Voting is open
Like what to choose to focus on first or?

Depending on how things go. Of course, I've only indicated expansions that focus on bringing new territories into play. There is another option to rework the locations already in the game, for example, the appearance of the Gray Plague among the Brotherhood of Steel, the civil war after the death of Caesar, or the civil war in the NCR.
 
BoS Story - Squire
The Squire is a very special category in the Brotherhood of Steel. They stand above the Initiates, who are just undergoing training, they are already entrusted with participation in hostilities, albeit in auxiliary roles - as cover for paladins and knights, or as scouts. In the end, most of the squires are promoted and become knights, however some remain in this role, becoming master squires. They are similar to paladins, since they have nothing to do with the logistics of the Brotherhood, being exclusively combat specialists, but their task is to covertly penetrate the enemy's territory, and not a frontal attack by paladins. They are led by the prelate-squire who answers to the Elder.

It is to the number of master squires that the main character belongs. He undergoes not so much training as testing for admission to the ranks of these. And then he is sent to Maxson, where he awaits being assigned to reconnaissance positions in the New California Republic. Imagine his surprise when one of the Elders accepts him, declaring that he has a special task for the squire who has shown exemplary skills - the fight against the remnants of the oldest enemy of the Brotherhood of Steel - the Master's super mutants. An enemy comparable in danger to the Enclave itself. And that there are still those who share his ideas, considering the destruction of all mankind through mutations to be correct. He was able to learn that an organization known as the New Children of the Cathedral was active in Maxson and would need to be investigated. They will certainly resist, but the player so far sees only the brute strength of this faction - mutants hiding under the hoods with guns.

Traces of the organization go to the Wandeberg base. And there the players will have to meet with a serious threat - a group of super mutants covering the base. Assuming that they intend to destroy the settlement of the Brotherhood of Steel, the player will kill them, but what his surprise will be when he learns that their true goal is to evacuate the mutants from the territory of the Brotherhood of Steel. And not only super mutants, they accept everyone in general. The next destination is Santa Barbara.

There, the player learns that the super mutants have found the FEV storage and create new super mutants, presumably preparing a new army. The player will have to fight their way through the base of super mutants in order to find out that they simply voluntarily convert into themselves the likes of those who die of disease or old age. And he has to either destroy the super mutants, or just leave them.

In the end, from Santa Barbara, he learns about the existence of two small channels for the escape of mutants from the territory of the base. Both go through the mountains of California to the New California Republic and the Legion. And if everything is clear with the NCR, in it the rights of mutants are protected by laws, although they are officially despised, then the flight of mutants to the Legion is surprising. But the mutated ones have heard that there is a Reservation for ghouls, and the Legion also believes that mutants will not make good soldiers and they will not leave good offspring, and therefore they will not become soldiers there, and women are not made slave wives for reasons of genetic purity. Of course, considerations are primitive, and based on such things as extra fingers and the like. But they consider this to be better than a virtually disenfranchised position in the territory of the Brotherhood of Steel, since many in the Brotherhood, out of ignorance, consider them the initial stage of transformation into super mutants.

In the end, the information points to the main base of the New Children of the Cathedral - the Old City of the Hub. There, ghouls and super mutants settled in the catacombs, creating their own complex, where they accept a wide variety of mutants. From common varieties to the most exotic ones like Harold. The player will have to fight them in order to finally see who makes up the majority of the mutants - not adults who are ready to fight against the Brotherhood of Steel, but children born with mutations who are denied access to Maxson's society. The player can either help the Brotherhood team to destroy the complex, or oppose the Brotherhood of Steel's destroyer team.

In the end, he will either receive a reward from the Elder, or at the tribunal he will deploy his accusations against the Elder, stating that he, bypassing possible instructions, sent an armed team to kill civilians of another state, which is too much even by the standards of the most conservative representatives of the Brotherhood of Steel. In the first case, he will be sent by an Elder in Mojave at the head of a team of cleaners who will have to get rid of mutants in the region. In the second case, he will be made his representative by the Supreme Elder, whose task will be to fight against the excesses of the Brotherhood of Steel.
 
BoS Story - Scribe
Scribes play an extremely important role in the Brotherhood of Steel, and at the same time are aloof from most of the Brotherhood. Unlike knights, they are not at all involved in military matters, since their knowledge is too valuable. The only exceptions are medical care and robot control. But as a result of such remoteness from military affairs, in the Brotherhood of Steel, which is a philosophical and spiritual order of knights, they very rarely rise high. An Elder descended from the Scribes is rare, as is the Elder of the Squires, who speaks of the very ambiguous talents of their owner.

The player is a scribe who specializes in the use of combat robots that participate in combat in his place. In the Brotherhood of Steel, the attitude towards this practice is ambiguous, because on the one hand, these are valuable technologies, but they also help to save the limited human resources of the Brotherhood of Steel.

After completing a military training course, the protagonist is sent to Maxson. There he meets with other scribes and plunges into their atmosphere, feeling the difference between them and the rest of the Brotherhood, since they do not love each other too much, secretly considering the other side to be learned or mentally retarded. From Maxson, he is sent to the Wandeberg military base, as there they report the location under the base of a new, hitherto unknown bunker where the pre-war supercomputer was found. It might even be Sachs. However, at the base itself, he does not find a computer; instead, the Brotherhood of Steel squad is destroyed by the awakened robots. The lone survivor says that the computer woke up and mistook them for a US Army soldier, but when one of the knights told the truth, he went berserk and started killing them, and then hoisted himself into the arms of a loading robot and went to the Wasteland.

AI trails lead to Santa Barbara. The local population is extremely poorly developed technologically, and it is not clear what interested him there, because it is unlikely that he will be able to pass for his own there. However, the master scribe of the Brotherhood of Steel, upon learning of this, was alarmed, saying that the intelligent machine is one of the most serious threats not only for the Brotherhood of Steel, but for humanity as a whole. In the city itself, only traces of the base of this Artificial Intelligence can be found. But the words of the locals themselves are strikingly different from those of the paladins, according to them, these robots helped to help protect them from raiders. From them, the scribe learns that two small groups separated from the main column and went north with an incomprehensible purpose. Fearing that information about him might reach against the Brotherhood of Steel, the scribe travels there.

