Week 3 vote
Scheduled vote count started by CubicAppalac on Jan 19, 2024 at 1:23 PM, finished with 38 posts and 16 votes.

  • [X] Plan Living Not Surviving
    -[X] Private Jun Long, Commonwealth Minutemen (50/150): Jun has requested to join the Minutemen after hearing about what happened to Acton. When you asked him why, he merely stated he wanted to help protect the settlement to the best of his ability. He told you that when Quincy fell his and Marcy's son died, and after that he went into a small depressive spiral. But after coming to Sanctuary, getting training from you, and hearing about Acton, he's come to a conclusion: if he doesn't want to lose Marcy too, he'll join the people that have helped him many times before. You, of course, acquiesce. However, joining the Minutemen is the first step in his journey, he now needs to be trained further than what you've taught everyone in Sanctuary. You get the feeling you'll be busting out your inner Drill Sergeant a lot.
    -[X] Expand farm (33/100): With a basic farm set up, the next possible step is to expand it. A larger size, along with more varied crops, will give you even more of a surplus for trade and growth. (Settlement produces more food. Cost 25 resources per dice.)
    -[X] Minor refurnishing (0/25): The survivors of Quincy have claimed several houses, and those houses require some form of furnishing. They aren't required, but more comfortable furnishings will help alleviate the mood in Sanctuary Hills. (More comfortable beds, tables and chairs, and other basic necessities of homes. Cost 10 resources per dice.)
    -[X] Better pipe pistol designs (0/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs.
    -[X] Recruit Settlers (0/100): You need more people, both for Sanctuary Hills and for the Minutemen. Recruiting passing settlers is the only way you can think of that will increase numbers for both. (Recruits Settlers to settlement. Gives +1 Operations dice)
    -[X] Establish talks with local settlements (1/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.)
    [X] Plan: The Reward of Good Work
    -[X] Private Jun Long, Commonwealth Minutemen (50/150): 1D
    -[X] Minor refurnishing (0/25): 1D -10R
    -[X] Construct candle streetlamps (0/50): 1D -10R
    -[X] Basic windmill generator designs (0/100): 1D
    -[X] Recruit Settlers (0/100): 1D
    -[X] Talk with Settlers DC 20:
    --[X] Jun Long
    [X] Plan: Little fish in a big pond.
    -[X] Clear Red Rocket of Molerats (0/100): 1D
    -[X] Minor refurnishing (0/25): 1D -10R
    -[X] Construct better defenses (37/100): 1D 35R
    -[X] Project AERM (45/125): 1D
    -[X] Recruit Settlers (0/100): 1D
 
Week 3: Outcome
[X] Plan Living Not Surviving
-[X] Private Jun Long, Commonwealth Minutemen (50/150): Jun has requested to join the Minutemen after hearing about what happened to Acton. When you asked him why, he merely stated he wanted to help protect the settlement to the best of his ability. He told you that when Quincy fell his and Marcy's son died, and after that he went into a small depressive spiral. But after coming to Sanctuary, getting training from you, and hearing about Acton, he's come to a conclusion: if he doesn't want to lose Marcy too, he'll join the people that have helped him many times before. You, of course, acquiesce. However, joining the Minutemen is the first step in his journey, he now needs to be trained further than what you've taught everyone in Sanctuary. You get the feeling you'll be busting out your inner Drill Sergeant a lot. (94+10)
-[X] Expand farm (33/100): With a basic farm set up, the next possible step is to expand it. A larger size, along with more varied crops, will give you even more of a surplus for trade and growth. (Settlement produces more food. Cost 25 resources per dice.) (99+10 Omake)
-[X] Minor refurnishing (0/25): The survivors of Quincy have claimed several houses, and those houses require some form of furnishing. They aren't required, but more comfortable furnishings will help alleviate the mood in Sanctuary Hills. (More comfortable beds, tables and chairs, and other basic necessities of homes. Cost 10 resources per dice.) (40)
-[X] Better pipe pistol designs (0/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs. (62)
-[X] Recruit Settlers (0/100): You need more people, both for Sanctuary Hills and for the Minutemen. Recruiting passing settlers is the only way you can think of that will increase numbers for both. (Recruits Settlers to settlement. Gives +1 Operations dice) (61+10 Omake)
-[X] Establish talks with local settlements (1/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.) (94)

