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

if the Spartans hate people who are corporate affiliated, then we should try somehow try and get word to them about Poseidon Energy, let one problem deal with a other one
 
The sports gear has to come into it somehow. People don't just take units of T-49 combat armor and make them look like football and cheerleader outfits unless they have a very good reason.

What scares me is that they can just give people the physical enhancements and replenish their numbers that way. I thought we might be able to whittle down their numbers if they had to be born with the enhancements, but apparently they can just give them to adults.

While they have quality infantry though, we seem to have the advantage in heavy weapons. Hopefully we can bomb and bombard them back to wherever their hidden bunkers are.
 
What scares me is that they can just give people the physical enhancements and replenish their numbers that way. I thought we might be able to whittle down their numbers if they had to be born with the enhancements, but apparently they can just give them to adults.
Can they? We don't know the exact details, and for whatever reason the enhancements aren't exactly mass applicable. We can still do the whittling, it's just not an effective long-term solution.
 
Turn 14 September 2125
Turn 14 September 2125

Recently, a major issue has been brought to your attention by the War Department in terms of supplies, more specifically Pip-Boy supplies. By now all the prepared Pip-boys for Vault 28 from before the war had been constructed and were given to citizens and members of the military. While this was a sustainable situation before the annexation of Waller County, after Waller County, we can no longer provide our citizens universally with Pip-Boys with the current stock just reserved for Vault 28 citizens and the Rangers. While this does lead to minor feelings of resentment and frustration within the new Waller Texans, for the most part they are accepting since you are giving them so many other luxuries like free water and healthcare that the lack of a pipboy is hardly the worst thing in the world.

However, if we are to expand our military further, we need to asses whether or not pip-boys are vital to operations. So far, they have been helpful thanks to radio communications, maps and local positioning for scouting and mobile warfare, and information data and computer interaction. However, they are not necessarily super critical for military function as most Wasteland militaries have been working fine without them.

Perhaps, there might be a potential solution. Within the RobCo plant that the Astros took over, there was a "Soldier Boy" prototype. Basically it's a PipBoy but for the US military where your average grunt could use it in operations with a purported "Special Boy" hinted at being development, but unfortunately absent in the Stafford plant, likely at a different RobCo facility. After Aggieland joined the League, the Astros opened a triple project with them and the USSA who are able to manufacture the Soldier Boy in limited runs. You could contract the Soldier Boy, though it has lesser utility and functions than the Pip-Boy. Either way, they will both be incredibly expensive in cash.

Alternatively, you could begin the phasing of the military to a more simple soldier with a mobile radio set and a field book for intelligence and data work, but it will lead to a less effective soldier. What to do.

[ ] Contract Pip-Boy: $25,000
[ ] Contract Soldier Boy: $15,000
[ ] Switch to Basic Kits" $7,500


[X] 2125 Census (93/100): With the recent annexation of Waller County and score of refugees who are now Texan residents, it would be good to conduct a census to not only gain an understanding of how our population is organized, but also know who is now part of our Republic now that the nation has grown far beyond San Felipe. Autocompletes this turn.

The census manages to finish right before the election, thus ensuring that all the ballots are of legal Texans and the process isn't tampered with. Fortunately, the process is aided by many of the annexed communities having local democratic traditions that while overall were somewhat authoritarian in power, at the very least kept many of the ideas and spirits of old world democracy and didn't make the concept too foreign or offputting for the new Texans save for some of the new generations who migrated in and had to take the democracy educational courses offered at the libraries, being overall fascinated with the trust and freedoms that are offered in the process.

Of the new legislators, there is a split between traditional community leaders and more heroic and larger than life individuals chosen as heroes or champions for their respective communities to "fight" for them in Congress. There's not any strong ideological pull towards the rookies, although the Brookshire congressmen seem to in general be expansionist, and the class is overall being courted heavily by the Wasteland Caucus. Of the incumbents, most were re-elected but there were a few defeats based off of the controversial bills in the past session and their support or opposition towards it. You also have a feeling that there is some growing alienation among certain political circles of the vault with the words "Big-Tent" and "Centrist" being whispered nastily in a few blocks, some people just wanting a more decisive leader that has a starkly defined alignment, though overall you stay respected.

With the Vault Caucus set to become a minority next decade with the new census and the Vault dwellers now being a plurality, there is some discussion within the Vault Caucus of forming a political party or parties independent of geography so the ideals of the Republic can be maintained and spread with new blood. You suppose any further partisanship will depend on what happens next year.


With the expansion of the Second Republic of Texas through its annexation of Fayettteville and Walker County, the San Felipe Independent School District could finally expand outside of the vault with Selman Elementary, and Sealy Middle School and High School reopening for the first time in near half a century. Most of the student bodies would be wastelanders with a major focus on the older groups of learning the basics that they were denied due to their rough survivalist lifestyles previously, though there were a few vault dweller children whose families had moved to the surface. Some legislators had spoken of integrated shuffling with some vault dweller kids being mandated to attend school on the surface to open up spots for the Vault 28 schools and further equality and integration, but such an idea was shot down hard.

September 4th would mark the start of a new age for the school system with a couple hundred families bringing their children to the trio of schools located in Southwest San Felipe. There was an atmosphere of anxiety and uncertainty present in spite of the letters, public halls and earlier orientation day to let the new students learn of the basics. After all it was one thing to become a part of this new lone star republic, it was another to trust your children in the care of the state when life in the wasteland was so close-knit and suspicious.

One of these cases was a young Lauren Foster. A daughter of two Bandits, Lauren had grown up in Brookshire and all her life had known of the existence of Texas. One of her earliest memories had been tasting cold water and a cookie as part of the peace packages that Texas had sent Brookshire. Lauren didn't know what life was like before the Texas, but she knew it was better because all of the adults talked about how less people were dying, and they were happy and never hungry or thirsty. Lauren knew the concept of scarcity, but she had never known true hunger or thirst.

When the adults talked about how Brookshire was becoming a part of Texas, Lauren was confused as she thought they already were part of the same tribe, which made the adults laugh. Sure enough though, there were some major differences. Like how her family had planted a lone star flag on her lawn and instructed Lauren to treat the flag with as much respect as any of the old stuff that the Bandits cherished. She and her parents made trips to San Felipe and were welcomed as neighbors, not strangers. Her parents had even stopped being bandits, her father working for a fence company and her mother working at a tavern for the traders which passed on the roads.

Most importantly of all, Lauren would start school, no longer to be held in the library or being apprenticed under her parents, but in a big building filled with lots of other kids of all ages and being taught by strangers.

"Why do I have to go Mommy, Daddy, I want to stay with you, be a Bandit." Lauren pleaded, experiencing a major rush of fear as she was steps away from the door of her kindergarten classroom.

"There are no Bandits sweety, just Texans." Her father Charlie said in a bittersweet voice.

