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Let's Build a Custom Faction: A Fallout Wasteland Guide
Below is a selection of guides written by our moderators to help you build your custom Fallout faction. Please read each section thoroughly as you build your faction.
"Do you know what makes you S.P.E.C.I.A.L.?" - Vault Tec | The First step to making any custom faction is to make a S.P.E.C.I.A.L. outlined in this factbook. You may allocate 40 points to your build.
You may allocate 40 points to your build.
9 - Science 9 reduces research cost by -20%.
8 - Science 8 reduces research cost by -15%.
7 - Science 7 reduces research cost by -10%.
6 - Science 6 reduces research cost by -5%.
5 - Science 5 uses the standard research cost provided.
4 - Science 4 increases research cost by +5%.
3 - Science 3 increases research cost by +10%.
2 - Science 2 increases research cost by +15%.
1 - Science 1 increases research cost by +20%.
50% of your excess population starves from malnourishment; 28 free days.
9 - 85% of your non-militarized population will come to arms to defend their land.
55% of your excess population starves from malnourishment; 21 free days.
8 - 80% of your non-militarized population will come to arms to defend their land.
60% of your excess population starves from malnourishment; 21 free days.
7 - 70% of your non-militarized population will come to arms to defend their land.
65% of your excess population starves from malnourishment; 21 free days.
6 - 60% of your non-militarized population will come to arms to defend their land.
70% of your excess population starves from malnourishment; 14 free days.
5 - 50% of your non-militarized population will come to arms to defend their land.
75% of your excess population starves from malnourishment; 14 free days.
4 - 40% of your non-militarized population will come to arms to defend their land.
80% of your excess population starves from malnourishment; 14 free days.
3 - 30% of your non-militarized population will come to arms to defend their land.
85% of your excess population starves from malnourishment; 7 free days.
2 - 20% of your non-militarized population will come to arms to defend their land.
90% of your excess population starves from malnourishment; 7 free days.
1 - 10% of your non-militarized population will come to arms to defend their land.
100% of your excess population starves from malnourishment; 7 free days.
9 - population grows at a rate of 4.5% per 28 days. Armies can move through nine empty tiles.
8 - population grows at a rate of 4% per 28 days. Armies can move through eight empty tiles.
7 - population grows at a rate of 3.5% per 28 days. Armies can move through seven empty tiles.
6 - population grows at a rate of 3% per 28 days. Armies can move through six empty tiles.
5 - population grows at a rate of 2.5% per 28 days. Armies can move through five empty tiles.
4 - population grows at a rate of 2% per 28 days. Armies can move through four empty tiles.
3 - population grows at a rate of 1.5% per 28 days. Armies can move through three empty tiles.
2 - population grows at a rate of 1% per 28 days. Armies can move through two empty tiles.
1 - population grows at a rate of 0.5% per 28 days. Armies can move through one empty tile.
9 - 75% of your population can be in your military; Highly skilled army
8 - 70% of your population can be in your military; Skilled army
7 - 65% of your population can be in your military; Moderately skilled army
6 - 60% of your population can be in your military; Lightly skilled army
5 - 50% of your population can be in your military; Average army
4 - 40% of your population can be in your military; Beginner army
3 - 30% of your population can be in your military; Very beginner army
2 - 20% of your population can be in your military; Weak army
1 - 10% of your population can be in your military; Very weak army
9 - Industry at 9 uses the standard construction times provided -40%.
8 - Industry at 8 uses the standard construction times provided -30%.
7 - Industry at 7 uses the standard construction times provided -20%.
6 - Industry at 6 uses the standard construction times provided -10%.
5 - Industry at 5 uses the standard construction times provided.
4- Industry at 4 uses the standard construction times provided +10%.
3 - Industry at 3 uses the standard construction times provided +25%.
2 - Industry at 2 uses the standard construction times provided +50%.
1 - Industry at 1 uses the standard construction times provided +100%.
9 - Can take 9 tiles every 14 days before over-extension.
8 - Can take 8 tiles every 14 days before over-extension.
7 - Can take 7 tiles every 7 days before over-extension.
6 - Can take 6 tiles every 7 days before over-extension.
5 - Can take 5 tiles every 7 days before over-extension.
4 - Can take 4 tiles every 7 days before over-extension.
3 - Can take 3 tiles every 7 days before over-extension.
2 - Can take 2 tiles every 7 days before over-extension.
1 - Can take 1 tile every 7 days before over-extension.
9 - Add +4 to your roll.
8 - Add +3 to your roll.
7 - Add +2 to your roll.
6 - Add +2 to your roll.
5 - Add +1 to your roll.
4 - Add +1 to your roll.
3 - Add +0 to your roll.
2 - Add +0 to your roll.
1 - Add +0 to your roll.
"To The World That Was. Mankind Shall Never See Its Like Again." - Richard Bradford; Fallout 4 | The Second step to making a custom faction is chosing perks and an origin from the collection.
Origins are meant to be very general and encompass a multitude of different backstories. If you feel that your backstory doesn't fit the origins listed here, ask a moderator for advice. Chances are your backstory does in fact fit in one of these. In the unlikely event that it doesn't, we will work with you to create a custom origin.
There are two categories for Origins: Custom Faction Origins and Lore Faction Origins.
Custom Faction Origins are broad-category origins for Custom Factions that apply to most backstories. These origins allow for "Lore but x" factions, though such origins are typically weaker than their corresponding Lore Faction cousins. There are also no limits to the number of factions that may use these origins.
Lore Faction Origins are specific origins for the various Lore Factions we have in the region. To use one of these origins, you must be playing as a member of that lore faction. These origins are limited by the number of people allowed to play as a member of any given faction (3). Note that not all Lore Factions are represented here. The Lore Origins listed below mainly encompass Major Factions from across the games. If you desire an origin for a lesser-known lore faction, ask a Moderator for advice.
We acknowledge that some of these conditions are based upon extrapolations of lore hints and vague canonicity. Some conditions have also been imposed for the sake of game balance. Not every lore faction is covered here, and those that aren't will be treated as custom factions for the sake of starting conditions. If you feel like a lore faction has been unfairly left out or requires special treatment, please speak to a moderator.
| New California Republic | Caesar's Legion | New Vegas | The Great Khans | The Shi | The Mojave Brotherhood of Steel | The Minutemen | The Institute | The East Coast Brotherhood of Steel | The Gunners | The Nuka-Raiders | The Children of Atom | The California Brotherhood of Steel | The Enclave |
Notes on Region Canon
Because we are starting in 2287, far past the endpoint of several of the Fallout games, we have been forced to make some assumptions regarding the canon endings of these games and the subsequent lore of regions not touched by Fallout 4. We have attempted to make decisions based upon logic and the likelihood of possible outcomes. A few decisions, however, have been made for balance and to allow for certain lore factions to be available.
The biggest piece of what one might call Regional Lore centers around New Vegas. Per regional canon, New Vegas won the 2nd Battle of Hoover Dam, allowing it to remain independent. Players may decide whether it's a House New Vegas or a Yes Man New Vegas, but it will never start out as either NCR or Legion territory. As per their victory, both the NCR and the Legion have effected full withdrawals from the Mojave, apart from Mojave Outpost (for the NCR) and Cottonwood Cove (for the Legion). The defeat at the dam will have political and economic repercussions on both the NCR and the Legion outlined in their sections below.
Regarding the Commonwealth, the round will start with Vault 111 Open and the Minutemen partially rebuilt with Nate Delaney as their general. The Prydwen will already be present at the Boston Airport. For balance purposes, the Gunners will be confined to a much smaller area than they have in Fallout 4.
The New California Republic
The New Californian Republic, the shining beacon of democracy in a post-apocalyptic wasteland. More than any other faction in the wasteland, the NCR represents the rebirth of civilization and the true continuation of American ideals. That being said, the NCR is slowly rotting on the vine as decades of incessant war and expansion take their toll on its political and economic institution. With a bureaucracy plagued by corruption and having recently experienced defeat at the hands of the Courier at the 2nd Battle of Hoover Dam, the NCR is a nation gripped in paralysis, teetering on the edge of either a renaissance - or a collapse into authoritarianism.
The NCR is probably most affected by the disaster at Hoover Dam. The failure in the Mojave has brought its many issues home to roost, from the endemic corruption in their military supply chain to the political discontent seething below the surface. Even seven years after the war, the nation is in the grip of political instability and facing economic freefall now that the army is no longer the economy's biggest customer. Its people are firmly tired of expanding, and it would take a bulldozer to move the mountain that is NCR public sentiment against jingoistic adventures.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 4 | Agriculture | 4 |
Preparedness | 5 | Biology | 7 |
Expansion | 6 | Energy | 6 |
Combat | 6 | Industry | 6 |
Industry | 8 | Weapons | 8 |
Authority | 5 | Engineering | 4 |
Luck | 6 |
Conditions/Perks
1. No Expansion
The NCR will be unable to take any tiles until its political issues are resolved, at a minimum of 2 years after a player has picked up the faction. The NCR also cannot attack any of its player neighbors for any reason. If pulled into a defensive war, it may not take or demand territory in a peace deal. RPs resolving the issue must be submitted to moderators for approval.