Private Jun Long, Commonwealth Minutemen (50/150): Jun has requested to join the Minutemen after hearing about what happened to Acton. When you asked him why, he merely stated he wanted to help protect the settlement to the best of his ability. He told you that when Quincy fell his and Marcy's son died, and after that he went into a small depressive spiral. But after coming to Sanctuary, getting training from you, and hearing about Acton, he's come to a conclusion: if he doesn't want to lose Marcy too, he'll join the people that have helped him many times before. You, of course, acquiesce. However, joining the Minutemen is the first step in his journey, he now needs to be trained further than what you've taught everyone in Sanctuary. You get the feeling you'll be busting out your inner Drill Sergeant a lot.

94 + 10 + 50/150 = 154/150 - 4 over

After Jun asked you to join the Minutemen, you accepted. However, when he did, you immediately set about to training him harder than you've trained everyone else. He was put through an intense training regime, the same one you had in your time in the army, to get him up to both your and Prestons' standards.

Jun, being the one to have asked, took to this training like a fish to water. And that showed in him picking up the things you were training into him like a sponge. He was able to clear a building on his lonesome (using one of the unused houses and a pipe pistol) and with you and Preston, among many other things.

By the end of the week, Jun was ready to be fully initiated into the Minutemen. Compared to your time in the army, it was a quick affair, as there were barely any actual pleasantries and the like, but you wrote up a quick initiation ceremony that would work for now.

With Jun trained and kitted out with one of Sturges' first batches of reconstructed laser muskets, along protective clothing, the settlement's security has risen.

Overflow assigned to subsequent projects.

Expand farm (33/100): With a basic farm set up, the next possible step is to expand it. A larger size, along with more varied crops, will give you even more of a surplus for trade and growth. (Settlement produces more food. Cost 25 resources per dice.)

99 + 10 + 33/100 = 142/100 - 42 over

While your current farm is great, it could always be better.

You began this week by first establishing where you could expand the farm to, making note that you'd have to tear down several picket fences to expand into various back lawns of other houses. Then, you began setting up additions to the fences to make sure they were stronger, so nothing could get into your farm and ruin the crops within.

It then took a bit longer to gather the required seeds to plant, but you were able to in the end.

Sturges even suggested building a greenhouse so that you could have food production even in the dead of winter. You liked his idea, so you decided to write it down and see if you could get to it later.

And to top it all off, you were even able to find some mutated chickens. You weren't quite sure why they were where you found them (just along the other side of the riverbank), but you were glad anyways that they were there. As thanks to them, you now had a source of food and eggs… after making sure that the food was safe to eat, of course.

All in all, this week was very good for farm construction.

Minor refurnishing (0/25): The survivors of Quincy have claimed several houses, and those houses require some form of furnishing. They aren't required, but more comfortable furnishings will help alleviate the mood in Sanctuary Hills. (More comfortable beds, tables and chairs, and other basic necessities of homes. Cost 10 resources per dice.)

40/25 - 15 over

And, since you now have the basics of the basics established, you feel that you can start investing more into the non-essential stuff, like furniture in the houses.

First of all, you began finding all the mattresses, chairs, bed frames, and tables that survived the war. If they did, you and the settlers began placing them in the homes they claimed. If there weren't any left, you began constructing some where you could.

Next, you began giving out a few candles so people could light their homes in the middle of the night.

And finally, you were able to find several books and board games that people could hold in their homes for some form of entertainment. Though, everyone mostly preferred the books.

