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I have a question, is Legate Lanius added here yet? I can't remember, If so we can make him a boss battle for the NCR or Brotherhood, right?
 
Classes Rework
At the start of the game, there are three main factions - Caesar's Legion, New California Republic and the Brotherhood of Steel. Each of them opens access to the storylines of the locations, and also determines which side they will fight for. Each of these factions has four classes available, each with its own unique class campaign. These classes differ between factions only cosmetically. But in addition to the classes that determine the armor used by the character, and therefore his survivability, there are also subclasses that determine the weapons used, and therefore the style of play.

Heavy Soldier

Heavy Soldier is a class for those who love heavy weapons that inflict great damage, and the fighter himself has extremely significant health. But his problem is his lack of maneuverability, as a result of which he is poorly suited to quickly close the distance, and his weapon also has problems with hitting the enemy.

Armor: begins as a heavy soldier in metal armor, in the manner of medieval armor, but then switches to power armor.

Heavy

This subclass is based on the use of a machine gun that this soldier carries in his hands. First with considerable force, and then with the help of the power armor servos. This class is designed to inflict damage on the enemy at a considerable distance, making it extremely difficult for the enemy to approach at a melee distance. In case the player got an opponent attacking him point-blank, then he becomes almost defenseless from a low turning speed.

Primary weapon: the player starts with fairly light artisan machine guns, gradually switching to heavy machine guns, which are usually installed on machines or equipment.

Secondary weapon: a knife that also deals quite significant damage, but only at point-blank range. Initially an ordinary army knife that turns into a vibrating knife.

Destroyer

This subclass is a kind of very tenacious caster, which focuses not on the use of weapons, but on powerful abilities, which at the same time have a very long cooldown. Several copies of heavy weapons are mounted in his armor systems at once - a shoulder rocket launcher, an automatic grenade launcher and a flamethrower on the wrists, shrapnel mines throughout the body, and so on. Thanks to them, he has the ability to quickly inflict huge damage at any distance, but his problem is that after these shots he does not have the ability to inflict significant damage.

Main weapon: the player starts with rusty submachine guns, which are gradually replaced by pre-war special forces weapons, or double-barreled shotguns, which receive more cartridges as they improve, but remain fairly slow-firing weapons.

Secondary weapon: a knife that also deals quite significant damage, but only at point blank range. Initially an ordinary army knife that turns into a vibrating knife.

Hoplite

This subclass plays the role of a melee tank, which lives off the ability to withstand huge damage from the enemy, since its protection includes not only power armor with additional armor plates, but also a shield that can cover its small-caliber shots and most of the attacks in melee. He also has significant damage, since in one hand he can hold a weapon that is two-handed for everyone else. But its drawback is the lack of ways to quickly reduce the distance to the enemy, as a result of which it loses significantly to those who are not forced to engage in hand-to-hand combat.

Primary Weapons: Heavy two-handed weapons, from a sledgehammer made from a piece of armature to a thermal lance or a sword made of rail, which simply break through any enemy defenses.

Secondary Weapon: Ballistic Shield that provides extremely significant damage reduction.

Soldier

The Soldier is the easiest to understand new player in the genre, as he most resembles a typical action movie hero. A simple soldier with limited healing capabilities, a supply of grenades and hand-held ranged weapons, which makes him easy to learn for anyone with minimal skills in the given genre.

Armor: starts with basic body armor and cuirass, gradually replacing them with pre-war US police and army special forces equipment.

Stormtrooper

This is a soldier who is a rather specific tank. Its main prerogative is not to withstand a large amount of damage, but to evade it with a sufficiently large indicator of means to neutralize the enemy. A paralyzed enemy cannot inflict damage on the player, the entire Stormtrooper build is based on this. In addition, he possesses a large arsenal of specific ammunition that can weaken the enemy, both by reducing his attack and defense, in order to make it easier to deal damage to the enemy.

Primary Weapon: A shotgun, starting with a simple double-barreled shotgun, but gradually evolving into an automatic police special forces shotgun, capable of continuous burst fire.