"Mommy and Daddy won't have much time to be with you like we used to Laurie-lou. We gotta work hard so we can get good money and give you and your brother a good life." Her mother Nicole said, rubbing her stomach. Apparently the Texans had some magic machines that could tell she was pregnant and Lauren would be an older sister.

"When we make money, you can have good clothes, lots of toys and good food." Nicole continued. Such a statement confused Lauren as while she was wearing a nice and clean blue dress that had been made by the funny Bell people, her parents wore old and dirty clothes that were made before the bombs. Lauren had noticed over time that they bought good stuff for her but they still used the old stuff. It didn't make sense to her, wouldn't they want to be happy?

"Can I help make money for you?" Lauren asked innocently.

Both her parents smiled widely at her statement with tears in their eyes, gripping Laura in a hug, "Not today Laurie, just be smart and have fun." Nicole said.

"I'm not smart." Lauren said in confusion. Smart people were those like the crazy science people in the comics who made robots and played with atoms, that wasn't Lauren.

"But you can and you will be. You're really luck Lauren, everyone else in Brookshire aint bright much, we never got to learn in a school and know a lot of stuff. You're young and don't miss out much, you can be just as smart and special as those Vault kids." Charlie stressed.

"Okay." Lauren said demurely. She still didn't understand what they were going on about, but it was clear that this school was important and they wanted her to be here and do good.

With a long and tearful hug, Lauren waved bye to her parents and entered into the classroom, one which had a lot of kids, a few she recognized as friends and neighbors, running around and being too wild to sit still.

Lauren forgot what to do and just stood in place awkwardly until the teacher who was doing her best to keep order noticed her, "Howdy dear, do you belong to my class?"

"I'm Lauren Foster." Lauren said meekly, looking down at the floor.

"Well hello there, I'm Mrs. Kelce, your teacher. Are you looking forward to this next year?"

Lauren simply shrugged her shoulders which received a light chuckle, "That's alright, first days are always a bit scary. You can sit wherever you like and please remain seated while I get everything ready." Mrs. Kelce asked, to which Lauren agreed and found a desk next to a lot of interesting posters to look at. She didn't understand why the kids just didn't listen, including her fellow Bandits. Her parents always stressed to her the importance of following rules and directions, if you didn't you died. Even after they got food and water, some people died.

As she sat down, Lauren opened her backpack and brought open her stuffed teddy bear Toby. It was a gift from one of her parent's last runs, and Lauren treasured it deeply as her best friend. It was thanks to Toby that she had stayed mostly composed in this very scary day, though one couldn't tell from her body language as she squeezed onto Toby tight curled up silently in the chaotic and messy room.

Lauren remained this way for a few minutes until she noticed someone confidently plop themselves down on the seat next to her. Lauren looked and saw it was another girl, one who wore a green and black dress that was more cleaner and nicer than anything Lauren had seen. She also had blonde curls like the old magazines showed.

Lauren stared at her blankly as the girl put out pencils, paper and crayons and arrainged them neatly, then when she was in the middle of packing, she noticed Lauren which caused her to freeze.

"Hi, I'm Sally." The stranger greeted with a thick cowboy voice, meaning she was one of the Texans.

"I'm Lauren." Lauren responded shyly.

"I never saw you in the Vault or San Felipe, where you from?" Sally asked.

"Brookshire."

"Oh you're one of the good Raiders, glad that you joined us."

"We're not Raiders, we're Bandits. We take from bad people and find lost old stuff." Lauren defended. Her parents had always stressed that Raiders were evil people who hurt others for fun while the Bandits stole to help the tribe.

"Sorry." Sally apologized, which was okay for Lauren. "Do you play with dolls and stuffies?" She asked, pointing to Toby.

"Toby is my friend." Lauren emphasized with a squeeze. She noticed a few of the kids fighting over the room's toys and didn't want to lose her bear. Toby wasn't lost and she wasn't a bad person so no one didn't need to be a Bandit.

"I don't want your bear, I got one at home with a dog and a cat." Sally responded, then reached into her bag and pulled out a smiling plush blonde woman with a wearing blue and yellow and a 28 on the back. "I just want to know if we can play."

"What's that?" Lauren asked. She had seen many toys, figures, posters and books and comics featuring a blonde person wearing a blue and yellow suit, but that was a man.

"This is Valerie, she's a Vault Girl." Sally informed proudly.

"A Vault Girl?"

"She's the company person for Vault-Tec like Vault Boy, the people who made Vault 28."

"Aren't they evil weirdos?" While Vault 28 had been good neighbors, apparently the Vaults overall were bad places made to hurt people as whispered by the Brookshire adults with Vault 59 being a popular parable to emphasize caution and be against blind trust.

"Yeah." Sally said with a sigh, "No one from the Vaults likes Vault-Tec so they don't use the Vault stuff when we opened the vault. That means I can have lots of Vault dolls and toys, but no one plays with them. "

"Why do you play with them?"'

"Because Valerie is cool and looks like me." Sally informed, and indeed Lauren could see something of a bare resemblance, though mostly on the same hair. "She goes on lots of cool adventures and isn't silly or stupid like Vault Boy. It's not her fault her company were bad people." Out of the corner of her eye, Lauren could see a few kids give Sally the stinky eye for owning such a toy, which wasn't very nice.

"I guess I can play, Toby likes new friends." Lauren adventured, which earned a great big smile.

Maybe school wouldn't be so bad.

Second Republic of Texas
President: Christopher Neil
Capitol: San Felipe
Territory: Vault 28, Austin County, Waller County, Fayetteville
Population: 10,144
Resources: 480 +5 per turn
Water 800 Plentiful Surplus
Food: 175 Surplus

Finances
Treasury: $250,611
Annual Deficit: $1,775

Annual Spending
Healthcare: $762
Rations: $131
State Functions: $4044
Defense: $5335
Education: $857
Total: $10,431

Annual Income
Income Tax $257
Domestic Sales: $505
Trade: $3307
Bellville Loan: $1500 (Til 2156)
Gambling Taxes: $137
Sealy Market Rent: $50
Aggieland Loan $2500 (Til 2188)
Brenham Loan $1000 (Til 2169)
Total: $8,991


President Christopher Neil Approval
Approve: 64%
Disapprove: 21%
Unsure/Mixed: 11%

Top Concerns

  1. Buses
  2. Settlement Reclamation
  3. Foreign Relations
  4. Exploration
  5. Food Silos


7 Free Dice

Development 7 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1

[ ] Wallis Farms (0/200): While our food situation is stable, we could always do with surplus both to keep our people well feed without fear of famine and for trade with other settlements and states. Set aside some land near Wallis and grow both a mixture of your preserved plants and the mutated plants for consumption. 40 Resources. $20. Gain 50 Food.

[ ] Austin Farms (0/200):
You've got some of the best soil in existence to support crops old and new and make sure no soul in Texas shall ever go hungry. Best to take advantage of that now. 40 Resources. $35. +100 Food.

