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

In a modern context maybe, but you have to remember we are in a post-apocalyptic wasteland where clean water is still a luxury for many. Pretty much no one has the resources to start businesses on their own.

This may actually reduce corruption, as it will ensure that most of the private sector doesn't get monopolized by the few people who do have those resources already (indeed we see this happen in numerous places throughout the fallout series), and put everyone on equal ground.
but why isn't the gov getting it's moneys worth like every other investor????
this is just privatizing profits and socializing of losses all over again and why the rich get richer
 
but why isn't the gov getting it's moneys worth like every other investor????
this is just privatizing profits and socializing of losses all over again and why the rich get richer
Well, the government will make money from the increase in trade and taxes, but also this isn't just a direct money-making scheme. It's an investment into our quality of life and long-term economic growth as a nation, like building roads or schools. We don't directly get profits from those right away but in the long term they boost our economy.

And it's not really "help the rich get richer" it's "help everyone else get started so the rich aren't the only ones who are able to have businesses"
 
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Remember people that the USSA was not above doing morally questionable experiments, Fallout 76 you actually met a astronaut that was the victim of one.

I imagine that in Space City have all sorts of computers that has files on dubious experiments the USSA engage in the past also and who can say if some of them are still not being conducted, it's not like the Enclave has dibs on monstrous actions.

I imagine that must be one of the dirty little secrets Space City hides from the Wasteland.
 
Lone Star Mutant Concepts
I got some mutant concepts

Chupacabra (pretty self explanatory)

Radhog (which I'm pretty sure was already mentioned)

Radjag inhabitants South and Central America


Mudhopper
they inhabit bayous and swamps mostly but sometimes go on beachs
Though they are not mutated mudskippers considering those don't live in the America's
They are just a fish that has mutated a similar method of locomotion though much bigger
They are as large as a medium sized car
They can "hop" short distances
 
Since my plan is not going to win can we please next turn start Buchaven Diploplamcy to start annex Brookshire then get rid of the Food and Water penailty specially now that Brookshire raiders have the option to join Katy.
 
Honestly, the sooner we can get non-mutated animals back into the wilds, the better. Would be nice to see non-mutated bison herds.

Speaking of bison, I wonder how things are going on Montana and the northern plain states?
 
I allways findnit strange when businesses get an investment from the gov but the gov doesn't get a stake in the business it just screams corruption at me

I mean, it's not like we're investing in billion dollar corporations. There are no corporations and no wealthy class so to say. All people own is the $20k, the money they made since then, and whatever property they have, if they're lucky a house on the surface. It's more the government is giving businesses money so people don't have to use all of their personal money just to get their business off the ground.

What exactly does the Entrepreneurial Stimulus mean by spending?

Loans?

Capital investment?

Simple support?

I'm Korean and I'm writing this with a translator, so please forgive me if it's awkward

The government gives a support package to businesses so they can spend money on operations and to expand production and help it grow. Once again, everyone is just starting their business and almost no one has experience running a true business. All of the businesses in San Felipe are small and they're gonna use that cash for a foundation. The government isn't expecting any direct payment back, merely stimulation to help the economy. The US government does it all the time, but the main difference here is we aren't bailing out failing businesses, we're helping the macroeconomy get started.

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

When they stop harassing existing communities for tribute or engage in wanton violence. Technically they are something of a state, but more along the lines of Great Khans Wyoming ending. The reasonings for why they don't make the transition will be explained in the update.

Remember people that the USSA was not above doing morally questionable experiments, Fallout 76 you actually met a astronaut that was the victim of one.

I imagine that in Space City have all sorts of computers that has files on dubious experiments the USSA engage in the past also and who can say if some of them are still not being conducted, it's not like the Enclave has dibs on monstrous actions.

I imagine that must be one of the dirty little secrets Space City hides from the Wasteland.

Well most of the survivors of the bombs weren't at all engaged with the experiments since the sick and twisted scientsits were scooped up by the Enclave or corps in the know when the bombs fell. I imagine that once a clear chain of leadership was established, the criminals who remained were punished and a clean slate was enacted. Yeah, Space City doesn't broadcast that stuff and try to shove it under the rug, which is a problem of its own, but by now the USSA is a relatively moral faction. Also, the 76 cryo experiment you mentioned is somehow more ethically sound than most Vault projects.

I got some mutant concepts

Chupacabra (pretty self explanatory)

Radhog (which I'm pretty sure was already mentioned)

Radjag inhabitants South and Central America


Mudhopper
they inhabit bayous and swamps mostly but sometimes go on beachs
Though they are not mutated mudskippers considering those don't live in the America's
They are just a fish that has mutated a similar method of locomotion though much bigger
They are as large as a medium sized car
They can "hop" short distances

Thanks. Don't know about the Radjag, but I'll probably use the rest some time later.