Secondary weapon: a stun gun that can paralyze opponents of any kind.

Shooter

This is the most typical, but at the same time also the rarest soldier, as he is the only one who can use Assault Rifles, the most versatile weapon class that can be used at both medium and long range. Due to this, he can do quite a lot of damage at a high distance, not allowing a significant number of opponents to approach him. But unlike a machine gun, its weapon does not lose its effectiveness in close combat, which makes it a significantly more dangerous enemy.

Primary Weapon: Assault Rifle, starting with semi-automatic rifles from National Guard depots and ending with Army Special Forces automatic carbines.

Secondary weapon: a sawed-off shotgun for the enemy, which is suitable at a very close range, allowing you to meet any enemy with a powerful one-time attack.

Raider

This is a cross between the Shooter and the Stormtrooper, since it is designed for action at a much closer range, but at the same time it does not have the survivability of a Stormtrooper. Instead, he has increased maneuverability and melee weapons. Maneuverability is achieved due to a grappling hook built into the forearm, with which he can either pull the enemy towards him, and vice versa, move to the position of interest. It does not have significant firepower, it relies on the ability to use both small arms and melee weapons near them, whose abilities have cooldowns that can be used independently.

Primary Weapon: Players start with rusty SMGs, which are gradually replaced with pre-war SWAT weapons.

Secondary Weapon: A gauntlet with serrated blades that allows you to strike an enemy up close and leave bleeding skills on them.

Scout

A stealth-oriented class, due to which it cannot normally perform the role of a healer and has only extremely limited potential to act as a tank. Its use as a healer is hindered by its distance from allies.

Armor: starts with light leather armor, gradually moving to the armor of the police special forces, intended for storming premises with enemies with small-caliber weapons.

Sniper

A subclass focused on the use of a sniper rifle. A classic flimsy caster that deals massive damage with rare attacks on the enemy, to which is added the ability to deliver the first blow with invisibility. However, if he fails to destroy the enemy with the first shots, he is unlikely to be able to live long enough, since his only defense will be the distance to the enemy. He can, however, be fairly successful in retreating from melee-oriented characters and inflicting shots as he reloads.

Primary Weapon: Starts with pre-war hunting rifles, eventually moving on to powerful army marksman and sniper rifles.

Secondary weapon: a sawed-off shotgun for the enemy, which is suitable at a very close range, allowing you to meet any enemy with a powerful one-time attack.

Saboteur

A subclass focused on directly opposite actions, namely, attacking the enemy in hand-to-hand combat, due to the possession of extremely powerful melee attacks, the highest mobility and the ability to deliver the first blow from stealth. His main problem is that if the enemy detects him before he can get close to a close distance, he turns out to be practically defenseless and can be very easily shot.

Primary Weapon: Players start with rusty SMGs, which are gradually replaced with pre-war SWAT weapons.

Secondary Weapon: Extremely powerful blades and axes that deal devastating melee damage.

Saboteur

A subclass that specializes in controlling what is happening on the battlefield, which does not have powerful attacks, but has the ability to lay traps while remaining invisible. From damaging to slowing. This is where the potential of the class to act as a tank lies - to immobilize the enemy and interfere with his free movement. In addition, he can also go into invisibility right during the battle for a certain time, which allows him to get away from the enemy who was able to detect him.

Primary Weapon: Starts with pre-war hunting rifles, eventually moving on to powerful army marksman and sniper rifles.

Secondary weapon: a holographic designator that places debuffs on the enemy, increasing the damage they take. Doesn't remove stealth.

Specialist

The Specialist is a support fighter who is not very much intended for independent play, but has enormous opportunities to support the team, and is also the only real healer, which makes him absolutely indispensable for raid activities.

Armor: Starts without armor, only in normal clothes. But over time, he will gradually learn to wear civilian body armor.

