Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Blobfish

Pages: [1] 2 3 ... 20
NCR history; Chapter II (3/6)

Hubert - coming from the officer ranks, he showed again that NCR society is not full of prejudices towards mutants. Maybe because they get used to one, as Hubert was second mutant president in a row. He inherited office from Glumer without elections, by the support of the army officers. He was committed to his role, but against any progress. Known as a "Regent of NCR" his primary focus was security of Shady Sands. NCR had no alliances during that period. Hubert's presence wasn't really visible. Shady Sands guards were poorly trained, so the city was constantly the target of thieves, murderers and other unsavory kinds. What is popularly called "Hub coup" among NCR citizens happened in this period. "Hub coup" is a name for subversive activity of noncitizens who are trying to overthrow NCR government by protesting in Shady Sands both peacefully, by yelling their catchphrases, and by force, trying to cause panic by terrorist activity.
As he started to lose support of citizens, he started to lose support among army ranks as well, the same persons that installed him to position.
After a while as Regent, and seeing growing support for a new election, Hubert and all the important citizens decided to found the city council. They held a private vote for the election of a new president. Candidate Cleg was elected with almost 100% of the votes. Hubert handed him the keys to the office and took off for a long overdue vacation.
After coming back from vacation he took back role of an officer in NCR army where he is still serving as one.

NCR history; Chapter II (2/6)

Glumer - infected with a FEV, this mutant tried to resurrect NCR army and lead the society to glory with weapons and overexpansion in two terms. Most surprising for some was that he was voted to the chair by the humans. In this terms Shady Sands was full of life, but with unclear town regulations, which was often bringing confusion among visitors and citizens. Army ranks were full of raider elements and wastelanders without proper training seeking for a quick pay. No matter of the abundance of the army, ranks could not hide diversity in opinions and problems that came with it. He will be remembered as the president who was in the chair when civil war in Shady Sands started. Because of disagreements in army ranks, NCR army and NCR Rangers led the war on Shady Sands premises where many soldiers, but citizens and civilians, lost their lives. Because of named reasons popularity of the government started to drop rapidly.
In the big confusion that was present in army ranks, security of president itself wasn't be on high level. That opportunity was taken by mercenary groups interested in quick and fast reward and kidnapped the NCR president. Rumors are saying that it was a false flag operation organized by NCR generals and president, trying to raise the popularity of military-minded government.
No matter of rumors, the guilty party was found. The mercenary group Talon Company took the blame for that kidnap. For sure, it wasn't too hard for these mercenaries to organize such complex action as they were often paid by Glumer's government for protection services of Shady Sands during period of tax transactions. They had information both on president's security and republic's treasury.
At that point both NCR army and NCR Rangers organized, probably good as never before, and went through swift action of rescuing. NCR secret services found the location where president was held for ransom. The result was clear. Glumer was rescued.
Before his term ended he abandoned his position and retreated from public life. After some time he appeared in the Junktown where he tried to lead JTS guard. With Junktown entity and the NCR alliance he tried to spread his agenda over the Wastes. But he retired from the JTS position without making a bigger impact. In between he tried to gather his old group Hawks. Last reports are saying that he tried to find his happiness by going further south, to the Boneyard, where he is leading a group called The Regulators.
The group is considered as an outlaw group by the current NCR government as they were conducting terroristic actions on the premises of Shady Sands.

The FO2 Wasteland Survival Guide


Are you feeling pressure of a new guy? Are you thinking that you are too noob for this world?
Have no worries, "The FOonline2 Wasteland Guide" is answering your prayer and resolving your hardest life questions in every corner of California wasteland!
Wasteland Guide is introducing brand new edition of "The Wasteland Survival Guide MKII" to You!
You don't need to browse all those funny wiki pages, and spend your precious life time to ask around just to find simple answers.
Thanks to long and thorough study of "The FOnline2 Wasteland Survival Guide" and our field personnel you will now have every essential thing right here in one place! For free!