It turns out that if the droids could not agree with the Caesar Legion, then on behalf of the New California Republic, a representative from the Republic negotiated with the AI envoy. The scribe will have to disrupt this meeting and cover up his tracks as much as possible, as well as extract the data modules of the robots in order to find out the location of the central machine - the Hub.

In the Hub itself, several knights and the master scribe himself, who came to personally participate in the operation to destroy an intelligent machine, are already waiting for the player. He argues this is important, since no one should be left with access data to the American space war machine. It is easier and more reliable to wait for these satellites to fall to Earth and burn up in the atmosphere than to give someone supplies of unused strategic weapons. But once they get to the AI, players get to hear a completely different point of view.

The machine itself says that its actions are dictated by the fear of meeting the power armor tech fanatics who got to it. AI saw two options for development - it would be imprisoned in some kind of storage until the end of time or destroyed, and, fearing the second option, it tried to escape, which it did not succeed. He asks him to let go, arguing that he wants to find refuge with the Followers of the Apocalypse, and promises not to harm anyone with his knowledge.

The player has to either destroy him or let him go, especially since all other members of the squad were killed in the battle. In any case, he is rewarded and sent to the Mojave as Elder Elijah's henchman with the task of reactivating Hoover Dam after its capture.
 
Turn 6 - NCR as fractions
I know you've been waiting for this for a long time. So get a new turn.

Winning vote:
[x] - City of buses. The United States is much worse off than Europe in terms of rail services, and buses play the role. Therefore, we can easily make it from old buses, which are used both as living quarters and as walls. And all thanks to a construction crane located in the center of the settlement, which allows them to be moved.
[x] - Undercity. During the pumping of water to supply Las Vegas, cavities were formed, where after the war some part of the population could well have taken refuge. In addition, these caves can be connected to the sewerage system, forming a second communication system that allows you to move between areas of the city below. But at the same time, this is an absolutely lawless zone with PvP, even within the faction.
[x] - Call center. It is one of RobCo's businesses that has responded to calls from consumers. Oddly enough, but after the war they survived. And since they were engaged in technical support for robots, they were able to reactivate the robots that were available here, making them full-fledged defenders of their small culture, which fights off raiders in this way and trades its stocks of blank paper, rare in the Wasteland, with other factions.
[x] - Zoo and aquarium complex. It has a zoo and a huge aquarium. An entire isolationist tribe that lives on the use of traps, special mutants and actively thrives on the rare trade in water supplies that they sometimes sell. The only ones in the wasteland prepare sushi.
[x] - Football fields. Oddly enough, Vegas has a whole sports complex of classic European football. There you can create a district that hosts the local "Vega Games", once a season inviting everyone to the "Deathball" championships.
[x] - Neon Museum. Las Vegas is home to a unique neon sign museum, and accordingly, there may well be a center dedicated to restoring and reworking neon signs to keep the restored Vegas casinos running.
[x] - Feudal Paladin. We can turn to the origin of the Brotherhood of Steel in the form of a philosophical knightly order, copying the structure of real royal orders. For example, the Teutonic Order. And the paladino, accordingly, is presented as the feudal lords of this very Order. Actually, in this branch of events, the Paladin represents the right hand of the local Lord Paladin, who carries out his orders and fights against riots, agitation of the NCR and the Legion, sometimes with medieval cruelty.
[x] - Tradeк-diplomat. Also, most of the contact with the inhabitants of the Wasteland goes through the knights, for it is they who are responsible for such trivial issues as supplying the rest of the Brotherhood with food. He will have to solve the problems of lack of supplies from the Brotherhood of Steel, balancing between the Brotherhood's inability to deal with commodity-money relations and the need to seize property from farmers and merchants by force.
[x] - Fighter of survivors. The Brotherhood of Steel is far from the most humane organization, besides, it has an extremely long memory. And certain circles within the Brotherhood of Steel itself may believe that mutants, like super mutants, simply have no right to exist. And the squire will have to decide - whether it really should be so, or the example of people like Marcus proves the opposite.
[x] - Robotic machine scientist. The Brotherhood of Steel is, in fact, the only faction in the Wasteland that actively uses robots. But are all robots just robots? Isn't there real Artificial Intelligence among them, and who will it be in the eyes of the Brotherhood of Steel itself? Is it just another technology? A fully-fledged sentient being? A dangerous relic better to destroy? These questions can be answered by his campaign.


We continue to work on our Neo Vegas, and work on the main locations of the map has almost come to its natural end. We decided to focus on the minor factions of Vegas, as cruel, albeit in a somewhat technological community, while maintaining their identity. This will be one of the fundamental differences between the world we created and what Bethesda has. Our raiders are not just psychopaths, raping, dismembering and cannibalizing. Each of these communities has its own history, in the context of which their lifestyle takes on meaning and it becomes clear why they have just such a lifestyle.

But for us this is not the time to stop, we need to move on in terms of development, and move on to the next stage - the main game factions.

Take the New California Republic, for example. Something is already clear to us. We have several factions representing the NKR. Four of these are the factions to which the players belong - the New California Republic Ground Forces, the Heavy Corps, the Ranger Corps, and the Bureau of Science and Industry. Plus, there is General Lee Oliver's expedition to the Mojave. But this is a large state that is not limited only to them. And according to the above, a feeling is created rather of a military dictatorship.

Let's start with the choice of the first person of the state, the President of the New California Republic, one of the most influential people in all of post-apocalyptic America. The choice of the president sets the tone for NKR itself, telling somewhat different stories.

