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- Industrial Material: Light construction equipment, Regional Caravan Company, 0 tons of Concrete
- Military Material:
- 5 Heavy Artillery (Supplied Shells)
- 25 Combat Armor
- 26 Damaged Power Armor
- 220 Leather Armor
- 830 Tier Two Firearms
- 75 Tier Three Firearms
- Motorized Platoon supplies, supply truck
- Upkeep: 284,000/turn (96,000 from government, 120,000 from Infantry upkeep, 22,000 Gun Runner Contract, 20,000 NVPD Payroll, 4,000 Leather Shop)
- Income:
- Tariffs: Low 5%(+40,000 caps/turn)
- Casino Tribute: Intermediate (+70,000 caps/turn)
- Additional Dam Income: (+50,000 caps/turn)
- Pharmaceuticals (+10,000/turn)
- Gold Mine (+25,000/turn)
- Currency Reserves:
- Chips: Plentiful
- Caps: Low
- NCR Dollars: Very Low
- Legionary Denarius: Medium
- Precious Metals: Fair
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- Research
- Available Facilities: House’s Lab, X-17 Meteorological Station
- Current Research: Weather Machine
- >+4 trained citizens/month. (396 remaining)
- Industry
- >Available Facilities: 2 Leather Shops, Gold Mine
- >Apprentice Mechanics Available
- >Current Projects: Vertibird Maintenance Training
- >Production: +40 Lightweight Leather/turn, 70 Tier Two Firearms/turn
- >Cement: +8 tons/month
- >Novac Copper Mine Construction (11 months left ON HOLD), Freeside Housing Complex (8 months left, 40,000 caps to pay)
- Military
- >The Strip: Heavily Fortified, Defensive Walls, Laser PDW, 168 securitrons
- >Freeside: 265 securitrons at Strip entrance and throughout Freeside, 500 NVPD, First Westside Company
- >Westside: Second Westside Company
- >The Dam: 100 securitrons, Second Company
- >McCarran: Damaged walls, 30 Securitrons, First Company
- >Camp Rex: All American Company, Big Red One Company, Jackpot Squadron, First and Second Mechanized Squadrons
- >Westside Trade Routes: 45 Securitrons
- >Southeast Mojave: 80 Securitrons
- >NVD Headquarters: 50 NVDPD, 30 Securitrons
- >Securitron Vault: 10 Securitrons
- 681 Mkll Securitrons, 67 damaged
- 5 Heavy Howitzers (With ammunition)
- Robert’s Raiders - infiltration commandos (4 Soldiers)
- First Mechanized Squad (5 Soldiers)
- Second Mechanized Squad (3 Soldiers)
- Jackpot Squad (5 Soldiers)
- Super Mutant Heavy Platoon (20 Soldiers)
- Ghoul Light Infantry Platoon (16 Soldiers)
- 1st Nightkin Team (5 Soldiers)
- 1st Infantry Company (115 Soldiers)
- 2nd Infantry Company “Toxic Avengers” (180 Soldiers)
- 3rd Infantry Company "The All Americans" (160, 14 Injured Soldiers)
- 4th Infantry Company "The Big Red One" (155, 10 Injured Soldiers)
- 5th Infantry Company (185, 5 Injured Soldiers)
- 6th Infantry Company (200 Soldiers)
- Flying Fists Mercenary Company (130 Soldiers)
- 10 Minutemen Companies (200/each)
- Vertibird Gunship Squadron (3 Craft)
- 1 Transport Vertibird
- 10 Vertibird Pilots
- Vertibird Pilot Training (2 months, 4 months/pilot)
- Intelligence
- Department Head: Ulysses
- 4 Frumentarii
- 6 Domestic Intelligence Department Agents (In Training)
- 2 Enclave Foreign Agents
- 2 Enclave Domestic Agents
- ---------------------------------------------------------------------------------------------------------------------------------------
- Building Costs
- Bath House: 12,500, 1 Month (Can Service 300 people/day)
- Leather Shop: 20,000, 1 Month (+40 Leather Armor/month) 2,000 Caps upkeep
- Basic Farm: 50,000, 2 Months (Provides stable food for 1,000 people) 2,500 caps profit
- Basic Ranch: 30,000, 4 Months (Provides stable food for 500 people, allows access to leather) 4,500 caps profit
- Basic Mine: 60,000, 4 months (Provides output based on resource mined) 6,000 Caps Upkeep
- Anti-Fungal Greenhouse: 30,000, 2 Months (Provides preventative medicine for the Blight for 500 people)
- Brick Workshop: 50,000 (+20 Tons Bricks/Month)
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- Courier's Departments
- Department of State (8,000 Caps/Turn): Rose of Sharon Cassidy
- +5 on trade actions, +3 on diplomacy actions
- Department of Commerce (8,000 Caps/Turn): Francine Garrett
- +4 on trade actions, +4 on domestic economy actions