Intro Tips - Overcoming Basic Knowledge:
This world is crazy and unsafe, so where ever you go - take armor, weapon, bullets, set of drugs, and super stimpaks!
Why is this so important? Because it is! Do you want to be killed or kill? There is no third option, except if you decide to run away from problems,
which is confirmed by impartial investigation that in 95% of cases ends up with you being dead. And we are not pointing out here how to get yourself killed, just the opposite.

Drugs and medicines - military field enhancers - how to use, what they do and how to control effects
Have you ever wondered how come that military and paramilitary groups can produce performance beyond sanity on battlefield? Drugs and medicines! If you are looking to enrich your shelves with pre war relics from ruins or just want to take a walk around desert you will need knowledge about proper drug usage and effects.
List bellow will point how to enhance your performance in battle, if it comes to that.
- Psycho [20% normal dmg. res, -7 to PE, -2 to IN] You want to use it, no matter what is your opinion about it. Especially if you are waving with burst weapon and having genetic deformation to see far. It will lower your perception, if you are not totally genetically indisposed, but it will make you more resistant to normal damage that bullets are doing. Tests performed on our volunteers showed that psycho wont lower impact of damage from flamers. But it will lower damage from almost everything else! - highly addictive
- Cigarettes [+3 to Field of view ] will naturally give you better field of vision, even if you don't have genetic disability and psycho can't nullify effect. - not addictive
- Nuka Cola [+1 action point], because of all that healthy components in it, will give you more energy, so you will be able to move and shot more - not addictive;
- Jet [+3 action points] will boost your energy even more than Nuka Cola! Just do not think from what it is made of. - addictive
- Buffout [+2 to ST, +1 to EN] is very powerful substance that will buff your strength and endurance for some period. Our findings are showing that pre war athletes were using this substance! So it cant be *that* bad, right? - addictive
- Rad X [+30 to Rad. Res.] is your best friend if you are visiting highly radiated places like glow, or fighting radiated creatures in sierra caves or toxic caves. Your pipboy has geiger counter installed, so be sure to have radiation resistance maximized - 95%. In most cases that means you will need to take 3 (three) pills to achieve that goal. - not addicitve
- Rad Away [Cure Radiation over time] is useful when your pipboy geiger counter is showing that your body is indeed irradiated. After using 2 doses of Rad Aways dont take another dose for some time, as you need to wait for your body to adapt and absorb medicine first. - addicitve

In case your mind and body gets addicted to some of the named substances you can feel some withdrawal effect. It is nothing serious for action packed person like you, you can just reuse those substances and your mind and body will find tranquility again. 
In case you really don't want to suffer by withdrawal effects and in same time you don't want to use drugs anymore you can try a final solution on you. No, its not what you think, but rather visit some of wasteland doctors. Doctor Zacharius in Junktown hospital is one of the best certified doctors! He will charge you only 300 caps to help you with your health problem! Your alternative is to obtain bottle of antitoxin and drink it.

At the end, good thing is that someone always manage to salvage your wimp body after each lose and you somehow find yourself at some strange place, with nothing in your pockets, but surprisingly not dead.

When you are leaving your safe place follow our "SKI" - Survival Kit Instructions:
- check your drug timer (take every supplement; psycho is essential for bursters, do not neglect it)
- equip weapon, check deterioration and make sure it will last through your next adventure
- have repaired armor (0 deterioration)
- have bullets
- have several doses of super stimpaks
- do not carry anything else (check your inventory and drop at your safe place, base or tent, anything valuable)

After combat:
- repair your armor - if your armor goes above 10% of deterioration you will no longer be protected as much.
- heal yourself fully.
- reload and repair your weapon if needed.
- stash looted items in safe place, your base or tent.
- do not roam around unsafe wilderness with pocket full of valuables. As stated earlier, equip yourself only with necessary kit for survival.
This way you will lower your potential loses to minimum, or better say, potentially maximize your profit!