2. Low Morale
The defeat at the Dam has turned the Army into a paraiah. Desertions are frequent and rarely prosecuted. The NCR cannot use more than 5% of its population in its military regardless of its Combat stat. May be lifted at the discretion of the mods, but will never exceed 25%. Starting population is set to 700,000
3. Aftermath of Klamath
The destruction of the NCR's gold reserves during the NCR-BoS war has had far reaching consequences on the NCR's economy. The value of the NCR dollar has plummeted without gold backing, meaning it's only worth 40% of the ubiquitous bottle-cap. It doesn't help that much of that these days flows into House's casinos... Cap income reduced by 60%. 30% of income given to New Vegas.
Starting Equipment
1. Weapons
- 30,000 Service Rifles
- 1,000 Sniper Rifles
- 1,000 Anti-Material Rifles
- 3,000 Single Action Army Revolvers (caliber of choice)
- 650 miniguns
2. Armor
- NCR Armor, Ranger Veteran Armor, Desert Ranger Armor
- 650 Salvaged Power Armor
3. Vehicles
- 100 trucks
- 4 VB-02 vertibirds
4. Special
- Gun Runner's Factory (Small)
- Railroads
Return to Lore Faction Options
Caesar's Legion
Caesar's Legion fared somewhat better than the NCR after Hoover Dam, but not by much. The Legion's forces were slaughtered, and it's possible that either Lanius, Caesar, or both ended up dead at the end of the battle. Of course, it's also possible either or both survived, which would leave the Legion in a much better position to rebuild. Regardless, it's in no shape to try again, and if Caesar died, then it will have no political will to try again. Even with Caesar alive, the West is closed to the Legion - for now.
But, that being said, the way East is clear for the Legion to continue growing, which will allow it to keep from disintegrating in the short term. In the long run, though, it's gonna need serious reforms if it wants to have any permanence, especially since the NCR isn't the only civilized faction in the wastes nowadays.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 3 | Agriculture | 3 |
Preparedness | 8 | Biology | 2 |
Expansion | 4 | Energy | 3 |
Combat | 10 | Industry | 1 |
Industry | 4 | Weapons | 4 |
Authority | 10 | Engineering | 1 |
Luck | 1 |
Conditions/Perks
1. Elite Legion
The Legion's notoriously brutal training regime, combined with its practice of only inducting tribals into the armed forces, means that Legionaries are tough, elite fighters. However, it also means that the Legion is a very small force. The Legion cannot use more than 20% of its population in its military, regardless of Combat level.
2. The West is Closed
The West is closed to the Legion. Even Caesar's most loyal and ardent supporters acknowledge that there is no way the Legion can go against either New Vegas or the NCR anytime soon. The Legion may not start wars with the NCR or New Vegas. If involved in a defensive war with either, may not demand territory as a peace condition. May be removed through roleplay.
Starting Equipment
1. Weapons
- 10,000 Grease Guns
- 10,000 Hunting Rifles
- 20,000 Winchester Model 1892 (.357)
- 500 Anti-Material Rifles
- 500 12.7mm SMGs
- 4,500 Browning Hi-Power Pistols
- 4,500 Single Action Army Revolvers (.357)
- Assorted melee weapons
2. Armor
- The various Legionary armors.
3. Vehicles
- none
4. Special
- Starting population set at 300,000
Return to Lore Faction Options
New Vegas
New Vegas was the real winner of the 2nd Battle of Hoover Dam, allowing the NCR to bear the brunt of repelling the Legion assault, then sweeping the exhausted and spent NCR forces from the dam with its army of upgraded Securitrons. With the NCR and the Legion having both effected full-scale withdrawals from the Mojave, and the Great Khans fled into the wider wasteland, New Vegas stands as the only power in the Mojave and in southern Nevada. Whether this a New Vegas under the control of House or the Courier remains to be seen.
New Vegas starts out with control of only the Strip, McCarran, and the Dam. Players will need to move quickly to secure the rest of the Mojave before someone else does. On the plus side, neither the NCR nor the Legion will be able to attack New Vegas for quite awhile, so once it's secured, it won't be immediately contested.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 7 | Agriculture | 4 |
Preparedness | 5 | Biology | 7 |
Expansion | 2 | Energy | 8 |
Combat | 5 | Industry | 9 |
Industry | 6 | Weapons | 9 |
Authority | 5 | Engineering | 6 |
Luck | 10 |
Conditions/Perks
1. Radio Silence
Securitron operations are limited by the range of their radio control. Radio Relay Towers will need to be built or captured/repaired before being able to operate outside of New Vegas.
Starting Equipment
1. Weapons
- 1,000 Grease Guns
- 1,000 .44 Magnum Revolvers
- 1,000 10mm Submachine Guns
- 1,000 Browning Hi-Power Handguns
- Assorted melee (player choice)
2. Armor
- none
3. Vehicles
- 18 C-47 Cargo Plane
4. Special
- 10,000 Mk.2 Securitrons
Return to Lore Faction Options
The Great Khans
The Great Khans are a tribe in search of a new start. Nearly destroyed on three separate occasions by the NCR and then defeated by House and his allied tribes, the Khans are a shadow of their former glory. The Khans knew that they had no chance at a future anywhere close to the NCR or to New Vegas. So, during the 2nd Battle of Hoover Dam, they upped stakes and fled out into the wider wasteland, seeking new lands where they can establish their heritage.
The Great Khans do not have an assigned starting location, as such players will be allowed to start them wherever they wish. Idaho is the suggested starting area as that is where the ending slide of New Vegas has them flee to. Players are also allowed to create their own SPECIAL for the Khans.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | Custom | Agriculture | 3 |
Preparedness | Custom | Biology | 7 |
Expansion | Custom | Energy | 5 |
Combat | Custom | Industry | 1 |
Industry | Custom | Weapons | 8 |
Authority | Custom | Engineering | 1 |
Luck | Custom |
Conditions/Perks
No Perks
Starting Equipment
1. Weapons
- Standard Custom Faction loadout, up to Fallout Conventional Weapons
2. Armor
- none
3. Vehicles
- Horses
4. Special
- none
Return to Lore Faction Options
The Shi
Ah, yes, the Castaways, now grown into a nation and culture of their own. The Shi are a people descended from a Chinese submariner crew stranded in San Francisco when the bombs fell. Technologically adept, the Shi rival both the Enclave and the Institute with their scientific achievements. However, their position surrounded by the NCR means they have little opportunity to expand and are constantly in danger of being swallowed up by it. It remains to be seen if the Shi will amount to anything more than just another NCR protectorate.
The Shi are in the unenviable position of being an independent city-state surrounded by NCR territory. Having defeated the Hubologists, forcing them to flee east, the Shi are now the undisputed masters of San Francisco. However, they are constantly in danger of being swallowed up by the NCR; if it weren't for the Shi's incredible technological advancement and the NCR's preoccupation with other matters, they surely would have been swallowed up by now.
Going up against the NCR is basically a suicide mission, so the best bet is for the Shi to expand out to sea. The Shi already have the means to do so if they wish, having possession of the PMZ Valdez and starting off with the ability to construct VB-02 Vertibirds and fuel them with their advanced biofuel infrastructure. Some of this biofuel is being bought by the NCR, of course, but the rest of it is available for local consumption.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 10 | Agriculture | 9 |
Preparedness | 7 | Biology | 9 |
Expansion | 1 | Energy | 8 |
Combat | 5 | Industry | 9 |
Industry | 7 | Weapons | 9 |
Authority | 6 | Engineering | 10 |
Luck | 4 |
Conditions/Perks
1. Treaty Inviolate
The Shi have a number of treaties with the NCR that allow them to retain their independence in exchange for some concessions. Crucially, the Shi provides the NCR with 1 unit of Biofuel, something the NCR doesn't yet know how to make itself. The Shi also start out with a non-aggression pact with the NCR.
2. Legacy of Chan Lee
The Shi are no slouches in modern gunfighting, but where they excel is hand-to-hand combat. Generations of martial artists, rising from the first masters (who were self-taught from watching old Kung-Fu movies), have given rise to a pervasive culture that means Shi warriors are masters of melee combat. Practically, this means Shi soldiers are better at melee combat and in ambushes, regardless of Combat stat.
3. Radiotrophy
The Shi have developed fast-growing flora that eats radiation and cleans it from the environment. All Farm tiers produce +1 food per pop.
Starting Equipment
1. Weapons
- Standard Custom Faction loadout, up to Fallout Conventional Weapons/Laser Weapons
2. Armor
- Shi Combat Armor
3. Vehicles
- 1 Oil Tanker (PMV Valdez)
4. Special
- 1 Large Factory (Biofuel)
- 1 Hydroponics Bay (produces 10 food)
- VB-02 Vertibird Designs
Return to Lore Faction Options
The Mojave Brotherhood of Steel
The Mojave chapter of the Brotherhood of Steel is one of the better-off chapters of the Brotherhood, at least right now with the departure of the NCR from the Mojave. The exact conditions of their start depends on the makeup of New Vegas; a House New Vegas will mean living next to a faction that views them as a threat and will seek to destroy them. A Courier New Vegas, on the other hand, means that they will be able to operate with impunity all along the Long 15.
That being said, the Mojave BoS will eventually rub up against New Vegas, and that's not a fight the Brotherhood will be able to win. The Mojave BoS is handicapped by not taking in outsiders, regardless of who's in charge (Hardin or McNamara), meaning that their growth will be slow unless reforms are enacted.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 6 | Agriculture | 8 |
Preparedness | 7 | Biology | 8 |
Expansion | 3 | Energy | 8 |
Combat | 7 | Industry | 8 |
Industry | 7 | Weapons | 9 |
Authority | 8 | Engineering | 8 |
Luck | 1 |
Conditions/Perks
1. Bunker-Bound
The Mojave Brotherhood of Steel's whole world is pretty much just their bunker. Bunkers don't have a lot of space, not that their numbers have grown significantly anyway since they don't take in outsiders, like the Codex mandates. Starting pop is reduced to 1,000. Pop growth capped at 3% regardless of E stat. Starts out with a BoS Bunker, which provides +1 rations/day.
