Rotpurgers
The Rotpurgers are a raider nation based in East Washington.
Historical background
- Scenarios country selection screen quote
Politics
National spirits
The Rotpurgers start with two national spirits:
- War Support: +15.00%
- Division Defense on core territory: +6.0%
- Military Factory construction speed: +15.00%
- Civilian Factory construction speed: -10.00%
- Reconquering Spokane and erradicating the Old Country will grant us access to the decision to Form the Grand Inquisition.
- Occupation Appeal: -25.00%
- Our hatred of those twisted by radiation means we cannot choose to recruit any form of mutants.
- Demolition Equipment
- Production Cost: -8.00%
- Soft attack: +6%
- Hard attack: +3%
Leaders
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Advisors
Chief of Army
Focus Tree
Generic Cascadian Economic Tree
This is the Shared economic tree for most Cascadian nations, it has 3 branch's. The firsts gives production and infastrucer bonuses, the second gives arms workshops bonuses and the third give electronics a efficacy buffs. The tree also grants a research slot.
Generic Cascadian Army Tree
This is the Shared army tree for most Cascadian nations, it contains three branch's. The first focuses on defense giving cold attrition bonus, after outpost construction speed and higher manpower. The second focuses on arms, you have to choose between quantity of arms or quality of arms, also spawning four units of men at arms for free. The thrid focuses on navel, Giving research and production bonus.
Shared War for Vault 100 Tree
This tree is shared by The Old Country and the Rotpurgers, This gives basic bonus for the war at the end of the tree between the two nations. Giving caps, army experience, recourses, factories and basic weapons. It also gives research bonus to infantry tech and industry. It also gives a special spirt that gives faster division speed and lowers training time. At the end the two nations will go to war with each other.
Shared The Fate of Spokane Tree
This tree is shared by The Old Country and the Rotpurgers, it gives bonus to help after the war and allows you to choose the country's path. It gives an extra research slot and a bunch of free factories and generic buffs to help sett you up for your up coming conquest. At the end of the tree you choose which faction will lead the nation. The Rotpurgers have three possible paths. The mad king Samson's Infinity Knights, Jacobia's Grand Inquisition or The Lady of the Lake and her Wishmaidens.
Infinity Knights, Samson's branch
Samson is a Schizophrenic man who thinks a magic eight ball is a god, The Infinity Orb. He will take over the Rotpurges and make them The Infinity Knights. This path gives access to basic power armor tech and a handful of unique advisors at the start along with reduced war goal time at the cost of stability. The first part of his tree gives resaerch bonuses to Land doctrines and infantry tech. You gain national spirts increasing manpower, division capability's and lowering training time. This part of the tree ends with gaining war goals on the Timberline. after conquering the Timberline the next part of the tree opens up giving research bonuses to industry, support and power armor tech, along with civilian workshops and Infatry equipment attack bonuses. This will lead to Samson's next Conquest, Seattle. Gaining war goals on the Washington brotherhood and/or The Cause. after wining the difficult war the final part of the tree opens giving research bonuses to firearms and power armor along with moving the capital to Seattle. Finally gain intermediate power armor tech and access to Orb decisions, which can create units of Infinity Squires at the cost of army experience and random war goals on a neighboring nation.
Overall Samson leads the Heavily armored Infinity Knights to a uncertain Future that only the Orb knows.
The Grand Inequation, Jacobia's branch
Jacobia the Wrathful stays in control of the Rotpurgers, and will lead there crusades' to burn all rot form the wasteland. This path gives access to sophistical support tech and a handful of unique advisors at the start, The first part of his tree gives some generic buffs for a more conquest's focused nation, including war support, army experience ad reduced training time. Notably gaining a bunch of free flamethrower equipment and 4 free arms workshops. The next part of Jacobia's tree is the conquest of Seattle, gaining war goals on the Washington brotherhood and/or The Cause, this will be a jumping off point for a conquest of all of Cascadia. Gaining war goals on Kamlo, Syilx Nation's, Koover, The Bone Dancers, the Timberline and The Broken Coast. Along with a partially functional G.E.C.K. Finally Jacobia will join The Children of the Gate Faction, which is Heaven's Gate faction. Plus two national spirts, one that helps factory and construction, the other helps infantry attack. Finally Jacobia gains war goals on all of the state of Oregon.
Overall Jacobia will lead the Rotpurgers on a bloody crusade across Cascadia and beyond.
Wishmaidens, The Lady of the Lake Branch
The Wishmaidens will seize control of the Rotpurgers and dramaticly change them. This path removes the Eternal Quest for the Pure sprite and a handful of unique advisors at the start. The first part of the tree gives generic buffs that are more stability focused then the other two paths for the Rotpurgers, notably rewarding 2500 manpower and 3 arms workshops. The last part of the tree gives a strong buff to division defense. The second part of the tree gives war goals on the Washington brotherhood and Heaven's Gate, a fully functional G.E.C.K. sophisticated support and intermediate specials forces tech. Finally if the Wishmaidens share a border with the Sisterhood of Steel, they can join a faction together.
Gameplay
Conscription Law
Name | Trait | Prerequisites | Effects | Description | Cost |
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It is in the nature of raiders to band together into rapidly moving groups to easier ambush caravans and avoid the would be pursuers, it is also in their nature to fight in between themselves for the position of the leader. As such with the increasing size of the group it becomes harder and harder to keep the raiders focused and united. Requirements
Requirements
Requirements
Requirements
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Economy
3 | 0 | 3 |
7 | 14 | 7 | 0 | 0 | 0 |
Technology
Basic | Intermediate | Sophisticated | ||||
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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The Rotpurgers start with these tech already researched
- Pipe Guns
- Basic Melee Weapons
- Flamers
- Canoe Halls
- Waterproof Sealing
- Tool Procurement
Starting Position
The Rotpurgers start east of The Old Country, sharing there biggest border with them. North of Heaven's Gate, north east of The Timberline, west of Macarthur, south west of Niitsitapi and south of The Passskeepers.
The order of battle starts production with 2 factories producing Basic weapons, 1 producing Support equipment and 1 producing Flamethrowers
The Starting divisionin templets are
- Infinity Squires (4 militia battalions)
- Purge Squad (5 infantry Battalions with 1 Demolition support group)
The order of battle spawns 6 divisions all being Purge Squads
Gallery
Behind the scenes
- The Rotpurgers were developed by a team of three developers, violet, Lusa and Aida.
- Aida in specific was a big help in making events and advisors for Samson and Jacobia.
- Lusa did art for Samson and the Lady of the Lake. She also did all of the portion the initial Wishmaidens events before violet went back to further define them
- The actual code work was done entirely by violet