[ ] Cotton Plantation (75/250):
Perhaps one of the most important resources for Texas at the moment is cotton. A necessity for clothing and the backbone of logistics for your armed forces. Unfortunately, it's a very scarce resource and you have to rely on imports from Sugar Land to make ends meet. Fortunately, Austin County was historically part of cotton country in the 19th century, so try to make a nice patch of space to grow domestic cotton. 10 Resources Per Dice, $15. +5 resources per turn. Boost to Trade

[ ] Sugar Plantation (75/200):
If one thing could be agreed about pre-war America, is that it was a sugar addicted nation. Sugary sweets were a mainstay of the American diet, and in the Wasteland even pre-war deserts are treated as a luxury near equal to pure water. Making them even more valuable is neighboring Sugar Land's recent development of a mutated sugarcane based Ethanol which has equal performance to gasoline. Create a Sugar field along the banks of the Brazos both to grow sugar for domestic consumption and trade. 5 Resources Per Dice. $10 +5 Resources per turn

[ ] Food Silos (0/200):
With Texas currently in a food surplus and having a great potential to produce mass excess in the future, it would be wise to establish some storage spaces on the surface to handle all the extra produce and make sure it doesn't go to waste, for both domestic cookin and trade.

[ ] Bellville Medical Restoration (250/750): Daphne approached you with a rather interesting proposal. A restoration of the Bellville Medical Center, the pre-war county hospital. While it was in use by the Kingdom once they secured control over Bellville, looting and violence had made much of the tech unusable and chems heavily depleted, with Longhorn control further degrading the hospital. Daphne believes that the hospital could be of great support to Texas and her Kingdom, and for more personal reasons, it could be a major attraction for foreign travelers. At the very least, this can serve as a major center of aid in times of crisis. 200 Resources. $2500 Greater quality of life and longevity

[ ] Oil and Gas Pipelines (279/445):
Aggieland as your newfound ally has approached you with an ambitious offer. They have found a method to pump shale oil and natural gas and wish to export it to the rest of the Houston League. With the Sealy Depot, you can act as the perfect intermediary. While Aggieland will foot the majority of the project they would greatly appreciate any aid and a boost in labor and resources. 30 Resources. Aggieland will contribute two dice.

[ ] North Austin Dairy Fields (7/150):
Some members of the Treasury Department have proposed the creation of a cattle ranch north of Bellville along the border with Brenham. The purpose of this is mainly to serve as a dairy farm both for increased domestic supply, as well as to have a supply of milk for trade with Blue Bell to help expand ice cream production. 10 Resources. $10 per dice. +25 Food

[ ] Brookshire Deconstruction (0/150):
San Felipe's eastern neighbor, while it has been inhabited by the Bandits as a frontier town since the turn of the century, the Bandits never really had the resources to effectively clean the town on their own. Maybe you can fix that. $1,000 Gain 200 Resources.

[ ] Brookshire Estate Repair (0/175):
Brookshire has done its best to keep its houses and commercial buildings in working order, but there was only so much to do thanks to a lack of knowledge, tools and industry. Now that Brookshire is part of the Republic, see if you can help them rebuild their city, it's the least neighborly thing you can do. $200, 5 Resources Per Dice

[ ] Waller County Deconstruction (0/100):
Most of Waller County outside of the I-10 and 290 are very rural and sparsely populated farm strips and homesteads. Still, there might be something useful that has generally been overlooked by the Wasteland. Gain 50 Resources.

[ ] North Waller Deconstruction (0/350) DC 60:
The Northern strip of Waller County saw some mild development pre-war, though much of it was turned to ash and dust with the mass nuking by China which was intended for College Station. Outside of Buchaven, the region is dangerous with scores of feral ghouls and it being the territorial grounds of a variety of mutant species. However, this also means that the area has been largely untouched by human or ghoul hands, meaning there could be lots of hidden treasures. Gain 150 Resources.

[ ] San Felipe Brickworks (50/200):
With the Clay Pit finally constructed, Texas shall be able to construct bricks and other construction materials to greatly enhance our development and further expansion. It would also be a great boon to trade. $15 per Dice. 10 Resources per Dice. Boost to Trade. +1 to Development rolls

[ ] Austin County Settlement Support (0/400):
Currently Texas has a handful of towns and the city of San Felipe which serve as residency of nearly all Texans. There's a whole lot of real estate available and many pre-war towns and communities largely preserved, but few venture out into rural Texas besides daring pioneers squatting in abandoned homesteads. Perhaps it would be for the best to give some support to these ghost towns so they may see a resurrection. $5,000. 175 Resources.

[ ] Waller County Plumbing (0/300):
Waller County has up til now been reliant on groundwater pumps and rain collections for its water with dehydration being one of the leading causes of death for its residents. Now that Waller is part of the Republic, its citizens have access to Texan water, but have to make trips to San Felipe and back. Work to connect the county plumbing and water supply to San Felipe to provide them with fresh water. $350. 40 Resources Gain 50 Water

Intelligence 4 Dice +1 Garages +1 Experienced Scouts
[ ] Scout Downtown Houston (158/200) DC: 30: The former economic core and soul of Houston as the interior of 610, Downtown got hit with a nasty case of nuclear suns and now is desolate graveyard as a memorial to what once was. Filled with twisting skyscrapers, mad robots, feral mutants, and with the only major human settlement being Chinatown and Astroworld. While dangerous, it could be a great place of opportunity with relics from the old world. Explore and see what is left of old Houston.

[ ] Scout North Houston (19/400) DC 40: What was once the industrial and Hispanic heartland of Houston is now Raider Country, home to the vile Big Three who have claimed the region as their domain, a hive of scum and villainy. The civilized states of South Houston have not dared to brave this region of the Wasteland and for the near future has been given up as an anarchic wasteland. Still, there must be some potential, and better to know thy enemy than to be left completely in the dark.

[ ] Scout East Harris County (35/250) DC 50: The lands of Harris County that lie east of the San Jacinto River, it is a land that no Houstonian dare braves for it is the sphere of influence of the infamous Spartans, alleged superhumans who launched an invasion of Houston at the turn of the century and were just barely driven off. There are two settlements we know of which have an active Spartan presence, with the rest being either minor independent tribes or those who swear allegiance as vassals. Venturing here would be very dangerous, but we have to cross the Sabine sometime, if nothing else than to understand who the Spartans are and what they are planning.

[ ] Scout Matagorda County (26/250): A southern neighbor through which the Colorado river ends. It's a very rural county that would be completely unremarkable were it not for one key factor, it is the home of the South Texas Nuclear Plant, the second largest in the state which had before the war supplied the majority of power to the Texan Gulf Coast. All we know thus far is that it's been deactivated, presumably since the war. If we bring the plant in along with nearby settlements it could be a game changer for Texas.