When driving a car:
- have your combat mode set to "real time" and fast travel "on". You don't want to end up in some turn based encounter and lose your car just like that.
Not after all that blood spilled to get your hands on one.
- do not park in towns or public places in general. Park only in your personal places; base or tent.
- always check if there is enough power in car, and if it needs a repair. Have some fuel in your trunk or inventory.
- lock your vehicle with electronic lock for better safety.

When repairing/dismantling:
- to not fail on repairing you need high repair skill. 160% will guarantee you max (95%) chance of succeeding.
- to get maximum out of items you are dismantling you need high science skill. 160% will guarantee you max (95%) chance of succeeding.
- if you are not skilled enough, worry not! get yourself some tools. Tool will give you 25% and Super Tool Kit 50% on both repair and science, if you hold them in any of your hands. Be careful, as they can break after using.

Finding your own location:
Press "?" to find out exact zone and coordinate of your location!


Amnesia? Headache? - Where do we go now: Meet the world!

You just woke up in some smelly and moist mattress inside of tent, with some weirdo named Kenny standing next to you, and you don't know what to do next? Rub your eyes, and speak with that guy, follow what he is saying to you, he can be very helpful. At the end he will leave his tent to you, so you will have your safe hideout after he is gone. What a nice guy!
You can also spam annoying question on game discord or ask to join some faction. In this case you like annoy people more than you like to learn about game itself, stop reading this guide and good luck! (You have already read too much)

In case you have decided to read this before throwing yourself into fire of FO2 and you like spoilers, check this thread.
It will point you to some easy jobs where you can earn caps and experience which will help you on your new adventures.

Look for loot:
Loot, loot and only loot. Grinding shiny things, mostly from pre war era is everyday hobby for most of people in  your neighborhood. Don't be a jelly Hub beggar and go look for shiny things yourself! Don't forget, its always safer (and more fun) to do things  in team.

As you are aware, New California land is divided by zones that you are able to see on your pipboy. The Wasteland Survival Guide MKII will show you way of using this knowledge for your personal benefit!

Zones to look for (be aware, all mentioned zones are opened encounters once you enter them)

6:14; 7:14 - [Tier 3 in lockers] Ruins around San Fran. Search it and check lockers. High possibility of tier 3 recipes and gear itself!
Just be aware of mobs, if you are not careful they can ruin your day as well as low trap or lockpick knowledge.

18:6; 18:8; 19:6; 19:7 - [Khans/Rogues] You have had enough of Kahns and Rogues roaming around all armed trying to shot you?
Just some of zones where you can deal with them and end their misery! Not only that, but they can have nice things  on them, including caps which they are extorting from honest drug re sellers and jet addicted hookers.
When you deal with them you just take what ever you can carry, any trader in wastealand will trade you for your surplus.
Keep in mind that when you deal with them, you have chance of finding map to Toxic Caves, strange holotape which will open doors of Cathedral for you or backpack filled with explosives (very worthy item, so don't be a fool and trade it for sixpack, as Explosive FIlled Backpack is worth at least all the beers you can drink in your lifetime!). But later on that.

10:10 - [Fire geckos] Ever dreamt of being a firefighter as a child? But firefighter that is putting down fire with a bullets?
Here is your chance to fill out that dream. Go there, hunt for fire geckos and skin their pelts! You don't even need a knife. Just follow the instructions given by trappers - Melsak in Junktown or Pestis in Boneyard, and one of them will teach you how to skin geckos with -BARE HANDS- for a minimum fee!
Best few hundred caps invested ever!
What for you are asking yourself? Except that you will fulfill your childhood dream, this is very lucrative job. You can sell it to guys obsessed with hubo robes, or become one of them! Also, don't forget about time when guy named Lee Balton from Modoc tannery buying it. It will be shown as global message on your pipboy!
But be aware, there is big chance that other players there will try to ruin your day! It is recommended that you scout town before going in with valuables (and take few friends with you).

