TURN 10 UPDATE #4
MANITOUS
Despite that an entire Regular division was lost in the recent assault to Cape Cañaveral, the decisions taken by the Great Chief and his assessors years ago are starting to give its benefits, and soon the Manitou Armies receive their first Shaman Elite Unit along with a new Transport Fleet that will allow to redeploy an entire Division and perhaps help –or be helped by- their allies in the north
(+1 Elite Shaman, +1 Transport).
However, the Great Chief has not renounced to his project of occupying Cape Cañaveral, and using the newly arrived Shamans he creates a new war plan based on their powers to subjugate the enemy. Even though some military advisors argue that such abilities work only with humans and not with Deathclaws, the Great Chief shows again that he is probably the most brilliant strategist in the Tribes nation, and so he designs a plan based on the use of all their forces in a combined assault.
The Deathclaws, somehow dozy due to the Shaman techniques, were quickly overwhelmed by the Manitou forces, and finally the tribesmen were able to take control of the former NASA base, only to find that, apart from some vintage equipment and supplies, little of value was found in such an asset
(map updated).
Using the knowledge recently borrowed from the FUSA scientist and engineers, the Manitou scientists manage to finish the Air Research project, and the first prototype Zeppelins are sent into the Air and successfully tested in their maiden flight. Finally, the Manitou will be able to have their own Air Force
(Manitou can now build Zeppelins).
The only bad news from the Great Chief came from both the Chief builder and the Chief shipbuilder, as the first one did not manage to use the somehow abundant Manitou supplies to build another industrial complex in the vicinities of Orlando, mainly due to the fact that little unpolluted spaces could be found in the area and great risk existed even if using the special anti-rad suits. Even worse were the news from the Chief shipbuilder, who reported that a secret plan to refit the shipyard and build new ships ought to be interrupted by an accidental fire that almost destroyed the facilities; luckily, the tribesmen were able to extinguish it, but reconstruction tasks will take some months
(cannot commission ships in the next turn).
MEXICO
Once again, bad news arrived from the Mexican territory, as it was rumored that Presidente Bolñivar had fled their capital once he felt that the war against the Raiders was being lost. El Zorro, now Minister of Chemical Industries, tried to fill in the power vacuum, but most of his former followers had lost the faith in him and some even joined the Raiders...will Mexico survive this new crysis?
(Mexico is an NPC faction now).
VAULT CITY
Ahhh, the “City of Love”…travellers from all around the Wastelands suddenly appear in Vault City, doubtless to look for the pleasures that are being advertised all over the northern part of America. However, the Overseer has perhaps pushed it too far away, and even though women are pleased with the incentives to have a child, the new campaign based on “natalicy achievements” makes them feel like cattle, and few women accept to raise more than one kid at the time.
At the same time, some of their scientist try to replicate the amazing invention known as GECK, a terraforming device able to turn the dry Wastelands into a true oasis. However, and although they understand the basics of its functioning, most of its technology is based upon pre-war materials and techniques, and the scientist feel unable to recreate such environmental conditions.
The overseer, worried by the envy and greed that their prosperity could induce to others, orders the creation of a line of Watchtowers in strategic places, and some hunters are sent to the areas in order to secure the nearby zones. Although they know little of the terrain, modern equipment and weaponry allows a rapid success of the project, and soon the Vault´s watchmen will be able to spot an enemy from miles away
(no one can attack Vault city without a formal and public DOW).
As a sign for those who called Vault City "Northern New Reno”, the Overseer decides to change the name of Vault City, somehow outdated and unfashioned, to the more attractive name of “New Eden”. Hopefully, this will allow a rapid transition into a fully operative faction
(Name changed to New Eden, NE can now expand).
NCR
In another desperate attempt to win the Mojave conflict, Kimball launches another massive conscription campaign to recruit more troops, and even though he intends to arm them as Regulars and train them accordingly, most of what is left in their manpower pool are just a bunch of scared kids who miss their fathers. However, even those kids will fight for the Republic, and the gladly accept to be armed and trained as a new Militia
(+1 Militia next turn),and replace the recently improved MIlitia in the Training fields
(1 Militia improved to Regular).
This new conscripted unit will not be alone, as after sending some emissaries to the nearby lands in order to find more recruits one of them returns and informs president Kimball that a well-armed man wants to speak with him urgently. After being formally introduced, he depicts himself as one of the “Regulators”, apparently "dedicated to bring the evil to the justice of our guns". Kimball obviously accepts this offer, and soon the Regulators find themselves fighting for the NCR
(+1 Regulars, will “disappear” if the NCR is not at war with an “evil” faction).
Kimball, wanting to seize this opportunity, gives an amazing speech on the Radio, stating the Libertarian mission of the NCR and the values of order and democracy. Curiously, some of his advisors realize that his radio transmissor is switched off, and although they love and generally respect their President, they do not say nothing as they find such a situation quite funny. Two hours later, Kimball ends his speech and returns to his desk, and no one dares to tell him that he has actually talked to nobody.