Speak of mutants we need some run away science expirments as well in Houston. Because is not Fallout without mad science ruining your day.

Well.....in Brotherhood of Steel it's explained that a civil war broke out in the Corporate Vault and the end result lead to Radroaches and Deathclaws going free and heading into the Wasteland. So I am rolling that there is a chance we could encounter some migrating Deathclaws in the future as I imagine the Los Deathclaws have at least made it to Dallas-Fort Worth right now. Still heavily debating whether or not some Super Mutants would have been released, but I'm leaning towards no since there is no mention of Super Mutants in Texas til Attis' Army came along and Attis never encountered any while he ran into full tanks of FEV.

Voting closed, we're gonna secure the Backyard.
Scheduled vote count started by Kaiser Chris on Jul 7, 2024 at 2:23 AM, finished with 41 posts and 18 votes.

  • [X] Plan Securing a Friendly Backyard
    -[X] Ratify Entrepreneurial Stimulus
    -[X] San Felipe Garages (200/250): On the outskirts of San Felipe right next to I-10 is a series of car dealerships which belonged to a handful of Japanese and American companies before the war. These would be the perfect spots to maintain and customize on your fleet of federal vehicles. 10 Resources per dice. $5 Per Dice +1 bonus to Intelligence Dice [1 Dice]
    -[X] Clay Pit (26/250): Texas is currently in the midst of a development craze and in order to fuel it we will need lots of clay for brick and mortar. Fortunately, Austin county happens to be home to a clay deposit we can extract and work on for local needs. 10 Resources Per Dice, $15 per dice. +5 Resources per turn. Boost to Trade [1 Dice]
    -[X] Sealy Industrial District (0/200): In Eastern Sealy exists a collection of small manufactories and construction yards that pre-war had served the needs of the county's industry. With power now restored to the sites and a high demand for production and constructive labor, maybe you can create a whole new industrial district to provide for the necessities of Texan manufacturing and construction. 25 Resources per Dice. $750. +1 Development Dice [4 Dice]
    -[X] Scout Fort Bend County (56/125): Before the war, Fort Bend was a thriving county and rising jewel of the Southeast near equal to Harris County in quality of lifestyle. This was mainly due to Fort Bend being the preferred suburban home for so many of Houston's leading executives, intellectuals and white collar specialists that gave it a certain edge in wealth. So far all you know about the county is that it has made something of a return with Imperial Sugar and Vault 113. Explore to see just who all lives in this county and what potential there is in the backyard of Houston's elite. [2 Dice]
    -[X] Investigating Conquistadors (75/200): The Conquistadors are a hostile raider tribe next door to Texas and unlike past enemies like the Seals and Bellville Longhorns, it is clear that they are far greater than a single town or band. In order to understand the full scope of what we are dealing with, it would be wise to deploy the Rangers to investigate and scope just what kind of enemy we are dealing with. [1 Dice, 2 Free Dice]
    -[X] Specialist Training (132/200): During your scouting of Waller, you came across a convoy with a rare supply of explosive ordinance and high damage weaponry that would make for some excellent force multipliers on the battlefield. Only problem is none of your men really know how to use them. Push the troops through a boot camp to help create some MOS and identify promising Troopers who can utilize these old weapons on new battlefields. [2 Dice]
    -[X] Officer Candidate School (202/250): With the Texan Army becoming an increasingly more professional force by the day, the Rangers being special forces, and the establishment of an Air Force, it's increasingly clear that you need a high quality officer corps to lead Texas in its future wars. Work with the War Department to create an Officer Candidate school so your men and women can be lead by the best. $30. +1 to Martial rolls. [1 Dice]
    -[X] Austin County Defense (100/300) : Texas has just completed its first wave of reclamation with the liberation of Austin County, creating a heart for teh Second Republic. However, you must not remain complacent as there will be many future enemies of Texas who want to destroy all that you built. The War Department has approached you with a comprehensive plan not only to defend the county, but also initiate a new reorganization of the Army. Let's see what must be done. +1 to Martial rolls [3 Dice]
    -[X] Rosenberg Understanding: DC ???/???: While your support of Wharton's independence may be noble, such a move did encroach upon Rosenberg's sphere of influence with one of their "protectorates" spreading its wings and no longer paying tribute. While relations haven't broken down, there seems to be a general unease within the town over "Vault 28" trying to take over. See if you can patch things up with your southern neighbor. [3 Dice]
    -[X] League Expansion: Aggieland:: DC ???: One of the most surprising developments of your recent diplomacy with Aggieland is their expressed interest in joining the Houston League as a full member. Such an expansion would be of high benefit to the League thanks to Aggieland's military power and cache of pre-war knowledge. However, their potential and existing power could majorly upset the existing dynamics of the League which has made all but Hunter's Creek and Galveston hestiant on them joining. Perhaps you can be a middle man and push for their inclusion into the League