18:18 - [Golden and Silver geckos] Do you like gold and silver? Well, you won't find it there, but you will find golden and silver geckos, and that is close enough!
Why? Remember that Balton from Modoc? He is buying them no matter what time of year is! If you are some fetishist on crafting leather armors, you will be able to fulfill your needs as well!

9:17; 10:17, 11:17 - [Mutants] If you woke up all angry and you want to get things even with this forsaken world, go there!
If you feel like lawbringer or just crazy person, clear that part of world by going beserk and kill all mutant remnants.
Not only that you will calm down your nerves, but these big crazy mutants have plenty of stuff on themselves. Including drugs.
So if you are wasteland junkie its a good place to get high in peace there after killing spread.
Info is telling us that Mutants don't have way to enter Mariposa interior and meet with their locked brothers. Even better!

12:28; 22:28 [zones on south west coast, zones around glow] - [xp grinding] Are you feeling underestimated, but You have surplus of bullets?
Time to get your experience back to level it belongs! Go there, burst every evil floater, centaur or alpha deathclaw. Dont think about their children.
Everyone is cute when is young. Grind experience and grow tougher out of every fight.
Do note that adventure likely will cost you good amount of ammo and armor durability, and gain nothing but life experience from it.


Your own loot mines:
There are few places where you can't be ambushed at, and your hard work will be rewarded, but lets start with two simple places that won't give you that comfort.

24:14 Vault 15 - Home of NCR predecessors, just on east from Shady Sands. You can get rid of current habitants there very easy, and in return you can have all nice items that past habitants forgot to take with them. You don't want to go there without knowledge of lockpicking and without electronic lockpick. You can ninjaloot dungeon and go fast out, but still there is very good possibility that you will find there other people.
11:8; 11:7 Sierra Caves Complex - Some crazy things for sure happened there. Encounter specific cave entrance, with wooden ramp in front of it, go inside and you will find yourself in big complex of caves that someone filled with potential high tech stuff all around. Get rid of habitants, look for lockers and use your lockpick and traps skills! Cave complex has two levels, going down from first to second will give you opportunity to get nicer things for you and your family! Be aware that second level have tougher habitants, but also chance to encounter other people who are looking for same thing you are looking for. So write a will before you will exchange your wife for this moist caves!

Feeling introverted? Next two examples are places where you will be safe. At least from unwanted company:

18:26 Cathedral - You can enter to that spooky religious place by reading some strange holotape that you obtained ealier from Rogues, Khans or some strange dude in Hub for few thousands caps. Apparently you will be doing some filthy job for BoS. Like everyting in this world, future of it depends on you one more time. Its better that you gather some tough team, as you will be fighting there very ugly, big and invisible mutants. And they wont be very polite when they see you! If you are looking for place with good items with minimum risk, and you have at least one friend, this is a place for you! Don't go there if you are under lvl 26.
Stay vigilante and don't let Cathedral brainwash you, nobody likes religious freaks!

2:0 Toxic Caves - Just west of Klamath. One closer look at Toxic Caves Map, and your developing brain will immediately know where to mark that place on your pipboy!
You can obtain it in same way as you obtain a Cathedral disk, with one small addition. Apparently they are so common that any creature with arms, legs and at least one pocket can have it!
That counts in mutants and ghouls too!
This is similar place as Cathedral, counting in your safety, though, you have less chance to get away with some awesome shiny pree war thingie. At least nobody can put bullet in your head.
If you don't like feel of radiation goo on your feet, take few rubber boots with you. Habitants are toxic geckos, so take anti rad drugs before going there. Habitants are toxic geckos, so take anti rad drugs before going there.
If someone can do it alone, its You!

