenting them. The target of their attack will be pre-war research centers.
[X] - Children of the Master. They are somewhat similar to Marcus, for they also served in the army of the Master. But the key difference between them is that if the Master took the vision of Unity in its original form as a basis, then they strive to build a tough empire led by super mutants and rank even among mutants, where exactly their generation as the smartest will be at the top. Their goal is to capture slaves who will serve them, and therefore will be workers.
[X] - Savages. And finally, super mutants will not be themselves without those who would be just stupid savages. But finding themselves independent of those, they quickly slide into raiding and cannibalism, turning into a brute destructive force. They do not have any high convictions, they are simply feeble-minded that they are trying to survive in this way.

[X] - The Courier and Mr. House are guilty. It was Career who staged the events that led to the uprising and the exodus. Super mutants were a valuable asset, and by such actions he could kill two targets at the same time - to drain the forces of opponents and lead to the isolation of super mutants ready to cooperate with Vegas.

[X] - Coup in Vegas. Mr. House awakens at the Lucky 38 casino, finally receiving a platinum chip from the Courier. Together with an army of robots under his control, he tries to expel all three forces from the Mojave, but does not know that his three deputies are already weaving intrigues against him.


The story of the Exodus from Mount Black is for us a classic example of an expansion, in which all parties to the conflict unite for the sake of confronting a common enemy, which are super mutants disloyal to Marcus. And the plot of the add-on is a gradual struggle with many heads of the hydra before trying to destroy it itself.

The starting point for all these events is the year 2077, when Mr. House was expecting the arrival of a platinum chip from California, which would allow him to update his army of robots, as well as improve the anti-missile systems of his casino, which would be guaranteed to protect him from possible hits from nuclear warheads in the impending war between the United States and China. But unfortunately, he underestimated the speed with which it would start, and the chip did not have time for only a few hours. The imperfection of the operating system during the fight against nuclear bombardment led to a series of failures in Lucky 38, which led to dangerous malfunctions, for example, there was a risk of destroying a nuclear reactor under a casino. And as another unpleasant effect - the shutdown of systems for a century put him to sleep.

But when he woke up, he found himself in a completely different world. These were not the last attempts of the people to restore order after a nuclear war, when the military left without leadership tried in vain to restore order. Mojave by that time was a different world that he remembered the shape of the Old World, but did not understand its essence and nature at all. Savages wearing Elvis Presley suits would have been enough to drive him crazy.

But with the advent of researchers in the form of an expedition of the New California Republic forty years ago, which settled on Hoover Dam, he had a hope that the world was not so lost, that civilization remained somewhere else. This means that it must be restored and helped to recover from all the blows received. So he set about gradually rebuilding Vegas as a city at the crossroads of several trade routes - between Phoenix, Reno, Hub and Salt Lake City, specializing in entertainment for merchants.

His plan was to solidify himself until he could find a platinum chip that would allow him to dictate the terms of his technocratic dictatorship of progress by force. And so, while the New California Republic, the Brotherhood of Steel and the Caesar Legion were fighting for various places around the Mojave, he managed to get his valuable cargo. But the problem was the activation of a huge number of robots. A very powerful transmitter was needed, such ... as the one on Mount Black.

And here the Courier, who had already worked for House for a long time, and who was one of the three persons in the world who knew about his existence at all, stepped into the business. With a series of terrorist attacks, he began to incite discontent among super mutants, while knowing the position of non-violence on the part of Marcus. Several super mutants turned against him, forming a discordant coalition led by Tabitha. But its overwhelming number was enough to expel Marcus and those who agree with him from the mountain, and then proclaim the state of Utobita. But she was not a leader capable of keeping the army of super mutants under control, and they began to gradually disperse across the wasteland, attacking settlements and building their own states.

These events came as a shock to all the inhabitants of the Wasteland, for none of them expected such an imperceptible and rapid development of events. On one day, Marcus and his allies left the Big Mountain, and the next week the exodus of mutants from it began.