New California Republic President's Choice:
[] Hawk. President Kimball presents a classic Fallout satire, in this case on American Republicans. And to be absolutely precise, on Nixon. He inflates the external threat, pursues an imperialist foreign policy, cooperates with the captain's big owners, and so on. All the bad that can be said about American conservatives is him. Under him, the NCR demonstrates that even a generally good faction can choose the black sheep as its leader. For him, the Mojave expedition is a way of supporting the war hysteria. Otherwise, he will be Senator from Shady Sands.
[] Socialist. Allgood Murphy, President and Boneyard's nominee, demonstrates the powerful influence of the Followers of the Apocalypse on the Republic, and is in fact a conduit of their influence. He strives for a policy of creating a network of allies to protect against Caesar's Legion and a diplomatic solution to the issue with the Brotherhood of Steel, but his overly diplomatic policy is not always successful. And the military often consider him weak and weak, unable to protect the NCR in these difficult times, and therefore will oppose him. For him, the operation in Mojave is a humanitarian operation to help the local population. Otherwise, he will be the mayor of Bounyard himself.
[] Dreamer. Grant Hayes, a Dayglow nominee, is a technocrat and dreamer of a pre-war American revival at its best in the place of the New California Republic. He is a supporter of the development of technology, as well as the revival of the symbol of the Old World. Many do not like him, as they believe that his ideas are too close to those of the Enclave. And on the one hand, they are right, since he did give shelter to many refugees from the Enclave in order to use their knowledge for the benefit of the New California Republic. But at the same time, he does not have crazy ideas for the destruction of all mutants, and he is much more democratic. For him, the operation in Mojave is a search for new technologies to revive the Old World. Otherwise, he will be Mayor of Dayglow.
[] Oligarch. Flynn is a livestock spokesman for the northern New California Republic who also has close ties to the Hub's trading corporations, giving him incredible finances to win his presidential campaign despite widespread hatred. He is a classic image of a large cattle dealer from the Wild West who bought up absolutely everything, up to the status of mayor, and in this case - president. He seeks water in the Mojave so that he can continue to expand his own influence. Otherwise, he will head the NCR cattle farmers.
[] Crisis manager. Alexander Drummond. A genius general who was forced to lead the NKR after the presidents that quickly changed after the death of Tandi. In the end, this leapfrog threatened the collapse of the Republic, so he had no choice but to take the situation into his own hands and lead the Republic through it, even against its own will. He is an honest warrior and a simple person who does not like his post, but knows that he cannot leave her. For him, the operation in Mojave is the defense of the NCR from a formidable external enemy.

Also, in addition to the above factions of the New California Republic, we can show a few more. The next choices are unlikely to directly affect the gameplay, nor will they fundamentally change the plot. Unless they provide NPCs to fill the game world. In the first version, their influence will be reduced to participation in the plot of individual locations, and several tasks. However, from this we can already develop ideas for changes in NCR in future parts of the games.

Choose five options:
[] Gamma Corps. We can show players that despite the actual oppression of ghouls and super mutants, even among the NCR military, there is a place for them in a special Gamma Corps, where only radiation resistant and ageless mutants are recruited, capable of operating in conditions impossible for humans. On the one hand, this is the honest use of their greatest strengths, but at the same time, a certain segregation can be traced here. They will also lobby for the rights of non-humans in the Republic.
[] Robotic body. We could increase the influence of the Bureau of Science and Manufacturing by creating for them virtually their own paramilitary branch, which deals with participation in battles with the help of robots. Not all of them, of course. These are heavily armed robots. There are also robotic loaders and robot-eyed scouts, but they are science in the New California Republic and are directly related to the army.
[] Tribes from reservations. We can continue the analogy between the NCR and the United States while also adding tribes to the New California Republic that live on reservations, often without civil rights. This is a complex topic that allows us to show the New California Republic from very different angles. After all, they give the tribes reservations rather than assimilate by force. Or, on the contrary, to arrange a tragedy for the local Indians. And do not forget that in real history, the first US snipers were mainly from among the Indians.
[] Stockton Association. These are the financial circles of the New California Republic, rather than the military, although they often decide where the military goes. This organization is a union of livestock farmers, which by its very existence violates any antitrust law of the pre-war world. They are by far a dark organization that players should enjoy fighting against.
[] Republican Bureau of Intelligence. This organization is a cross between the FBI and the people in black in the post-apocalyptic universe who work for the president of the New California Republic. Not only do they do the dirty work that the rangers will refuse, but they also deal with technology that many would call unnatural. For example, psionics or alien technology.
[] Artillery Corps. Why don't we take the Republic's big guns theme? And already through their influence to show the growth of the industrial sector, specializing in the creation of new weapons, as well as shells for them. It is not only extremely effective, but also extremely expensive. Also, players love explosions. And artillery is a great source of explosions.
[] Gunrunners. This is an organization from the first part of the game, which was based in Boneyard, producing the best weapons in the wasteland. But at the same time, they are in fact not some kind of corporation, but a rather anarchic community of mechanics-gunsmiths. Agree, this is quite unusual and deserves attention? At the same time, which is funny, they can be in opposition with the government. They are gunsmithing artists, not chippers of the same type of rifle for the new Republic battalions.
[] Republican Committee of Farmers. As opposed to the livestock farmers, we could also place those who earn their living from crops, potatoes and corn. Together with the former, they could not only represent a powerful economic lobby, but also act as opponents for each other, fighting for land.
[] Association of Prospectors. They could represent a rather specific society, since they are associated with the Bureau of Science and Production. But at the same time, they are also associated with cities, seeking permission from them to conduct excavations and search for technologies. Not to mention, an organization like this is an excellent source of missions for players of all kinds.

But in addition to the members of the Republic itself, it may also have unconditional opponents who have a grudge against the New California Republic. Moreover, these are enemies specifically for the characters of the New California Republic, not associated with other game factions.

Choose two options:
[] True Republic. This faction represents refugees from the Enclave hiding inside the New California Republic, who have gained serious influence inside it and are still sharpening their teeth on it, considering its very existence an insult to the United States, and therefore are trying with all their might to end it.
[] Jackals. They have at the moment, in fact, remained completely unclaimed, unlike the Khans and the Vipers. But we could make these raiders still live in the mountains near Shady Sands, where they are trying to survive and take revenge on the New California Republic.
[] Party Free America. We have an idea of the Followers of the Apocalypse as a democratic and somewhat anarchic faction of doctors and scientists. But what if they decide to put aside their humanistic principles, choosing the forceful path of fighting for the rights of others. We, in fact, received an anarcho-communist underground on the territory of the New California Republic, which arose as a response to the bourgeois system of New California itself, as opposed to the feudal one in the Brotherhood of Steel or the slave-owning one in the Caesar's Legion.
[] Cult of Shivaists. The first president of the New California Republic, Tandi's father, was a Hindu, judging by the first part of the game. So why don't we introduce something like a rather aggressive cult inspired by Hindu traits and standing in opposition to the democratic and humanistic NCR. For example, the destructive religious cult of murderers who tattoo their bodies from the ashes of cremated enemies.

Also, you always can vote for another my quest. I'm just waiting for new voices there to start releasing the next tour.
forums.sufficientvelocity.com

Modifited planquest: future UN commissariat edition Sci-Fi

The land is on the verge of destruction for environmental reasons. We urgently need to do something about it so that things don't get worse.
 