2. The Way of the Scribe
The Brotherhood has never really controlled the kind of infrastructure to mass-produce its equipment in its history. Instead, scribes have gotten very good at repairing scavenged weapons and, crucially, building new ones. Cottage Industry produces at the same rate as normal manufacturing.
3. Organization
This faction is less a nation and more an organization. They are exempt from normal resource rules but do not take tiles. Up to 90% of its population may be militarized. This is voided if a tile is taken.
Starting Equipment
Return to Lore Faction Options
The Minutemen
If the Institute is the bogeyman of the Commonwealth, then the Minutemen are its heroes. Well, were its heroes. The Minutemen have fallen far from their glory, reduced to the Castle and a handful of splinter cells across the Commonwealth. But they still have their artillery, and in the Sole Survivor, they have a rallying point, meaning they are poised to reclaim their glory and finally build the dream of a United Commonwealth.
The Minutemen start out as a faction in decline, saved from certain extinction only through the intervention of the Sole Survivor. Having lost Quincy to the Gunners and suffered generations of Institute meddling, the Minutemen are a faction beset on all sides - and now the Brotherhood of Steel has arrived, potentially complicating matters. But, as said, the Sole Survivor is on the scene, and his military experience/her experience in law could potentially turn the tide for the Minutemen, with him now as General.
The Minutemen start out with control of the Concord tile and the Castle settlement. They have artillery at the Castle but little else in the way of infrastructure.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 4 | Agriculture | 4 |
Preparedness | 8 | Biology | 3 |
Expansion | 6 | Energy | 6 |
Combat | 6 | Industry | 4 |
Industry | 5 | Weapons | 8 |
Authority | 5 | Engineering | 4 |
Luck | 6 |
Conditions/Perks
1. The Sole Survivor
The Minutemen being one of the first factions the Sole Survivor encountered upon leaving the Vault, he/she quickly got roped into helping them out. The Minutemen starts out with the Sole Survivor as the General (for RP purposes only, does not confer any material benefit)
2. Laser Musketry
The Minutemen might not be technologically advanced in most ways, but they at least know enough to turn scavenged laser rifles into their unique weapons, the Laser Musket. The Minutemen are the only faction allowed to manufacture laser muskets regardless of Energy tech level.
3. Salt of the Commonwealth
The Minutemen are a collection of settlers who are in the business of trying to live off the land. Commonwealth locations identified as Settlements are acquired automatically as fully functional Irrigated Farms, regardless of the infrastructure rolled for the tile they're in. Hangman's Alley, the Castle, and Boston Airport are excepted. Does not apply outside the Commonwealth.
Starting Equipment
1. Weapons
- 5,000 Laser Muskets
- 13,000 Fallout Conventional Firearms
- 5 Minutemen Artillery Pieces
2. Armor
- none
3. Vehicles
- none
4. Special
- none
Return to Lore Faction Options
The Institute
Secretive and ominous, the Institute is the most highly advanced faction in the wasteland, with technology rivaled only by Big MT and the Enclave. The Institute makes up for its smaller population by producing Synths, both of the Terminator variety and of the near-perfect human replica that is their Gen3 Synth. Time will tell, though, if they can continue to lead their utopian underground life undisturbed by those living on the surface...
The Institute starts out in one of the strongest positions of the Commonwealth factions. Underground, with the ability to grow its own food and manufacture its own necessities, the only thing it lacks is a secure source of raw materials. Its teleporter, however, means that it can send agents and scavengers anywhere it can broadcast its classical radio signal. Though its population is small, it more than makes up for it with an army of synths that it can manufacture more of en masse.
The Institute has probably one of the strongest starts in the region due to its high food production, army of robots and synthetic assassins. That being said, it's competing in a Commonwealth with several factions that more or less hate it.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 10 | Agriculture | 9 |
Preparedness | 9 | Biology | 10 |
Expansion | 2 | Energy | 10 |
Combat | 5 | Industry | 9 |
Industry | 6 | Weapons | 4 |
Authority | 6 | Engineering | 4 |
Luck | 2 |
Conditions/Perks
1. Radio Silence
The Teleporter utilizes radio waves as a carrier for the matter being teleported. This means that its teleporter is limited by its radio range (and also things like lead walls, bad weather, etc.) Radio relay towers will be required to be built/repaired in taken tiles in order to be used outside the Commonwealth.
2. Bioscience Boys
- The Institute has a very advanced bioscience division that has achieved remarkable breakthroughs in recreating and growing fresh food. The Institute produces 10 rations so long as it is occupied.
3. Limited Space
- Living underground has its limitations, first and foremost being a lack of space. As such, the Institute has had to severely restrict its population growth. The Institute is restricted to a starting population of 2,500.
Starting Equipment
1. Weapons
- 15,000 Institute Laser Rifles
2. Armor
- Synth armor, Courser gear
3. Vehicles
- none
4. Special
- 7,500 Gen 3 Synths
- 2,500 Gen 2 Synths
- 2,500 Gen 1 Synths
Return to Lore Faction Options
The East Coast Brotherhood of Steel
The East Coast Brotherhood of Steel, also known as Maxson's Brotherhood, is one of the strongest starts in the Wasteland. From its secure territory of the Capital Wasteland, Maxson's Brotherhood is capable of striking anywhere on the East Coast with its heavy airship, the Prydwen. Maxson's reforms have brought the Brotherhood back into the fold, reestablishing contact with the Western Elders (who have been secretly relocating technology and resources east in preparation for their inevitable destruction in the west by the NCR).
Politically, the Eastern Brotherhood is as strong as it can be, so long as Maxson survives. The majority of their forces are now in the Commonwealth to pursue their righteous crusade to keep humanity from destroying itself (again). Alt starts involving Sarah Lyons surviving to lead the EC Brotherhood are acceptable.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 6 | Agriculture | 8 |
Preparedness | 7 | Biology | 8 |
Expansion | 3 | Energy | 8 |
Combat | 7 | Industry | 8 |
Industry | 7 | Weapons | 9 |
Authority | 8 | Engineering | 10 |
Luck | 1 |
Conditions/Perks
1. Entrance Made
The Prydwen is the most highly advanced Brotherhood airship built to date, capable of projecting power into the wasteland far from home territory. Maxson's Brotherhood may take 1 non-contiguous tile, using the Prydwen as a base. If the Prydwen is moved before the tile is connected, lose the tile.
2. The Way of the Scribe
The Brotherhood has never really controlled the kind of infrastructure to mass-produce its equipment in its history. Instead, scribes have gotten very good at repairing scavenged weapons and, crucially, building new ones. Cottage Industry produces at the same rate as normal manufacturing.
3. Project: Purity
Maxson still maintains a foothold in the Capital Wasteland and control over Project Purity. The purifier is crucial in maintaining his supply chain and collecting resources from the settlements dependent on the clean water. Capital Wasteland provides +2 rations. Perk is transferrable if someone captures the Capital Wasteland.
4. Neo-Feudalism
The Brotherhood has a bad habit of forcing settlements to supply them with food in exchange for the nebulous proclamations of helping with the Brotherhood's mission of "protecting humanity". Captured locations in the Commonwealth designated as Settlements produce 0.5 rations, in addition to the tile's resource. Hangman's Alley, the Castle, and Boston Airport excepted. Does not apply outside the Commonwealth.
Starting Equipment
1. Weapons
- 9,000 Laser Rifles
- 250 Gatling Lasers
- 500 Laser Pistols
2. Armor
- Brotherhood Combat Armor
- 195 T-60e Power Armor Suits
3. Vehicles
- 15 VB-01 Vertibirds
4. Special
- The Prydwen
Return to Lore Faction Options
The Gunners
The Gunners are best described as a private military outfit with its own agenda that happens to hire out mercenaries on the side. They are definitely the best mercenaries in the business, with soldiers regularly carrying laser rifles and wearing combat armor. This, of course, means they're also one of the tougher factions in the Commonwealth. Mercenaries aside, the Gunners seem to have some sort of goal for the Commonwealth - though what that is, no one knows.
The Gunners start out well-entrenched in the Commonwealth, controlling several key fortresses in both the north and the south as well as the town of Quincy, recently wrested from the hands of the Minutemen. Their mercenary work on the side keeps the caps flowing in to fund their operations and keep them achieving their strategic goals - whatever those might be. They'd be in one of the strongest positions in the Commonwealth, if it weren't for the arrival of the Brotherhood of Steel, which has complicated matters.
The Gunners' main enemy is the Minutemen, with whom they share a deep animosity. They're in a better position than the Minutemen at first, but the farmers aren't out, especially now with fresh leadership. And now there's the Brotherhood to look out for, as an unknown quantity. The Gunners start out with control of Quincy, Gunner's Plaza, Vaults 75 & 95, and the Hub City Auto Wreckers.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 4 | Agriculture | 0 |
Preparedness | 7 | Biology | 7 |
Expansion | 4 | Energy | 8 |
Combat | 8 | Industry | 1 |
Industry | 5 | Weapons | 8 |
Authority | 8 | Engineering | 4 |
Luck | 4 |
Conditions/Perks
1. Mercs with Mouths
The Gunners are a mercenary group, not a nationstate. They're interested in strategic locations, scavenging tech, not all that silly business of ruling. The Gunners may take locations, but they aren't allowed to take tiles. This can be reversed through RP.