Medic

Classic healer. While the soldier and heavy soldier can heal themselves as well as fortify armor, it is the only one who specializes in healing their allies and healing in a group. Also provides allies with enhancements from narcotic stimulants. In a battle with the enemy, his potential is close to zero, but for the survival of the group it is necessary.

Primary Weapon: A heavy pistol starting with simple revolvers and ending with hand cannons.

Secondary Weapon: A medical kit necessary for full-fledged work as a healer.

Grenader

Fighter of support and control of the battlefield. While grenades are available to any fighters as abilities, only he has the ability to use them on an ongoing basis, as well as help his squad with smoke grenades, disguising their fighters, or paralyzing enemies with stun grenades. He cannot inflict significant damage, but he can support his own fighters, increasing their defensive abilities.

Primary Weapon: Players start with rusty SMGs, which are gradually replaced with pre-war SWAT weapons.

Secondary weapon: a grenade launcher, which allows you to launch grenades at a significantly greater distance.

Officer

A class focused on the call of additional assistants who act as cannon fodder that can be sent to the enemy, and which will inflict damage on him. An extremely powerful class for playing against NPCs, since it actually does not require any action, but at the same time it is extremely vulnerable against players, since it does not have significant armor, as a result of which it is very easy to kill. However, even the group benefits, since his fighters practically do not receive damage from the attacks of bosses, and the only thing that is required of the officer is to survive.

Primary Weapon: A heavy pistol starting with simple revolvers and ending with hand cannons.

Secondary weapon: a holographic designator that places debuffs on the enemy, increasing the damage they take.
 
I have a question, is Legate Lanius added here yet? I can't remember, If so we can make him a boss battle for the NCR or Brotherhood, right?
Not yet, he was not the main character during the First Battle of Hoover Dam.

By the way, if you have additional ideas for subclasses and can explain how adding it to enhance the gameplay, then you can suggest options.
 
Turn 9 - Starting locations storylines
Winning vote:
[X] Plan The Kingdom Of Blood And Iron

[X] Elder is a reformer. Finally, we can turn to the Elders of the Brotherhood of Steel, elected to their positions to govern the Brotherhood of Steel. The Brotherhood of Steel reformers are led by Rowley Austis, a longtime acquaintance of the mayor of Boneyard, Allgood Murphy, as well as the leader of the liberal wing of the Brotherhood of Steel. He will be released as a wonderful character that the player can experience, because their desires are similar.
[X] Elder is a conservative. Sandy Thornton is the classic conservative leader of the Brotherhood of Steel, true to the behests left behind by Roger Maxson. Will she say something new about the Brotherhood and add some new colors to it? No, but it will show the course that the Brotherhood has followed for many generations, a compromise that all political movements in the Brotherhood of Steel choose.
[X] Elder is reactionary. Spiro Luin belongs to a reactionary group called the Gray Plague by many. This is the ideology of the radical superiority of the members of the Brotherhood of Steel over all the inhabitants of the Wasteland, as well as the need to preserve technology away from the primitive inhabitants of the Wasteland. For this purpose, they consider it necessary to enslave the inhabitants of New California.
[X] Master scribe. Barb Gilmore is the Brotherhood of Steel's master scribe and the second spokeswoman for mental labor. Unlike the extremely radical discovery of Elijah's technologies, she is much more conservative in this regard, preferring the position that very, very much knowledge should be kept secret so that the world does not repeat America's mistakes and does not destroy itself. However, her position, although conservative, is the result of the fact that she already stores a huge amount of dangerous technologies.
[X] Lord Mayor of Maxson. Maxson is a city located near the Lost Hills bunker, which is inhabited by free citizens who are subjects of the Brotherhood of Steel. Since their birth, they have been under the tutelage of the Brotherhood of Steel, and in exchange for this, they supply the Brotherhood of Steel with all the necessary low-tech goods, mainly food. This makes the Lord Mayor of the city one of the most important figures for the Brotherhood of Steel, even if he is technically not a member of it at all.