All parties to the main conflict were forced to conclude an unexpected truce, since with the further development of the event, such a move threatened the destruction of all positions of their faction in the Mojave, and potentially the fall of Vegas if hordes of super mutants unite for one final attack. They may hate each other, but all factions want to get the two main prizes in the Mojave Wasteland - Hoover Dam and Neo Vegas, and the destruction of these will devalue all losses.

This leads to the emergence of a consolidated organization of the Guardians of Purity, who prey on those who defile the purity of humanity. And it is they who will have to help the players during this conflict. The task will be gradually, in the course of three parallel storylines, to weaken each of the three groups of super mutants roaming the Wasteland, trying to find in them those with whom it is still possible to contact. Then - to destroy the remnants of these same groups in order to prepare the assault by the troops of all three factions of Mount Black itself. And by that time, Tabitha had managed to turn it into a full-fledged fortress.

And while the players try to break through the super mutant lines of defense, first destroying the remnants of the three main groups, and then making their way down the mountainside, she will continue to broadcast on the radio like a mad leader. Broadcast about the construction of the Millennial State of Super Mutants, about the greatness of their race and the fact that they will have to conquer the entire Wasteland. Until, at least, there is a fight with herself, which will end her hopes for the dominance of super mutants.

But, when it already seems that everything is over, one of the volunteers in the ranks of the Overseers activates the transmission systems on Mount Black, and reports appear throughout the Mojave about securitrons, as if from underground, but with heavy weapons.

As for our players, and how they perceived our addition, the result was quite warm. From their point of view, we listened to the criticism expressed and showed several rather atypical images of super mutants, although in general the idea of a war against super mutants seemed to them rather unoriginal, given that shooting them constituted a fairly significant part of the gameplay of the third part. On the other hand, the figure of the Courier, who from the very beginning of the gameplay met the players, and in this update was an ally who betrays the players, together with the tie for the next update, reawakened interest in our project. As a result, our popularity not only stopped its slow decline, but even showed a tiny growth. True, only fifty thousand.

In any case, it's good that in the penultimate of the updates before the release of the Battle of Hoover Dam, we decided to make a coup in Vegas, since this is exactly what the players for the most part expected - a continuation of the storyline already laid down by us.

This update itself should center around the fight against the dictatorship of Mr. House in Vegas, which he, thanks to his army of robots and control over the most powerful forces, has turned into a real church. A full-fledged assault on this city would require combined forces from all factions in the Mojave Wasteland, and even then it would turn into a bloody siege with prolonged city battles. And this is without the presence of groups of robots in the rear of all factions that destroy supply routes.

Fortunately for us, not everyone is happy with the current state of affairs in the Mojave, for the dictatorship of Mr. House means an undoubtedly prosperous regime, but only through hard work and constant intrigue is it possible to ensure at least relative prosperity. Of course, almost immediately there is a rebel movement, which is supported by one of the groups, turning Neo Vegas itself into a battlefield.

Choose one option:
[] - Followers of the Apocalypse. This organization is not directly involved in organizing the resistance, but they openly help the victims in the fight against Mr. House. As a result, they act as a symbol of resistance to the House dictatorship, the population rallies around them and organizes their own headquarters from their hospital, not paying attention to the unwillingness of the Followers themselves to condone this.
[] - Trading houses. Capitalists like him will act as a counterweight to House's policies. In the end, the hostilities he is organizing destroy the delicate balance of power in the Wasteland that these traders used to operate. They organize many mercenary detachments of local residents, well equipped and armed to resist the robots.
[] - Raiders. Oddly enough, even raiders and other criminals can become a symbol of resistance to House. In the end, no one can stop such an army of robots from the raiders. And the criminals themselves can help in the activity against House, ensuring the functioning of a system of secret passages, allowing the resistance to evade any confrontation.
[] - Write-in.

But just the faction that helped the locals in the fight against House is really not enough. It takes more than just spontaneous resistance to find vulnerabilities in Mr. House's systems, it takes more — betrayal at the very top, from someone on whom House himself relies and even fears to some extent. From someone like his closest aides. And this time we even have a candidate for that.