2. Whatcha gonna do with caps? Ya can't eat 'em!
As a mercenary organization, the Gunners don't grow their own food. Instead, they buy it with the caps they make from their private mercenary work, supplemented by scavenging. The Gunners are exempt from the food rules. This condition is invalidated if the faction becomes a nation-type and a tile is taken.
Starting Equipment
1. Weapons
- 5,000 Laser Rifles
- 5,000 Assault Rifles (player choice)
- 1,000 Sniper Rifles
- 1,000 M1911 Pistols
- 1,000 Colt Single Action Army Revolver
- 500 M249b SAW
- 250 Miniguns
- 225 M79 Grenade Launchers
- 25 Missile Launchers
2. Armor
- Combat Armor
- 5 T-45d Power Armor
3. Vehicles
- none
4. Special
- none
Return to Lore Faction Options
The Nuka-Raiders
Savage, ruthless, and cunning, the Nuka-Raiders are less raiders and more a warlord state living out of the old Nuka-World park. An alliance between three different raider gangs underneath a powerful Overboss, tyrannically ruling over the slave Traders, the Nuka-Raiders are a new force in the Commonwealth and one to be reckoned with. Time will tell if their parasitic lifestyle can survive the challenges of civilization - or if they can claim their place in the crowded field that is the Commonwealth.
The Nuka-Raiders are not strictly a Commonwealth faction, per se, as Nuka World is located outside of the Commonwealth, but their main hunting grounds are the Commonwealth which is why they're included in this list. The Nuka-Raiders start out in a very strong position, sitting along one of the primary trade routes into the Commonwealth in a veritable fortress that's chock-full of technology. They have opportunity as well - sitting on the edge of the Commonwealth as they do, they can choose to simply not get involved with the melee in Boston and expand elsewhere.
The Nuka-Raiders' main foe are the Minutemen, though they share an animosity with the Gunners due to their constant encroachment on their territory. For that matter, they're pretty much enemies with most of the Commonwealth, but it is supposed they could at least deal with the Brotherhood or the Institute, if they so chose. The Raiders will start out with the whole tile west of the Commonwealth, but won't have control of the entire park.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | Custom | Agriculture | 3 |
Preparedness | Custom | Biology | 7 |
Expansion | Custom | Energy | 3 |
Combat | Custom | Industry | 1 |
Industry | Custom | Weapons | 8 |
Authority | Custom | Engineering | 1 |
Luck | Custom |
Conditions/Perks
1. World of Refreshment
The Nuka-Raiders (and by the raiders I mean their trader slaves) have somehow managed to successfully repair the monorail leading from the Commonwealth to Nuka World. This allows them to quickly move men and equipment back and forth, or to utilize it as a trap for unwary travelers. The Nuka-Raiders start out with a repaired monorail.
2. Yoho, a raider's life for me!
Being a raider is all about making other people give you the stuff you need, or want. This includes forcing poor Commonwealth settlers to provide the raiders with food and caps on a weekly basis. Captured locations designated as Settlements produce 0.5 food regardless of the tile resource. Hangman's Alley, the Castle, and Boston Airport are excepted. Outside of the Commonwealth, the Nuka-Raiders can roll every week for additional rations per tile owned.
Starting Equipment
Return to Lore Faction Options
The Children of Atom
From its start in Megaton, the Church of the Children of Atom has grown exponentially, expanding out and founding new chapters across the wasteland. Some may be splinters who follow a more zealous path, others purely pacifistic, seeking only to claim and protect holy sites. Regardless, they may not be the most advanced faction in the world, but they are capable of bringing to bear powerful weaponry in the defense of their god.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | Custom | Agriculture | 3 |
Preparedness | Custom | Biology | 7 |
Expansion | Custom | Energy | 7 |
Combat | Custom | Industry | 2 |
Industry | Custom | Weapons | 8 |
Authority | Custom | Engineering | 1 |
Luck | Custom |
Conditions/Perks
1. Atom's Blessing
Many members of the Children are immune to radiation. Even then, the radiation, and the materials that produce it, are considered holy by the Children. Pops producing nuclear material produce 2 per pop instead of 1.
2. Old Into New
The Children of Atom are not a static state. Their missionaries may establish new churches and branches, but that does not inherently mean they rule the land, and thus lack traditional industrial infrastructure. Cottage Industry items produce at the same rate as normal industry.
Restriction
1. A New Faith
The Children of Atom are a new faith in the terms of the Wasteland, having only been around for about 40 years. While they have sent out expeditions and splinters to keep the faith alive, they have only gotten so far. No Children of Atom Faction may be created or said to exist West of the Mississippi or in Canada.
Starting Equipment
Radium Rifles, Gamma Guns, pipe rifles
Return to Lore Faction Options
The California Brotherhood of Steel
The California Brotherhood of Steel (alternatively known as the West Coast Brotherhood of Steel) are an organization about to die. This original scion of the Brotherhood has been in armed conflict with the NCR for the last couple of decades following more decades of mistrust and a hardening of the BoS' xenophobia and techno-fetishism. It is, unfortunately, a war the Brotherhood has lost despite their technological and logistical superiority. The survivors have retreated to their bunkers and now live under siege, more or less cut off from the outside world.
The Western Brotherhood are in the unenviable position of being surrounded on all sides by a hostile power. Even in defeat, however, their arrogance and xenophobia run unchecked, perhaps even reinforced in their desperation. These attitudes preclude a peace treaty, despite it being the only way to ensure their survival...
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | 6 | Agriculture | 8 |
Preparedness | 7 | Biology | 8 |
Expansion | 3 | Energy | 8 |
Combat | 7 | Industry | 8 |
Industry | 7 | Weapons | 9 |
Authority | 8 | Engineering | 8 |
Luck | 1 |
Conditions/Perks
1. The Brotherhood-NCR War
The Brotherhood in California is at the tail end of a devastating war between the Brotherhood and the NCR that they have mostly lost. Once powerful, they're now reduced to a small amount of holdouts in their main bunker in Lost Hills. The California Brotherhood starts with 1 BoS bunker (complete with hydroponics) at Lost Hills. Starting pop is reduced to 1,000 people.
2. Hardened Steel
Part of the reason the war has gone on so long and so destructively is that the Brotherhood's attitudes towards technology and wastelanders has only gotten more extreme over the years. Unfortunately, this precludes any chance of peace with the NCR. The CBoS will need significant reforms in their leadership and attitudes before this state of war may be resolved peacefully. The CBoS cannot make peace with the NCR or trade with it. Condition resolved only at management's discretion.
3. The Way of the Scribe
The Brotherhood has never really controlled the kind of infrastructure to mass-produce its equipment in its history. Instead, scribes have gotten very good at repairing scavenged weapons and, crucially, building new ones. Cottage Industry produces at the same rate as normal manufacturing.
Starting Equipment
1. Weapons
- 250 AER9 Laser Rifles
- 150 Gauss Rifles
- 150 AER9 Laser Pistols
- 50 Laser Gatlings
- 50 Miniguns
2. Armor
- Combat Armor
- 125 T-45d Power Armor
- 200 T-51b Power Armor
3. Vehicles
- none
4. Special
- Designs for VB-01s
Return to Lore Faction Options
The Enclave
The Enclave is one of three "chaptered" lore factions available for play in the Fallout Wasteland. This is due to the destruction of Control Station Enclave and Raven Rock. Because of this, the individual chapters of the Enclave are treated as separate factions, rather than a single faction like the NCR or the Legion.
The Enclave chapters are treated differently depending on whether or not they are Custom or Lore. Custom chapters have roughly the same starting characterstics and function much like a custom faction, but with Enclave affiliation and affectations. Lore chapters have individual starting conditions and equipment lists befitting their places in the world, their unique outlooks and the different environments they find themselves in.
Custom Chapters
Custom chapters are defined as chapters that are either completely made up by the player or exist outside established canon, either Fallout or Regional canon. As there are no known Enclave chapters operating in 2287 in canon, all Enclave chapters must be custom.
Custom Enclave chapters can adopt one of two stances, either Reactionary or Progressive. Reactionary means taking the OG stance of desiring to wipe out all "mutant" life on the planet, saving it for "pure" humans. Taking this stance disables immigration and allows the use of the Condition listed below. "Progressive" Enclaves, on the other hand, may abandon their racism in favor of a more general stance of rebuilding America, mutant or not. It also encompasses mid-racist Enclaves that would rather enslave wastelanders as oppose to exterminate them. In either case, this stance allows for Immigration and normal tile-taking.
All Custom Enclave chapters are limited to 1,000 starting population and start out with a dot in a tile, instead of a full tile. They are allowed their own SPECIAL and one (1) custom perk in addition to regular Conditions.