    --[X] Sugar Land DC 65 [1 Dice, 1 Free Dice]
    -[X] Old Weapons for a New World (0/???): Recently in your travels you have come across a variety of military-grade weapons that can greatly enhance the potential for the Texan military. The main issue is that you currently have no known methods of reproduction for new weapons or supply, making them a very scarce and valuable supply. See if your best and brightest can reverse engineer and help make new production lines for the Republic. 5 Resources Per Dice
    --[X] Mortar (120/350) [2 Dice]
    -[X] Sealy Gas and Oil Depot (30/200): On the south end of I-10 is a Poseidon Energy depot that stored oil and natural gas. More emphasis on the natural gas in the last years of America, and it apparently is in great condition with lots of energy left. Lets see if we can fire up the plant and get it working again. 5 Resources per Dice. $400. +1 Free Dice. [2 Dice, 2 Free Dice]
    -[X] San Felipe Clinic (235/250): Currently, healthcare within the Second Republic essentially amounts to shipping someone to Vault 28 where our medical facilities with top of the line technology, including autodocs can take care of patients. While fine before the return to the surface, it's a bit awkward to make the trip, especially with battlefield injuries. Not to mention a long trek for wastelanders and those who have returend to living in the surface to make. See if you can make a clinic within San Felipe, to take care of most minor ailments and stabilize patients before transfer to Vault 28 for major surgery. 10 Resources Per Dice $15 Per Dice. [1 Dice]
    -[X] National Bank of Texas (171/300): Now that you are soon going to have a proper economy, the next best step to prepare is to create a Treasury Department and a National Bank to keep the people's money safe and secure as well as control the flow of currency within the Republic. 5 Resources Per Dice. +1 to Administration rolls. [3 Dice]
    -[X] Sealy Market (0/250): In Southern Sealy there is a Super-Duper Mart and an adjoining distribution center which the Seals used for their loot, but then lost after many years of wasteful usage and a fire. The physical buildings and most of the interior decorations are still there, and with trade picking up, it has been suggested that perhaps we can use the Mart as a marketplace for domestic and foreign traders to meet and swap and sell goods and items, especially taking advantage of our lucrative position on I-10. 5 Resources Per Dice. $200. Boost to Trade and Domestic Sales. [1 Dice]
    [X] Plan: Lock 'n Load
    - [X] Veto Entrepreneurial Stimulus
    -[x] Development
    -- [X] San Felipe Garages (200/250): 1 Dice + 1 Free Dice
    -- [X] Cotton Plantation (75/250): 4 Dice
    -- [X] Sealy Industrial District (0/200): 1 Dice
    -[X] Intelligence
    -- [X] Investigating Conquistadors (75/200): 3 Dice + 1 Free Dice
    -[X] Martial
    -- [X] Specialist Training (132/200): 2 Dice
    -- [X] Officer Candidate School (202/250): 2 Dice
    -- [X] Austin County Defense (100/300): 2 Dice
    -[X] Diplomacy
    -- [X] Rosenberg Understanding (???/???): 3 Dice + 1 Free Dice
    -- [X] Le Grange Diplomacy (20/150): 1 Dice + 2 Free Dice
    -[X] Research
    -- [X] Anti-Material Rifle (10/150): 4 Dice
    -[X] Administration
    -- [X] San Felipe Clinic (235/250): 1 Dice
    -- [X] National Bank of Texas (171/300): 3 Dice
    -- [X] Refugee Welfare (0/200): 1 Dice
    -[X] Dangers of the New World
    [X] Plan: Finishing up and Catching up
    -[x] Development
    --[X] San Felipe Garages (185/250): [2 Dice]
    --[X] Clay Pit (26/250): [3 Dice]
    --[X] Sealy Industrial District (0/200): [1 Dice, 1 Free Dice]
    -[X] Intelligence
    --[X] Investigating Conquistadors (75/200): [2 Dice]
    --[X] Spartan Research (10/50): [1 Dice]
    -[X] Martial
    --[X] Austin County Defense (100/400): [3 Dice]
    --[X] Specialist Training (132/200): [2 Dice]
    --[X] Officer Candidate School (202/250): [1 Dice]
    -[X] Diplomacy
    --[X] Buchaven Diplomacy (0/150): [2 Dice]
    --[X] League Expansion: Aggieland
    ---[X] Space City DC 50: [2 Dice]
    -[X] Research
    --[X] Old Weapons for a New World
    ---[X] Laser Firearms (50/250): [2 Free Dice]
    ---[X] Mortar (120/350): [1 Dice, 2 Free Dice]
    --[X] Rad Rivers (0/250): [1 Dice]
    --[X] Sealy Gas and Oil Depot (30/200: [2 Dice]
    -[X] Administration
    --[X] National Bank of Texas (171/300): [2 Dice]
    --[X] San Felipe Clinic (235/250): [1 Dice]
    --[X] Texas Post Office (0/400): [2 Dice]
    -[X] Ratify Entrepreneurial Stimulus
    -[X] Dangers of the New World
    --[X] San Felipe Garages (200/250): [1 Dice]
    --[X] Clay Pit (26/250): [3 Dice]
    --[X] Cotton Plantation (75/250): [2 Dice]
    --[X] Investigating Conquistadors (75/200): [2 Dice]
    --[X] Spartan Research (10/50): [1 Dice]
    --[X] Austin County Defense (100/300): [3 Dice]
    --[X] Specialist Training (132/200): [2 Dice]
    --[X] Officer Candidate School (202/250): [1 Dice]
    --[X] Buchaven Diplomacy (0/150): [2 Dice]
    --[X] Rosenberg Understanding: DC ???/???: [2 Dice]
    --[X] Rad Rivers (0/250): [1 Dice]
    --[X] Robotics Workshop (5/250): [2 Free Dice]
    --[X] Old Weapons for a New World (0/???)
    ---[X] Mortar (120/350): [1 Dice, 2 Free Dice]
    -[X] Sealy Market (0/250): [2 Dice]
    -[X] National Bank of Texas (171/300): [2 Dice]
    -[X] San Felipe Clinic (235/250): [1 Dice]
    [X] Soberan 123
 