[X] Air fleet. The Brotherhood of Steel also took over the tiltrotor blueprints from the Enclave, among other things. And it was able, if not to establish their production, then at least to restore some of them. And this means that the Brotherhood of Steel should also form a kind of pilots who will be away from the soldiers fighting on the ground.
[X] Genetics. It also happened that the Brotherhood of Steel is one of the few organizations in the Wasteland that know not just about genetics, but also strive to use it for the benefit of humanity. In this case, the Brotherhood of Steel is concerned about the fact that humanity is gradually degenerating genetically. But their fears do not take the form of those of the Enclave. Their fears are much simpler - they are afraid of the increasing proportion of born mutants, as well as sterile ones due to exposure to radiation. And their desire is to develop a milder version of FEV, which would be able to cure people from existing disease
[X] Engineers. Among the scribes of the Brotherhood of Steel, there are those who specialize in thinking machines, computers, and even full-fledged Artificial Intelligence, capable of competing with humans in the field of thinking abilities. This organization, in essence, represents several groups united only by a common subject of research, but with radically different goals. From worshiping AI to finding an ally in it or destroying intelligent mechanisms.
[X] Specialists in parascience. Before the Great War, things like psionics were considered fiction. However, after the nuclear war, some kind of mutation occurred that awakened in some people an existing gene that allowed them to have psionic abilities. It is her, as well as adjacent areas, such as teleportation, that such scribes study. Moreover, in the Brotherhood, no one even thinks to ridicule them, because after the Vault Dweller, everyone knows that psionics really exists. And the Master is proof of that.
[X] Steel warriors. Once again, we turn to the rather hackneyed archetype of the cyborg. Each of these fighters is a long-time paladin who was not fortunate enough to endure severe injuries that would have put an end to their careers. However, they decided to fight, and therefore were placed in power armor with life support systems, and then connected to it with a neural interface, becoming one with their armor.


[X] Circle of Steel. This is a rebellious organization of the Brotherhood of Steel itself, once a special unit whose mission was to look for internal enemies in the Brotherhood of Steel. To do this, they used stealth combat, but their side effects led to the fact that many developed hallucinations and schizophrenia. When the Elders tried to disband their unit, they fled and founded a new organization that came into conflict with the Brotherhood of Steel.
[X] Enclave. Another typical enemy image for the Brotherhood of Steel, and not without reason given the significant similarities between the two organizations. Both are closed high-tech organizations. It is not surprising that many parallels can be drawn between them, and differences can be distinguished against the background of them.


Our Brotherhood of Steel is also gradually taking shape. We have chosen the composition of the Big Council of the Brotherhood of Steel, de facto managing the Brotherhood of Steel, and its composition already gives us certain preparations for the development of the plot. For example, the composition of the Brotherhood of Steel turned out to be extremely civil, and at the same time rather moderate in terms of political views, with an equal number of reactionaries and reformers. And all this in a war, when the military is not practically represented by the political. The result of the natural development of this situation is the coup of one of the ideological wings, which will be able to win over the military - paladins, squires and knights. And as a result, there is already a civil war within the Brotherhood of Steel itself, which opens up the possibility for a split of the faction into opposing sides.

In addition, based on the factions we have made, we can say that in the California Brotherhood of Steel the most influential scribes, who have a large staff of various departments trying to revive old technologies. A kind of triad of technologies on which any idea of transforming humanity into something more is based - psionics, genetic engineering and the creation of Artificial Intelligence.

As a result, the Brotherhood of Steel lacks brute force, even with an air fleet and a small army of cyborgs. However, based on all this, in the future we can add a lot of different troops to them. Psionic squires. Volunteers turned into super mutants. Or whole armies of machines. These are all potential directions for the development of the Brotherhood, which in our country will threaten to awaken such nightmares that it simply cannot cope with, and that will threaten the destruction of the entire Wasteland.

We have a fairly standard set of opponents. But we can look at the Enclave from the side of different game chains, as they oppose the New California Republic, the Brotherhood of Steel, and also operate in Mojave. And all of these are independent organizations.