[ ] SpyxCowboy (110/350): Some of your cabinet members have made a rather shocking suggestion recently, creating a spy program for foreign intelligence and countering potential spies within the Republic. While it's doubtful that any post-nuclear state has the resources and manpower to play James Bond or be the second coming of the CIA, it's also doubtful that nobody has any sort of spy program. Establish an intelligence agency focused on espionage affairs to protect the Republic. +1 Intelligence Dice

[ ] Aerial Scouting (0/???):
There's a whole wide world out there beyond the Houston Wasteland, a world full of equal opportunity and danger. With the Texas Air Force, the sky is the literal limit. Time to see how the rest of the world fared in the apocalypse.
-[] Write in Where:

[ ] Scout Grimes County (25/200)
An agricultural county east of the Brazos, Grimes in the 19th century was prime cotton country and during the war had an agricultural boom in order to help the war effort. Should be prime grounds for farmlands, as well as helping Texas to further explore the "Wild East"

[ ] Expanding Horizons: Central America (0/250): Through its trade relationships, Galveston occasionally gets visitors from Central America. The region was something of a mess before the war, being a collection of banana republics that served as unofficial American colonies, so you're curious how they turned out in the absence of the US.

[ ] Expanding Horizons: Caribbean (0/300): The gateway to the Americas, the Caribbean islands were a mixed basket pre-war of either tourist hotspots or poor and broken states. So far what you know, there is a remnant of the US Navy based in the Virgin Islands trying to remake America and nearby Cuba is taking its turn playing colonizer. . Just what is happening with region?

[ ] Expanding Horizons: Northern South America (0/350): While much of the world was already collapsing before the war, South America was in a relatively decent-ish place due to a lack of warfare, through environmental damage and corruption made it somewhat miserable for many. Apparently a few daring and brave traders and fisherman have managed to make it to the likes of North Brazil, seemingly the main extent of Texan reach. See what's going on down South.

[ ] Scout Lee County (21/200): A rural county north of Fayette, Lee County was is a quiet agricultural county named after Robert E. Lee, once a major oil extractor until the wells dried up, and then being a ghost county til the bombs fell.

[ ] Scout Burleson County (0/150): North of Washington and West of Brazos, Burleson County by and large is a vassal of Aggieland due to a mixture of pre-war history and expansion after the bombs fell. Mostly farms and small forests, it is notable for the presence of Somerville Lake and the neighboring Titanium mines.

[ ] Scout Brazoria County (255/265): A coastal county just south of Houston, Brazoria is important to the history of Texas for being the site where the Old Three Hundred first landed in Texas along with containing Columbia, the first capitol of the First Republic. Unfortunately, the county has been rife with Raiders since the bombs fell, the only bright spot of civilization being the town of Freeport, Columbia and Brazoria.
Autocompletes this turn.

[ ] Scout Galveston County (0/125) DC 20:
Galveston County, the home to your neighbors the Free State of Galveston. With the mainland county recently claimed, there is a lot of potential discoveries that your allies may have glossed over that could benefit the Republic. Even more important is the eastern edge of the Bolivar Peninsula, half of the gateway to Houston and a potential staging point for any hostile force to the Houston League.

[ ] Conquistador Sabotage: DC ???/???/???: The Conquistadors are an ever present hostile force to your eastern borders, a deplorable tribe of raiders who seem to have some foul intentions for your side of the Colorado. It would be best to launch a mission with the Rangers to the west bank to sabotage the Conquistadors to harm their growth and give the edge for any future conflict.

[ ] Scout Montgomery County (0/300) DC 40: Lying north of Harris County, Montgomery was a fairly populous suburban county which housed the rich and middle class of North Houston. Sporadic reports claim the area is dominated by Raiders as well as the Spartans probing the general area. Most critically is the presence of Lake Conroe, one of the largest freshwater lakes in Texas.

Martial 7 Dice Endurance +2 New Sherriff +5 Power Rangers +1 OCS +1 +10 to battle rolls

[ ] Gun Production (0/???): Now that we have access to the surface and aren't so limited on raw materials, we have the ability to consistently produce firearms from our troops.
-[ ] Write-in: How much and for which units

[ ] Deploy for BattleDC: ???
-[ ] Where to and which units?

[ ] Shuffling Troops:
You want to redeploy some existing units to a new location, either in preparation for an operation or to enhance existing defenses.
-[ ] Where to and which units?

[ ] Shuffling Materials: You want to reorganize the inventory of the Army and shift weapons or distinct supplies to other units.
-[ ] Which materials and which units?

[ ] Mechanized Cavalry (48/200):
Currently the Army has access to a fleet of automobiles and motorcycles, but these can only be used for transport and have no means of defense aside from simple armor protection. Try to see what you can do to create some real armored fighting vehicles. 5 Resources Per Dice. $10 Per Dice.

[ ] Here Comes the Cavalry (15/250):
Recently, Texas has come to domesticate a variety of horse breeds, pure and mutant which have helped in the daily lives of the Republic and made work and trade more convenient for our citizens. However, there is more potential to come for horses, in particular reviving the cavalry concept so our military can use them for more than just logistics, transportation and reconnaissance. Let's see if cavalry has a place in the 22nd century.

[ ] Sealy Defense (10/350): When the Conquistadors launched their strike, a critical flaw was revealed in our defenses where Sealy was had no defensive walls or emplacements to defend the district. Disaster was averted thanks to the poor tactics and planning of the Conquistadors and the Emergency Drills, but now that Sealy is electrified and being settled, we must take proper action to defend the economic heart of Texas. 140 Resources. $400

[ ] Wallis Defense (0/200)
The "Gateway to Houston", Wallis is our second town and an important trade stop along 36th Memorial to connect to Rosenberg, Sugar Land and the greater Houston Wasteland. Our alliance with Rosenberg and the San Bernard and Brazos rivers have kept Wallis safe, but we can't be content. 60 Resources. $250

[ ] Armor Restoration (0/???): In your scouting of Fayette County, you came across an armored train carrying US National Guard assets deployed redeploying to Mexico. Among them are a score of vehicles that if refitted could prove major assets to Texas.
-[ ] M13 Schwarzkopf Tank (11/100) 15 Resources $25
-[ ] 9 M18 Mattis IFV (11/175) 50 Resources $100
-[ ] 15 M1176 Vanguard APC (11/250) 75 Resources $250
-[ ] 20 Humvee MK V (11/300) 100 Resources $400
-[ ] 5 Battle Ambulance Transports (BAT) (11/200) 60 Resources $500

[ ] Brookshire Defense (0/300):
With Brookshire being the main town on our eastern frontier, right on the border with Katy, it is placed in a vulnerable spot and most importantly, acts as the first line of defense for San Felipe on the East. Invest in protection and border security to turn Brookshire into a fortress town. $3,000. 65 Resources

[ ] Brookshire Basing (0/200):
Should Brookshire come under attack, its primary defenses would be its local militia and the companies stationed within San Felipe. In order to provide a more robust response to at the bare minimum keep the enemy from overruning the town, it is vital to establish a domestic base for Brookshire to act as the town's shield. $1500. 50 Resources.