Choose one option:
[] - Courier. The traitor will be the one who deals with the Mojave. He planned to orchestrate a Vegas power grab from the start, and all of his work for Mr. House is nothing more than a lengthy preparatory plan to eliminate him by forces of the factions fighting for control of Vegas.
[] - King. The traitor will be the one who deals with Outer Vegas. Acting as the voice of the common people, he has long been unhappy with the way people in Vegas are treated. As a result, when the uprising began, he decided to support those who were closer to him, even if the hope of victory would be illusory.
[] - Benny. The traitor will be the one who deals with the Vegas Families. His interests are extremely self-serving in nature, and the war waged by Mr. House threatens to turn him not into an influential person in Vegas, but into nothing more than an official in the huge bureaucratic machine of the House empire. Only by taking control of Vegas will he be able to keep this place.
[] - Write-in your option with other variants or combinations of upper variants.

And finally, it remains for us to decide the fate of the last update before starting our journey towards the Battle of Hoover Dam.

Choose one option:
[] - Divide. We have already mentioned this place as a path that leads in Mojave almost directly from Shady Sands and where the mysterious Ulysses hid. This place is so important that there was even a battle for it, however, it turned out to be outside the attention of the players themselves. But they can see the consequences of this battle, which ended in nuclear explosions, which immediately attracted all the factions and required them to investigate what happened.
[] - Bullhead City. This downstream Colorado city also guards the only passage to the city from the ocean. And, for example, the Brotherhood of Steel or the New California Republic could send a ship upstream across Colorado to block river crossings in an attempt to cut off supplies to Legion forces. Plus, it also houses the former Fort Abaddon, the only New California outpost in Arizona.
[] - Area 51. Of course, Base 51 is located next to Neo Vegas, which is associated with a whole cult of conspiracy theories dedicated to the search for aliens, and they really have always been a part of our universe. And there may be not only aliens, but also other mysterious creatures. For example, the laboratory where the first Wanamingos were created.
[] - Big Mountain. A pre-war research center with a huge number of prototypes of a wide variety of technologies that survived the Great War and were to be used in the hands of the American army. But instead, they ended up in the hands of mad scientists who still continue to rule this place.
[] - Write-in.
 
Turn 19 - War for the Mojave
[X] - Plan: The Deck of Cards
- [X] - Write in: Enclave Remnants. Those who made their home in the Mojave, fallen old soldiers of the Great Eagle,
The Devil's Brigade. Spurred into action to protect what they see as their new home. They convened once more at the Vertibird Bunker and each gave their part of the passcode. Riding out inspiring a rebellion against Mr. House's autocratic regime.
- [X] - Courier. The traitor will be the one who deals with the Mojave. He planned to orchestrate a Vegas power grab from the start, and all of his work for Mr. House is nothing more than a lengthy preparatory plan to eliminate him by forces of the factions fighting for control of Vegas.
- [X] - Write-in: The War for the Mojave. The part 2 expansion of the Coup in Vegas, the penultimate expansion before the Battle for Hoover Dam. The battle for Vegas turns into a free for all once more, a key part of the expansion being the ability for players to choose to side with Mr. House, for the House Always Wins. Or to turn to the Wild Card, join the Courier and usurp the House's armies and fight for "Independence". Or they could remain with their chosen Factions. Fighting all across the Mojave in a story expansion.


The storyline of our update has stopped at the moment when the Courier uses the systems of Mount Black to send a message throughout the Mojave, which allows you to reactivate the securitron bunkers and begin mobilizing them throughout the Mojave. At this point, a tiltrotor with the Enclave's insignia appears over Mount Black, picking up the Courier and taking him somewhere to the northwest.

Simultaneously, the securitrons emerge from Lucky 38, beginning to seize control of Vegas itself and storming the casino embassies of the main factions in the Mojave. Thanks to this, they almost instantly learn about what is happening in Vegas and who is at least approximately to blame for this.

Of course, the players will have to take part in organizing the attempt to storm Vegas by the forces of their faction, but due to the disorganization and lack of time to prepare, this storm fails, and all factions are forced to retreat from Vegas, returning to their main bases in Mojave. Vegas is under an unorganized blockade, but there are no messages with it, and it is not clear where the Courier disappeared.