But now it's time for us to move on to the next stage of game planning - the storylines of the locations. Each location will have its own storyline campaign, one for each faction that has access to it. And the first location we look at will be the capital of each faction - Shady Sands, Flagstaff and Maxson. And we need to choose one of the proposed plot options for a given location for a given faction.

And at the moment we have several options for each city that we can consider.

Choose one option for the Shady Sands story:
[] Political manipulation. We can start right away from the unsightly side of politics, where senators are trying by any means to get funds for their election campaigns. Senator Aaron Kimball from Shady Sands is a perfect example of this. Players will first have to help him, and then make a choice - to strike a blow at his career or keep everything a secret, for the sake of the stability of the New California Republic.
[] 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.
[] Raid of the True Republic. Shady Sands acts as one of the main centers of the New California Republic, and therefore is a target for the True Republic. Players will have to thwart an attempted raid on the New California Republic building with a tiltrotor in order to try to assassinate the entire NCR Senate.

Choose one option for the history of Flagstaff:
[] Rise of the slaves. The player will have to deal with a slave uprising that was preparing in the shadow of Flagstaff being recovered from the aftermath of the Great War. The players do not have a question - to help the uprising, or to try to suppress it. They will stand up for the Legion anyway, the choice is more about how large-scale the assassinations associated with the uprising should be.
[] 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.
[] The smuggling of dangerous goods. The Brotherhood of Steel infiltrated even Flagstaff with their forward scouts, deploying their agents there. Moreover, this happened long before Caesar's Legion even appeared in this region. But they are not very interested in the murder of Caesar, at least for the moment. However, even before the Great War, Flagstaff was an important staging area for uranium shipments from the Grand Canyon. Now the Brotherhood of Steel is trying to steal this uranium in order to create some dirty bombs.

Pick one story for Maxson:
[] Republican agitators. Part of Maxson's population is still loyal citizens of the New California Republic, and they advocate the overthrow of the Brotherhood of Steel in order to return to the fold of New California. The players will have to break them one way or another, by force or ideologically, proving that the Brotherhood is stronger and more powerful than the Republic, and only it can provide well-being for the inhabitants of New California.
[] Research Center for Stealth Fights. 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.
[] Election of the Lord Mayor. The official leader of the city is the Lord Mayor, who is democratically elected, which is extremely unusual for the Brotherhood of Steel. Its task is to act as an intermediary between the population of the city and the Brotherhood of Steel itself. As a result, the players will need to mediate in the new elections, preventing the defeat of the candidate loyal to the Brotherhood of Steel.

Then, following the capitals themselves, there are the first locations for players to level up. And we can also show the quest lines that will be used in these locations.

Choose one option for the Vault 15 story:
[] Clash of cultures. Vault 15 was originally created as a social experiment in the clash of different cultures, and it has done well in this role, spawning not only the future Republic, but also three gangs of raiders. So why don't we show a repetition of this, a clash between the old squatters and settlers from the Republic, who are gradually forcing the squatters to leave the city they built over the shelter, which they are trying to resist.
[] 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.
[] Imitators. For the NCR, Vault 15 gradually ceased to be of any importance, but they left there, but they did not attach importance to this place. Unlike jackals, vipers and khans, whose feral remnants just before the aforementioned events captured this Shelter, and the players will have to act as a fighter of the NCR punitive detachment, destroying not only enemies for the citizens of the Republics, but the very culture of the remnants of these gangs-tribes, so that they could not recover.

Choose one option for the history of the Lands of Twisted Hairs:
[] 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.
[] Priorities. Yes, the Legion may well destroy the tribe, but this destruction should not necessarily be obvious and conspicuous when speaking of the Legion's foresight. They may well simply suspect contradictions between the tribes, and then do not come to the aid of an ally that has become too strong at the right time, eventually defeating the remnants of both sides, exhausted by the conflict. The Legion always wins.
[] Betrayal. The exact opposite of the previous option, where the Legion, with the help of the Twisted Hairs, completes the conquest of neighboring tribes, after which the head of the Legion's forces, the Frumentarian Vulpes, arranges a bloody destruction of the tribe. The Legion can have allies only as long as it cannot get rid of them.

