It's been almost a week since you first exited Vault 111, and you feel like you've done much in that time.
From the farm to the water pumps, you think the people here in Sanctuary could live comfortably… outside of needing some protections, along with many other things.
Chewing on a mutfruit, some type of mutated berry at your guess, you watch from your kitchen as dogmeat (really have to think of a better name for him) plays around with a dog toy you were able to scrounge out from your old stuff. You really missed Rover.
Finishing up your mutfruit, you left your house to see if anyone needed any help.
Minutemen (Sanctuary Hills)
Week 2
75 caps + 0 caps weekly
Resources: 50 + 0 Resources weekly
Food: 8 units + 8 units weekly
Water: 7 units + 7 units weekly
Power: 0 units + 0 units weekly
Defense: 2 (6 needed)
Settlers 6+1 (robot)
1 Martial Dice
2 Infrastructure Dice
1 Research Dice
1 Operations Dice
1 Diplomacy Dice
Martial:
[ ] Combat lessons (0/50): You have
just got to train these survivors in combat. It'd help lessen the chances of losing against raiders and mutants, and will give a basis for extra training later on. (Settlers of Sanctuary Hills better prepared for hostile encounters.)
[ ] Training with Preston (43/50): Since Preston and yourself were the only Minutemen in the Commonwealth (to your knowledge), you needed to establish an understanding between yourselves. And, as your former Drill Sergeant has proven with you and your former squad, that type of understanding goes a long way between dying in a random ditch and surviving to tell the tale. (Establish basic understanding of Preston, Preston comes to understand you better, Preston is now better at fighting than before.)
Autocompletes this turn.
Infrastructure:
[ ] 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.)
[ ] 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.)
[ ] 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.)
[ ] Deconstruct collapsed housing (0/100): 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 basic defenses (0/50): While your town was still open to any who can come waltzing in from across Sanctuary's bridge or from the Vault you exited, you aren't safe. Constructing some basic walls and guard posts in those locations will make you far safer. (Defenses established, Sanctuary Hills more resistant to invasions. Cost 25 resources per dice.)
[ ] Clear debris (0/75): Debris clutters the streets of Sanctuary Hills. From fallen trees to wrecks of cars to scraps of buildings being flung across the street into other buildings. Clearing this material away will give you extra materials to work with, and will clear away more areas to walk around. (Random debris cleared. Gives 132 resources once complete.)
Research:
[ ] Minuteman Laser Rifle (37/75): Sturges has taken an interest in the laser rifles used by the Minutemen. He wants to know if he can get a hold of one of them and see what makes them tick, along with if he could construct more. (Unlocks Hand-Cranked Laser Rifle.)
[ ] 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.
[ ] 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 (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)
[ ] 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 skeletons (0/25): While you may not have known all of them, they still need a proper burial. (The skeletons finally have a proper burial.)
[ ] 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 (0/100): 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.)
[ ] 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 second week. There will be a two-hour discussion before voting can begin. Once those two hours are up you are free to vote.