After refurnishing everyone's homes a bit, you've found that everyone, including yourself, were feeling far better now.

Overflow assigned to subsequent projects.

Better pipe pistol designs (0/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs.

62/100

With his laser musket project complete, Sturges has turned his attention to a suggestion of yours; making your own pipe weapons.

He completely agreed with you that the pipe weapons you've commonly found were both useless as long-term weapons, but also quite dangerous in general.

As such, he began not with an already existing design, as no single pipe weapon was the same, but from scratch.

He started by designing the very basic mechanisms. From the firing mechanism, to the trigger, to the magazine release, to the weapon housing.

Sturges' first designs were promising. However, he's told you several times that he was having issues with jamming issues, recoil control, and the firing mechanism. You agreed, after testing one of the prototypes yourself.

As such, Sturges will need to have more time to design the entire thing. And even then he may find more issues that he'll have to fix.

Recruit Settlers (0/100): You need more people, both for Sanctuary Hills and for the Minutemen. Recruiting passing settlers is the only way you can think of that will increase numbers for both. (Recruits Settlers to settlement. Gives +1 Operations dice)

61 + 10 = 71/100

Now that Sanctuary was self-sufficient in food, water, and had enough defenses to protect itself, you felt that now you can begin actively searching for new settlers to join your settlement.

Over the week, you've had people find themselves in the area. Several came up and spoke to either you, Jun, or Preston - depending on who was guarding the main gate to the settlement.

Those people then began spreading word of your settlement, which attracted many more people. Eventually, a singular trader, who went by the name 'Trashcan Carla' (for whatever reason) came to the settlement. While you didn't have anything to trade at the moment, she still marked your settlement on her map as a possible place to come to to trade things.

While not many have actually decided to join, the word of your settlement spreading should eventually attract someone new.

Meanwhile, you've noticed that several of the people traveling to your settlement have taken interest in the ruins of Concord. Whether due to the ruins and the possible loot in them or due to it mostly being clear of most dangers in the wasteland, you're not quite sure.

However, you've noticed a single man continuously coming back to the Sanctuary area from traveling. While he hasn't spoken to you much, you have the feeling he may be interested in joining the settlement.

Establish talks with local settlements (1/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.)

94 + 1/100 = 95/100, Autocompletes next turn

Compared to the Acton Incident, your next forrays into settlement diplomacy were far better.

First of all, you were able to get into contact with a small family farm to the south. The Abernathy's were quite accepting of you, even after a somewhat hostile first introduction. Though, after talking to them, you quickly got the feeling that they were having issues.

When you asked, they told you they were having issues with some raiders to the northeast, based out of what they believe to be the old USAF Satellite Station. They also told you of the death of their daughter, and the theft of a locket from her body.

While you never promised them anything, you thought that you could maybe retake the locket and get it back to the family, though that would take time for you to do.

Another settlement you've come across is the settlement of Assabet, named after the river of the same name. It lies between Acton and Concord, and is based out of the old MCI-Concord facility. Which most likely means many of the people there probably had ancestors who used to be prisoners in the facility… which had many implications on their own.

Anywho, the settlement was quite welcoming when you traveled there, letting you stay for a while before you traveled back to Sanctuary. From what you could gather, Assabet was a town that sat along the trade route between Acton and elsewhere in the Commonwealth, but the destruction of Acton has caused recent issues to begin plaguing the town.

Those were the two settlements you were able to establish some rough contact with, with the most interesting one at the moment being Abernathy farm due to the possibility of you being able to help them. It will take more time to get any official contact and dialogue going between you and them - most especially Assabet - but that is time you so far have.


QM Note:
So can we recruit the fallout 4 companions like Nick Valetime And Piper
For some, you will be able to make them fully-fledged Minutemen. Others, such as Nick and Piper, will be unique people you can interact with.