Choose one story option for the Wandeberg military base:
[] Traditions. Again, a somewhat introductory version for the Brotherhood of Steel, which introduces us to different aspects of the Brotherhood and the importance of interaction between them. Without paladins, the Brotherhood would not have been able to obtain technology, without scribes to understand them, and without knights - to embody in metal. The archaic structure of the Brotherhood is not just stupid traditions, but an established system in conditions of degradation of society.
[] Requisition. And why not make this very military base not just a repository of technologies of the old world, but a community that survived and remained alive over the past centuries, which confidently defended itself until the Brotherhood finally came. As a result, you will have to oppose ordinary residents, taking away from them the technologies that ensured the survival of their community because of the ideals of the Brotherhood.
[] 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.
 
[X] Plan: A Desert Called Peace

[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 Fights. 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.
 
[X] Plan: Couldn't think of a name

[X] Political manipulation. We can start right away from the unsightly side of politics, where senators are trying by any means to get funds for their election campaigns. Senator Aaron Kimball from Shady Sands is a perfect example of this. Players will first have to help him, and then make a choice - to strike a blow at his career or keep everything a secret, for the sake of the stability of the New California Republic.
[X] The smuggling of dangerous goods. The Brotherhood of Steel infiltrated even Flagstaff with their forward scouts, deploying their agents there. Moreover, this happened long before Caesar's Legion even appeared in this region. But they are not very interested in the murder of Caesar, at least for the moment. However, even before the Great War, Flagstaff was an important staging area for uranium shipments from the Grand Canyon. Now the Brotherhood of Steel is trying to steal this uranium in order to create some dirty bombs.
[X] Research Center for Stealth Fights. 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.

[X] Clash of cultures. Vault 15 was originally created as a social experiment in the clash of different cultures, and it has done well in this role, spawning not only the future Republic, but also three gangs of raiders. So why don't we show a repetition of this, a clash between the old squatters and settlers from the Republic, who are gradually forcing the squatters to leave the city they built over the shelter, which they are trying to resist.
[X] Priorities. Yes, the Legion may well destroy the tribe, but this destruction should not necessarily be obvious and conspicuous when speaking of the Legion's foresight. They may well simply suspect contradictions between the tribes, and then do not come to the aid of an ally that has become too strong at the right time, eventually defeating the remnants of both sides, exhausted by the conflict. The Legion always wins.
[X] Requisition. And why not make this very military base not just a repository of technologies of the old world, but a community that survived and remained alive over the past centuries, which confidently defended itself until the Brotherhood finally came. As a result, you will have to oppose ordinary residents, taking away from them the technologies that ensured the survival of their community because of the ideals of the Brotherhood.



I liked multiple options such as the old world one or even going with technologies for Vault 15, but things comming full cirle in a way for them seems interesting.
 
[X] Plan Repeating History

[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.

[X] Rise of the slaves. The player will have to deal with a slave uprising that was preparing in the shadow of Flagstaff being recovered from the aftermath of the Great War. The players do not have a question - to help the uprising, or to try to suppress it. They will stand up for the Legion anyway, the choice is more about how large-scale the assassinations associated with the uprising should be.

[X] Research Center for Stealth Fights. 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.

[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.

[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.

[X] Traditions. Again, a somewhat introductory version for the Brotherhood of Steel, which introduces us to different aspects of the Brotherhood and the importance of interaction between them. Without paladins, the Brotherhood would not have been able to obtain technology, without scribes to understand them, and without knights - to embody in metal. The archaic structure of the Brotherhood is not just stupid traditions, but an established system in conditions of degradation of society.
 
[X] Plan: Couldn't think of a name

Mostly because the honorary federate is a massive turn off. The Legion is suppose to be evil.
 
[X] Plan: A Desert Called Peace

It says its a trick sooo....
the tribe likes it doesnt mean its not evil, The Legion is just particularly cunning on this one.
 