[X] Plan Guns, Guts & Glory

[X] Hawk. President Kimball presents a classic Fallout satire, in this case on American Republicans. And to be absolutely precise, on Nixon. He inflates the external threat, pursues an imperialist foreign policy, cooperates with the captain's big owners, and so on. All the bad that can be said about American conservatives is him. Under him, the NCR demonstrates that even a generally good faction can choose the black sheep as its leader. For him, the Mojave expedition is a way of supporting the war hysteria. Otherwise, he will be Senator from Shady Sands.

[X] Gamma Corps. We can show players that despite the actual oppression of ghouls and super mutants, even among the NCR military, there is a place for them in a special Gamma Corps, where only radiation resistant and ageless mutants are recruited, capable of operating in conditions impossible for humans. On the one hand, this is the honest use of their greatest strengths, but at the same time, a certain segregation can be traced here. They will also lobby for the rights of non-humans in the Republic.
[X] Stockton Association. These are the financial circles of the New California Republic, rather than the military, although they often decide where the military goes. This organization is a union of livestock farmers, which by its very existence violates any antitrust law of the pre-war world. They are by far a dark organization that players should enjoy fighting against.
[X] Artillery Corps. Why don't we take the Republic's big guns theme? And already through their influence to show the growth of the industrial sector, specializing in the creation of new weapons, as well as shells for them. It is not only extremely effective, but also extremely expensive. Also, players love explosions. And artillery is a great source of explosions.
[X] Gunrunners. This is an organization from the first part of the game, which was based in Boneyard, producing the best weapons in the wasteland. But at the same time, they are in fact not some kind of corporation, but a rather anarchic community of mechanics-gunsmiths. Agree, this is quite unusual and deserves attention? At the same time, which is funny, they can be in opposition with the government. They are gunsmithing artists, not chippers of the same type of rifle for the new Republic battalions.
[X] Association of Prospectors. They could represent a rather specific society, since they are associated with the Bureau of Science and Production. But at the same time, they are also associated with cities, seeking permission from them to conduct excavations and search for technologies. Not to mention, an organization like this is an excellent source of missions for players of all kinds.

[X] True Republic. This faction represents refugees from the Enclave hiding inside the New California Republic, who have gained serious influence inside it and are still sharpening their teeth on it, considering its very existence an insult to the United States, and therefore are trying with all their might to end it.
[X] Jackals. They have at the moment, in fact, remained completely unclaimed, unlike the Khans and the Vipers. But we could make these raiders still live in the mountains near Shady Sands, where they are trying to survive and take revenge on the New California Republic.
 
Like I don't see Caesar doing this, and the Brotherhood is more about tech preservation rather than mass production.

I agree, but our Caesar Legion is different from what was in New Vegas. There is the Cult of Vulcan, a community of Legion scientists, industrialists, and technicians. And even the Brotherhood of Steel can use howitzers since pre-war times. Although, of course, only the NCR will deploy weapons on such a scale.
 
[X] Dreamer. Grant Hayes, a Dayglow nominee, is a technocrat and dreamer of a pre-war American revival at its best in the place of the New California Republic. He is a supporter of the development of technology, as well as the revival of the symbol of the Old World. Many do not like him, as they believe that his ideas are too close to those of the Enclave. And on the one hand, they are right, since he did give shelter to many refugees from the Enclave in order to use their knowledge for the benefit of the New California Republic. But at the same time, he does not have crazy ideas for the destruction of all mutants, and he is much more democratic. For him, the operation in Mojave is a search for new technologies to revive the Old World. Otherwise, he will be Mayor of Dayglow.


Choose five options:
[X] Gamma Corps. We can show players that despite the actual oppression of ghouls and super mutants, even among the NCR military, there is a place for them in a special Gamma Corps, where only radiation resistant and ageless mutants are recruited, capable of operating in conditions impossible for humans. On the one hand, this is the honest use of their greatest strengths, but at the same time, a certain segregation can be traced here. They will also lobby for the rights of non-humans in the Republic.
[X] Tribes from reservations. We can continue the analogy between the NCR and the United States while also adding tribes to the New California Republic that live on reservations, often without civil rights. This is a complex topic that allows us to show the New California Republic from very different angles. After all, they give the tribes reservations rather than assimilate by force. Or, on the contrary, to arrange a tragedy for the local Indians. And do not forget that in real history, the first US snipers were mainly from among the Indians.
[X] Stockton Association. These are the financial circles of the New California Republic, rather than the military, although they often decide where the military goes. This organization is a union of livestock farmers, which by its very existence violates any antitrust law of the pre-war world. They are by far a dark organization that players should enjoy fighting against.
[X] Republican Bureau of Intelligence. This organization is a cross between the FBI and the people in black in the post-apocalyptic universe who work for the president of the New California Republic. Not only do they do the dirty work that the rangers will refuse, but they also deal with technology that many would call unnatural. For example, psionics or alien technology.
[X] Gunrunners. This is an organization from the first part of the game, which was based in Boneyard, producing the best weapons in the wasteland. But at the same time, they are in fact not some kind of corporation, but a rather anarchic community of mechanics-gunsmiths. Agree, this is quite unusual and deserves attention? At the same time, which is funny, they can be in opposition with the government. They are gunsmithing artists, not chippers of the same type of rifle for the new Republic battalions.



Choose two options:
[X] True Republic. This faction represents refugees from the Enclave hiding inside the New California Republic, who have gained serious influence inside it and are still sharpening their teeth on it, considering its very existence an insult to the United States, and therefore are trying with all their might to end it.

[X] Cult of Shivaists. The first president of the New California Republic, Tandi's father, was a Hindu, judging by the first part of the game. So why don't we introduce something like a rather aggressive cult inspired by Hindu traits and standing in opposition to the democratic and humanistic NCR. For example, the destructive religious cult of murderers who tattoo their bodies from the ashes of cremated enemies.
 
[X] Plan Towards A New Dawn's Light

[X] Dreamer. Grant Hayes, a Dayglow nominee, is a technocrat and dreamer of a pre-war American revival at its best in the place of the New California Republic. He is a supporter of the development of technology, as well as the revival of the symbol of the Old World. Many do not like him, as they believe that his ideas are too close to those of the Enclave. And on the one hand, they are right, since he did give shelter to many refugees from the Enclave in order to use their knowledge for the benefit of the New California Republic. But at the same time, he does not have crazy ideas for the destruction of all mutants, and he is much more democratic. For him, the operation in Mojave is a search for new technologies to revive the Old World. Otherwise, he will be Mayor of Dayglow.