- Department of Defense (8,000 Caps/Turn): Judah Kreger
- +4 on offensive actions, +2 on defensive actions, +2 on SOCOM actions
- Department of Science and Technology (8,000 Caps/Turn): Arcade Gannon
- +4 Medical Technology, +2 Weaponry Technology
- Department of Energy (8,000 Caps/Turn): Chris Haversam
- +4 Nuclear Energy, +2 Solar Energy, +1 General Repairs, +2 Dam Actions
- Department of the Interior (8,000 Caps/Turn): Chomps Lewis
- +5 Mining, +2 Logging, +1 Construction
- Department of Agriculture (8,000 Caps/Turn): Ted Gunderson
- +5 Livestock, +2 Farming, +1 Fisheries
- Department of Housing and Urban Development (8,000 Caps/Turn): George Pender
- +4 Urban Construction Actions, +2 Rural Construction Actions
- Department of Health & Human Services (8,000 Caps/Turn): Ignacio Rivera
- >+6 Education, +2
- Department of Tourism and Entertainment (8,000 Caps/Turn): Sarah Weintraub
- +3 Family Friendly, +3 Adult Friendly, +2 Broad Advertisement
- Department of Transportation (8,000 Caps/Turn): Raul Trejo
- +4 physical transport, +2 road infrastructure
- Postmaster General (8,000 Caps/Turn): Thad Nash
- +3 courier actions
- ---------------------------------------------------------------------------------------------------------------------------------------
- Militia Company
- Size: 200
- Uses: Garrison, heavy policing, trade protection. Can only be broken down to platoons.
- Creation Cost: 20,000 caps
- Upkeep: 5,000/month
- Training Time: 1 Month
- National Guard
- Size: 200
- Uses: Garrison, heavy policing, trade protection. Can only be broken down to platoons.
- Creation Cost: 30,000 caps
- Upkeep: 5,000/month
- Training Time: 2 Months
- Infantry Company
- Size 200
- Uses: Offensive/Defensive actions, Garrisoning, Trade Protection, Reconnaissance in force. Can be broken down to squads.
- Creation Cost: 50,000 caps
- Upkeep: 10,000/month
- Training Time: 2 Months
- Militia/Conscript- Amateur soldier armed with, usually, poor equipment used as a stopgap measure or unwilling conscripts supplied with bottom-barrel equipment. Can only be upgraded through training or experience.
- 1:3 combat ratio to NCR Trooper
- 1:5 combat ratio to Recruit Legionary
- Minutemen - Veteran militia, formed after a militia company has seen 4 engagements. Does not need any different armor and/or weaponry. Can be upgraded directly to seasoned infantry with necessary equipment.
- 1:2 combat ratio to NCR Trooper
- 1:3 combat ratio to Recruit Legionary
- Infantry: Your traditional soldier, volunteer or conscript-turned soldier who has average stats, basic gear. The backbone of most large civilizations. Can be reached through experience, proper training, and/or equipment.
- 2:1 combat ratio to NCR Trooper
- 1:1 combat ratio to Recruit Legionary
- 1:25 combat ratio to BOS Paladin
- Seasoned Infantry: Like basic infantry but better in every way. Formed after a company has 4 engagements and needs "average equipment" such as combat armor and semi-automatic rifles.
- 3:1 combat ratio to NCR Trooper
- 2:1 combat ratio to Recruit Legionary
- Elite Infantry: The highest rank for an infantry unit. Can only be obtained after a company has 6 engagements and needs "excellent equipment" such as Reinforced Mkll Combat armor and carbines.
- 6:1 combat ratio to NCR Trooper
- 8:1 combat ratio to Recruit Legionary
- Securitron Mkll
- 10:1 combat ratio to NCR Trooper
- 8:1 combat ratio to Recruit Legionary
- 1:4 combat ratio to BOS Paladin
- 1:2 combat ratio to BOS armored knight
- 4:1 combat ratio to BOS knight
- The Legion of the Damned
- Bio: This 1,000-strong “Prime Cohort” of the Legion defected a few years ago after the much-respected Centurion became disillusioned with Caesar’s rule and left their territory, becoming part time raider and part time mercenary company. Their leader, Centurion Titus Pullo, is excited to test his men against the metal soldiers of the BOS. They follow instructions to the letter, are exceedingly experienced and excel in brutal direct assaults and raids deep into the enemy territory. They desire constant contact with the enemy and will become restless if left on garrison duty or in reserves.
