Signups are over! Let the game begin!
Turn 0:
October 23, 2077.
The United States, at this point in time, has advanced dramatically. Military and civilians have utilized robotics for both combat and convenience, and weaponry has included both traditional firearms and newly invented energy weapons. Genetic experiments have also occurred, both locally and nationally, and blueprints of these creatures have only been drafted.
Nuclear exchanges by China, the Soviet Union, and the United States start and end. All three superpowers are utterly devastated, and their lands irradiated. Cities hit heavily on the east and west coast include major population areas and the capital. However, dwellers within the Mojave Desert are surprised to see many nuclear armaments detonated or destroyed above the skies, only a few dozen ever managing to land and even less detonating.
As settlers in the Mojave realize that armaments have been fired into the Mojave, they can only wonder what has become of the rest of the world. Many settlers band together in groups, settling within abandoned buildings, establishments, and towns, even forming societies from their positions. As they do, they can only wonder what will happen from here…
Choose a sector from this map, everyone. You may only choose one to be your starting position. Hoover Dam, Las Vegas, and the Vaults will not be starting positions to provide some sort of wild cards to the map aside from the unmarked positions. Weaponry will also not be available to you initially as you emerge from the end of the war as groups of civilians. I'll provide a quick runthrough of each, as well as the pros and cons of selecting each.
Sector I: Nellis AFB
Hearing news of the falling bombs, many military personnel fled the base along with the town. Where to, is unknown. Their worries were more than accurate when several atomic warheads landed and detonated near the base and town, leaving a radioactive pocket surrounding the base. While the current levels were not dangerous, longer exposure to the radiation may affect any living beings within…
Pros: Access to aviation technology and military technology, and self-sufficient energy.
Cons: Heavy radioactive activity may provide adverse effects if not dealt with immediately.
Sector II: Horowitz Farmstead
The area remains intact within the Mojave, yet is nonetheless abandoned by the original owner. The animals dwelling on the stead are still alive and thriving, and provide an abundant agrarian resource for new settlers that have discovered the farmstead.
Pros: Animals and crops, providing a steady source of agrarian goods, and sound structures. An area not too far from Las Vegas.
Cons: The area is relatively isolated, and the outskirts of Las Vegas are some miles away.
Sector III: Jacobstown
A ski resort and small town somewhere within the Sierra Nevada mountains.The climate is much cooler than in the lower Mojave, yet not too cold to prevent new settlers from moving in. The buildings and lodges remain intact and the only road into the town seems to be the only way in by foot or car.
Pros: Mountains surround the town, providing a great protectorate, and nearby fauna and flora can be used for resources. Mountain passes outside the town provide a route south into the canyon and national park a ways away.
Cons: Only entrance and exit by foot is through the road leading towards it. A long travel for anyone planning to explore outside the town.
Sector IV: Camp Alpha
A campground and trailer park within forests in the Sierra Nevada. At a lower altitude than Jacobstown it is not as isolated from society yet it is also not as well fortified naturally. However, settlers can find the location easy to grow crops in, and a brewery just to the east of the camp has been discovered.
Pros: An area surrounded by trees, settlers have learned the forest and can traverse better than anyone else. Fertile grounds and a brewery nearby also provide both resource and luxury.
Cons: The rather isolated location and lack of roads leading into the camp provide difficulty for exploring outside the camp.
Sector V: MacCarran International Airport
The main commercial airport of Las Vegas and Clark County, the airport was immediately evacuated due to the War. As the War ended suddenly after it began, settlers that have not evacuated have migrated here, seeing much of the infrastructure still intact. The large buildings and the airport itself, as well as the land and runways that constitute the acreage, a perfect settlerment.
Pros: Aviation technology, monorail, large buildings, and plentiful land. Fences and barriers surrounding the airport provide a great defense.
Cons: No natural resources currently. Aviation vehicles are in disrepair and require maintenance to sufficiently use.
Sector VI: Camp Bravo
A camp deeper within the desert, it provides both sanctuary and a nearby railyard so as to not be too isolated from society. However, settlers also chart a radioactive crater to the northwest and learn to avoid it.
Pros: Railyard technology, and a close source of clean water just south of the camp.
Cons: A radiation crater, while not dangerous to the camp itself, may mutate whatever wanders into it.
Sector VII: Camp Golf
While not a camp itself, Camp Golf is an abandoned golf course and country club owned once by a Mr. Robert House. Where he is, settlers have no clue. But the abandoned state of the club provides plenty of shelter for the new arrivals.
Pros: Sound structures, fertile grounds, and nearby source of water. Not too far away from Vegas by foot.
Cons: A single pipe runs through here towards the west. Destruction of this pipe will be devastating not only for local settlers, but all settlers west of Golf.
Sector VIII: Guardian Peaks
A small bluff in the middle of the desert, a small campground seems to have been established here. Settlers take advantage of this, and discover a nearby cave. However, no settler has been brave enough to explore it further…
Pros: High altitude provides for a great protectorate. Lake Mead just south of the peak is a great source of clean water.
Cons: A cave system in the peak may provide either easy traversing down the mountain to settlers should they explore, or creatures of frightening proportions.
Sector IX: Goodsprings
A small western town… well… in the western border of the Mojave. Dwellers of the town did not evacuate due to the only radio in town being broken at the time of evacuation broadcasts. However, the locals don't seem to mind as they were not stricken, and continue to live in bliss.
Pros: A town structure with a water source to the south and a stake in Highway 93.
Cons: A radioactive sinkhole lies east of Goodsprings. While not dangerous to the town itself, it may mutate whatever explores this area.
Sector X: Hidden Valley
The bunker system within Hidden Valley consists of simply one room each. Expansion within these bunkers is currently impossible but settlers are nonetheless thrilled to have escaped the warheads. They turn to expanding deeper into the bunkers…
Pros: Fortified protectorate. Gated as well. Bunkers may expand should settlers acquire excavation tools.
Cons: The area is heavily plagued by scorpions. While no present danger is obvious, the radiation in the atmosphere may prove otherwise…