Marrow Drinkers

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The Marrow Drinkers are a Raider Nation in Oregon.

Historical Background

At one point the Marrow Drinkers were but another tribe, feasting on their own and running raids against the Bone Dancers to the east. All that has changed now with the arrival of Mesmeralda. This charismatic Viper has convinced the Marrow Drinkers that she is a queen outright! That she is the character "Mesmeralda" from the Grognak The Barbarian comics! Her "magical relics" and "alchemical treatments" able to bring just about anyone into the same line of thinking that she lives in.

The Queen of the Gorgons, with the Marrow Drinkers under her heel hopes to dominate all of Oregon. Will anyone be able to stop her?
- Deprecated Scenarios country selection screen quote

Politics

National Spirits

The Marrow Drinkers start with two national spirits:

Relics of Control icon
Relics of Control
  • Division Attack: +10.0%
  • Damage to Garrisons: -33.00%
Mesmeralda possesses several "unique" relics of the old world from her old days with the Vipers - slave collars, Mesmetrons and other nefarious "enchanted relics". Using these she can control those who live under her heel with much greater effectiveness then her peers.
Widespread Cannibalism icon
Widespread Cannibalism
  • Recruitable Population: -20.0%
  • Division Recovery Rate: +10.00%
  • Occupation Appeal: -15.00%
  • Appeal to Refugees: -15.00%


Gameplay

Military

The Marrow Drinkers start with eleven divisions, 7 being the Queen’s guard and 4 being Marrow Drinker Tribals.

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 icon
Settlement Protection
  • Mobilization speed: +4.00%
  • Recruitable population: 4.00%
  • Construction speed: +6.00%
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 icon
Wasteland Militias
  • Mobilization speed: +6.00%
  • Recruitable population: 6.00%
  • Construction speed: +3.00%
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


Funded Militias icon
Funded Militias
  • Mobilization speed: +8.00%
  • Recruitable population: 8.00%
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


Two Year Conscription icon
Two Year Conscription
  • Mobilization speed: +10.00%
  • Recruitable population: 10.00%
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


Four Year Conscription icon
Four Year Conscription
  • Mobilization speed: +12.00%
  • Recruitable population: 12.00%
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 icon
Service Until Dismissal
  • Mobilization speed: +15.00%
  • Recruitable population: 15.00%
  • Factory Output: -3.00%
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


War Never Changes icon
War Never Changes
  • Mobilization speed: +20.00%
  • Recruitable population: 20.00%
  • Factory Output: -6.00%
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


Economy

Starting Industry
Arms workshop Naval dockyard Civilian workshop
4 0 3
Starting Resources
Water Energy Scrap Metal Composite Materials Circuitry Advanced Components
7 0 14 0 0 0

==Technology==

Basic Intermediate Sophisticated
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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
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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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Behind the scenes

  • During 2.1, Marrow Drinkers was planned and implemented by Zusk.

References