Tar Walkers

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The Tar Walkers are a minor "West Coast" tribal nation situated in Southeast Utah.

Background

Once all of Utah trembled at the name Tar Walkers, their tribe once strong enough to threaten any tribe even the well fortified settlement of New Canaan itself, however a mysterious ailment has befallen their people. With many of their best laying sick or dying the opportunistic WhitelegsIn-game spelling and 80s quickly expanded their own influence at their expense, with the tar walkersIn-game spelling being forced to fall back, seeking refugee in the mountains.
- Scenarios country selection screen quote

The Tar Walkers occupy the multitude of passes throughout the mountains on the northern part of the Colorado and lie in the path of expansion of both the White Legs and the Eighties (and eventually the Ouroboros) making their destruction a certainty if left to their own devices. Fortunately Mormons from New Canaan seem to have gained interest in this tribe and sent a missionary to their lands.

Mormon influence

Tar walkers are one of the tribes under the influence of New Canaan. They will receive various bonuses as New Canaan progresses throughout their focus tree, eventually either forming a faction or being puppeted instead.

Politics

National spirits

The Tar Walkers start with three national spirits:

Mormon mission icon
Mormon mission
  • Research Speed: +2.00%
  • Acceptance of People Diplomacy: +20
A mission from New Canaan is present in our country, swaying our politics somewhat as they attempt to convert the populace.


Tribal Nation icon
Tribal Nation
  • Construction Speed: +10.00%
  • Required Garrisons: -25%
  • Strengthen Resistance efficiency: +25%
  • Civilian intelligence to others: +20.0%
  • Army intelligence to others: +20.0%
  • Navy intelligence to others: +20.0%


The Sickness-of-Soot icon
The Sickness-of-Soot
  • Recruitable Population Factor: -50.0%
  • Division Attack on core territory: -12.5%
  • Division Attack on core territory: -12.5%
  • Current Recovery Rate: 100.%
  • Estimated Remaining Weeks: 200
A disgusting sickness has spread through our lands, boils and patches of soot-toned plague growing across some of our finest warriors. Our medicine men thing they can cure this and heal their ailment - but it will take time. Further medical research or assistance may speed our recovery.

Gameplay

Military

The Tar Walkers start with five divisions, all being Tar Walker Hunters.

Conscription Law

While the tribes have always had groups of wariors and pathfinders, the rest of the tribe was free to work on diferent projects, the coming war has forced more and more tribesmen to abandon their jobs and enter the warior caste, the tribes economy and culture suffers.

Born wariors icon
Born wariors
  • Division Organization: +5%
  • Monthly Population: +50%
  • Recruitable population: 4%
  • Construction Speed: +25%
  • Research Speed: +20%
As per our tribe's tradition, we must assure only our warrior class ever set foot outside of our villages. The wasteland is a cruel place, full of horrible creatures and savages. We must take extreme precaution in deploying our people, and so only warriors trained from birth may earn the honour of waging war for the tribe.
Requirements


Veteran pathfinders icon
Veteran pathfinders
  • Monthly Population: +25%
  • Recruitable population: 7%
  • Construction Speed: +10%
  • Research Speed: +10%
While it may be a mistake to break ancient tradition, we should consider increasing our fielded manpower. The tribe requires more of their own to defend itself, as such we shall consider deploying our most veteran pathfinders and hunters along with our warrior class, supporting them in their noble fight against the cruel wasteland.
Requirements


Able bodied tribesmen icon
Able bodied tribesmen
  • Monthly Population: -10%
  • Recruitable population: 10%
  • Recruitable Population Factor: +3%
  • Construction Speed: -10%
  • Research Speed: +5%
The outside world batters and wear down our tribe constantly, dangers besetting us from all side. We might not be able to survive without drastic measures, as such, we shall now deploy every able-bodied tribesmen. Courageous, trained, and following our tribe's most difficult warrior ritual, they are hardy fighters, ready to defend our land.
Requirements


First sons and daughters icon
First sons and daughters
  • Monthly Population: -20%
  • Recruitable population: 15%
  • Recruitable Population Factor: +6%
  • Construction Speed: -15%
Shamed and humbled by our enemies, we must seek refuge into the inner strength of our tribe. While it is deeply unsettling to resort to such measures, we must now force a general conscription on every first son and daughter of fighting age of every tribe member. It is a harsh decision not taken lightly, and we shall make sure to use them for a higher purpose.
Requirements


Childern and mothers icon
Childern and mothers
  • Division Organisation: -5%
  • Monthly Population: -25%
  • Recruitable population: 20%
  • Recruitable Population Factor: +10%
  • Construction Speed: -20%
  • Research Speed: -10%
The bloodthirsty savages are at our door. We are facing nothing less than the total annihilation of our way of life, as well as every member of our noble tribe. May our gods forgive us for what we will do, but we have no other choice than to send everyone into the fight, be them children barely able to swing a knife or their mother trying to protect them. The least we can do is deploy them together. May They have mercy upon our sinful souls, for our consciences will have none.
Requirements


Economy

Starting Industry
Arms workshop Naval dockyard Civilian workshop
6 0 5
Starting Resources
Water Energy Scrap Metal Composite Materials Circuitry Advanced Components
10 10 38 4 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

The Tar Walkers are based on the tribe of the same name mentioned by a New Canaanite, Daniel, as having been exterminated by the White Legs in the Fallout: New Vegas add-on Honest Hearts.[1]

References

  1. Loonybinjin: "Canonically both the Tar Walkers and Crazy Horns died fighting the White Legs under his command. Extinct through his leadership. To quote Daniel on it.

    "We lost the Tar Walkers. And the Crazy Horns. We did our best, but we made mistakes. We paid for them, but they paid more." Basically extinct tribes."

    - Obtained from Discord, 11/16/2019