Lone Star Mutant Concepts 2
Thanks. Don't know about the Radjag, but I'll probably use the rest some time later.
We wouldn't really encounter the rad jag until we go to southern Mexico which would be the closest spot too find them

I got some more concepts
Unused wastewolf concept from fallout 3
Though we do get regular wolf's in far harbor this would be the mutant varient



Radmule


Another hog concept
This is a domesticated varient with mutations bred out

Another walking fish concept

Unused vulture concept
no idea what you can use this for

amd finally

Sherif supermutant
 

I definitely see some super mutants cosplaying as sheriffs and see "normies" as outlaws, much like in a cut content in Fallout 4 that a group of super mutants cosplay as sailors, they never get rid of the clothes they were using nor the companions comment but the song and unique dialogue they have were gone.

Thinking about super mutants if FEV be spilled in Houston it would be a disaster since the Master theorize they intelligence may be link with the amount of radiation a human was exposed before the transformation. Houston avoid the worst of nuclear exchange so there's few radiation in the region compared to the rest of the Wasteland so if a a Houstonian wastelander, or a Texan overall, been transformed in a super mutant may given birth to more intelligent ones, not by much but they certainly will be more smarter than the ones from Vault 87, at best they probably could be compared to Huntersville or Commonwealth super mutants, perhaps between both would be a better alternative since the former are created just in the aftermath of the Great War and the other was a failed project of a faction of scientists so there was a refinement form the latter.

Also for mad science we need... cyberdogs. Consider Space City was the HQ from USSA they probably have quite a few among they population and elsewhere, surprise we have not run in some settlements that have some, while Space City definitely has assaultrons and eyebots.
 

View: https://youtu.be/rYU8GQIDs34?si=HAh85-AHdy6YQFW3
Saw this video that puts forward a reason for deathclaws being able to tank heavy munitions and keep on coming
They have an INSANE adrenal system so they can keep going even when mortally wounded and kill whatever wounded them

As a side effect it also makes them hyper aggressive so that's why they attack things that can easily kill them (behemoths mirelurk queens) without hesitation
 
We could incorporate some elements from the Old world blues mod from HOI4, such as shale's army. Though my main question is, when will we encounter a brotherhood chapter, and where in Texas are they located? if they are here that is.
 
We could incorporate some elements from the Old world blues mod from HOI4, such as shale's army. Though my main question is, when will we encounter a brotherhood chapter, and where in Texas are they located? if they are here that is.
Old world blues is going to be a big part by wog
Considering the nations in Mexico
Also brotherhood doesn't show up until attis
 
by the way I've been meaning to ask something since the quest started, if we get a 100 looting roll for scouting a location like we did for Fayette County will we get a G.E.C.K or something equivalent to it in terms of worth?
 
We need to be on top with Diplo and Rosenberg, i.e., they are our main trade partners and neighbors, so yeah, and maybe we can make something like the EU partnership with the other states, because, if I remember right, the EU was an economic pact and after transitioned to a full-time unfied front.
 
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