Anyways, here's the outcome. I'm going to get working on the next turn's stuff, but for now I'mma let y'all discuss the outcomes of this turn here. See y'all when I post the thing.
 
companions like curie would probably be helpful

now that i think about it curie would be such an immense boon to any settlement its not even funny
 
When we do that quest I'd wear some kind of hazmat suit to avoid catching the super virus in the secret vault. If only there was a way to replicate the panacea so there's more than a single dose.
 
Better pipe pistol designs (0/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs.

[snip]

Sturges' first designs were promising. However, he's told you several times that he was having issues with jamming issues, recoil control, and the firing mechanism. You agreed, after testing one of the prototypes yourself.

As such, Sturges will need to have more time to design the entire thing. And even then he may find more issues that he'll have to fix.
Hm... given the limitations in available technology/tools, I'm kind of surprised they're not falling back on some classics; ie, revolvers and breech-loaders of some kind. Fairly mechanically simple, they'd have good reliability even with crappy materials, and be faster and easier to make than the semi/full-auto pipeguns from the game.

When we do that quest I'd wear some kind of hazmat suit to avoid catching the super virus in the secret vault. If only there was a way to replicate the panacea so there's more than a single dose.
Yeah, as others said PA would likely be the better choice; no real possibility of the molerats biting through that the way they might with a hazmat suit. Assuming we have it with us when the events of the quest happen.
 
So how do we get extra dice for things other than Operations?
 
We did the normal quest so the PA should be in the garage frame.

@CubicAppalac what's the status of the PA from Concord?
It is currently with Sturges in his claimed home (the house where the workshops are located in the game), where he is keeping it safe for you. So far, you've had no need to use it.

So how do we get extra dice for things other than Operations?
You can get them by doing certain projects (which are currently locked). Some are infrastructure projects, others are diplomacy, operations, or martial projects. I will give one hint, you will be able to get a research dice if you do something in the infrastructure tree of projects.

companions like curie would probably be helpful

now that i think about it curie would be such an immense boon to any settlement its not even funny
When we do that quest I'd wear some kind of hazmat suit to avoid catching the super virus in the secret vault. If only there was a way to replicate the panacea so there's more than a single dose.

Speaking of curie and the cure, I've always hated that the panacea only had one dose. As such, you will be able to make more, but it will require infrastructure, technology, and industry on par with the stuff Curie had access to in the Vault when it was more pristine (as the current versions of that equipment has worn down extensively, making the ability to make more panaceas using it harder).
 
You can get them by doing certain projects (which are currently locked). Some are infrastructure projects, others are diplomacy, operations, or martial projects. I will give one hint, you will be able to get a research dice if you do something in the infrastructure tree of projects.
I'm guessing that just simply getting more people (or robots) to actually do stuff will be another requirement?

Speaking of curie and the cure, I've always hated that the panacea only had one dose. As such, you will be able to make more, but it will require infrastructure, technology, and industry on par with the stuff Curie had access to in the Vault when it was more pristine (as the current versions of that equipment has worn down extensively, making the ability to make more panaceas using it harder).
That sounds like it could make for a good joint project with Vault 81. Work with them to try and refurbish the hidden section of the Vault (after clearing out the molerats), to the point where they can synthesize more panacea. Not only would it be reassurance for themselves if there are any more molerats hidden or something else causes another outbreak of the disease, but they can also re-purpose the rest of the hidden Vault for their own purposes, like more living space, facilities they might be lacking, etc, but it would also give them a very useful good they could trade with the rest of the Commonwealth/Wasteland
 
Week 4: November, 2287
Pushing the axehead onto the makeshift handle, you held it in place while grabbing a rope to tie them together.

Holding up the tomahawk you just crafted out of scrap metal and wood you found, you inspect it for any mistakes in construction. Finding none, you tossed it up into the air, caught it, and turned to the target you set up on the other side of the room and threw it.

The tomahawk struck true, hitting exactly where you wanted it to. You walked up to the target, and admired your work. You were really glad that Dibé introduced you to these things, they were quite useful.