Legate Joush Grackham, Elder Elijah, and General Lee Oliver authorize their aides to negotiate a temporary alliance to restore order in Vegas with joint forces. Mr. House and his army of securitrons are a clear threat that the armies of the gaming factions can hold back. Everything is simple with them. Of course, only relatively simple, given their self-repair systems, as well as heavy weapons, but in general - it's really possible to fight them.

An entirely different matter is the Courier and its possible connection to the Enclave. He is the one and only person, albeit with possible allies. The army of any of the factions is simply useless in the fight against him. On the contrary, talented people are needed, and finding a person like him is a task for the game characters. At the same time, each of the factions is trying to organize these searches independently of the others, hoping to capture the Courier for their own interests or to convert him to their side, and completely distrusting the rest, and also knowing full well that after the battle with House, they will all start a new war.

Therefore, players travel all over the Mojave with a list of locations where the Courier has been seen. This is a long storyline with an investigation, where players will have to visit almost every area of Vegas, visit almost each of the Mojave locations indicated at the very beginning of the quest, in order to try to understand where he is now and what he wants.

And these results are rather strange. He appeared in each of these communities, posing as a wanderer and ally for the inhabitants. He spent some time in each of these communities, helping its inhabitants and declaring that he was doing so for the good of the Mojave. According to him, the war going on between the powers for control of the Mojave is ruinous for all sides, but no one has the will to stop this senseless bloodshed. What if the war ends? Will the Vegas families rule everything? And if not Families, will Vegas once again rule the entire Mojave, ignoring the inhabitants of the rest of the desert?

Gradually, he recruited more and more supporters to himself, and the fact that the Courier is accused of helping the mysterious master of the army of robots seems strange to the locals, since they believe that this is completely the opposite of what the Courier assured them of. And this should give players doubt that the Courier is on House's side, or that he is an actor who has maintained his own secret identity for several years. But among this there is useful information. So, bit by bit, the information says that he was doing something on Mount Charleston.

And searches on Mount Charleston lead... no, not to an abandoned pre-war hotel. The true treasure is much more interesting, and this is the bunker with a hangar, which houses the Enclave tiltrotor. Infiltration is a separate dungeon, but in the end, players will finally have the opportunity to meet the Courier and his Enclave supporters.

The Courier himself assures that his allies from the Enclave are just old people whom he convinced that there is an opportunity to make the world a better place and help make his plan for Vegas a reality. His very vision of Vegas is a land free from attacks by major powers that would decide for the locals and dictate their own will to them. He believes that Vegas can be a conduit and intermediary between all three parties, which will benefit all of them.

He will rebuke every side the player belongs to. Will criticize the Legion for being obsessed with the person of Caesar. Will criticize New California for its chaos and corruption. And he will criticize the Brotherhood of Steel for their lack of willingness to change in accordance with the times. Each of the factions is not perfect, and therefore he does not consider it worthy of them taking control of all the Mojave treasures.

As for House, according to him, he himself does not understand what he is working with. For him, people are just mechanisms, tools for his goal of restoring humanity, while not fully understanding what makes life full, and not just existence. He realizes that under House's control, the Mojave will become a force capable of establishing control over America, but he doubts that anyone will like such an America.

He will be supported by his allies from the Enclave, who will say that helping him is the only way to bring peace to this torn land. By the way, speaking about his allies from the Enclave, you need to decide which characters they will be:

Choose three options:
[] - Dr. Henry. A physician, neurosurgeon and humanist who tries to help those in need with his own extremely extensive knowledge, even if this means for him the possible disclosure of his own past.
[] - Daisy Whitman. The pilot of the rotorcraft, an old lady with a dashing adventurous look, who is always ready to support the rest of the team.
[] - Orion Moreno. Hates the New California Republic and the Brotherhood of Steel, as he considers them guilty of the final defeat of the Enclave and the destruction of all his friends at the military base.
[] - Cannibal Johnson. An opportunist for the Enclave, for whom he would weaken his service, it was a joy, and only the Courier managed to convince him to remember his past service.
[] - Judah Kroeger. The former captain of the Enclave, is a supporter of the ideas of the Enclave, albeit in a somewhat humanized form, believing that only he can bring order to the Wasteland.
[] - Arcade Gannon. The only one who has never served the Enclave, as he is a descendant of its members, but received an excellent education from them, and tried to help the Followers, until the Courier convinced him that it was better to remember the past.
[] - Sergeant Granite. The only character who was noted in the second part, and lived to see the events of the online game.