Recommended char stats:
Starting Build I
 - PvE/PvP; rt orientated. Sg, grenadier, crafting supported class
Starting Build II
 - PvE/PvP; rt orientated. Sg, grenadier, crafting supported class
Starting Build III
 - PvE/PvP - rt, orientated Sg, Bg, throwing.
Starting Build IV
 - PvE - farming, mostly for tb, usable in rt. Sg, throwing, crafting supported class. Downside: No Bonus Ranged Damage perks will make rt pvp harder for you; action points amount can compensate it. stick to tb/rt pve with this char
PVP Build I
 - PVP - school example of BG burster for RT combat mode. You can do most of in game actions with it, such as dungeons, events and farming
NOTE: When making your char pay attention to maximize its potential - read books as lvl1, do Petes Repair Quest in Junktown. Starting Charisma on all characters should be 1, you can raise it by doing quest for Junktown sheriff Mike.

-Important shortcuts-
- f1 = help
- q = field of vision
- w = weapon range
- alt + v = highlight items on ground
- ctrl + v = highlight containers
- f10 = toggle roofs
- ctrl + f10 = toggle walls
Addable shortcuts:
 Fo2 folder>hotkeys.ini (check your other shortcuts and make/change it by your taste)
- use2hand=
- usesson=
- decraftinv=
- decrafthex=
~decraftinv - science all items from inventory
~decrafthex - science all items on hex player is standing on

(Even that it is trying to be up to date, FO2 wiki reserves right to be outdated at some sections.)
Good luck!

NCR history; Chapter II (1/6)
- Democracy in action, elections, presidents and approved dictatorships
Democracy in NCR, as in any other society in the past, is a very fragile term. By constitution, government was divided on president as a head of NCR governing bodies, including army; army officers, both regular and Rangers, along with civilian representatives. This constitutional act was to guarantee the prosperity of the republic, but it did just the opposite. Corruption and subversive activity from outside, but from inside of the society too, was  tearing potentially prosperous republic apart. NCR have election system. Candidates are to get public support, present their program and leave citizens to do their civic duty. Simple. Unless it is NCR. Some elections were framed and some candidates came to the office without the will of citizens, enforcing their own point interests on expense of the society, doing just the opposite of their vows.
Sounds like a good old pre-war world.

History will remember some more and some less successful presidents and governments.

- Notable presidents and their political history

Vaultloner - First elected president of post-Aradesh era. He got the most votes among other candidates, Iziar Schlesser , Marius, Shekelberg and Glumer. Like a stereotypical politician he made promises that he didn't fulfill. He abandoned office just few weeks after he settled, leaving NCR to the new elections which Glumer won. There is no other notable recorded information. No surprise.
History will show that NCR presidents will develop a common note of leaving their office shorty after inauguration.

(Chapter II will be published in parts. Every part will contain background of each president in chronological order.)

New California Republic / NCR history patch 1.0 [fo2, season 3]
« on: January 15, 2020, 17:04 »
NCR history patch
version: 1.0

Author’s opening word:
This is a history report on major happenings that affected NCR entity. Some of the documents are missing, so exact dates of happenings couldn't be found. This history report is chronologically as accurate as possible. NCR history information is backed by Fo2 forum, NCR subsection, NCR supporters, current and former relevant members.
Happenings in and around NCR are recorded up to date of:
28.2.2278 (15.1.2020.)

Author: Knight Shift

Special thanks to persons who contributed with history facts:
Richard Harrison
Midnight Riders faction
Hero of Mumble

NCR history; Prologue:
- Starting the new era
By changing the government, and voting the president out of Aradesh family, NCR tried to stay more or less on the same course and keep on focusing on current most important matters, such as the protection of civilians, caravan and trade routes and less on overextension and exploiting available resources. That was recognized by peaceful minded entities and groups, who started to gravitate to NCR cause. Most notable group that was loyal to NCR from the begging, no matter of government set up, is a Midnight Riders MC.
But in general, NCR has changed for worse. Corrupted presidents, governments in exile, framed elections, stolen votes, missing tax money, corruption in army ranks, both regular and Rangers which showed inability to protect its own capital. And with threats from outside included, safety of everyday life deteriorated. That resulted with often raids, mostly successful, which only drove NCR society to the big security and economy crisis.