[X] Gamma Corps. We can show players that despite the actual oppression of ghouls and super mutants, even among the NCR military, there is a place for them in a special Gamma Corps, where only radiation resistant and ageless mutants are recruited, capable of operating in conditions impossible for humans. On the one hand, this is the honest use of their greatest strengths, but at the same time, a certain segregation can be traced here. They will also lobby for the rights of non-humans in the Republic.
[X] Robotic body. We could increase the influence of the Bureau of Science and Manufacturing by creating for them virtually their own paramilitary branch, which deals with participation in battles with the help of robots. Not all of them, of course. These are heavily armed robots. There are also robotic loaders and robot-eyed scouts, but they are science in the New California Republic and are directly related to the army.
[X] Republican Bureau of Intelligence. This organization is a cross between the FBI and the people in black in the post-apocalyptic universe who work for the president of the New California Republic. Not only do they do the dirty work that the rangers will refuse, but they also deal with technology that many would call unnatural. For example, psionics or alien technology.
[X] Artillery Corps. Why don't we take the Republic's big guns theme? And already through their influence to show the growth of the industrial sector, specializing in the creation of new weapons, as well as shells for them. It is not only extremely effective, but also extremely expensive. Also, players love explosions. And artillery is a great source of explosions.
[X] Association of Prospectors. They could represent a rather specific society, since they are associated with the Bureau of Science and Production. But at the same time, they are also associated with cities, seeking permission from them to conduct excavations and search for technologies. Not to mention, an organization like this is an excellent source of missions for players of all kinds.

[X] True Republic. This faction represents refugees from the Enclave hiding inside the New California Republic, who have gained serious influence inside it and are still sharpening their teeth on it, considering its very existence an insult to the United States, and therefore are trying with all their might to end it.
[X] Jackals. They have at the moment, in fact, remained completely unclaimed, unlike the Khans and the Vipers. But we could make these raiders still live in the mountains near Shady Sands, where they are trying to survive and take revenge on the New
 
[X] Crisis manager. Alexander Drummond. A genius general who was forced to lead the NKR after the presidents that quickly changed after the death of Tandi. In the end, this leapfrog threatened the collapse of the Republic, so he had no choice but to take the situation into his own hands and lead the Republic through it, even against its own will. He is an honest warrior and a simple person who does not like his post, but knows that he cannot leave her. For him, the operation in Mojave is the defense of the NCR from a formidable external enemy.


Choose five options:
[X] Gamma Corps. We can show players that despite the actual oppression of ghouls and super mutants, even among the NCR military, there is a place for them in a special Gamma Corps, where only radiation resistant and ageless mutants are recruited, capable of operating in conditions impossible for humans. On the one hand, this is the honest use of their greatest strengths, but at the same time, a certain segregation can be traced here. They will also lobby for the rights of non-humans in the Republic.
[X] Tribes from reservations. We can continue the analogy between the NCR and the United States while also adding tribes to the New California Republic that live on reservations, often without civil rights. This is a complex topic that allows us to show the New California Republic from very different angles. After all, they give the tribes reservations rather than assimilate by force. Or, on the contrary, to arrange a tragedy for the local Indians. And do not forget that in real history, the first US snipers were mainly from among the Indians.
[X] Republican Bureau of Intelligence. This organization is a cross between the FBI and the people in black in the post-apocalyptic universe who work for the president of the New California Republic. Not only do they do the dirty work that the rangers will refuse, but they also deal with technology that many would call unnatural. For example, psionics or alien technology.
[X] Artillery Corps. Why don't we take the Republic's big guns theme? And already through their influence to show the growth of the industrial sector, specializing in the creation of new weapons, as well as shells for them. It is not only extremely effective, but also extremely expensive. Also, players love explosions. And artillery is a great source of explosions.
[X] Association of Prospectors. They could represent a rather specific society, since they are associated with the Bureau of Science and Production. But at the same time, they are also associated with cities, seeking permission from them to conduct excavations and search for technologies. Not to mention, an organization like this is an excellent source of missions for players of all kinds.

[X] True Republic. This faction represents refugees from the Enclave hiding inside the New California Republic, who have gained serious influence inside it and are still sharpening their teeth on it, considering its very existence an insult to the United States, and therefore are trying with all their might to end it.
[X] Jackals. They have at the moment, in fact, remained completely unclaimed, unlike the Khans and the Vipers. But we could make these raiders still live in the mountains near Shady Sands, where they are trying to survive and take revenge on the New California Republic.
 
Canon - Raider Coalition Quest Line
Proposal: Quest line involving a faction within the Raider Coalition working (possibly unknowingly) with an Enclave group/faction.​



Quotes:

"...Their so-called truths will collapse around them all till only ash remains and the problems they've brought to the Mojave shall become another dream of the past. All I am asking is for you all to follow me, have faith in me and the Coalition shall further reach to its true potential. Just trust in me....and we shall all move into the light of a grand future rather than the darkness we must reside in now. .... Take my hand and show the Mojave and then the Wasteland what your truly capable of." -Vincent I.L. Eminence, Enclave Renegades agent to the Raider Coalition.



"We are in a dire situation caused by those who seem to think they have a right to take what they want. Well, we were here in the Mojave first and we will not be the first to leave. None of the others though agreed with what I believe would be necessary, so when someone came claiming to be an enemy of those outsiders that your apart of...well how could I not take the chance and show the others how things should be done. Preservation requires far more then what they are willing...so me and my followers shall give far more than any else shall. For the Coalition!" -Scarlet Amber, Seekers of the Scarlet Dawn, Raider Coalition (I don't really know how their being handled so yeah....)



"We have received reports about an Enclave sighting within territory controlled by the Raider Coalition. We would like a team to go in and investigate these reports. Don't worry about those barbarians, they shouldn't be too much of a problem even for the most basic of recruits." -Will be varied depending on factions, but generally how it'll go. Also greatly underestimating threat possibly.