S.P.E.C.I.A.L. Skill | S.P.E.C.I.A.L Level | Tech Category | Tech Level |
Science | Custom | Agriculture | 9 |
Preparedness | Custom | Biology | 9 |
Expansion | Custom | Energy | 9 |
Combat | Custom | Industry | 9 |
Industry | Custom | Weapons | 10 |
Authority | Custom | Engineering | 10 |
Luck | Custom |
Conditions/Perks
1.Avenge the Rig (OPTIONAL)
Following the original goal of the Enclave you’ve set your sights on continuing the plans of Control Station ENCLAVE and eradicating all mutant life. This perk disables immigration roles and reduces population found in tiles to a maximum of 100, in return you gain the “Enclave Survivors” roles to replace immigration which allows you to roll 1 d10 dice once per week for a chance at the following rewards:
D10 Roll Number | 'Enclave Survivors' Perk Reward |
1 | 10 Human pop, 10 R90 Rifles |
2 | 10 Human pop, 10 R90 Rifles, 1 Mr Handy |
3 | 25 Human pop, 10 R90 Rifles, 1 Laser Rifle, 1 Mr Handy |
4 | 25 Human Pop, 10 R90 Rifles, 1 Laser Rifle, 2 Mr Handys |
5 | 50 Human pop, 20 R90 Rifles, 5 Laser Rifles, 5 Mr Handys, 1 Combat Armor |
6 | 50 Human Pop, 20 R90 Rifles, 5 Laser Rifles, 10 Mr Handys, 2 Combat Armor |
7 | 60 Human Pop, 30 R90 Rifles, 10 Laser Rifles, 15 Mr Handys, 3 Combat Armor, 1 VB-01 Vertibird |
8 | 60 Human Pop, 40 R90 Rifles, 15 Laser Rifles, 1 Plasma Rifle, 20 Mr Handys, 3 Combat Armor, 2 VB-01 Vertibirds |
9 | 90 Human Pop, 40 Laser Rifles, 5 Plasma Rifles, 4 Combat Armor, 1 X-01 Power Armor, 1 VB-01 Vertibird |
10 | 100 Human Pop, 20 Plasma Rifles, 3 X-01 Power Armor, 1 VB-02 Vertibird |
Starting Equipment
1. Weapons
- 700 Plasma/Laser Weapons (player choice)
- 100 Heavy Weapons (player choice, including but not limited to Tesla Cannons)
2. Armor
- 100 APA-II Power Armor
3. Vehicles
- 4 Vertibirds OR 2 Humvees
If you intend to do a Custom Faction you MUST make a factbook that includes your Origin, Perks, and Equipment at MINIMUM.
| Children of the Vault | Well-Funded Remnants | Military Remnants | Neo-Medievals | Raiders | Society of Wizards | Steampunk | Super Mutants | Tribals | Vault Dwellers | Wasteland State | City-State | Custom Brotherhood of Steel Chapter | Mercenaries |
Children of the Vault
It's been several decades since you left the vault, and life was much harder than either you or Vault-Tec anticipated. You've managed to form a stable society, but the going was rough and in the struggle to survive, you've lost things. After all, who has time to keep track of holotapes when you're out in the fields all day or scavenging for scrap? While you're still noticeably more advanced than your wastelander counterparts, you're also notably regressed from your days in the vault.
Starting Tech
Agriculture: 4
Biology: 7
Energy: 4
Industry: 4
Weapons: 6
Engineering: 3
Inital Claim Size
1 Tile
Starting Equipment
Vietnam-Era weapons
Well-Funded Remnants
You're like the Enclave but from a different country. Perhaps you were an Asian government-in-exile after China took over your country. Maybe you're the government of Mexico, in hiding for so long after the occupation, or the Canadian government. Maybe you're the scion of an exiled royal family, sheltering in the Americas, scheming to take back their throne and finding opportunity in the post-apocalypse. Whatever the case, you were well-stocked with the best equipment and bunkers money could buy - though not quite as good as the Enclave, or even the Brotherhood.
Starting Tech
Agriculture: 7
Biology: 7
Energy: 7
Industry: 7
Weapons: 6
Engineering: 6
Inital Claim Size
1 Dot in Tile
Starting Equipment
Vietnam-era weapons, 2 Engineering appropriate vehicles of choice, 1 bunker.
Special Bonuses
Two Engineering appropriate vehicles of choice and a bunker.
Restrictions
Starting population reduced to 2,500. Starts out as a dot in the tile instead of a whole tile.
Military Remnants
You're a band of brothers, descended from the remnants of a pre-war military outfit that weathered the apocalypse by sticking together. The journey wasn't without challenge and loss, of course, but your strong collectivist ethic meant that you survived to the present day. Of course, being military brats means you know your way around weapons, but everything else tends to be greek to you.
Starting Tech
Agriculture: 3
Biology: 4
Energy: 4
Industry: 4
Weapons: 9
Engineering: 8
Inital Claim Size
3 Tiles, +5,000 Population per tile
Starting Equipment
Fallout-era conventional weapons
Neo-Medievals
You ain't a tribe, but you ain't much better either. You've at least got an appreciation for knowledge, even if a lot of the world is still considered 4magic to you, but that's slowly changing. You might even be on the cusp of a renaissance. In the meantime, though, you've made some agricultural improvements and made strides in your fight for survival, having figured out basic engineering and architecture to build walls and protect yourself from the horrors of the wastes. You still haven't quite figured out gunpowder, but your melee weapons and your crossbows are at the zenith of their development.
Starting Tech
Agriculture: 3
Biology: 1
Energy: 1
Industry: 1
Weapons: 1
Engineering: 1
Inital Claim Size
5 Tiles, +5,000 Population per tile
Starting Equipment
Crossbows and melee weapons
Raiders
You're raiders. Not much else to say. You don't produce anything yourselves but thrive on stealing it from everybody else. Either that or you scavenge it from the ruins. When you're not doing that, you're brewing up alcohol and drugs to feed your addictions and drown your depression. Your society, if you can call it that, is entirely based on strength and natural selection. Only the strongest, smartest, and most brutal rule. Time will tell whether or not your society will survive this unsustainable form of living.
Starting Tech
Agriculture: 3
Biology: 7
Energy: 1
Industry: 1
Weapons: 4
Engineering: 1
Inital Claim Size
1 Tile
Starting Equipment
Scavenged melee and pipe weapons. Raider Power Armor.
Society of Wizards
You're a society descended from pre-war academics, dedicated to the preservation of knowledge and the furtherance of science beyond what was achieved by the pre-war world. Unfortunately, this task was much harder than it seemed and you've spent the majority of the last two centuries clawing your way back from the dark ages in most areas. That being said, you do have one or two areas of specialization where you've made great progress, maybe even surpassing the pre-war world in that field.
Starting Tech
Agriculture: 3
Biology: 3
Energy: 3
Industry: 3
Weapons: 3
Engineering: 2
Inital Claim Size
1 Tile
Starting Equipment
WW1-era weapons
Special Bonuses
Choose up to 2 Tech Categories to advance to Tier 10
Restriction
Starting Pop reduced to 2,500
Steampunk
Your society had mixed success rebuilding after the apocalypse. While you never descended to the level of neo-meds or tribals, you never did quite figure out how to get the electricity back, or how to make modern gunpowder (without blowing yourself up). What you can accomplish, you accomplish through steam, and what steam can’t handle, a single-shot black powder rifle or musket will.
Starting Tech
Agriculture: 3
Biology: 2
Energy: 2
Industry: 3
Weapons: 2
Engineering: 2
Inital Claim Size
5 Tiles, +5,000 Population per tile
Starting Equipment
Black gunpowder weapons
Super Mutants
You're the Orcs of the Fallout Universe, big, green, ugly, and if you're from the East Coast, dumber than a bag of rocks. Despite frequent wipeouts and genocides by the Humans towards your kind, you somehow manage to survive and, in some places, even thrive, forming a society of sorts. You can't reproduce normally - at least, so far no one's found a cure for Super Mutant sterility - but you do still have FEV, and there are plenty of humans left to process and evolve into your superior being.
Starting Tech
Agriculture: 3
Biology: 9
Energy: 1
Industry: 1
Weapons: 8
Engineering: 0
Inital Claim Size
1 Tile
Starting Equipment
Fallout-era conventional weapons
3 Super Mutant Behemoths
Special Bonuses
Super Mutant pops are smaller, 100 instead of 1000 (see Resource System for details)
Humans can be converted to Super Mutants at a rate of 10-to-1 (10 Humans for 1 Super Mutant)
Restriction
Starting pop reduced by a factor of 10
Tribals
You're a tribe, in that old Jingoistic sense. Your concept of medicine is herbal, you consider guns to be magic, and you haven't even heard of the plow. Your life is a constant struggle for survival in the harsh wastes of post-war North America. But you at least have a functioning society that, with the right mindset, might make something of itself someday. After all, what doesn't kill ya makes ya stronger.
Starting Tech
Agriculture: 1
Biology: 1
Energy: 1
Industry: 1
Weapons: 1
Engineering: 0
Inital Claim Size
1 Tile
Starting Equipment
Basic bows and melee weapons
Special
Food Costs per Pop is .5 instead of 1 until your faction reaches either Industry 2 or Farming 3 in Technology
Vault Dwellers
You've lived in a vault since the bombs fell. Living underground for two centuries hasn't been easy, but you've made it work somehow. More impressively, you've either managed to survive Vault-Tec's social experimentation or was fortunate enough to land in a control vault. Sturdy as Vault-Tec's construction is, eventually, you'll have to venture beyond your door if only to get supplies to repair your home. If you decide to leave, you're well-equipped to do so, armed with what knowledge the pre-war world thought useful to you, and that they could cram onto a holotape. As Vault-Tec used to say, "Prepared for the Future!"