[ ] Waller Radaway DC 100:
North Waller County along 290 is an extremely irradiated and dangerous zone with all manner of ferals and wild mutants which plague the land. With the recent annexation of Buchaven, it's vital to lend aid by clearing the zone of dangerous wildlife and any other potential threats. However, the heavy pockets of radiation will heavily limit potential aid.
-[ ] Write-in: Units participating and allies called upon

[ ] Steel and Rust DC 80:
A new Raider coalition called the Rust Warriors is gathering in East Brazoria. The survivors of the Fort Davis Crisis, these Raiders are a tough and hardy lot that have become extremely bitter and hateful of outsiders, especially the League for what they believed to cause the robots to go beserk. Perhaps it would be best to nip this problem in the bud before they become a menace to the South
-[ ] Write-in: Units participating and allies called upon

[ ] Militia Reorganization (0/200):
The expansion of the Republic and our new experiences in post-modern warfare has presented new challenges and called for evolutions in doctrine. Most prominently is the reorganization of our militia which has become rather lethargic and seen major drop offs in membership. Reorganize the militia into a more professional volunteer force and better define its purpose.

Diplomacy 5 Dice Charisma +5 Houston League +1
[ ] Trade Deal DC ???: You now have regular contact and trade routes with some friendly neighbors. See if you can strike up a bargain to help advance the Republic.
-[ ] Write down what you wish to trade and with who.

[ ] Trade Stockpile (0/???):
Since returning to the surface, Texas has engaged in a major amount of trade with nearby settlements. One of the best methods of trade is a classic barter. In order to ensure that we have a fair deal, perhaps it would be best to make some goods beforehand and then store them for later trade.
-[ ] Write-in: What you wish to build.

[ ] Joint Cooperation DC 50:
Texas has its fair share of diplomatic relations with a number of neighboring states. Each have their own set of knowledge and economic speciality that could be of a great boon to Texas in your current projects. However, doing so will most likely come with a price or a division of the spoils.
-[] Write-in: Which project to aid.

[ ] Diplomatic Initiative: (0/???):
You want to engage in diplomacy with a state. Whether to further relations or try to push some sort of specific cooperation or agenda, that is for you to decide.
-[ ] Write in:

[ ] Embassy System (267/280): So far in your time on the surface, you've made an informal "Embassy" system which is really just sending someone or a small group designated as ambassadors to a allied state, and then having them live in the town for a period and be ready to interact with the head of state or try and push forward something for Texas. If you want meaningful long-term relations, perhaps it would be best to establish a proper embassy system for full time diplomatic presence of the Lone Star Republic within our allies borders and allow for ease of diplomacy and communications. $500. +1 Diplomacy Dice +1 to Diplomatic rolls

[ ] La Grange Diplomacy (20/150):
Your Northeastern neighbor, La Grange like Brenham is a popular trade hub of the greater Texas Wasteland that connects the Waco, Austin and Brazos wastelands. Their domestic economy is famous for three things, agriculture, textiles, and the prostitutes of The Chicken Ranch. On a strategic level, La Grange also claims ownership to a working natural gas plant which while supplying La Grange and all allied towns, have been forced to give gas to the Conquistadors as tribute. Perhaps it would be time to establish relations.

[ ] Brazos Union Annexation: DC: ???/???/???: The Brazos Union, a small collection of towns in Northwest Fort Bend wishes to be annexed into the Second Republic of Texas. However, there is a major issue in that the Union is a client state, both politically and economically, and Sugar Land considers the land to be within their sphere of influence. Negotiate with your ally and see if you can annexed the land, though such a process will likely have to come with some concessions to Sugar Land.

[ ] Eagle Lake Diplomacy (0/75): A free settlement that was recently under the thumb of the Conquistadors, and still pays tribute through water shipments, Eagle Lake is a modest agricultural community reliant on rice and cattle, but it has so much potential with a municipal airport and many nearby abandoned sand and gravel mines. Make contact with the community and see what they need.

[ ] East Wharton County Annexation (0/150) DC 40: The city of Wharton and its aligned settlements in the eastern side of the Colorado river of Wharton County are seeking to join the Republic through annexation. While a welcome development, especially with the inclusion of Wharton County Junior College, it does present a potential escalation to the Conquistadors that could jumpstart a conflict between you two. +1 Research Dice

[ ] Chinatown Diplomacy (16/400) DC 50:
Chinatown, what was once a cherished ethnic enclave turned into an oppressive ghetto in the middle of the Sino-American War. After the bombs fell, Chinatown managed to survive, but it is near universally hated among the Wasteland with many Wastelanders treating the Chinese as scapegoats similarly to the Jewish peoples of the old world. With relations with Chinatown's friendly neighbor, the University Alliance open, perhaps you can start a process to include Chinatown into the greater Wasteland.

[ ] Fort Bend Sulfur (0/250): South Fort Bend has a trove of sulfur deposits that haven't been extracted pre-war due to settlement, but now it forms the backbone of the weapons trade in Houston. Your ally and neighbor Rosenberg has requested aid in developing the mines to help support the League. Rosenberg will contribute two Dice. +$1,000

Research 4 Dice Intelligence +2 San Felipe ISD +1
[ ] Rad Rivers (0/250): While swimming in the Brazos won't kill you, it will give you some mean radiation sickness that'll require a good dose of Radaway. While the Brazos is polluted and irradiated, it doesn't mean we can just ignore it. After all, if properly tamed it can be a useful route to the Gulf Coast and in Northern Texas for exploration and trading, not to mention fishing. Try to find methods of building boats fit for the Brazos along with radiation protection. 15 Resources Per Dice. $20. +1 to intelligence rolls.

[ ] 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
-[ ] Anti-Material Rifle (10/125)
-[ ] Explosive Charges (25/200)
-[ ] Flamethrower (10/200)
-[ ] Mines (17/200)
-[ ] Plasma Weaponry (100/400)

[ ] Post Nuclear Warfare (0/???):
Just because the world has ended it doesn't mean innovation hasn't. War may never change, but the weapons they fight with certainly do. Time to order your military to put their noses to the grindstone and see what new weapons they can come up with.
- [ ] Write in what you wish to design in the form of a new weapon or modification of an existing one. 5 Resources Per Dice $10

[ ] Texas Rails (100/500):
Around Sealy you have four railroad tracks which pre-war would send goods in and out of Houston. While a bit rusty in some spots, the tracks are in excellent condition. Having visited the Rosenberg railroad museum, you were struck with what some would debate is either a flight of genius or madness, creating a working train and putting the railroads to use once more. 15 Resources Per Dice $200 +1 Development Dice, +1 Development rolls

[ ] Anti-Radiation Suits (0/300):
While Vault 28 did have a small stockpile of anti-radiation suits, these were of mixed quality with poor combat defense capabilities which make them for poor adventuring in the Wasteland. With the T-49R suits along with some input from Space City, perhaps you can develop a new anti-radiation suit to adequately protect the user and provide some freedom for combat. 15 Resources Per Dice, $20 per dice.