Plucking the tomahawk from the target, you hung it from the belt of your clothing. Walking into the bathroom, you inspected yourself. Your current outfit was a mashup of one of your surviving uniforms - winterized-pattern camo - and a coat you forgot you even had, all topped off with a few pieces of armor here and there, your newly-crafted tomahawk, and a few packs for carrying anything extra you needed - like ammunition.

Nodding to yourself, you were finally ready. While all of this was not truly on par with the armor you had back in Anchorage - minus the uniform itself - this was still quite good in comparison to some of the armor you've seen on the raiders in Concord.

You began taking all the items off, storing them for later. You wonder if anyone needed any help?

Minutemen (Sanctuary Hills)
Week 4
75 caps + 0 caps weekly
Resources: 122 + 0 Resources weekly
Food: 28 units + 12 units weekly
Water: 21 units + 7 units weekly
Power: 0 units + 0 units weekly
Defense: 9
Settlers 6+1 (robot)
1 Martial Dice
2 Infrastructure Dice
1 Research Dice
1 Operations Dice
1 Diplomacy Dice​

Martial:
[ ] More combat lessons (50/100): With your settlers trained to what you consider the most basic standard, you can now train them in more combat lessons. Mostly in what you remember of guerilla and urban warfare in suburban areas (drilled into you thanks to fears the Communist Chinese would set foot on the West Coast, which sort of came true thanks to the Alaska campaign). This training should give your settlers more of a capability to protect themselves in the case of hostiles trying to break into the settlement. (Settlers of Sanctuary Hills even better prepared for hostile encounters.)

[ ] Sanctuary Hills Security Force (4/175): With Jun a full member of the Minutemen, you need to focus more on what that means for Sanctuary. As such, you've decided to put Jun under the umbrella of a new 'Sanctuary Hills Security Force', or SHSF. This new Security Force, led by Jun and employing anyone who joined the Minutemen and live in Sanctuary Hills, would at all times be ready to protect the town. (SHSF formed. Sanctuary Hills better protected. Private Jun Long promoted to Sergeant. Locked until the population is at 15 humanoids.

[ ] Clear Red Rocket of Molerats (0/100): Now that your settlers have been trained in some combat, you can start focusing on doing other things, like getting rid of a molerat nest underneath the Red Rocket station. It'd take a while to flush them out, but once you are able to, you should have free reign over the Red Rocket station. (Clears Red Rocket of hostiles. Unlocks Red Rocket for expansion.)

Infrastructure:
[ ] Construct fishing hut (0/100): With a basic farm set up, another possible step is to exploit another food resource: fish. The Concord river runs through Sanctuary hills, thus it represents a possible source of extra nutrition for the settlers of Sanctuary. (Settlement produces fish. Cost 30 resources per dice.)

[ ] Construct more hand-cranked water pumps (8/100): The current number of pumps is great for your needs, though it won't hurt to expand these pumps to every property in Sanctuary Hills. (Settlement produces more water. Cost 25 resources per dice.)

[ ] More furnishings (15/50): Now that your housing has the most basic of basic furnishings (bed, tables, chairs, etc), you can start adding more. Dressers, cabinets, doors, the works. As such, the homes of Sanctuary are starting to feel more like, well, homes. (Houses feel more homely. Cost 20 resources per dice.)

[ ] Deconstruct collapsed housing (7/100): Several buildings in Sanctuary have long since collapsed after the war, and they need to be cleared. Their materials could be put to better use, and it would clear up spots for new buildings to be built. (Tears down collapsed buildings. Gives 212 resources once complete.)

[ ] Construct candle streetlamps (0/50): While clearing out the debris you've found that several houses have candles in them. You've also found that, without electricity to power the town, you'd need light for the streets for people to walk around. As such, you've decided to make makeshift streetlamps using the candles. (Streets illuminated by candle streetlamps. Costs 10 resources per dice.)

[ ] Construct better defenses (37/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.)

