Eureka
Eureka is a mercenary-based township nation in the West Coast region.
Historical background
- Scenarios country selection screen quote
Before the Great War, Eureka was a profitable coastal town, due to its livelihood made by fishing off the coast. After the Great War, this livelihood was compromised by a stray nuke landing near the coast, poisoning the water and vastly reducing aquatic wildlife in the region. Despite this, due to the radiation from the nuke, the surviving wildlife grew large, as the town settled into a new form of normalcy.
This normalcy did not last, as what would come to be known as Mirelurks emerged from the sea, laying waste to much of the town, taking it as the home of their queen, and driving the surviving townsfolk north to the former city of Arcata. In the years that followed, Arcata grew into a thriving city, with the Eurekan townsfolk who wished to reclaim the town becoming known as "Portmasters", those who would fight the Mirelurks in hopes of taking back the town. Despite their hopes, they quickly ended up in a cycle of generations of Portmasters gathering enough supply and men to lay siege to the Mirelurk nest made in their former home, only to fail, leading to the next generation doing the same.
By 2239, the newest Portmaster, Denard Smith,[1] was part of the newest attempt to take back Eureka. In the fight, after many commanding Portmasters were killed, Smith took charge and finally succeeded in killing the queen. With the queen slain, and the Portmasters left without an enemy or goal, the town of Eureka was resettled, with the town becoming known for its peaceful nature in contrast to the hectic and tumultuous wasteland nations around it. In spite of this newfound peace, due to talk of war in every region around Eureka, the nation became a provider of mercenary armies throughout Post-War America.[2]
Events
Politics
National spirits
Eureka starts with two national spirits:
- Stability: +10.00%
- War Support: -20.00%
- Can't Have Wargoals Justified On: Yes
Will be removed 31 December, 2279.
Leaders
Gameplay
Conscription Law
The wasteland is an unhospitable place, a good defence force is more than justified. However with the increasing percentage of settlers dedicated to defence, the workshops slow down ever more. (Generic/minor countries start at Funded militias) Settlement Protection
As far back as the rebuilding of civilization, a system of decentralized and localized levying of troops contained to individual settlements have served us well in every conflict until now. While not effective on a strategical scale, the recruitment of officers and building of regional training bases let us leave soldiers relatively close to home, boosting moral as well as civilian manpower.
Requirements
Wasteland Militias
With the constantly emerging threat of the wasteland and neighbouring nations, it would do us well to reform our army into something more strategically sound. Organizing levies into regional militias let us improve our command effectiveness without pulling them from their homes, and increased funding allocated to training and recruitment increases our forces.
Requirements
Investing even more into our organization is a sound decision, considering the state of the wasteland. Pulling funds toward the construction of military bases let us concentrate our forces even more, as well as providing a reinforced structure within which our soldiers can train more freely with their new "toys" that our taxpayers gracefully helped acquire.
Requirements
Forcing a conscription onto our population might make a lot of people very unhappy, but it is sadly a decision we will have to take to prepare properly. To minimize the effects of conscription, a two year rotation will be put into law, which should provide our conscripts with some breathing room and a light at the end of the tunnel.
Requirements
Extending the conscription to a four year rotation will considerably increase our available manpower, but with it comes consequences. Massive funding has to be allocated to train conscripts to a decent standard for our army, and moral is slowly degrading even if our citizens understand our situation. We must be careful if we are to go further.
Requirements
Service Until Dismissal
As of now, our government has officially declared a state of emergency. Every conscription centre is to pull overtime, and conscripts will only be dismissed when we deem them no longer useful, or the emergency passes. With moral now plummeting as civilians are even pulled from the factories and their homes, we must remember we are doing this to preserve our way of life.
Requirements
Civilians ripped from their homes, fathers, mothers; sons, daughters. But what choice do we have against the apocalypse? Are we to leave ourselves perish, are we not to rage against our fate until the bitter end? Already, the forced conscriptions and training leave kind-hearted people into empty shells. Our nation might never forgive us. Our citizens will hate us, our officers will resent us, and our culture might never recover fully. But it is all worth it if only to leave a hateful nation standing. Damned be the wasteland for leaving us no choice, and damned be our souls for going down this path. War truly never changes.
Requirements
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Economy
1 | 1 | 1 |
13 | 12 | 14 | 5 | 7 | 0 |
Technology
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Infantry |
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Support |
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Special Forces |
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Power Armour |
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Vehicles |
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Robotics |
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Basic | Intermediate | Sophisticated | ||||
Aircraft |
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Naval Vessels |
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Industry |
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Electronics |
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Construction |
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Exploitation |
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Starting Position
Eureka starts off to the north of the Navarro Territories, west to the Packers, and south from Umbra
The order of battle starts production with 1 factory producing Infantry Equipment.
The division templates used are:
- Portmasters (6 Infantry battalions)
- Regulators (10 Spec-Ops battalions with Anti-Tank and Demolition support companies)
- Rapid Response Divisions (9 divisions of Power Armor with Demolitions and Chems support companies)
- Eureka Motorgangers (5 Motorized battalions)
- True Fisherman (8 Infantry battalions with Recon, Dogs, and Fireteam support companies)
- Metalbreakers (8 Infantry battalions with Demolitions and Anti-Tank support companies)
- Enclave Auxiliaries (8 Infantry battalions with Demolitions and Chems support companies)
The order of battle spawns 6 units:
- 2 divisions of Portmasters, fully equipped.
- 2 divisions of Regulators, fully equipped.
- 2 divisions of Rapid Response Divisions, fully equipped.
Unique Systems
Eureka starts off unable to recruit divisions through the recruit and deploy menu, however they have a set of decisions that raise divisions and equipment in exchange for Army EXP and Caps respectively. When you send volunteers to nations at war, you will also receive a payment of 40.0 thousand Caps.
Behind the scenes
- KD created Eureka, due to it being their first solo nation.
References
- ↑ @KD Question, is "Smith" the Portmaster's first or last name?
KD: "Last"
What's his first name?
KD: "Denard"
- Obtained from Discord, 6/11/2022 - ↑ Map Development Diary #3 (4.0 Dev Diary #3 - From the Sea)