[ ] Aerial Combat Gear (0/300):
With the potential for renewed hostilities with the Spartans looming along with overall greater military activity in the Houston Wasteland, aerial support is more valuable than ever. However, direct air support is limited to your Vertibirds with the rest of the Texas Air Force being comprised of civilian propeller planes. Space City has approached and suggested that a solution could be achieved by creating customized machine guns and perhaps even some bomb deployment mechanisms on the propellers to provide limited support as well as to add some defensive capabilities should they ever find themselves against a hostile air power. 10 Resources Per Dice. $5 Per Dice. Space City will contribute two Dice.

[ ] San Felipe Paper Mill (0/125):
Within Sealy is the International Paper Mill, a moderately sized paper mill used for local materials and to send to Houston printers. While Vault 28 has its own paper plant, with the local Paper Mill restored we can produce paper on a greater level for the whole Republic. $50, Boost to Trade

[ ] San Felipe Saw Mill (0/200):
Within Texas' daily production, there is a variety of products that rely on some form of wood. With the Vault lacking in such due to a lack of trees, we must create a new saw mill to help in the creation of wood products for domestic consumption. 5 Resources per Dice, $100. Boost to Trade.

[ ] San Felipe Cement/Brickworks (0/175):
On the South side of I-10 is an old Cement Production facility that has been stripped clean by now of its cement supply, but still has the machinery to make more cement and concrete. The facility also has the existing capacity and can be expanded to be a brickworks facility to account for your future clay pit. 5 Resources per Dice. $60

[ ] Wallis Solar Farm (0/200):
Just outside of Wallis was a Solar farm that was largely destroyed or worn down thanks to time and a few unfortunate hurricanes. While Wallis has access to wind power, more power can never hurt and Space City has approached with an offer to install solar panels in Wallis to revive the farm. Very generous, though not too as there is a high price. $1000. Space City shall commit one Dice.

[ ] Robotics Reverse Engineering (0/???):
Texas has come into ownership of quite a few robotic models throughout its travels. While you can maintain and repair them, there is the issue of knowing what to produce. Reverse engineer and see what you need to do to add more metallic Texans.
-[ ] Eyebot (0/75) 5 Resources
-[ ] Mr. Gutsy (0/125) 10 Resources
-[ ] Protectron (0/200) 20 Resources
-[ ] Assaultron (0/400) 40 Resources
-[ ] Sentry Bot (0/500) 50 Resources
-[ ] C-27 Humanoid Robot (0/300) 30 Resources
-[ ] Pacification Robot (0/350) 40 Resources
-[ ] Cargobot (0/175) 25 Resources
-[ ] Urban Loadlifter Robot (0/250) 30 Resources


[ ] Lone Star Landline (0/300): With Texas now having easy access to radio, it would be best to further telecommunications by establishing a phone system to connect Texans across the nation. Whether used for business or social affairs, a working phone system will do wonders to further connect the state. $2000, 30 Resources

Administration 7 Dice +1 Bonus roll +1 National Bank +1 FRS +1 Lone Star Radio
[ ] Parks and Recreation (0/125): Among Congress there exists support for the creation of a "Parks and Recreation" department for San Felipe. So far said recreation would be limited to the Vault's recreational facilities, the San Felipe museums, Stephen F. Austin State Park, and the Stephen F. Austin Golf Course. However, proponents argue that it would be beneficial to raise the quality of life through the active maintenance of public recreational programs or meeting places, and in the near future it could be a good start for Texan tourism.

[ ] Citizenship Documents (10/150): Among the Vault dwellers there exists a movement for the issuing of citizenship ID documents to all citizens within Texas. Said movement states that it must be done in order to make sure there is a clear count of our population and to prevent fraud and misinformation. Wastelanders have argued that it's an oppressive system that favors the Vault dwellers and keeping such documents is widely impractical. Still, there cannot be denied some benefits and it will make the bureaucracy smoother. $10.

[ ] Bellville War Memorial: (0/100):
A year has passed since the Bellville war, and you want to make a memorial for the brave Texans whose lives were lost in the conflict so that they can always be remembered as heroes. $10

[ ] Texan Jail (0/350):
Currently your options for imprisoning criminals are limited to the holding cells of the pre-war police stations and the Austin County Jail which has a maximum capacity of 60 prisoners. So far this has worked due to the low crime rates of Texas, but with a growing population along with a greater capacity of prisoners from our conflicts with Raiders, perhaps some more living space is viable. 10 Resources Per Dice. $250

[ ] Proposing a Law DC ???:
As President you are unable to introduce laws into Congress, but that doesn't mean you can't propose policies and work with Congressmen to turn them into bills for debate and ratification.
-[ ] Write-in: Law to propose

[ ] Texas Post Office (72/400):
With an economy comes trade, and with trade comes mail and postage. If we establish a post office now, then Texans will be able to send packages and mail to friends and associates in our neighbors without having to make the difficult treck themselves. It can also be good for record keeping and sending in public notices. We'd also likely have to coordinate with the rest of the League to ensure a unified postal system. Fun. $40 per dice. 15 Resources per dice. +1 Administration Dice. +1 to Administration rolls.

[ ] Texas Dental (0/250):
Dentistry is not exactly a major concern for the Wasteland, if they can focus on it at all as you have noticed a number of Wastelanders with very poor dental hygiene from a lack of aid or regular care products like toothpaste. When you committed Texas to universal healthcare, one of the many benefits was free dentistry. San Felipe has a number of dentist offices within its city limits, why not restore them to provide all Texans with quality dental care? $80

[ ] Public Busing (0/300):
The Second Republic has become very big through recent expansions, so much that one can no longer merely travel throughout the entire nation within an hour, and a journey on foot may take an entire day. While the roads are still of decent quality, many Texans lack reliable means to travel throughout the public and beyond. Fortunately, there is a method to solve this through the combination of our extensive fleet of RVs which can be converted into buses along with good old horse drawn carriages. Not only would this make Texas more connected, but it would also earn us a steady stream of income. 35 Resources. $550. Gain Busing Income

[ ] Brookshire Public Services (0/300):
As civilized as Brookshire may have been, at the end of the day they were Raiders and had a rather simple version of frontier justice. Now as the county capitol for Waller and the center of life for Texas east of the Brazos river, you'll need to train them in how to run a true law enforcement, firefighters and general bureaucracy to best serve the people. $20 per dice, 5 Resources per Dice

[ ] Brookshire Clinic (0/200):
Until now, Brookshire has just barely made by through heavy reliance on scavenged chems and a few self-trained medical practicioners. Just as we did in San Felipe, it would be good to establish a clinic in Brookshire to serve the general population and alleviate the vault's medical wing. $250. 40 Resources.