NCR history; Chapter I
- Capital security
While NCR government signed a contract with an FLC bank company and vouched to its citizens that their taxes will be secured and invested into town's prosperity, that was not the case. It was not a rarity to see outlaw groups attacking the town while a tax transaction was in progress and stealing the caps from NCR possession. As that became only bigger issue, after Enclave breached the gates and their supporters stole the valuables, the government decided to break the contract with FLC. It was decided that government will fully control their tax income without a third party involved. From that time taxes are paid directly from citizens to government clerks. Citizens greatly approved this as it turned out that it was a good security measure. Raids on town happens more rare from that time.
Many claimed that Shady Sands is not secured place. And many speak the truth. Numerous outlaw groups tried to take what NCR society has built. The town became a "Promised Land" for thieves, outlaws and murderers for a long period. In the first days of the post-Aradesh era, Shady Sands was poorly defended. Deteriorated weapons and poor training of NCR troops was a common thing, and that was exploited by raider elements.
No matter that thought was that president's life is secured and safe, the facts are showing just the opposite.
Many presidents were on edge of fleeing the republic's borders because pressure they couldn't handle. And many did so.
NCR could take the two roads. Leave its capital to anarchy or strengthen government authority. Good thing, or bad thing for some, is that NCR society was more interested in progress than abandoning their ancestor's vision so they took the second road.
Experienced veterans of NCR army and notable citizens took control in their hands. At that point future of NCR started to change to the better.
Plans and promises of the all governments was to improve their security by investing in pre-war technology. Having possession and knowledge about technology from their predecessors from Vault 15, NCR scientists implemented some of the finest security measures in the Wastes. By connecting to the NCR computer network NCR officers have available names of outlaws listed on their screen. Popularly called "blacklist" is an electronic note in the NCR main computer connected with soldier Pip-Boys. At any time a soldier on duty can check the "blacklist" and react with interest with republics laws. To this day, list of unwanted elements on Shady Sands premises is regulated with an approval of the president.
Soldier's equipment has improved. From the time when army officers were equipping the town guards, to the current era, when town guards are equipped with the highest tier of gear with the approval of town guard general Betlehem. To secure these measures, the government invested tax caps and signed contracts with various suppliers. While it is unknown who are suppliers, it is known that they have a very shady background.
But NCR is trying to be independent in this sector as well. Under the leadership of president Knight Shift and on the initiative of an officer Richard Harrison, NCR formed the MRI - Mariposa Research Institute, where NCR scientists are working on production of high tech equipment. As part of the MRI, NCR Industries are producing most of the high tier equipment for the elite units of NCR Rangers. MRI is not only focused on weapon production, the Institute has several branches. Reverse engineering and study of pre-war relics is just some of the researches in its focus.
Where this institute is located is classified.

(NCR history patch 1.0 will be published in chapters every several days. Stay tuned for next chapter: "Democracy in action, elections, presidents and approved dictatorships" where you will find all about NCR presidents and their political activity)

Survival Guides / Game Help / Re: Small guns burster build PvE
« on: January 05, 2020, 21:23 »
rt/tb pve focused

rt pve focused (if you dislike bg you can tag some other skill and invest skillpoints accordingly)

If you already have crafter you can invest science and repair into something else, though I recommend you to keep repair at higher lvl as you will need to repair your gear from time to time.
CH is 1 on every char, you can get +1 by doing a quest.