It says its a trick sooo....
the tribe likes it doesnt mean its not evil, The Legion is just particularly cunning on this one.

Well it is a Roman Tactic. When you defeat the enemy, you bring prominent individuals to the capital. Show them around of all the might and glory of Rome, all the technological wonders, the cultural superiority and talk of how you could make them Romans with some education.

They come back, praising your Empire to their people and convince them to send their children to your former to learn how to be them. And of course you send a lot of them as you want to become Roman quicker and you tear down old traditions and values because they aren't needed and many years later you're unrecognisable from the rest of the Romans, repeating the process all over again.

In short the Legion's strategy is to enforce this rule,"When in Rome, do as the Romans do."
 
[X] Plan: This Will Probably Get No Votes

[X] Raid of the True Republic. Shady Sands acts as one of the main centers of the New California Republic, and therefore is a target for the True Republic. Players will have to thwart an attempted raid on the New California Republic building with a tiltrotor in order to try to assassinate the entire NCR Senate.

[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.

[X] Research Center for Stealth Fights. 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.

[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.

[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.

[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.
 
[X] Plan Repeating History

I would also like to note that, as we're designing the faction's storyline, we need to balance how evil the Legion is. That is, we can paint them pitch-black candy-stealers and puppy burners... but nobody - or effectively nobody - would play it. So there needs to be some reason why it's a playable faction instead of a massive raider wave best left for a PvE event.
The easiest way would be picking a page from Rome's own book. Ruthless and cruel it may look to outsiders, the Legion brings security. The Legion brings prosperity. The Legion brings unity and purpose. The Legion brings... civilization, even if it is too... antique for a modern taste. And to those that follow and advance the Legion's rule - the New Romans - it is superior to the madness of the Wastelands, with their petty squabbles bringing only ruin, misery and poverty.
However, only the Legion matters to the Legion. Everyone must be brought under the rule of the Divine Son of Mars - or be destroyed as an obstacle to Roman rule. Profligates of the NCR must be destroyed - because they waste resources that the Legion needs for themselves, and only through war could it be stopped. Foederati, vassals, tributaries could still be allowed to exist under the Legion's aegis - temporarily, until they could become a full part of the Legion. War is most often used because it is the quickest way - it is spending Legion's blood to obtain more blood for it faster, yet, if the price required is too high, other ways may be used - only because it weakens Legion less than a direct invasion. Legion doesn't care about anything else. Leaving cities for soldiers to plunder improves morale. Crucifying rebellious slaves motivates others and, through fear, makes them loyal - though purges are needed sometimes to cut the chaff, so only the best are left for the Legion. Drugs are weakening soldiers through addiction, withdrawal and long-term effects. Torturing loyal slaves for no reason is destruction of Legion's property. What's good for the Legion is good. What's bad for it is bad. It is a simple moral code. It's still horrifying, allows for portraying them as evil, but there's at least some nuance allowing players to enjoy playing as Caesar's warriors.

Yes, this is more or less the gist of Roman mentality. Isn't the Antiquity fun?
 
The easiest way would be picking a page from Rome's own book. Ruthless and cruel it may look to outsiders, the Legion brings security. The Legion brings prosperity. The Legion brings unity and purpose. The Legion brings... civilization, even if it is too... antique for a modern taste. And to those that follow and advance the Legion's rule - the New Romans - it is superior to the madness of the Wastelands, with their petty squabbles bringing only ruin, misery and poverty.
Basically, this.

Like, for example, I envision NCR and Brotherhood areas having lots of low level Raiders, rando encounters for XP and such.

Legion areas? Far fewer, and they're tougher, because only the really tough/crazy/desperate wanna risk death by Crucifixation.

I also envision Legion NPCs in combat far less likely to retreat or express cowardice or even dissatisfaction with their superiors. Simply put, your average NCR conscript might not wanna be there, while their counterpart in the Legion is indoctrinated into seeking glory in combat while also knowing if they even think of looking backwards, they discover that Roman invented Not One Step Back, unlike Stalin.