As a result, he will offer the players the option - to join him in his plans for the reorganization of Mojave, or at least help in eliminating the house, even if it does not get united in the future. The players, of course, can try to attack it, but this means a collision with a huge group of extremely strong opponents, each of which is a worthy goal for the raid.

Choose One Option:
[] - Players will not be given a choice. They are supporters of their faction and will not consider the seriousness of the option to betray it.
[] - Small choice. Players will receive a version of the Union with a courier, however, it will be limited exclusively to the framework of this supplement, and this will not have global consequences on the entire game Mechanic.
[] - Big choice. Players will have the opportunity to join the courier, as the leader of the new faction, which will participate in the division of the United States. (It is possible to choose only once)

Then he remains only to do attempts to organize a secret operation on the storm of the lacquer itself 38, where the players come to the aid of the players, the enclave fighters organize on the convert fare practically to the strip itself, which becomes the beginning of the raid.

Players have to walk through the part of Friside and the Strip himself, trying to get to the entrance to Lucky 38. And they will prestue a completely different vegas. These are not the Frieside slums that they were. Rather, they remained, but the streets are clean, there are no drug addicts on them and the poor. As the courier himself says, Mr. House hates poverty and always gives poor home and food. As well as a lifelong employment contract without the right to terminate.

Here the players should meet the king himself, with whom the players will have to talk to know his motivation and plans, taking into account the coup, and then, on whose side he himself would like to get up.

Choose One Option:
[] - Write-in Motivation and Plans in this Conflict.

Then players, breaking through through the gate of Streap, meet the second defense line headed by Benni and his team of mercenaries, who are faithful to him and should protect the strip in case someone from the renovshchikov will break through the first defense line.

Strip himself also looks somewhat different. All chic and shocks from the buildings disappeared, since in the perception of Hause Mojave should serve a single goal, to be a single mechanism, and Strip should become its scientific and bureaucratic center. The casino was only a temporary source of financing, from which he intended to get rid of.

But before passing further, the players have to just talk to Benny and find out his motivation.

Choose One Option:
[] - Write-in Motivation and Plans in this Conflict.

Finally, the time comes for the longest part of the raid - the storming of Lucky 38 itself, where players will have to go through the technical premises of the casino, climbing higher and higher. And then House himself begins to get in touch with them, who begins to accuse the Courier himself. He is not accusing him of betraying the contract and the like. His accusation is much larger - he calls the Courier a traitor to all mankind.

According to him, the Courier is trying to prevent the development and restoration of humanity, uniting it under a strong leader with the development of technology. Accuses of maintaining discord with the Wasteland. In opposition to the restoration of civilization.

And then players might be tempted to try to side with House as soon as they get to Lucky 38's penthouse. In the end, House has shown himself to be a competent manager who could well revive the pre-war standard of living, at least on Mojave scale, by establishing a sector high technologies.

Choose one option:
[] - Players will not be given a choice. They are supporters of their faction and will not seriously consider betraying it.
[] - Small choice. Players will receive a variant of an alliance with House, however, it will be limited solely to the scope of this add-on, and this will not have global consequences for the entire game mechanics.
[] - Big choice. Players will have the opportunity to join House as the leader of a new faction that will participate in the Former US section. (Possible to select only once)

In any case, the first attempt to take the penthouse by storm ends in failure, and the Courier, along with allies from the Enclave, is forced to retreat from Lucky 38, and then completely flee Vegas through its sewers. This concludes the Vegas Coup plot. On the one hand, the situation ended with a return to the status quo. But at the same time, the time has come for the War for the Mojave, and now all the main players in the Wasteland have shown their belonging to one side or the other.
 
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