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Author Topic: War of the Wasteland: Turn 2 - War ... war never changes ( one slot left )  (Read 10443 times)

adwarf

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Many years ago the Earth was nearly destroyed by the greed of human beings. They wanted more land, and more power so they went to war to try to utterly destroy the opposing side, but as the war dragged on for many many years the tentions grew, and each side aimed hundreds of nukes at the other. Before this conflict could destroy all humans on earth many countries built great vaults all across the world to protect their people, so that they may live another day, but not all of them would live for as they were moving their citizens into the vaults each side took it as an oppurtunity to cripple the other, and all the humans that were meant to be saved, around 40 Billion people died that day as the earth was consumed in fire reducing everything to ash, and rubble. For five thousand years no vaults were opened, and then as the radiation had dispersed enough to allow them to live safely some of the vaults opened, but others stayed sealed shut for some unknown reason. All the humans who came out of these vaults were meet by creatures that were mutated beyond recognition, or giant forms of another animial. It seemed all had survived this war, but changed heavily in this horrifiying process. These people survived in this harsh world forming many small settelments, but if a settlement was formed usually many were formed near it so as to allow these people easy access to each other.  Even in this crippled form mankind contnued to rage war with each other over resources, and petty differences, and many factions rised up to stop this, and some rose up, and completely ignored the common wastelander for many years. These factions the BOS ( Brotherhood of Steel ), Enclave, NCR ( New California Republic ), Caesar's Legion, and many many others. Afte many years it seemed some conditions were meet for other vaults, and they opened letting their people out into the world, and thats where your story begins for your vaults will go out into the wasteland, and form a new civilization.

Spoiler: Signup Sheet (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Research (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Buildings (click to show/hide)

As you can tell this is a game where you control cities in a fallout based world, but you will not control countries, but individual cities. I find this to be more indepth, and an original idea, so come on lets get this started.
« Last Edit: April 30, 2011, 06:07:52 pm by adwarf »
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Taricus

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Re: Wasteland: Rise of Cities, and Nations
« Reply #1 on: April 22, 2011, 09:20:14 am »

Reserving a spot. Also, use Img.ie for the imagehost.

Leader's Name: Taric Daisi
City's Name: Taiken
Faction's Name: Neutral (For now..)
Bio: N/A
Location: Large Western Island.
Starting Tech: Metalworking.
« Last Edit: April 22, 2011, 05:27:32 pm by Taricus »
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Terenos

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Re: Wasteland: Rise of Cities, and Nations
« Reply #2 on: April 22, 2011, 09:25:41 am »

Aye, I reckon I'll get in on this too.

Leader's Name: Guy deLombard
City's Name: Liberty
Faction's Name: Neutral.
Bio: Blinking in the new dawn, the peoples of a secluded vault were surprised and horrified by the wasteland that surrounded them. Their vault had been crippled by saboteurs, so it would be necessary for them to leave it anyways. What supplies they could recover they used to build houses along a slightly irradiated river. Guy deLombard, their overseer remained in charge during this transition.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Ahra

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Re: Wasteland: Rise of Cities, and Nations
« Reply #3 on: April 22, 2011, 09:42:07 am »

Leader's Name:Ahra allein
City's Name:Ahkon
Faction's Name:Neutral
Bio: As the vaults doors automatically opened never to be closed again.
The dwellers put up their camp in the rock hills to the east of their vault in hope that they would survive.
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

adwarf

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Re: Wasteland: Rise of Cities, and Nations
« Reply #4 on: April 22, 2011, 09:42:58 am »

Ok fixed the map, and Taricus you won't me to work out where your people settled, or did they use the vault as a sort of base ? ( You cna do that if you want to it gives you some bonuses, but there may be fewer resources around your vault. )

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Taricus

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Re: Wasteland: Rise of Cities, and Nations
« Reply #5 on: April 22, 2011, 09:44:46 am »

What sort of bonuses?
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

adwarf

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Re: Wasteland: Rise of Cities, and Nations
« Reply #6 on: April 22, 2011, 09:53:27 am »

What sort of bonuses?

You start with a hydroponics facility ( Basically a farm, but it produces an income of 200, and it can only sustain a city size of Extra small, or tiny ), you have some defenses ( It will depend on what your vault rolls ), you have power ( Lights, Turret, Etc. ), and computers ( a +5 to your research roll ), but vaults have no minerals near them so no iron, or copper, or bronze unless you are extremely lucky, and all expanding will happen above ground unless you can research Advanced Mining.
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Taricus

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Re: Wasteland: Rise of Cities, and Nations
« Reply #7 on: April 22, 2011, 09:56:15 am »

Above ground for me. Put me on that large island on the large island on the west side of the map.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

adwarf

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Re: Wasteland: Rise of Cities, and Nations
« Reply #8 on: April 22, 2011, 10:00:54 am »

Above ground for me. Put me on that large island on the large island on the west side of the map.

You are all in the same country which is the big island in the middle (South)  of the map. You control individual cities not countries, but eventually we will make it to that scale. Thats end game though so its a little while away you have to survive the horrors of the waste first.
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Taricus

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Re: Wasteland: Rise of Cities, and Nations
« Reply #9 on: April 22, 2011, 10:01:57 am »

Wouldn't it make more sense to spread us across the world?
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

adwarf

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Re: Wasteland: Rise of Cities, and Nations
« Reply #10 on: April 22, 2011, 10:04:30 am »

Wouldn't it make more sense to spread us across the world?

Hmmmmmm ...... Yes now it does ok state the countyr you want to be in. Please take note that the map is the pre war world so much could have changed.
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Ahra

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Re: Wasteland: Rise of Cities, and Nations
« Reply #11 on: April 22, 2011, 10:06:53 am »

the big eastern island
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Terenos

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Re: Wasteland: Rise of Cities, and Nations
« Reply #12 on: April 22, 2011, 10:08:49 am »

The southern continent with 5 territories looks good to me.
Also...You could use heavy radiation to restrict rampant growth, cause problems, or hide the really cool pre-war stuff. And give us tech trees to clean it up, endure it, or just protect against it.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Ahra

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Re: Wasteland: Rise of Cities, and Nations
« Reply #13 on: April 22, 2011, 10:11:19 am »

meh will never find anyone on the eastern put me on the southern.
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

adwarf

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Re: Wasteland: Rise of Cities, and Nations
« Reply #14 on: April 22, 2011, 10:16:06 am »

You won't be able to grow very much for awhile actually. The landforms have changed greatly, radiation is still dominant in most areas, and local wildlife will impede your growth.

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