New California Republic / Re: - NCNN -
« on: December 24, 2019, 14:08 »

New California Republic / Re: - NCNN -
« on: December 24, 2019, 14:07 »

New California Republic / Re: - NCNN -
« on: November 30, 2019, 16:37 »

New California Republic / Re: - NCNN -
« on: October 27, 2019, 22:26 »

Republic Document v003.2
Status: declassified, public release form
Relations with Paladins in Shady Sands
 Constitution Paragraph - 1.10

Initiative: Paladins
Involved party: NCR Government, Paladins leadership
Review of request: NCR Government, NCR President
Matter: Granting safe Shady Sands entrance to Paladins group
Rescript: Granted
Bail terms: 300 000 caps

Meeting Summary:
On Paladin's appeal NCR government decided to remove mentioned group from Shady Sands blackilst upon paid bail.
Paladins members, from now on, have same rights in Shady Sands as any visitor to town's premises.

This document does not include safe pass for members of Paladins on territory of NCR activity and interests outside of Shady Sands.
This document guarantees every Paladin member safe entrance and stay in Shady Sands as long as he is not violating NCR Constitution.

NCR government
President of NCR:
               Knight Shift

New California Republic / Re: - NCNN -
« on: September 25, 2019, 13:26 »

NCR Rangers Log v1
Operation Klamath
- NCRA reaction to the constant reports of organized criminal activity undermining the NCR constitution and order north west of the NCR
- Operation goal: Stop raider elements from extorting caps from Klamath residents and implementation of the NCR tax model
Government decision about swift cleaning of Klamath premises resulted with undisputed success of the Republic goals.
The area was secured and put under jurisdiction of the government, without any interference from raider elements.

Operation Klamath underway


NCRA - doc. v.

Reformation of the Rangers by NCR resulted in a clandestine government research facility project under the Mariposa Research Institute (MRI). Members participating in this program are volunteers of the NCRA project of genetically and biologically enhanced super soldiers who threw away their past and received a serial number from the NCR MRI, instead of their name. They are best known for their dedication to the Republic, biological enhancements, implant augmentation, military training and experience in the wasteland.
NCR Rangers are an elite heavy infantry special operations capable force of the NCR Army and are equipped accordingly - with the highest tier of manufactured gear currently available.
Every NCR Ranger is a proud holder of the Ranger's Pin.
It is strictly suggested to all civilians to leave premises when they see NCR Rangers in action.
NCR Rangers are authorized to open fire at any potential threat.

NCR Rangers under command of general Frank Merrill

Signature: President of NCR
               Knight Shift

State Secretariat of Civil Development announcement
Citizenship Voucher program

If you are still looking for an asylum, and you are not infected with FEV, apply for Shady Sands citizenship. Feel welcomed in part of community that will respect you, provide you with clean water, roof over your head, medicines and in same time give you an opportunity to contribute to our thriving society.
Citizenship Voucher program will grant you at least 50% of tax refund.
You can get your Citizenship Voucher in authorized shops in Shady Sands.

Illustration of Citizenship Voucher

*Citizenship Vouchers will be available in shops in limited number and, by decision of the Council, will be restocked after certain period of time.
Every voucher has unique ID to make your registration secure and to protect your identity.
Contact NCR State Secretaire of Civil Development Warpig or president's office office to get your citizenship processed.

Inform yourself about all benefits of becoming an NCR citizen by scrolling up.

[Player is entitled to get citizenship on character upon paying certain amount of caps. Player can have multiple characters with citizenship, but will need to pay one time fee for each of them. Exceptions are NCR members (who get citizenship by default) and members of allied factions that can get citizenship free of taxation. Mutant characters can get citizenship only in case they are members of NCR or ally factions. In case player is member of faction hostile towards NCR he can apply for citizenship with his non faction alt. If citizen will be showing hostility towards NCR, or visitors in Shady Sands, he will lose citizenship.
For citizenship perk, you can post your application with short background in comments bellow, look for NCR officer in game (if you like bureaucracy even more, you can also fill in holodisk following an example from the 1st post) or contact Warpig or me on forum or discord; Warpig#2438 Knight Shift#8258]

Pages: [1] 2 3 ... 20