Starting Tech
Agriculture: 8
Biology: 7
Energy: 8
Industry: 8
Weapons: 8
Engineering: 3
Inital Claim Size
1 Dot in Tile
Starting Equipment
Laser weapons and other Fallout weapons
Start with 1 hydroponic farm
Restriction
Starting pop reduced to 1,000.
Wasteland State
You're a band of plucky wastelanders who recently emerged from the Dark Ages, having formed a stable state and have begun to claw your way back to civilization. Knowledge is slowly increasing; you've rediscovered medicine, basic agricultural techniques, even figured out how to make smokeless powder in small amounts. You're not out of the woods yet, but there is hope for the future, that you might eventually master the wasteland and all its horrors.
Starting Tech
Agriculture: 3
Biology: 4
Energy: 3
Industry: 4
Weapons: 4
Engineering: 3
Inital Claim Size
5 Tiles, +5,000 Population per tile
Starting Equipment
Small arms from WW2
Merchant Republic
Trade is your survival, and money is your lifeblood. From the very beginning, you've never needed to scratch at the wasteland for survival - you've simply traded with others for it. You've taken advantage of the fact that resources are unevenly distributed to make a hefty profit - no matter what those resources may have been. After all, it's just business. With wealth, of course, comes complacency - who needs to conquer the world when you can just make money off of those who do?
Starting Tech
Agriculture: 3
Biology: 7
Energy: 2
Industry: 6
Weapons: 3
Engineering: 2
Inital Claim Size
1 Tile
Starting Equipment
Small arms from WW1
Special Bonus
Outposts gather strategic resources from tiles. Strategic resources at outposts can be upgraded. Unused resources can be sold to the Wasteland Market at prevailing prices. Starts with a Port, a Medium Shipyard and 5 Galleons. Merchants 100% more effective.
Restriction
Cannot take tiles
Custom Brotherhood of Steel Chapter
The Brotherhood of Steel. Some call them heroes. Others call them jerks (or worse). Most people think they worship technology. The Brotherhood would tell you otherwise, that they're merely keeping harmful toys out of the hands of children. Either way, the Brotherhood is one of the most well-equipped factions in the wasteland, at least in the East, and remains a relevant power in wasteland politics.
Starting Tech
Agriculture: 8
Biology: 8
Energy: 8
Industry: 8
Weapons: 9
Engineering: 8
Inital Claim Size
1 Dot in Tile
Starting Equipment
Laser weapons and Fallout conventional weapons
Restrictions
Individual chapters may have different starting conditions. Ask a moderator for details.
Mercenaries
You're not a state, you don't even have one. You're not raiders, you do have a sense of honor, albeit one that is tied to making sure you get paid. Your services are only for those who can pay or deem worthy.
Starting Tech
Agriculture: 2
Biology: 7
Energy: 6
Industry: 3
Weapons: 8
Engineering: 4
Inital Claim Size
1 Dot in Tile
Starting Equipment
Fallout conventional weapons
Special Bonus
Does not need to produce rations for population upkeep
Restrictions
As a Mercenary company, you don't exactly produce any equipment. You can scavenge most things and repair them.
You cannot exceed your starting pop or claim tiles. IF YOU CLAIM A TILE YOU WILL BE TREATED AS ANY OTHER FACTION. You can still create outposts.
"The object of war is not to die for your country but to make the other bastard die for his." - George S. Patton | The Third step, now that you figured your the character of your faction is what weapons will you start with.
This guide is meant to help new players know what kind of equipment their custom faction begins with and also the equipment it can obtain.
Important!
You must have exact numbers for your starting equipment and for all your equipment acquired in the future. Please keep your factbook up to date weekly.
Just Starting?
Custom factions start with next to nothing but what it does have is guns.
Your starting amount of weapons depends on your starting army size. For example, if you have an E of 5 and a C of 7 your starting army is 15,000.
A good ratio to start would be 75% have main battle rifles and 25% have a squad automatic weapon.
In this example, you would have 11,250 main battle rifles and 3,750 squad automatic weapons. The percentages can be adjusted to your preference but a well-balanced loadout is good for roleplay. As you roleplay getting more equipment your army's equipment loadout will evolve. If your main battle rife is capable of fitting a bayonet you may start with the amount equal to your starting rifle amount. You could also choose to have 75% MBRs, 20% SAWs, and 5% sidearms, for example. Make it your own, but keep it to one gun per starting soldier. I suggest American made weapons as they make sense for the setting of Fallout, but it is not a requirement.
The second confirmation word is synth.
Here are some links to better define classes of weapons.
Main Battle Rifle
Squad Automatic Weapon or Light Machine Gun
Handgun/Sidearm
What kind of weapons do I start with?
Your starting weapon category is determined by your faction's origin as denoted in the Origin and Perk factbook.
No custom faction begins with military vehicles, tanks, aircraft, heavy crew weapons like artillery, medium or heavy machine guns, mini-guns or missile weapons, etc.
Factions with an Engineering of 4 or above may start with up to 2% of their Max Military in T-45d Power Armor. Factions with an engineering of 8 or higher may use T-51b. T-60e is reserved exclusively for the East Coast BoS and X-01 is exclusive to the Enclave.
If you are having trouble creating a Factbook use this template created by former Vault Councilor New Decandsor.
page=dispatch/id=1363681
"It’s not about your resources, it’s about your resourcefulness.” - Tony Robbins | The Forth step, now that your faction is complete is to get familiar with our resource system. This system is vital to building power in the wasteland as everything you'll produce needs resources.
Welcome to The Fallout Wasteland Resource and Building Guide! When a tile claim is approved you will roll a dice in the #resource-depot channel on discord. See the pinned messages for a template. The value rolled will determine if any resources are in the new tile according to the loot table shown below. You may get no resources on the tile. If you do get a resource you will roll a second time, this time on the Strategic Resource Table. Once that is determined you must assign “Pops” to work it, we will talk about that next. Second, there are three categories of resources: Common, Strategic, and Manufactured. Common resources include rations, building materials, and scrap. These resources are not found on tiles but rather are produced by assigning “Pops” to work these jobs. Strategic resources include coal and nuclear material. These resources are found on tiles but also are worked by “Pops.” Manufactured resources include steel, aluminum, gold and scrap electronics. These resources aren't typically found on tiles and must be refined or sorted out from scrap (or in the case of gold, sorted out from scrap electronics). The purpose and function of each part of the system will be explained below.
NOTE: All numbers below are subject to change for balancing purposes.
Population is assigned to jobs to run factories, gather resources, grow food, etc. For simplicity's sake, your population is divided up into units of 1,000, called “Pops.” A Pop can be assigned to one job at a time - for example, a Pop cannot both grow food and gather resources at the same time. Any excess population that is less than 1,000 is not available to work (but they can still serve in the military). Military personnel are not arranged in the Pop format. However, standing military personnel are not available for work. When a tile gets a strategic resource applied it automatically comes with one job producing one of the said resources. Certain jobs are not tied to tiles and collect their corresponding resources. These jobs are; Farmers, Fishermen, Scrap Collectors, Scrap Electronics Sorters (consumes Scrap to make Scrap Electronics), Material Collectors, and Artisan Smiths. The Artisan Smith is a special job only needed before a foundry is built and can smelt scrap into steel or aluminum. Fishermen can only be assigned if your faction has adjacent Sea or Great Lakes tiles. Certain machines and creatures can also form Pops; 100 Mr. Handy robots is a Robot Pop, and 100 Super Mutants is a Super Mutant pop.
Common Resource Jobs | Base Output |
Farmer | 2 Rations |
Fisherman | 2 Rations/1 Blubber |
Material Collector | 1 Building Material |
Scrap Collector | 1 Scrap |
Scrap Electronics Sorter | 1 Scrap Electronics |
Artisan Smith | 1 Steel or 1 Aluminum |
There are two different kinds of tiles, Basic Tiles and City Tiles which will be colored Gold on the resource map located on the Regional Map Factbook. When a Basic Tile is taken the player will roll to determine if the tile has any Strategic Resources, according to the Basic Tile Loot Table. The best tiles are the City Tiles, which have a chance to give Manufactured Resources and have the possibility of coming with a Large size structure. Some tiles, like City Tiles, have special rules. To see what resource spawn at what dice rolls, see the loot tables below.
Special Tile Rules
- City Tiles produce two resources simultaneously.
Custom Tile Rule
If you find a location that exists in real life or the games that would produce a certain resource you can request it produce it without rolling the dice as long as the tile has not already had a resource determined for it. For example, if you find a coal mine that isn't too old, that tile could be coal-producing. However, all other rules still apply.
Common Resources
Rations: Rations are required to sustain your population. 1 Ration provides for 1,000 people. Initially one Pop assigned to produce rations will produce enough for itself and one additional Pop. A total of two rations are produced from one Farmer Pop, at initial standard output. This means that, when starting out, half your population must produce rations to sustain the entire population. Your Pops must be working rations at all times. Should a moderator notice not enough of your Pops are assigned to rations you will lose population based on your Preparedness stat. Should the moderator feel this rule is being ignored you may lose more at their discretion. If you purposely choose to not feed your people the population loss is taken from the difference in the population you don’t have rations for. This population loss must be calculated once every week and will be checked by moderators. Your Preparedness stat will lower the impact of not having enough rations. It will also allow for free days so that the population will not need rations, this only applies at the beginning of your faction. Think of it as starting with enough rations. If you are lacking rations when the natural population increase happens you will automatically lose that population. The following spoiler displays the effects of Preparedness on population loss.
10 - 50% of your excess population starves from malnourishment; 28 free days.
