Vault-tec calling!

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Vault-Tec descended countries have access to a special set of decisions which get unlocked after a corresponding region on the map is controlled.

List of affected countries

 Vault repair decisions

"Now that we are beginning to engage in diplomacy with lesser denizens of the wasteland, we may want to set our sights on some special missions."

Vault 3

Vault 3 is partially flooded and the fiend occupation of the vault has not helped its state.

  • Vault 3 +6 water
  • Gains core on Vault 3, establishes a security team (10 width infantry with equipment), -400 manpower

Vault 6 (The Couve)

Clearing the vault of the ghoul infestation that has plagued it for almost two centuries cost us more than a few members of the security team. (on select -300 manpower)

  • Couve +4 building slots, +2 Civ. W. , +2 Mil. W.
  • Gain core on Couve, establishes a security team (10 width infantry with equipement), -350 manpower

Vault 13 (Woodlake)

Vault 13 is riddled with bodies of deathclaws and vault dwellers, there is, however, a half used G.E.C.K.

  • +10% research speed
  • Gains core on Woodlake, establishes a security team (10 width infantry with equipement), -300 manpower, changes name to Vault 13

Vault 15 (Shady Sands)

Vault 15 is the origin of Shady Sands and the Great Khans, and has housed raider gangs, vault dwellers and NCR citizens (on select Shady Sands changes name to Vault 15).

  • +0,30 PP gain
  • Gains core on Vault 15, establishes a security team (10 width infantry with equipment), -900 manpower, -20% construction speed for 180 days

Vault 19 (Jackobstown)

Vault 19 was the site of an experiment in social separation, separating the vault dwellers into two groups.

  • Add technology Frag grenades, Vault 19 +5 scrap
  • Gains core on Vault 19, establishes a security team (10 width infantry with equipment), -200 manpower, -20% construction speed for 180 days

Vault 21 (New Vegas)

The residents of vault 21 gambled ownership of their vault away to Mr. House. (New Vegas changes name to Vault 21)

  • -5.0% consumer goods factories
  • Gains core on Vault 21, establishes a security team (10 width infantry with equipment), -600 manpower

Vault 22 (Ruby Hill)

The lost contact with the survey team is the least of our problems. A plant based infection was sealed within vault 22 and has infected them.

  • +5,0% monthly population
  • Gains core on Vault 22, establishes a security team (10 width infantry with equipment), -600 manpower

Vault 29 (Twin Mothers)

Not far from the villages of the Twin Mothers tribe, themselves made up of the descendants of vault dwellers, sits a non functioning Vault-Tec facility. (This decision is not available to Twin Mothers)

  • Monthly population +15%, research speed +1%, gets event Fate of the vault
  • Research speed +5%, gets event Fate of the Vault

Fate of the Vault

  • Gains core on Vault 29, establishes a security team (10 width infantry with equipment), -300 manpower
  • Twin mothers becomes a puppet.

Contact the Boomers (Nellis AFB)

Vault 34 was abandoned by what became the Boomers 50 years ago, and they have inhabited Nelis Airforce Base ever since (on select Nellis AFB changes name to Vault 34).

  • Gains core on Vault 34, establishes a security team (10 width infantry with equipment), -700 manpower
  • Boomers becomes puppet

Vault 70 (New Canaan)

Vault 70 was given three G.E.C.K.S, and used them to great effect, creating the Mormon nation of New Canaan (on select New Canaan changes name to Vault 70).

  • Gains core on Vault 70, establishes a security team (10 width infantry with equipement), -300 manpower, -20% construction speed for 180 days
  • Stability +15%, War Support +15% (as a national spirit)