[ ] Fayetteville Clinic (0/150):
One of Fayetteville's greatest weaknesses is a lack of an established medical system with residents forced to rely on scavenged chems, homemade remedies or making the trip to La Grange. Set up a clinic in town to help aid the residents. $200. 30 Resources.
 
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Here we go
[X] Beating Heart of Texas
7 Free Dice
Development 7 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1
-[X] Cotton Plantation (75/250): [3 Dice]
-[X] Food Silos (0/200): [2 Dice]
-[X] Oil and Gas Pipelines (279/450): [2 Dice] [2 Aggland Dice]
Intelligence 4 Dice +1 Garages +1 Experienced Scouts

-[X] Scout Brazoria County (255/265): Autocomplete
-[X] Scout Downtown Houston (158/200) DC: 30: [1 Dice]
-[X] SpyxCowboy (110/350): [3 Dice]
-[X] Scout Grimes County (25/200): [2 Free Dice]
Martial 6 Dice Endurance +2 New Sherriff +5 Power Rangers +1 OCS +1 +10 to battle rolls

-[X] Here Comes the Cavalry (15/250): [2 Dice]
-[X] Gun Production (0/???)
--[X] Artillery: 6 units for each company of the 1st Batallion: [2 Dice]
-[X] Armor Restoration (0/???)
--[X] M13 Schwarzkopf Tank (11/100): [2 Dice]
-[X] Wallis Defense (0/200): [2 Free Dice]
Diplomacy 5 Dice Charisma +5 Houston League +1

-[X] Embassy System (267/280): [1 Dice]
-[X] La Grange Diplomacy (20/150): [2 Dice]
-[X] Eagle Lake Diplomacy (0/75): [2 Dice]
Research 4 Dice Intelligence +2 San Felipe ISD +1
-[X] Rad Rivers (0/250): [3 Dice]
-[X] San Felipe Cement/Brickworks (0/175): [2 Free Dice]
-[X] Old Weapons for a New World (0/???):
--[X] Anti-Material Rifle (10/125): [1 Dice][1 Free Dice]
Administration 7 Dice +1 Bonus roll +1 National Bank +1 FRS +1 Lone Star Radio

-[X] Texas Post Office (72/400): [4 Dice]

-[X] Brookshire Public Services (0/300): [3 Dice]
So this is my plan.

Most would be to continue the projects from last turn.

Since the textile factory in working again it's better we establish a internal supply of cotton so we can craft better clothes for our people wihtout needing to buy much from Rosenberg and have a supply so we can safely start experimenting with new combat armor that can bette withstand the Wasteland.

Also energy it's always good to search alternate energy source and we have a Nuclear Power Plant close from us. It's doubtful the power plant is in working condition, nuclear fallout and time probably rust most electronics necessary to run the place to the point of useless while is also doubtful we have the industry and resources to restore in working condition. Solar farms are one thing, nuclear power plant is another entirely. Still something may be lurking there so is always good to check these places out.

We frankly not goign to need to many artillary pieces since they will stay far away from the battlefield and can only be wielded by a couple of people so a low number like thirty, even then is possible a bit much in my opion, should be goof enough and Fannin Company will be on the frontlines so they probably will need some of them to fight back the Conquistadors. Start working in our cavalry while fixing the vehicles, it would be somewhat odd to wrk a mechanized infantry before we fix our vehicles so horses should be good enough, also they don't freeze on winter so there's that. While also trowing some free dices in Wallis Defense since it's place that needs to be defended and quite importatn for our economy, besides Sealy.

Start La Grange and Eagle Lake Diplomacy so we can start to maneuver around the Conquistadors while researching boats so we can nullify they advantage in having the river as a natural border, while research a brick factory and research anti-material rifles.

As for Administration, continuing Post Office and Census while starting Brookshire Public Services before place descent in a unruly quagmire. I mean they may be civilized raiders but they still were raiders at the end of day so there's probably a significant number that don't take kindly to our presence.
 
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--[X] Artillery: 30 units to Fannin Company: [2 Dice]

For now I'll do a limit and say six artillery per company as anything more would be overkill and would severely hamper the combat effectiveness of the unit in terms of marksmanship and close quarters.

[ ] Contract Pip-Boy: $25,000
[ ] Contract Soldier Boy: $15,000
[ ] Switch to Basic Kits" $7,500

Also don't forget the equipment vote. Also, you can choose to add stuff from the stockpile to units which is listed in Republic of Texas Military Units threadmark on Informational.
 
[X] Plan: Our Closest Allies
-[X] Development
--[X] Bellville Medical Restoration (250/750): [3 Dice]
--[X] Oil and Gas Pipelines (279/445): [2 Dice]
--[X] San Felipe Brickworks (50/200): [2 Dice]
-[X] Intelligence
--[X] Scout Brazoria County (255/265)

--[X] SpyxCowboy (110/350) [2 Dice]
--[X] Scout Downtown Houston (158/200) DC: 30: [2 Dice]
-[X] Martial
--[X] Here Comes the Cavalry (15/250): [2 Dice]
--[X] Militia Reorganization (0/200): [3 Dice]
--[X] Wallis Defense (0/200): [3 Free Dice]
--[X] Brookshire Defense (0/300): [2 Dice]
-[X] Diplomacy
--[X] Embassy System (267/280): [1 Dice]
--[X] East Wharton County Annexation (0/150) DC 40: [2 Dice]
--[X] Fort Bend Sulfur (0/250): [2 Dice]
-[X] Research
--[X] Texas Rails (100/500): [2 Dice]
--[X] San Felipe Saw Mill (0/200): [2 Dice]
-[X] Administration
--[X] Bellville War Memorial: (0/100): [2 Dice]
--[X] Public Busing (0/300): [4 Dice]
--[X] Brookshire Public Services (0/300): [3 Free Dice]
---[X] Texas Post Office (72/400): [1 Dice] [1 Free Dice]
 
[X] Contract Soldier Boy: $15,000
[X] Beating Heart of Texas
7 Free Dice
Development 7 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1
-[X] Cotton Plantation (75/250): [3 Dice]
-[X] Food Silos (0/200): [2 Dice]
-[X] Oil and Gas Pipelines (279/450): [2 Dice] [2 Aggland Dice]
Intelligence 4 Dice +1 Garages +1 Experienced Scouts
-[X] Scout Brazoria County (255/265): Autocomplete
-[X] Scout Downtown Houston (158/200) DC: 30: [1 Dice]
-[X] SpyxCowboy (110/350): [3 Dice]
-[X] Scout Grimes County (25/200): [2 Free Dice]
Martial 6 Dice Endurance +2 New Sherriff +5 Power Rangers +1 OCS +1 +10 to battle rolls

-[X] Here Comes the Cavalry (15/250): [2 Dice]
-[X] Gun Production (0/???)
--[X] Artillery (0/???): 6 units for each company of the 1st Batallion: [2 Dice]
-[X] Armor Restoration (0/???)
--[X] M13 Schwarzkopf Tank (11/100): [2 Dice]
-[X] Wallis Defense (0/200): [2 Free Dice]
Diplomacy 5 Dice Charisma +5 Houston League +1

-[X] Embassy System (267/280): [1 Dice]
-[X] La Grange Diplomacy (20/150): [2 Dice]
-[X] Eagle Lake Diplomacy (0/75): [2 Dice]
Research 4 Dice Intelligence +2 San Felipe ISD +1
-[X] Rad Rivers (0/250): [3 Dice]
-[X] San Felipe Cement/Brickworks (0/175): [2 Free Dice]
-[X] Old Weapons for a New World (0/???):
--[X] Anti-Material Rifle (10/125): [1 Dice][1 Free Dice]
Administration 7 Dice +1 Bonus roll +1 National Bank +1 FRS +1 Lone Star Radio

-[X] Texas Post Office (72/400): [4 Dice]

-[X] Brookshire Public Services (0/300): [3 Dice]

The 48 units will be divided by six to each company of the batallion.