9 - 55% of your excess population starves from malnourishment; 21 free days.
8 - 60% of your excess population starves from malnourishment; 21 free days.
7 - 65% of your excess population starves from malnourishment; 21 free days.
6 - 70% of your excess population starves from malnourishment; 14 free days.
5 - 75% of your excess population starves from malnourishment; 14 free days.
4 - 80% of your excess population starves from malnourishment; 14 free days.
3 - 85% of your excess population starves from malnourishment; 7 free days.
2 - 90% of your excess population starves from malnourishment; 7 free days.
1 - 100% of your excess population starves from malnourishment; 7 free days.
(Contents will also be available in the S.P.E.C.I.A.L. Guide.)
For example; if it is time to give rations to your people and you have a population of 19,485 but have only 9 points worth of rations production your excess population is 1,485. If your P stat is 5 you lose 75% of your excess population, in this case, you lose 1,113. Remember always round up.
Robot pops do not need food. Super Mutants, on the other hand, require the same amount of food as a normal human pop, despite being smaller.
Scrap: Scrap is used mostly to smelt down into steel or aluminum and is used to “find” (produce) scrap electronics.
Building Materials: Building Materials are necessary to build all tile improvements, buildings, and defensive structures.
Blubber: Blubber represents processed animal fats, mainly of marine origin. It is used as a fuel for steam vehicles and ships, and is available as a feedstock for making more advanced types of fuel.
Strategic Resources
Uses for Strategic resources are not limited to the suggestions here.
Coal: Coal is needed to power foundries, coal-powered warships, coal power plants, and used in synthetic materials in clothing and armor.
Nuclear Material: Needed to make mini-nukes, power nuclear vehicles, power armor, and repair and maintain nuclear power plants.
Manufactured Resources
Scrap Electronics: Scrap Electronics are needed to produce a variety of vehicles and T-60+ power armor. (Produced through sorting Scrap)
Gold: Gold is needed for energy weapons and advanced power armor (Advanced BoS PA+. Produced by smelting Scrap Electronics)
Steel: Steel is a very important resource. As it is a high-quality material it is one of two resources that are extremely rare on a City Tile and can only be reliably produced by melting down scrap. Steel is used to produce almost everything.
Aluminum: Aluminum, like Steel, is a high-quality resource that is extremely rare on a City Tile and can only be reliably produced by melting down scrap. Aluminum is used mainly to build aircraft.
Manufactured Materials | Input | Output | Factory Capacity Point Cost |
Steel | 1 Scrap | 1 Steel | 2 |
Aluminium | 2 Scrap | 1 Aluminium | 2 |
Scrap Electronics | 2 Scrap | 1 Scrap Electronics | Does not require any structure to produce. |
Gold | 1 Scrap Electronics | 1 Gold | Does not require any structure to produce. |
Basic Structures: There are three Basic Structures, the foundry, the factory, and the shipyard. Each comes in four sizes: small, medium, large, and super. Basic Structures are also limited by Industrial Capacity (IC). Everything that is produced has an IC score assigned to it. A factory or foundry cannot exceed its Industrial Capacity score. See the spoiler below.
Special Building Rules
- Temporary Industry stat increases do not unlock new buildings; only affect the build time.
- When calculating the impact of your Industry score on build/repair time, always round up.
- Only one building improvement can be built per tile.
- Basic Structures are NOT restricted to tiles.
Foundry: While steel and aluminum can be smelted by hand without a foundry, having one decreases the amount of scrap needed to produce one steel. Foundries are also the only way to get this reduction. (*Note* Foundries can not produce anything but manufactured resources.) Smelting by Hand Input Output Steel 2 Scrap 1 Steel Aluminium 3 Scrap 1 Aluminium
Smelting by hand:
You can assign one "Pop" to an Artisan Smith job before getting a Foundry up and running, however, remember it costs more "Pops" working Scrap Collector jobs to supply the necessary materials.
Factory: Factories are essential to supply an army for war. All war materials are created in factories. See the Standard Building Requirements below.
Shipyard : Shipyards are required for building warships and other watercraft.
Standard Building Requirements: All Buildings require One “Pop” to build.
Size | Base Building Time | Components | Industrial Capacity | Workforce | Requirements |
Tiny (Shipyard only) | 7 IRL days | 2 Building Material | N/A | 1 Pop | Industry Tech 0 |
Small | 14 IRL days | 2 Steel / 1 Building Material | 2 Points | 1 Pop | Industry Tech 2 |
Medium | 21 IRL days | 5 Steel / 3 Building Material | 6 Points | 2 Pops | Industry Tech 4 |
Large | 28 IRL days | 8 Steel / 5 Building Material | 12 Points | 3 Pops | Industry Tech 6 |
Replicators | 52 IRL days | 10 steel / 5 gold / 5 scrap electronics | 0 Pops | Industry Tech 10, 10 Power |
(Shipyards have the same requirements as the other structures above.)
Tiny: 7 IRL days
4 tiny slots
Small: 14 IRL days (Industry Tech 1)
2 tiny slots
2 small slots
Medium: 21 IRL days (Industry Tech 3)
3 tiny slots
3 small slots
1 medium slot
Large: 28 IRL days (Industry Tech 5)
4 tiny slots
2 small slots
2 medium slots
1 Large slot
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Finding Basic Structures
Finding basic structures in the wasteland will always take less time to repair, as well as be cheaper. See the requirements above. When you roll to determine what resource your new tile may have you will also use that roll to determine how many basic structures there are and their size. See the Basic Structures Loot Tables below. After that roll, you will roll to determine the repair time. To determine that, divide the standard building time in half, roll a d20 on the discord by using the command t!roll d20, increase the time by that percentage listed on the condition table and then factor in your Industry stat. See the example below. Put the number of structures awarded by your roll in front of the d20. For example, if your roll grants you three structures when you make the condition roll, put the number 3 in front of the d20 like this, t!roll 3d20. Each number will determine their condition from left to right starting with the smallest size structure to the largest.
Note:
When making a roll please state the reason for rolling and tag a moderator. Make all condition rolls in the #dice-roll-wing channel. Each line of the example must be entered separately.
(For example;
rolling for a medium factory in Richmond @New Franken
!roll d20)
1: Severely damaged +100%
2-4: Heavily damaged +70%
5-15: Moderate damage +50%
16-19: Light damage +30%
20: Minimal damage +10%
For example; engineers want to repair a medium factory with a standard build time divided in half equals 10.5 days (21/2=10.5). You roll a 10 on the d20 roll. This increases it by 50%, 10.5+50%=15.75 days. Then you input your Industry stat. Let's say you have an Industry of 7, reducing the time by 20%, 15.75-20%= 12.6 days. In this scenario it would take 13 days to repair this medium factory, rounding all numbers up to the nearest whole number. Rinse and repeat for each resource required.
Common Resource Improvements: Upgrades for common resources are not tied to tiles, and instead act more like Basic Structures. Upgrades improve the efficiency of pops assigned to them. There is no limit to the number of upgrades that may be built in a single tile.
Rations:
Rations Improvements | Base Building Time | Components | Jobs Provided | Per Job Output | Requirements |
Farms | 7 IRL days | 2 Building Materials / 1 Scrap | 2 Jobs | 3 Rations | Agriculture 3 |
Mechanized Farms | 14 IRL days | 4 Building Materials / 1 Steel | 2 Jobs | 4 Rations | Agriculture 6 |
Motorization | N/A | 10 Tractors | N/A | +1 Rations | See Tech Tree |
Bunker/Vault Rations Improvements | Base Building Time | Components | Output | Requirements |
Hydroponics Farms | 1 Ration | Agriculture 8 | ||
Food Replicator | 10 Rations | 10 Power, See Tech Tree |
Scrap/Building Materials:
Scrap/Building Materials Improvements | Base Building Time | Components | Jobs Provided | Per Job Output | Requirements |
Small Salvage Yard | 7 IRL days | 2 Building Materials / 1 Scrap | 2 Jobs | 2 Scrap or Building Materials | Industry 2 |
Medium Salvage Yard | 14 IRL days | 4 Building Materials / 2 Scrap | 3 Jobs | 3 Scrap or Building Materials | Industry 4 |
Landfill | 21 IRL days | 8 Building Materials / 4 Scrap | 5 Jobs | 4 Scrap or Building Materials | Industry 6 |
Fishing:
Blubber output is not improved by constructing buildings, but by providing the Fisherman pop with appropriate tools (in this case, ships). Only one ship is required per pop to obtain the upgrade. Adding additional ships to the pop does not increase its output.
Fishing Ship Size | Per Job Output |
Tiny Ship | 3 Rations, 1 Blubber |
Small Ship | 3 Rations, 2 Blubber |
Medium Ship | 4 Rations, 2 Blubber |
Large Ship | 5 Rations, 3 Blubber |
Tile Improvements: Tile Improvements add jobs or have other functions. They must be built in the tile that produces the corresponding resource. Stage 0 is the unimproved level of basic resource extraction. Each stage above stage 0 requires 1 “Pop” to construct. If you have any suggestions for Special Buildings or Tile Improvements please leave a suggestion in #vault-suggestion-box if you have an idea.