Research:
[ ] Project AERM (45/125): While being able to recreate the original laser muskets you have on hand is useful, in order to be a better fighting force you need weapons to match. While these 'laser muskets' are no AER9s, they still pack quite a punch. As such, Sturges has suggested that he could design better laser muskets, which you've tentatively allowed to follow through. It is hoped that this new design of laser musket will be able to hold a larger charge for longer, packing a similar - or more powerful - punch to the current design.

[ ] Better pipe pistol designs (62/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs.

[ ] Basic windmill generator designs (0/100): Sturges has also taken interest in using wind to generate basic power for the settlement. While we currently don't have a need for power generation, investing into the area may help us later.

[ ] Basic water wheel generator designs (0/100): Sturges has thought up another way to generate electricity: flowing water. He believes that if he were able to make a viable water wheel design, we could construct it on the Concord river and use it to power anything we may need powered.

[ ] Advanced water pump designs (0/125): And thinking of water, Sturges has come to you with some advanced water pump designs, or at least the bare-bone idea of some, based on other such designs he's seen elsewhere in the Commonwealth. However, the designs would require some form of electrical power in order to work.

Operations:
[ ] Recruit Settlers (71/100): You need more people, both for Sanctuary Hills and for the Minutemen. Recruiting passing settlers is the only way you can think of that will increase numbers for both. (Recruits Settlers to settlement. Gives +1 Operations dice)

[ ] Loot Concord (0/50): While the battle against the Raiders was brief, you noticed that Concord had some resources left to loot. If you and Preston walked in and went through some of the buildings you're bound to find something interesting to loot. (Gives 50 resources once complete, repeatable)

[ ] Bury Vault residents (20/40): The former residents and employees of Vault 111 are dead. While you could let them stay in the vault, frozen or just sitting as skeletons forevermore, you think you should bury them anyways. (Buries Vault residents, Vault 111 unlocked for looting and expansion.)

[ ] Establish Chain of Command (4/250): As the Minutemen grow, and the amount of settlements it takes care of do as well, you need a proper Chain of Command, along with the underlying bureaucracy. Quite simply, you need to assign ranks to your current members, set up how to attain higher ranks for everyone, and create a unified system of documentation. Your immense experience in writing reports for the military pre-war will come in handy, along with your own experience with your old chain of command. (Establishes true ranks in the Minutemen, semi-unified documentation created.)

[ ] Prepare to travel to Diamond City (0/200): You've heard from Mama Murphy that you may find some clues as to the whereabouts of your son by going to 'Diamond City'. While skeptical, as the woman has an addiction to 'jet', you still want to find him, and you will grasp at any leads you can get. (Start quest 'Great Green Jewel'.)
[ ] Help the settlers of Tenpines Bluff (0/100): Preston has told you that he's heard that a settlement to the northeast, just north of the old abandoned Hanscom Air Force Base, has requested some help with an issue. He's suggested that both you and him, being the only surviving Minutemen, check it out. (Start quest 'The First Step')

Diplomacy:
[ ] Establish talks with local settlements (95/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.) Autocompletes this turn

[ ] Trade with passing traders DC 10: With a surplus of supplies now on hand, you can now trade some of those supplies for resources or other supplies.
-[ ] Food for resources
-[ ] Food for water
-[ ] Water for resources
-[ ] Water for food
-[ ] Resources for food
-[ ] Resources for water

[ ] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone. (Speak with one settler of your choice.)
-[ ] Sturges
-[ ] Marcy Long
-[ ] Jun Long
-[ ] Mama Murphy
-[ ] Preston Garvey
-[ ] Codsworth

QM notes: And now, the fourth week of the quest, and third week into November. If I missed anything from last turn, just point it out and I will fix it. As always, 2 hour discussion before voting begins.
 
