Development decisions

**Development decisions** are a special group of decisions linked to the states a nation currently occupies. Their outcome consists of two parts, one where the outcome is known (and shown), and the other one is an event, whose outcome depends on the level of the associated technology the owner currently has. The list separates decisions based on outcome types and starting territories.

## Decision types

Each decision type on this page is only broadly described, individual decisions might vary, but their effects are listed in-game before selecting the decision (shown on mouse hover over).

### **Repair a Nuclear powerplant**

Adds 50 power to the state in question. Triggers **Radiation material leak confirmed!**

Costs 350k *money*, 200 manpower (will be returned)

### **Collect solar panels**

Adds 20 power to the state in question. Triggers **Powersurge detected!**

Costs 250k *money*, 200 manpower (will be returned)

### **Reactivate air base**

Adds assortment of military workshops(with building slot) and/or antiair and airbases to the state in question. Adds 30% research buff for one air technology. Triggers **The defences are online!**

Costs 250k *money*, 200 manpower (will be returned).

### **Reactivate naval base**

Adds assortment of building slots, naval bases and infrastructure to the state in question. Adds 30% research buff for one naval technology. Triggers **The defences are online!**

Costs 200k *money*, 200 manpower (will be returned)

## Event popups

### **Radiation material leak confirmed!**

Depends on **construction technology** level.

* On level lower than 3 (clayworking)
	+ **-50% monthly population (for 180 days)**
	+ **-15% stability**
	+ **+5% war support**
* On level lower than 5 (Bricks)
	+ **-10% monthly population (for 180 days)**
* On level 5 and higher
	+ **Nothing happens**

### **Powersurge detected!**

Depends on **construction technology** level.

* On level lower than 3 (clayworking)
	+ **-5% resource gain efficiency (for 180 days)**
* On level lower than 5 (Bricks)
	+ **Nothing happens**
* On level 5(Bricks) and above
	+ **+5% factory output (for 90 days)**

### **The defences are online!**

Depends on **electronics technology** level.

* On level lower than 2
	+ **-50 manpower**
	+ **-50 infantry equipement**
* On level lower than 5
	+ **Nothing happens**
* on level 5 and above
	+ **2X 50% research buff for one naval(air?) technology.**

## NCR territory

* 2X Repair nuclear reactor
* 1X Collect solar panels
* 4X Reactivate air base
* 4X Reactivate naval base

## Western Brotherhood territory

* 1X Repair nuclear reactor
* 1X Reactivate air base

## Caesar's Legion territory

* 1X Repair nuclear reactor
* 1X ?Repair arms workshop? (adds 1 military workshop and infantry researches, but costs and works as an airbase decision)

## New Reno territory

* 1X Reactivate air base (adds 1 military workshop instead of air bases, but costs and works as an airbase decision)

## Special Development decisions

This section contains development like decisions. This means that they have the flag *Not: Development Underway* as one of their prerequisites and can not be completed simultaneously with other developments. These decisions are characterized by being tied to owning a certain territory and usually appear in the Operations tab when it's possible to complete them. The decisions require some amount of civilian factories and take a long time.

### **The Garita Caldera**

This decision is located in the Circle Junction territory at the start of the game. It takes 180 days of 2 civilian factories usage, 200 manpower and 50 PP.

Requirements:

* Owns and controls: La Garita, Circle Junction
* More manpower than 200
* 50 PP
* Has researched Steam Powered Extraction (tier 3)

Rewards:

* + 200.00k Bottle Caps
* Circle Junction (state) +1850 manpower

## Trivia

### Sky Reavers territory:

Has access to decision that has a 33% chance to spawn another Reactivate military base (supposedly it never happened for me)