- Contract: 6 months-30,000/month or 1 year/-20,000/month
- Granite Company
- Bio: Hailing from the West Coast deep in NCR territory, this 200-strong force is led by their enigmatic leader “Granite”. This is the same group that your former Brotherhood friends believed Moreno belonged to. Their price is matched by their effectiveness and flexibility. The company has their own air-lift capacity, able to bring all 200 soldiers to any point on the battlefield, and 3 Vertibird Gunships. They also have 6 squads of PA backed up with elite infantry equipped with advanced armor and weaponry.
- Kreger makes a personal note that these men seem to be descended from lingering Enclave personnel, could be opportunities there to bring them into the fold permanently.
- Contract: Indefinite-80,000/month, 6 Months -60,000/month, 1 Year -50,000/month
- The Good Samaritans
- Bio: After New Canaan fell to the White Legs and their people scattered to the wind, a sect consisting of two infantry companies of the most devout and militant banded together to keep their faith and fighting spirit alive. Unlike almost every other mercenary band and some armies, the Samaritans don’t trouble themselves with looting to supplement their income. They are disciplined, fanatical and barely mercenaries in name only. The group has heard of the work you’ve done with the Children of Zion and have come to offer their support in the “battle for the Kingdom of God.”
- Contract: Indefinite-20,000/month
- The Desperados
- Bio: A platoon of rangers, all ex-NCR and looking to use their unique and dangerous skill set to make a fortune. While they are all “veterans”, half the platoon themselves are those Elite Veteran Rangers that don the black armor while the others wear personalized patrol armor or standard desert dress. Their expertise is, unsurprisingly, infiltration and sabotage. This group is offering their services cheaper due to wanting payback against the Brotherhood but have vowed to never take up arms against the NCR.
- Contract: 6 Months-20,000/month, 1 Year-15,000/month
- The Band of Brothers
- Bio: These ex-NCR soldiers are a mixed bag of deserters, veterans, discharged and everything in between. This four-company force is flexible in the tasks asked of it, being able to attack, defend, garrison and patrol. They also have no scruples about who they’re fighting as long as the caps keep rolling in.
- The leader of the unit, who’s just called “The Major”, has subtly offered to be permanently brought into the NVD as infantrymen.
- Contract: 6 Months - 40,000/month, 1 Year-30,000/month
- The Steel Horde
- Bio: Perhaps the most unusual offer you’ve gotten comes from Dr. Ford is offering half a company’s worth of robots. Not your death machine Securitrons but a smattering of Mr. Gutsys, Protectedtrons, eye bots and Sentry Bots. He argues that these metal men don’t get tired or scared and will fight until it’s killed or be killed. As a plus, Patton would be able to interface and control these forces unlike soldiers of flesh and blood.
- Contract: Indefinite-25,000/month, 6 Months - 10,000/month
- Smashmouths
- Bio: You’re pretty sure these guys are just raiders but to their credit, you’ve never heard of them. They’re crude, rowdy and too high on drugs to care about any danger to themselves. For the price you’re getting for 1,000 fighting men, they’re cheap and expendable.
- Contract: 6 Months- 20,000/month
- The Good Doctors
- Bio: Not so much a fighting group, these combat medics are offering their services to embed in your forces to offer lifesaving medical service on the front lines. They can be deployed in up to 10 companies simultaneously and would drastically cut down on both deaths and those needed to be taken to what passes as hospitals in the NVD. They have also offered to stay during peacetime and train your own battlefield medics and “surgeons”.
- Contract: 6 Months - 20,000/month
- ACME Combat Solutions
- Bio: Another support offer, CEO Bill Steel is offering to supply heavy weapons teams and light “field artillery” to augment your current forces, up to 10 companies. Additionally, he has also offered to be the main supplier of weaponry and ammunition to the NVD. He says he can supply anything from machine guns to mortars to rocket launchers. For a price.
- Contract: 6 Months - 40,000/month
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- The New Vegas Directory
- The New Vegas Directorate is a authoritarian, centralized government ruled by one individual, the Director. Much like the Greek Polis or the Roman city state, the small size of the land ruled over lends itself to competent administration.
- The New Vegas Directorate isn’t the cult of personality that the Legion is, rather the Director is a position able to be held by anyone of worth. Particularly one who holds the platinum chip. The NVD is split up into three parts, all equally important but fulfilling different roles.
- The Executive: Directly led by the Director, containing the numerous governmental departments, their secretaries and any staff below. The Director also holds the position of Supreme Commander of the New Vegas Armed Forces. All encompassing legislative measures are taken through this body.