Last edited:
[] Plan: Bearly a plan
1 Martial Dice
-[] Clear Red Rocket of Molerats (0/100): (Clears Red Rocket of hostiles. Unlocks Red Rocket for expansion.) 1D
2 Infrastructure Dice 35R

-[] Deconstruct collapsed housing (7/100): (Tears down collapsed buildings. Gives 212 resources once complete.) 1D
-[] Construct better defenses (37/100): (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.) 1D
1 Research Dice

-[] Better pipe pistol designs (62/100): 1D
1 Operations Dice

-[] Recruit Settlers (71/100): (Recruits Settlers to settlement. Gives +1 Operations dice) 1D
1 Diplomacy Dice

-[] Establish talks with local settlements (95/100): (Diplomacy begins with minor settlements.) Autocompletes this turn
-[] Talk with Settlers DC 20:
--[] Mama Murphy

Martial: Take RR for looting Concord next turn.
Infra: Start tearing down houses and build better defenses for when we go looting.
Research: Complete the pipe pistols.
Ops: Get more dice!
Diplo: Talk to mama murphy and see if she has any 'visions' to tell us about.
 
Time to clear Red Rocket. For infrastructure, no idea. Maybe fish for really diversified food production? Everyone likes eating three-eyed fish that have been swimming in irradiated water, right?

I think "Bearly a plan" is pretty reasonable.
 
[X] Plan: Bearly a plan
1 Martial Dice
-[X] Clear Red Rocket of Molerats (0/100): (Clears Red Rocket of hostiles. Unlocks Red Rocket for expansion.) 1D
2 Infrastructure Dice 35R

-[X] Deconstruct collapsed housing (7/100): (Tears down collapsed buildings. Gives 212 resources once complete.) 1D
-[X] Construct better defenses (37/100): (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.) 1D
1 Research Dice

-[X] Better pipe pistol designs (62/100): 1D
1 Operations Dice

-[X] Recruit Settlers (71/100): (Recruits Settlers to settlement. Gives +1 Operations dice) 1D
1 Diplomacy Dice

-[X] Establish talks with local settlements (95/100): (Diplomacy begins with minor settlements.) Autocompletes this turn
-[X] Talk with Settlers DC 20:
--[X] Mama Murphy
 
[X] Plan Pipes and Pumps
-[X] More combat lessons (50/100): With your settlers trained to what you consider the most basic standard, you can now train them in more combat lessons. Mostly in what you remember of guerilla and urban warfare in suburban areas (drilled into you thanks to fears the Communist Chinese would set foot on the West Coast, which sort of came true thanks to the Alaska campaign). This training should give your settlers more of a capability to protect themselves in the case of hostiles trying to break into the settlement. (Settlers of Sanctuary Hills even better prepared for hostile encounters.)
-[X] Construct more hand-cranked water pumps (8/100): The current number of pumps is great for your needs, though it won't hurt to expand these pumps to every property in Sanctuary Hills. (Settlement produces more water. Cost 25 resources per dice.) 1 Infra Dice
-[X] Construct better defenses (37/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.) 1 Infra Dice
-[X] Better pipe pistol designs (62/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs. 1 Research Dice
-[X] Recruit Settlers (71/100): You need more people, both for Sanctuary Hills and for the Minutemen. Recruiting passing settlers is the only way you can think of that will increase numbers for both. (Recruits Settlers to settlement. Gives +1 Operations dice) 1 Operations Dice
-[X] Establish talks with local settlements (95/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.) Autocompletes this turn
-[X] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone. (Speak with one settler of your choice.)
--[X] Sturges

Before we clear Red Rocket, it would be best to finish with the combat lessons and get our settlement up to top fighting shape.

Since we completed more farms, complete the water pumps so we have more clean water for trade and growth. Construct better defenses to make Sanctuary more secure.

Complete better pipe pistol designs then next turn we can hopefully do power generation.

Recruit settlers for that extra ops dice.

Autocomplete settlement diplomacy then get back to conversing with our settlers. Picked Sturges so we can hopefully get some sort of research bonus.
 
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