Does that works @Kaiser Chris?

Decided to go for Soldier-Boy since the thing was desingned for soldiers and possible is less clunky and heavy than normal Pip-Boys.
 
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Can we do both the basic kit and pip-boy ?

Like radios and this basic kits still will be usefull in a case where we raise the reserve army, and it is a valueable trade good too.
 
Can we do both the basic kit and pip-boy ?

Like radios and this basic kits still will be usefull in a case where we raise the reserve army, and it is a valueable trade good too.

Actually we are going to buy Pip-Boys or Soldier-Boys from someone else since we don't have the knowledge nor infrastructure to make them, the only option that allow us to building radios from ourselves is Basic Kits but is a step down. Altoght is not a option that will be under Contract.

Soldier-Boy is more useful since I imagine is less bulky than your average Pip-Boy that must be heavy and is noted that have all the things a soldier uses in a Pip-Boy but removes the excess.

I imagine that the Contract options will be added under Annual Spending and is going to be hard to become positive again while Basic Kits would be to spend some money once in order to replace the radios for our units but will not be added under Annual Spending.
 
[X] Contract Pip-Boy: $25,000

[X] Plan: Many Dice on Government Functions
7 Free Dice
Development 7 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1

-[X] Oil and Gas Pipelines (279/445): 1 FreeD 30R. Aggieland will contribute two dice.
-[X] San Felipe Brickworks (50/200): 1D $15
-[X] Waller County Plumbing (0/300): 6D $350. 40 Resources
Intelligence 4 Dice +1 Garages +1 Experienced Scouts
-[X] Scout Downtown Houston (158/200) DC: 30: 1D
-[X] SpyxCowboy (110/350): 3D
-[X] Scout Brazoria County (255/265): Autocompletes this turn.
Martial 7 Dice Endurance +2 New Sherriff +5 Power Rangers +1 OCS +1 +10 to battle rolls
-[X] Waller Radaway DC 100: 4D
--[X] Texas Rangers Division - North Company, 1st Power Ranger Squadron, 2nd Power Ranger Squadron, 3rd Power Ranger Squadron
-[X] Steel and Rust DC 80: 3D
--[X] Alamo Company, Stationed at San Felipe, Gonzales Company Stationed at Fort Davis, Houston Company Stationed at Fort Davis
Diplomacy 5 Dice Charisma +5 Houston League +1
-[X] Embassy System (267/280): 1D $500
-[X] La Grange Diplomacy (20/150): 2D
-[X] Fort Bend Sulfur (0/250): 2D
Research 4 Dice Intelligence +2 San Felipe ISD +1
-[X] San Felipe Saw Mill (0/200): 2D 10R, $100.
-[X] San Felipe Cement/Brickworks (0/175): 2D 10R $60
Administration 7 Dice +1 Bonus roll +1 National Bank +1 FRS +1 Lone Star Radio
-[X] Citizenship Documents (10/150): 3D $10
-[X] Bellville War Memorial: (0/100): 2D $10
-[X] Texas Post Office (72/400): 2D $80 30R
-[X] Brookshire Public Services (0/300): 6FreeD $120 30R

[X] Plan: Building the Wall
 
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[X] Contract Soldier Boy: $15,000

[X] Plan: Building the Wall

-[X] Development (7 dice + 3 free)
--[X] Food Silos (0/200): 2d
--[X] Oil and Gas Pipelines (279/445): 2d [30R] (79.22%)
--[X] Waller County Plumbing (0/300): 6d [$350, 40R] (61.66%)

Since we started on the Pipelines, we ought to keep moving there. It's also ultra-important to ensure our new citizens have good drinking water. And finally, the Silos, to set up storage and reserve capacity before we expand our agriculture.

-[X] Intelligence (4 dice + 2 free)
--[X] Scout Brazoria County (255/265): Autocomplete
--[X] Scout Downtown Houston (158/200) DC 30: 2d (93.34%)
--[X] SpyxCowboy (110/350): 2d
--[X] Scout Galveston County (0/125) DC 20: 2d (32.40%)

Try to finish off Downtown Houston, and keep the spywork going. We should also dig into Galveston County just to make sure the League's strategic rear is completely clear and safe.

-[X] Martial (7 dice + 2 free)
--[X] Gun Production (0/?): 2d
---[X] 1 Platoon Artillery each for San Felipe, Fayetteville, and Fort Davis
--[X] Brookshire Basing (0/200): 4d [$1500, 50R] (74.04%)
--[X] Steel and Rust DC 80: 3d (97.79%)
---[X] Rangers: 1st to 3rd Power Ranger Squadrons, South Company; Army: Alamo Company, Bowie Company, Gonzales Company, Houston Company; Air Force: Vertibirds, Allies: Rosenberg, Astroworld

We cannot wait until the Rust Warriors become a problem. We need to act now. Beyond that, establishing a base is the first step in securing Brookshire.

-[X] Diplomacy (5 dice)
--[X] Embassy System (267/280): 1d [$500] (94%)
--[X] La Grange Diplomacy (20/150): 3d (77.87%)
--[X] Eagle Lake Diplomacy (0/75): 1d (32%)

Let's polish off the embassies and take the hint La Grange is giving us. It also feels appropriate to start pulling Eagle Lake into our orbit.

-[X] Research (4 dice)
--[X] Old Weapons for a New World - Anti-Material Rifle (10/125): 2d [10R] (42.78%)
--[X] San Felipe Paper Mill (0/125): 2d [$50] (34.03%)

The last major weapon we could use right now, and the paper mill for more Trade income.

-[X] Administration (7 dice)
--[X] Texas Post Office (72/400): 2d [$80, 30R]
--[X] Brookshire Public Services (0/300): 3d [$60, 15R]
--[X] Brookshire Clinic (0/200): 2d [$250, 40R]

Keep the post office rolling, but we need to take responsibility for Brookshire, and thus the county.

TOTAL COST: 215R, $2790

[X] Plan: Many Dice on Government Functions
 
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