- The Judiciary: Led by an impartial panel of legal personnel who monitor the NVD for any illegal actions taken against the government or its people. The judiciary is not meant to act as a bulwark against the Director, rather to support their benevolent rule of the Mojave. This body will oversee law and order throughout the region and undertake direct action when necessary and report to the Director. The exact makeup of the body is yet to be decided.
- The Governors: Considered an extension of the Executive and serve on a three-year terms at the pleasure of the Director. Their job is to oversee the day-to-day operations of each state to minimize the mundane minutiae of governance. They have no authority to create laws, but enforce what has been decided by the Director. Each state is earmarked a share of the national budget to maintain and expand at their discretion (or specific directives given by the Executive) and handle local security of their state. Monthly reports written by each Governor are given to Yes Man and any information deemed important will be given to the Director for review.
- Economy: The NVD currently operates a mixed-market approach where private businesses are encouraged but many industries are heavily subsidized or outright owned by the government. Especially industries seen as a national security concern. The currency is made up of casino chips held by casinos throughout the Mojave, though under close watch by the NVD. These casino chips are the only currency allowed within the Mojave for services and goods, while foreign currency is used to trade with respective foreign powers. Precious metals will be used for external trade and as emergency funds for the government.
- Citizenship: TO BE DECIDED
- Culture: While hard to craft culture from top down, the NVD values four core pillars above all else.
- -Discipline – Everyone has a duty, nothing is greater than service to the state
- -Loyalty – The state rewards service and severely punishes betrayal.
- -Security – The NVD Citizen has the right to security domestically and safety from threats foreign. Any crime is punished quickly and severely.
- -Progress – Scientific knowledge is pursued and shared. New Vegas will be the harbinger of a new age of scientific progress.
- LAWS
- Tier 1: Execution without unjust suffering. Done through whatever means is available for the community but usually hanging or firing squad.
- -Spying
- -Outrageous corruption
- -Treason
- -Mass Murder/recidivist murder
- -Rape (Beyond Doubt)
- -Slaving
- -Membership in raider group who conducts Tier 1 Crimes
- -Grand theft (Over 500,000 caps)
- -Cannibalism
- -Multiple instances of recidivism of tier 2 crime, 3 strikes.
- -Violence on Minors (extreme)
- Tier 2 Hard Labor: Any type of manual labor in service of the government for a series of time, time depending on the severity/damage. This labor is hard but not intended to lead to death or serious injury i.e. gulags or concentration camps.
- -Manslaughter
- -Theft
- -Murder
- -Serious assault
- -Theft/defrauding of NVD
- -Fraud
- -Tax Evasion
- -Smuggling
- -Assault/violence of member of NVD government
- -Major Vandalism/Arson
- -Serious Violence on Minors
- -Organization/management of Child Labor
- Tier 3 Incarceration: Amount of time in a local or NVD correctional facility, with minor labour/rehabilitation activity done for the good of the NVD. The labor is menial such as cleaning up cities of rubble/minor building projects
- -Minor Assault
- -Perjury
- -Heavily repeated fines crimes (above 10)
- Fine Crimes: A payment to be extracted in property, income or a brief period of menial labor. Repeated offenses will see an increase in the fines. Fine-based on the severity/damage of the offense.
- -Littering
- -Fighting/Public disturbances
- -Unlicensed sales where such licenses are required
- -Minor Vandalism/Arson
- -Petty Theft
- Governorships Local Laws
- -Governorships local laws will be allowed. They follow national laws and the NVD has authority to nullify any of these.
- >Children
- From the age of 6, a kid might be made a junior apprentice. This will be a form of work focused on teaching them how to do a trade.
- Governorships grant licenses (the cost should only be the minimum needed to pay for the administrative labor, so likely just a few caps) to trade/craft workers for apprentices on a 1:1 basis. Having kids work outside of this system and in a factory/for profit system is considered Child Labor, and is illegal. Children are not allowed to gamble, use drugs or prostitution. Anyone forcing them will be considered breaching Tier 1 law (or Tier 3 in the case of prostitution).
- >Policing
- Fully state-managed, separated into regional precincts which report to Governor offices, which then report to the NVD central police bureau. Bounty hunting firms apply for licenses with their local governors office, and submit to yearly audits by their local police precinct.
- GOVERNORSHIPS
- 1: The Governorship of New Vegas
- Governor: Swank.