Coal
Stage 0: Surface Mines: 1 Miner Job
Stage 1: Shallow Tunnels (4 scrap, 1 steel) +1 Job (2 jobs total)
Stage 2: Deep Tunnels (6 scrap, 2 steel, 2 building materials) +2 Job (4 jobs total)
Nuclear Material:
Stage 0: Containment Boxes: 1 Job
Stage 1: Small Containment Center (2 scrap, 4 building material) +1 Job (2 jobs total)
Stage 2: Large Containment Complex (4 scrap, 1 steel, 6 building material) +1 Job (3 jobs total)
Specialized Buildings
Algae Farms: Agriculture 5 required (4 scrap, 6 building material, 14 days to construct)
- 1 job, +1 Organic Oil per pop
Miscellaneous Construction:
Major Roadways/Railways:
2 IRL days per each tile the construction crosses into.
Components:
- Roads: 3 Building Material per tile.
- Railroads: 1 Steel, 1 Building Material. Requires either Coal or Fuel to run.
Communications:
2 IRL days per tile/each tile the construction crosses into.
Components:
- Radio Towers: 1 Steel, 1 Scrap Electronics
- Telegraph Lines: 1 Gold, 1 Scrap
Irrigation:
7 IRL days per tile. Must have an adjacent river or irrigated tile. +1 Rations to all Farms in a tile.
- Irrigation: 2 Building Materials
Airbases
Airstrip: Basically a patch of dirt next to some tents, allows the deployment of prop planes up to Medium Bomber.
- 2 IRL days, no cost.
Airbase: Concrete runway with a barn and a few Quonset huts, perhaps. Radio/Small Radar tower is optional. Allows Jet Fighters but not Jet Bombers, Heavy Bombers.
- 7 IRL days, 1 Steel/5 Building Materials/(2 Scrap Electronics)
Large Airbase: Dedicated runway and logistics facilities for a fully-equipped Air Force. Radar/Radio is optional.
- 21 IRL days, 5 Steel/12 Building Material/(5 Scrap Electronics)
*Roads and railroads are required for PvP combat. If you do not have a road (with trucks) or a running railroad connecting your army with their source of ammunition, then the effectiveness of your semi-automatic/automatic weapons is considered to be equivalent to that of bolt-action or breech-loading weapons due to supply constraints.
Below are the loot tables for resources and structures. When a tile is approved the player will roll the loot table in the #dice-roll channel. It is possible to not receive any resources as a result of the roll. You will use the same roll to determine the amount and size of basic structures available in the tile to be repaired. You may choose what type of structure they are, between factories, foundries, or shipyards. If a player rolls a natural 20 (not as a result of a bonus to the roll), the player can choose what resource they want from that table. You can either add or subtract your Luck stat to your roll, or not apply it at all.
Back to Top
"The science of today is the technology of tomorrow." - Edward Teller | The Fifth step, now that you understand resources and what you can do with them; how can you use them to their highest potential? The answer is SCIENCE! Review the research system and unlock more advanced technology as your faction progresses.
Many thanks to Stellaris and Europa Universalis for inspiring this system. Both are fantastic Grand Strategy games by Paradox Interactive, all credit to them.
The System
This research system relies on a set of dice throws to further its progression. The dice will be used to determine progress in a research project. Players are strongly encouraged to role-play the results of the dice, particularly if there is a negative outcome.
RESEARCH COST, RESEARCH EARNED AND THE DICE
Each technology has a Research Cost depending on its level of complexity and its significance to your military power. Generally, it's easier to learn how to figure out farming than it is to figure out cold fusion, for example. Technology is unlocked by spending Research.
Research is generated on a weekly basis, using dice. Once a RL week (or every 7 days), the player will roll a 20-sided dice on Discord. The dice roll must meet a certain threshold to progress, with higher scores rewarding higher Research. The amount of Research generated is then applied to the Project. Once the amount of Research applied meets or exceeds the Research cost, the technology is considered invented/discovered. A natural 1 is always 0, irrelevant of bonuses. 500 can only be achieved with a natural 20, 20s achieved with Luck bonuses will only result in 250. Excess points at the end of a research cycle may be stored as tech documents and applied to the next research project. Roleplayers may not roll if no research project is active.
Dice Outcome -- Research Earned
-- 1-5 = 0 Research
-- 6-15 = 100 Research
-- 16-20 = 250 Research
-- Nat 20 = 500 Research
Technical Documentation
Most tech you'll find in the wasteland was developed in the continental United States before the war. Their work and technology was often divided amongst several different subcontractors scattered around the United States. Many of these subcontractors left Technical Documents behind, some of which may have even survived the war. These technical documents are a boon to any and all research efforts.
Technical documents are considered Salvage, and as such are discoverable only once per tile (excluding your starting tile, which cannot be scavenged). Up to a total of 20 technical documents may be discovered in a single tile (or location, if you're in a lore zone) worth 5 Research Points each. Up to 100 documents may be found in a City tile. How many you get is determined by a d20 dice roll (d100 for city tiles). Once they are discovered, they can be immediately applied to your current research project, or they may be held for another time. Quantities of technical documents stored must be recorded in a dispatch. Rolls for tech docs should happen the same day your map request is submitted, or at minimum within three days; after that the chance to roll is lost.
Alternatively, tech docs may be recovered from salvaged vehicles. Broken vehicles acquired as part of tile loot or looted from military museums may be scrapped to reverse-engineer its systems, with the vehicle being destroyed in the process. Vehicles are worth 5 tech docs each. This only applies to armored vehicles; Humvees, Jeeps, Technicals, etc. are not eligible for reverse-engineering. (on the flip side, all aircraft are eligible regardless of whether they are military or not)
Technologies
So what are the technologies you can research, you ask? Check out the Tech Tree for all the different Technologies available and their Research Costs!
Technologies from the Tech Tree may only be researched one at a time, you may not research multiple at a time. Technologies must be researched in sequence in a single category. You are not, however, required to have an even progression of tech between categories (i.e. you are allowed to max out one category before researching the others). While players are not required (though encouraged) to RP the process of research, they must roleplay the beginning of the research project.
"I came, I saw, I conquered." - Julius Caesar | The Final step, now that you have made a faction and understand the vital resources and research systems is to understand how to properly roleplay taking territory in the wasteland.
There are four requirements needed to take tiles, if any of these are not fulfilled the claim will be denied.
1. WHO is involved?
Are you RPing with another player? If not, what is your opponent like? Are they futuristic post-apocalyptic samurai? Maybe giant mutated spiders who have developed telepathic abilities. What is their culture, goals, government system? Give some life to them before you crush them!
2. WHAT happened when your troops/characters got there?
If there is a fight, what are the results? How were they achieved? How many casualties for you and your opponent?
If it was a diplomatic success, what was the agreement? Did some involved not get everything they wanted? Was the agreement forced or mutually beneficial?
3. WHERE are you and what does the environment look like?
Are you in a location never before seen in Fallout? If so tell us how you envision it, make it your own. Are you in the North Dakota forests or Florida Swamps? What do they look like since the bombs fell? Your characters encounter a town in a location they are ordered to capture, what does the town look like? What do the people look like? Are they primitives who worship an old car or slavers thinking they can capture your troops and sell them to a powerful local hegemon?
4. WHY are you there? What is the goal?
NEVER take a tile or attack another player for no reason! Nor for a reason out of character, both are cheating. With that being said, your factions should have a reason to go to war. In most video games this is called a 'casus belli' or 'reason for war.'
Expansion requires a minimum of two posts worth 200 words that complete the previous requirements. Perhaps one post to fulfill each requirement or a beginning, middle, and end post to complete a story. Remember this is per tile.
400+ word expansion posts are acceptable but require a higher quality of writing than multiple posts.
Please make these things clear in your RP and make any map claims, using the form, on the #map-request-wing on discord.
While each tile has 5,000 enemies/creatures/recruitable civilians, you can recruit more than that in one tile as long as your average stays around 1,500-2,500 population per tile other than your starting tile. It makes sense that major cities would have more people where more rural areas would have less. It is up to the moderators' discretion to change your population if the average exceeds reasonable totals. The third confirmation word is raider.
The following are examples of how to properly RP taking territory by yourself.
*NOTE* Numbers in the examples reflect old rules. Please use values outside these examples.
In this example, four tiles are taken.
In this example, one tile is taken.
Between these two roleplays five tiles were taken and 18,557 population was added, averaging 3,711. Under current rules these numbers are halved and would be 9,279, averaging 1,856, well within recommended limits. The more detail and specifics the better. If you have any other questions regarding roleplay please contact a moderator and for quickest and ease of response via discord.
Immigration
If one chooses not to expand, one may optionally choose to acquire population via Immigration (or however you decide to interpret this mechanic). Immigration is a mechanical tool that adds population without expanding, at the cost of using up a chance for expansion during the expansion cycle. Immigration Rolls are counted as Expansions and thus count towards you Authority limit for all purposes. Unlike expansions, there is no need to RP immigration, though one is strongly encouraged to do so.
Similar to other systems in this region, the mechanic of immigration relies on a 20-sided die rolled in the appropriate channel of the region's Discord server. A player will go to the Dice Roll Wing and roll a d20 using the t!roll command. The result will then be compared to the chart below to determine the amount of population gained. The minimum amount of population gained is 1,000, and the maximum is 3,000. The Luck stat may be applied to the roll, however, a Natural 1 is always 1,000, and only a Natural 20 can attain 3,000, regardless of Luck bonuses.
-- 1 = 1,000 population
-- 2-4 = 1,500 population
— 5-7 = 2,000 population
-- 8-15 = 2,500 population
-- 16-20 = 2,750 population
-- Nat 20 = 3,000
This dispatch and its contents were originally created by New franken.