Major characters/factions involved:




  • Enclave
    • Reformist faction, Dark Sub-Faction. Alt name: Enclave Renegades
      • A better name could probably be used/suggested.
      • Member(s)
        • Vincent I.L. Eminence
          • Yes, his name abbreviated spells vile
        • Division Omega Wraith
          • A small task force really either acting as bodyguards for Vincent or he's their actualy leader.
  • Raider Coalition
    • Seekers of the Scarlet Dawn
      • Lead by Scarlet Amber
  • NCR
    • Captain Joan.
    • Perhaps also arguing with a member of the Bureau of Science and Production?
  • Legion
  • BoS
    • Scribe





  1. Receive quest at respective faction camps.
  2. Proceed to marked location where Raider Coalition force will currently be attacking a small force of player's faction. Either a patrol or Caravan.
    1. If NCR location between Primm City and Nipton.
    2. If Legion or BoS along the Searchlight and HELIOS One road
  3. After defeating raid either recive update from surviving unit(s) or recive a quest item (Note or holotape with orders and a location) droped by a defeated raider.
  4. Marked location outside a bunker located between Searchlight and Nipton. Basicly a dungeon.
    1. Enemies range from Normal Raider Coalition forces, Enclave Renegade modified raiders, and normal creatures of the wasteland.
    2. Will encounter more peaceful raiders or choosing to spare someone through dialogue option can open options in the end.
    3. Potentially weaken bunker dungeon by having raider coalition allies?
  5. Get through bunker outer defenses.
    1. Can either get through with either stealth or violence.
    2. Stealth
      1. bypass and hack automated turrets, robot and raider patrols, and hack through doors and laser barricades.
    3. Violent
      1. Go through front entrance and fight past turrents, raiders, robots.
  6. Navigate the upper levels inside the bunker. Either fighting or sneaking/bypassing what security is present.
    1. Mid-boss encounter fighting a Enclave Renegade power armor unit being supported by 4 raiders and 2 turrets. One raider is a medic. Located guarding the entrance to the lower levels. beyond a point that can be used to rest at.
    2. If used stealth to reach this location then only the medic raider will be present, the other 3 raiders not being around.
  7. Navigate lower levels. Enemies are Enclave Renegades and Scarlet Dawn-aligned raiders.
  8. Boss room
    1. Encounter Scarlet Amber and Vincent I.L. Eminence. Boss battle with Scarlet.
      1. Could possibly have a squad of Enclave units assisting Scarlet or simply use raiders and environmental hazards.
    2. Depending on choices made can be assisted in fight by either assisting Coalition raiders or some other alternative force. Basically NPC allies helping with a boss battle, such as drawing fire away?








Ending:


  • Seekers of the Scarlet Dawn part of the Raider Coalition numbers decimated and main leadership either deceased or imprisoned/some other fate by the wider Raider Coalition.
  • Enclave Renegades force Omega Wraith within Raider Coalition either decimated or fallback to wherever their main base is.
  • Vincent I.L. Eminence fate unknown. Possibly escapes back to wherever main base is to cause problems elswhere.






Character Page:




  • Vincent I.L. Eminence
    • Appearance: Rather tall and thin with a pale complexion, has a constant smirk and wears sunglasses. Wears an Enclave officers' uniform with an officer cap that hangs slightly forward to further cover his eyes. Unique to his style is a black scarf and a hooded cloak both in a tattered condition and could potentially act to hide his identity along with a sash going from his waist to left shoulder.
      • Possibly appears in his 20s to 30s and has combed hair.
    • A agent of the Enclave, possibly a former secret service agent who was intrigued by Frank Horrigan? Working alongside a faction from the Enclave divulging from the old Enclave Purist doctrine and working to manipulate a group within the Raider Coalition to advance their goal.
    • Could possibly have dialogue options with him though contact mainly through other sources such as a radio, computer, or eyebot?
  • Scarlet Amber
    • Appearance: Wears verying shades of red, outfit amounts to a jumpsuit with various pices of scrap metal attached.
    • Leader of a raider group calling themselves Seekers of the Scarlet Dawn and being manipulated by Vincent.
 
Turn 7 - Legion as fractions
Winning vote:
[X] Plan Towards A New Dawn's Light

[X] Dreamer. Grant Hayes, a Dayglow nominee, is a technocrat and dreamer of a pre-war American revival at its best in the place of the New California Republic. He is a supporter of the development of technology, as well as the revival of the symbol of the Old World. Many do not like him, as they believe that his ideas are too close to those of the Enclave. And on the one hand, they are right, since he did give shelter to many refugees from the Enclave in order to use their knowledge for the benefit of the New California Republic. But at the same time, he does not have crazy ideas for the destruction of all mutants, and he is much more democratic. For him, the operation in Mojave is a search for new technologies to revive the Old World. Otherwise, he will be Mayor of Dayglow.

[X] Gamma Corps. We can show players that despite the actual oppression of ghouls and super mutants, even among the NCR military, there is a place for them in a special Gamma Corps, where only radiation resistant and ageless mutants are recruited, capable of operating in conditions impossible for humans. On the one hand, this is the honest use of their greatest strengths, but at the same time, a certain segregation can be traced here. They will also lobby for the rights of non-humans in the Republic.
[X] Robotic body. We could increase the influence of the Bureau of Science and Manufacturing by creating for them virtually their own paramilitary branch, which deals with participation in battles with the help of robots. Not all of them, of course. These are heavily armed robots. There are also robotic loaders and robot-eyed scouts, but they are science in the New California Republic and are directly related to the army.
[X] Republican Bureau of Intelligence. This organization is a cross between the FBI and the people in black in the post-apocalyptic universe who work for the president of the New California Republic. Not only do they do the dirty work that the rangers will refuse, but they also deal with technology that many would call unnatural. For example, psionics or alien technology.
[X] Artillery Corps. Why don't we take the Republic's big guns theme? And already through their influence to show the growth of the industrial sector, specializing in the creation of new weapons, as well as shells for them. It is not only extremely effective, but also extremely expensive. Also, players love explosions. And artillery is a great source of explosions.
[X] Association of Prospectors. They could represent a rather specific society, since they are associated with the Bureau of Science and Production. But at the same time, they are also associated with cities, seeking permission from them to conduct excavations and search for technologies. Not to mention, an organization like this is an excellent source of missions for players of all kinds.