- 2. The Governorship of Freeside
- Governor: The King
- 3. The Governorship of Jacobstown
- Governor: Marcus
- 4. The Governorship of Bitter Springs
- Governor: Landon “Boots” Fischer
- 5.The Governorship of Sloan
- Governor: Hal Stringer, Former Deputy Foreman of Sloan
- 6. The Governorship of Goodsprings
- Governor: Trudy McGill, de facto mayor of Goodsprings and saloon owner.
- 7. The Governorship of Hoover
- Governor: Kate Stanson, Former Deputy Secretary of Energy who specializes in hydroelectric energy.
- 8. The Governorship of Novac
- Governor: Cliff Briscoe, owner of Novac Hotel and the Dino Bite Gift Shop.
- 9. The Governorship of Primm
- Governor: Johnson Nash
- 10. The Governorship of Searchlight
- Governor: Daniel, religious leader of the Children of Zion. Loyal and dependable.
- (Each State will be given 1000 caps/month for administrative funding and each state will receive 1 cap per population)
- ---------------------------------------------------------------------------------------------------------------------------------------
- REPORT: REVISED MOJAVE REHABILITATION PLAN
- >Stage 1: Alleviating The Population COMPLETED
- Due to other efforts strengthening public morale, the first stage of the RMRP has been met with great success with hundreds put to work cleaning up the streets of Freeside and organizing scrap and salvage to be picked-through later. Though not as dramatic, small businesses have popped up to support these new workers. With funding having ran dry for this stage of the project, the residents are anxiously awaiting the next stage to inject desperately needed economic stability into the bulk of the Mojave population.
- >Stage 2: Staple Production COMPLETED
- The next stage focused directly on the construction of new food sources, diversification of said food sources and looking at facilities such as canning and drying to keep stores of bumper croups around the region. The water supply will be monitored to ensure sustainable drawing from Lake Mead and surrounding sources as increased agricultural and sanitation efforts will exponentially increase water use. This will be carried out by the clearing of fertile land for grazing and agriculture, sourcing of technicians for advanced agriculture and industry. While this stage met expectations, it ran over its budget and expected time of completion. Officials highlighted shortage of tools, expertise and the poor soil of the Mojave as reasons. But the results are clear, food production in the NVD have doubled in just a few months.
- >Stage 2: Simple Manufacturing (Ongoing, 7 months remaining)
- In collaboration with increased food production, current industrial buildings will be renovated and expanded. Heavy industry will be sourced form NCR if possible or salvaged and repaired. Focus will be initially on basic hand tools, cheap consumer goods and equipment for exploitation of natural resources. Manufacturing will be kept low specifically to employ the largest number of citizens. Good is for 20 tons of goods produced within a year of program completion. 8 months, 120,000 caps.
- >Stage 3: Return of Services
- The focus of this stage is for a return of basic services like widespread medical accessibility, plumbing and electricity, modern sanitation, fire and policing, as well as the establishment of an educational institution for basic, intermediary and advanced degrees. The details will be left to those in charge by this point, but the bottom line is stability and a trust in institutions being created by the Mojave Government. New, updated housing will be constructed throughout the region to reflect resource realities and wasteland living. The University of Las Vegas will be renovated and updated to reflect current needs. The current funding of government departments will be increased to nearly 4x the current rate. Other spending is expected to rise to 50,000 caps/month to provide basic services to not only Freeside but other towns. Revenue is expected to be raised by increased customs, more revenue brought from The Strip.
- >Stage 4: Technological Investment
- Points of interest such as REPCON and Helios One will be used to begin the research and construction of technology produced only in small quantities in the NCR and elsewhere. Production of advanced material such as titanium, aluminum and advanced circuitry will begin in the Mojave. Further sites in the Southwest and beyond will be secured for anything of use including schematics, resources and irreplaceable machinery. Goal is to begin mass production of the Securitron Model for baseline testing of industrial and technological capabilities. Timeline anywhere from 1 to 3 years. Cost indeterminate.
- >Stage 5: Client States
- The largest barrier for the completion of this plan are natural resources and the carrying capacity of the region. Leveraging assumed unmatched technological advantages, subjugates neighboring land and peoples to provide foodstuffs, natural resources and anything that the Mojave cannot provide. This will also assist in protecting the region from outside threats. No timeline nor cost given.
- >Stage 6: Spaceflight
- Courier, we’re a little stumped with this one. All of House’s plans lead to the same outcome, space travel to leave the planet. Nevada isn’t the worst place to begin this, but we’ll leave it up to you if this is the goal of the Mojave. Even the most optimistic estimations for the timeline puts this 50-75 years away. But if anyone can do it, well you’ve heard it before. But if these stages are carried out, with tweaking when necessary, this is the natural outcome.
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