Might also have Forlorn Hope style units, Legion members who disgraced themselves and seek death in glory by being the first wave, minus any armor. However, they are hopped up on Ambrosia (Buffout, Rocket, Slasher, and a slug of wine, all carefully mixed) and really not gonna stop until they die.
 
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.
 
i should really sleep before posting i misread what the actual plan was

[X] Plan Good and Bad
[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] - 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.

[X] - 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.
 
[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] - 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.


[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
 
[X] Plan GSI
[X] - 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.

[X] - 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.

[X] - 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.
 
[X] Plan NightStalker Question
-[X] - 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.
-[X] - 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.
-[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.

Took Nightstalker's post and made it into a plan. Also, I really wanted the drought plot line. The Brotherhood has to deal with California's long dry season when simple things like water were a local concern; as in every village had a couple of wells and locals were motivated to regulate water without prodding. Now, the Brotherhood needs to follow a leadership role when they would rather be slaying the Legion or tinkering.
 
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[X] Plan What Makes a Nation?
-[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] - 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.
-[X] - 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.

This is a chance to show the engines of the three factions.
1) The Brotherhood cut down a forest because it presents an environmental risk that could effect their infrastructure and they don't want to waste resources keeping it at bay when they could do preventative measures. If those measures hurt others… not their problem.
2) The Legion's mission to bring order and civilisation to the wasteland is built on the back of slavery because it allows the recruitment of more soldiers into the Legion. Is it cruel? Oh yes, but it's working in some ways arguably better than the NCR.
3) Junktown looks bad at first glance, a seedy underbelly of the NCR… except it's not. Junktown is a tourist trap, playing on the thrill of danger without any actual threat to those who visit. Like the rest of the NCR it's a past romanticised and that sometimes doing the right thing, doesn't always feel like it. Honestly it's a clever subversion of the typical Fallout formula… the only winning move is to walk away and leave things alone, as trying to fix the perceived problem just annoys everyone.

Side note from the Vault Dweller's Memoirs:

"It was here that I learned the most important rule of all: doing a good thing sometimes means being a very bad person. My memories of Junktown are tainted, and I feel no remorse for my actions in that place."
 
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[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.

For NCR, it's a no-brainer. It's the closest to the old USA - and thus is resembling it the most. So yes, we could interpret that as a stab at the modern era... except it's also has a bit of that Wastes feel - there are reasons to choose safety over liberty, and they crawl out every night. The system is nowhere near perfect - but it works. What if you collapse it and the town just dies? Is the risk worth it?
For the Legion... slavery is important, yes. But it's important for the Legion - not the player. It could be a Frumentarii sidequest - but I feel that it would be better to show how bad it is, not tell. And by that, I'd rather have the player unable to interact with slavery as a system. Slaves are property, like your arms and armor, and the Legion will issue one to you if it is necessary, like your armaments. Slaves are the supply officers' problem. You? Go forth and conquer. I have a slight preference for the cultists over the mutiny, and I don't really think that the republicans are a good choice, so that's the way it goes.
Brotherhood... Eh, they need a departure from the "tech guys" routine. And the latter two choices are for that - one dividing them and their serfs as military and civilian, other - as "civilized" and tribal. And, honestly, I think the droughts are better for that.
Edit: To clarify, I'm utterly convinced that dealing with slaves other than whatever Legion tells you to do (which is mostly "shank them because rebellion") shouldn't be a major questline. I'm biased and I don't care.
Now, that I think about it, I'm more convinced of my current choice. Cultists... They're better for evoking Rome (See, that bird is actually Caesar, son of Mars, reborn from the ashes of the Old World. Worship him or get shanked), and it even sounds more unique than the Republic of <placename>. Mutiny is an interesting choice... But I kind of feel that it should be later. Maybe third part, maybe even some future patch - but later. The Legion has not seen the whites of their equal's eyes yet.
 
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