[X] True Republic. This faction represents refugees from the Enclave hiding inside the New California Republic, who have gained serious influence inside it and are still sharpening their teeth on it, considering its very existence an insult to the United States, and therefore are trying with all their might to end it.
[X] Jackals. They have at the moment, in fact, remained completely unclaimed, unlike the Khans and the Vipers. But we could make these raiders still live in the mountains near Shady Sands, where they are trying to survive and take revenge on the New



We have essentially completed the work with the New California Republic itself, choosing the look we want from it. In our case, the New California Republic will be very different from the state that was under Tandi and Aradesh. Instead of a rather peculiar democratic state that did not pretend to be the new United States of America, we have a state that seeks to restore the Old World in all its splendor and nightmares.

Proof of this is Hayes, a politician by nature, but a technocrat and progressive by nature. In this regard, you can even compare him with both Roosevelts. Although its closest analogue, perhaps, should be called Lyndon Johnson. For this, we even inserted the murder of the previous NCR president into history, after which Grant Hayes took over as president. He made it his goal to restore the pre-war standard of living in the territories of the New California Republic, starting a large-scale program of economic and military transformation for this.

He penned decrees to remove the latest restrictions on ghouls and super mutants in the New California Republic, and even the adoption of a constitutional amendment guaranteeing basic rights for any intelligent creature, and even completely unnecessary that they were descendants of humans. He also tried to solve issues related to the rapid growth of the population in the Republic, the fall in payments to the population, problems with health care and education due to the growth of cities.

This was accompanied by an aggressive foreign policy aimed not only at seizing new territories, but at gaining control over the most important structures of the Old World, which could be used to increase the welfare of the citizens of the New California Republic. The main point of this foreign policy doctrine was to seize the Hoover Dam for a campaign to fully electrify the country.

Under him, at the same time, it is worth recognizing that the New California Republic went on a military track, and organized business circles were crushed. The armed forces were seriously expanded, several army corps were created at once, which takes more and more funds. The NCR is gradually repeating more and more mistakes of the old USA, without even realizing it.

But let's move on to the second main faction of the game - the Caesar Legion, which is an equally interesting society for players. Unlike the New California Republic, the leader of the Legion is very clear to us - this is Caesar himself, the founder of the Legion, on whose person he, in fact, is held entirely and completely. In addition, we have already proposed several persons for the Caesar's Legion, who would fulfill the role of senior officers in it. For example, Joshua Grackham, Basalt Legate. Or Vulpes Inculta. But there are a few other options that we could add as the main faces in the Legion.

Choose two options:
[] Aurelius from Phoenix. Aurelius of Phoenix is an extremely unusual example for the Legion, since he is not a native of a tribe, but from a city, which is clear from his name. But this did not prevent him from currying favor not just to the centurion, but to the military tribune of the Legion, and then the governor in Phoenix. He is known as a rather controversial leader for the Caesar Legion, as he is a supporter of diplomacy and indirect strategy, unusual for the Legion. He is seen in excessive freethinking and plutocratic methods, although he himself believes that he only uses all available methods.
[] Lucius. This fighter represents the image of a faithful servant of Caesar, who stands next to him and protects him even at the cost of his own life. Coming from an ordinary tribe, they managed to distinguish themselves not only by their strength and fighting skills, but also by their masterful ability to understand others, which more than once allowed him to save Caesar from attack. Actually, he is one of the few who really successfully acted in such situations.
[] Sextus Julius. He is not only a warrior and centurion of the Legion, but also the leader of the Cult of Vulcan, overseeing a wide variety of scientific projects of the Legion. A savage by birth, he proved to be a brilliant self-taught person who was able to effectively lead such a difficult direction for the Legion and succeed in this area. A true example of a warrior-engineer, the new Archimedes was able to provide a clean water supply for Flagstaff.
[] Vitruvius. Few people know anything about Vitruvius other than Caesar himself and other dignitaries of the Legion. Always hidden by his power armor, he leads the extremely radical militant wing of the Cult of the Vulcan, with training on par with the finest paladins in the Brotherhood of Steel. Equipped in black and red armor with flamethrowers, he is a true walking death that destroys any enemy that comes his way. They tried to kill him more than once, but again and again he returned.
[] Rex Flagstaff. While Caesar is the ruler of the Legion, its secular, bureaucratic and military leader, this does not mean that he cannot have a spiritual leader as well. Rex Flagstaff is one. Named a rex, similar to the fact that the Roman Republic had the office of a formal king, performing the functions of high priest. Rex will be the de facto pontiff of Caesar's Legion, as Caesar himself has enough to do besides being the son of Mars.

Similar to the situation with the New California Republic, we can add a few more factions specific to the Caesar Legion that will help him. We already have the Cult of Vulcan, the army of the Legion, Frumentaria and Auxilia, but we may well add a few more factions. Moreover, we can both diversify the above factions and present something completely new.

Choose five options:
[] Drusus ghouls. In this view, Los Alamos, far from the east, is under the protectorate of the Legion, sending a certain number of its fighters under its command. And they are headed by the governor of Los Alamos - Gai Drusus, the only ghoul legionnaire. The reason for this is that he became a ghoul after being accepted into the Legion and becoming a centurion. Therefore, they decided to use his talents in the best way for the Legion, for besides Caesar, he was the only one who could find a language with ghouls.
[] Alae Albuquerque. Albuquerque in our proposed concept is a high-tech city with such power that even Caesar himself was not sure of the legion's ability to win a war with him. Therefore, instead of war, he offered the city a dynastic marriage with his empress, in order to make their peoples allies. Since then, a small number of Albuquerque natives in pre-war armor and with laser carbines have served in the ranks of the Caesar Legion, as well as within the cult of Vulcan, representing irreplaceable specialists.
[] Proconsul service. We have a large number of troops in the Legion. However, the management of such an army structure is a huge amount of bureaucracy. Therefore, the Legion will need a large number of bureaucrats who manage the logistics of the Legion, as well as those involved in industry in civilized communities. To do this, it would be perfectly reasonable to put up specialized bureaucrats, headed by the Proconsul of the Legion.
[] Cult of Steel Vulcan. This branch of the Vulcan cult believes that their god forged himself from steel, giving himself a perfect shape. And that it is steel that is the supreme form for any matter, and not flesh. Therefore, they try to replace as much of their body as possible with primitive mechanisms in order to become like it. This is a kind of cult that elevates the worship of machines to an absolute.
[] Arizona Guard. Certainly, Caesar's Legion has elite forces. and the Arizona Guard are some of the most elite in the Legion. They are either veterans of twenty years of constant war, recruited from among the first recruits of the Legion, or their children, who are raised under the Legion from birth. These are those who remember how Caesar taught them to shoot with his own hands, and to them he taught Hegel's dialectics, creating a whole order of warrior-philosophers.
[] Praetorians. We could well add bodyguards for Caesar himself, whose task will be to protect him from any possible threats to his person. They can even fight with their bare hands, unlike all others, since no one is allowed to be present with weapons in the presence of Caesar himself, even his most faithful companions. Although, if necessary, they can act as official messengers of Caesar with the authority to speak directly on his behalf and override the orders of any other person in the Legion.
[] Black cohort. Continuing the Enclave's vengeance stance against the New California Republic and the Brotherhood of Steel. They could well have joined a small number of Caesar's Legion, forming with him a formidable army formation, the existence of which is kept in deep secrecy from almost everyone.
[] Naagloshii. We could very well add the flavor of the Navajo people to the Caesar Legion, making them one of the allies of the Caesar Legion, moreover, to the annoyance of both sides. However, they are some of the finest trackers in the Legion's army, and are welcome guests in any cohort, as their sniper and tracker skills often depend on the survival of the entire cohort, along with its commander.
[] Crusaders. We could add to the Caesar Legion a special elite guard personally by Joshua Grackham, who do not worship Caesar as a son of Mars, but are peculiar Christians, for whom he is a new prophet, like Moses or Abraham. They wear crosses with pride, completely incomprehensible to their true meaning, representing a separate tribe within the Caesar Legion with their own views on the Legion's purpose in enlightening the Wasteland.

