Chickasaw-Muscogee Coalition Focus Events

This page contains information about all the Events which are triggered by progressing throught the Chickasaw-Muscogee Coalition focus tree, their outcome is not visible from the focus tree itself.

This page up to date with version 3.2.

## Initial focuses

Chickasaw-Muscogee Coalition has, like many other nations, three starting focuses that set up the nations lore and starting bonuses. Each focus takes 7 days to complete.

### Leaving the mother mounds

This focus decides after how many years did the residents of Vault 8 leave for the surface.

1. 20 years
	* +1000 manpower
	* (**Vault City**): +3 Infrastructure
2. 10 years
	* (**The Big Spend**): + 4 building slots
	* (**The Big Spend**): + 2 civilian factories
	* - 5 % Construction speed for 180 days
3. 5 years
	* (**The Big Spend**): + 2 building slots
	* (**The Big Spend**): + 1 civilian factories
	* - 5 % Construction speed for 90 days

#### Trivia

It is possible to max out (**The Big Spend**) building slot capacity even when selecting only the 5 Years option.

WIP from here on down

### Crime epidemic

When the residents of Vault 8 emerged out of their Vault and used their G.E.C.K to build their city, it atracted the attention of the wastelanders. Among them drug dealers, thieves and other sort of riff raff. With crime on the rise hwo did they survive?

1. Punish crime with servitude
	* 10% stability (national spirit)
	* +5% war support (national spirit)
2. Enslave criminals for use as labour
	* -5% stability (national spirit)
	* +5% construction speed
3. Give them mandatory military service
	* +2% recruitable population
4. Give them the death penalty
	* -40% damage to garrisons

### Stocked armouries

When the security teams took stock of the Vaults armories, what did they find?

1. Firearms
	* Vault city (state) +2 scrap production
	* +2000 Colt 6520 10mm pistol (basic firearms)
	* 3 security teams (10 width pure infantry, with equipement)
2. Lasers
	* Vault city (state) +3 circuitry production
	* +1000 basic energy weapons
	* 2 ?laser? security teams (10 width pure infantry, with equipement)
3. Robots
	* Vault city (state) +5 composite materials production
	* +100 comercial protectron
	* 2 Robo-security teams (6 width pure support robot, with equipement)

### The Gecko uprising

After decades of discrimination, the ghoul residents of Gecko rise up in revolt, led by Festus and aim to take over the utopian city. The Vault city goverment is split on how to deal with this problem. Security Chief Wallace suggests declaring military law while First citizen Lynette urges the use of diplomacy. Meanwhile the ground shakes and the mutant molerat hords led by Brain surge into the city. Who will prevail?

The choices in this event decide which part of the focus tree can be folowed next, while locking other parts.

While the choices change the country leader, none of them have any bonuses asociated with them.

1. Diplomacy prevailed
	* +1 research slot
	* +5% research speed
	* Politics will change:
		+ Intelectuals becomes (stays) the ruling party
		+ Public election WILL BE HELD
		+ People popularity: 30%
		+ Intelectuals popularity: 70%
	* This choice gives you acces to the cybernetics tech tree (during its focus tree), making the focus Advancement through isolation obsolete, and leting you form / join a faction while having cybernetics.
2. Martial law was declared
	* +15 % defense on core teritory (Impenetrable city national spirit)
	* -5% training time (Martial law national spirit)
	* Nicholas Wallace gets promoted to Comanding officer
	* Politics will change:
		+ Elites becomes the ruling party
		+ Public election WILL NOT BE HELD
		+ Elites popularity: 60%
		+ Intelectuals popularity: 40%
3. The ghouls took over
	* +5% construction speed
	* Nicholas Wallace stops being a Unit leader (probably dies)
	* Gecko (state) +5 building slots
	* Gecko (state) +5 power station (+10 energy)
	* Replaces No mutants allowed with Ghoul recruitment
	* Politics will change:
		+ People becomes the ruling party
		+ Public election WILL NOT BE HELD
		+ People popularity: 60%
		+ Intelectuals popularity: 40%
	* This choice locks you out of the cybernetics tech tree
4. The beast destroyed us all
	* Adds technology Molerat cohort (unique infantry tech)
	* +3% recruitable population
	* Nicholas Wallace stops being a Unit leader (probably dies)
	* Politics will change:
		+ Ruler becomes (stays) the ruling party
		+ Public election WILL NOT BE HELD
		+ Ruler popularity: 60%
		+ Intelectuals popularity: 40%
	* This choice locks you out of forming a faction and the cybernetics tech tree, but gives you (eventualy) claims on New Reno as well as possibility to get the unique technology "Molemen shall rule the earth" improving their unique unit.

## The Servants question

The servants are not true citizens of Vault City, they are those who came from the wide wasteland to look for beter future inside the walls of the city, even if entry costs their freedom. Recently however these "Indentured servants" demand better treatement.

This focus chain is comprised of three focuses each taking 60 days.

### Future of servants?

Many of teh servants demand rights. We could procure replacements but offering them rights might instill better loyalty.

1. Servant rights
	* +5% stability (national spirit)
	* +2,5% war support (national spirit)
	* +5% factory output
2. Servant regulation
	* -5% stability (national spirit)
	* +2,5% war support (national spirit)
	* ?+1 slave exploitation level?

### Servant standarts?

The workforce up till now has been everyone who came to sign up, now we are overwhelmed with applications and in a unique position to demand only skilled labour.

1. Skilled servants?
	* +5% stability (national spirit)
	* +5% war support (national spirit)
	* +5% construction speed
2. Unskilled servants
	* -5% stability (national spirit)
	* +10% construction speed
	* ?+1 slave exploitation level?

### Servant work hours?

Our servants are more than overworked, they are being worked to death. This abuse was once owerlooked but these days?

1. Work in shifts
	* +5% stability (national spirit)
	* +5% resource gain efficiency
2. Work till you drop
	* -5% stability (national spirit)
	* +10% resource gain efficiency

## Trivia and bugs

* The Stocked Armouries - Lasers choice triggers Watz Shipments event. This event adds the aforementioned 1000 basic energy weapons. This event is minor so i did not write it as a seperate event.
* The Watz Shipments events has an error in localization, and talks about 2000 weapons in one sentence, 1000 in the other sentence, while it adds only 1000.
* The servant question focus tree speaks of slave exploitation, this might be a ralic from earlier versions or just a nonexistent feature, as i can not find what it actualy does. (Please check / clarify)