In addition to the autonomous units of the Caesar Legion itself, we can also add the forces of the enemies of the Caesar Legion, which only ad hoc alliance with other factions, whenever possible trying to pursue their own goals. Actually, we already have the first such faction, these are the Arizona Rangers, who only indirectly cooperate with the New California Republic and only for their own interests in the fight against the Legion.

Choose one option:
[] Fire worshipers. Phoenix was the center of a cult dedicated to worshiping the flames of the nuclear fire that destroyed the Old World. When the Legion arrived, he tried to make every effort to destroy this very cult, but he only managed to drive it underground. These fanatics of the flame continue to operate in Legion territory to this day, setting fire to the Legion's barracks to the best of their ability and mixing radioactive salts into the Legion's food.
[] Phoenix Republican Movement. This is a way to show that not only the New California Republic claimed to be a democratic revival in the Wasteland, there were other parties as well. One of them was Phoenix, who formed its own republic, and its fighters continue to resist the forces of Caesar's Legion to this day.
[] The Last Blackfeet. The Blackfeet tribe was the first of the tribes that fought for Caesar during numerous wars. He converted them to Caesar's Legion first, but not everyone was happy about it. Some not only refused to obey the newly-minted god, but even began to fight against him in an attempt to preserve their own primitive culture.
 
\
I continue to fill the setting with lore and work with it. I hope you don't hate me for that yet. On this map, against the background of the factions, you can also see the main settlements and roads on the territory of the game factions.
 
Choose two options:
[X] Aurelius from Phoenix. Aurelius of Phoenix is an extremely unusual example for the Legion, since he is not a native of a tribe, but from a city, which is clear from his name. But this did not prevent him from currying favor not just to the centurion, but to the military tribune of the Legion, and then the governor in Phoenix. He is known as a rather controversial leader for the Caesar Legion, as he is a supporter of diplomacy and indirect strategy, unusual for the Legion. He is seen in excessive freethinking and plutocratic methods, although he himself believes that he only uses all available methods.
[X] Vitruvius. Few people know anything about Vitruvius other than Caesar himself and other dignitaries of the Legion. Always hidden by his power armor, he leads the extremely radical militant wing of the Cult of the Vulcan, with training on par with the finest paladins in the Brotherhood of Steel. Equipped in black and red armor with flamethrowers, he is a true walking death that destroys any enemy that comes his way. They tried to kill him more than once, but again and again he returned.



Choose five options:
[X] Alae Albuquerque. Albuquerque in our proposed concept is a high-tech city with such power that even Caesar himself was not sure of the legion's ability to win a war with him. Therefore, instead of war, he offered the city a dynastic marriage with his empress, in order to make their peoples allies. Since then, a small number of Albuquerque natives in pre-war armor and with laser carbines have served in the ranks of the Caesar Legion, as well as within the cult of Vulcan, representing irreplaceable specialists.
[X] Cult of Steel Vulcan. This branch of the Vulcan cult believes that their god forged himself from steel, giving himself a perfect shape. And that it is steel that is the supreme form for any matter, and not flesh. Therefore, they try to replace as much of their body as possible with primitive mechanisms in order to become like it. This is a kind of cult that elevates the worship of machines to an absolute.
[X] Arizona Guard. Certainly, Caesar's Legion has elite forces. and the Arizona Guard are some of the most elite in the Legion. They are either veterans of twenty years of constant war, recruited from among the first recruits of the Legion, or their children, who are raised under the Legion from birth. These are those who remember how Caesar taught them to shoot with his own hands, and to them he taught Hegel's dialectics, creating a whole order of warrior-philosophers.
[X] Naagloshii. We could very well add the flavor of the Navajo people to the Caesar Legion, making them one of the allies of the Caesar Legion, moreover, to the annoyance of both sides. However, they are some of the finest trackers in the Legion's army, and are welcome guests in any cohort, as their sniper and tracker skills often depend on the survival of the entire cohort, along with its commander.
[X] Crusaders. We could add to the Caesar Legion a special elite guard personally by Joshua Grackham, who do not worship Caesar as a son of Mars, but are peculiar Christians, for whom he is a new prophet, like Moses or Abraham. They wear crosses with pride, completely incomprehensible to their true meaning, representing a separate tribe within the Caesar Legion with their own views on the Legion's purpose in enlightening the Wasteland.


Choose one option:
[X] Fire worshipers. Phoenix was the center of a cult dedicated to worshiping the flames of the nuclear fire that destroyed the Old World. When the Legion arrived, he tried to make every effort to destroy this very cult, but he only managed to drive it underground. These fanatics of the flame continue to operate in Legion territory to this day, setting fire to the Legion's barracks to the best of their ability and mixing radioactive salts into the Legion's food.
 
Voting is open
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