|For the town, see New California Republic (town).|
For the region, see New California.
The New California Republic (NCR) is a federal parliamentary republic founded in New California. It is comprised of five contiguous states in southern California with additional territorial holdings in northern California, Oregon, Nevada, and Baja California.
The NCR emphasizes and strives to support a plethora of old world values, such as democracy, personal liberty, and the rule of law. It also aims to restore general order to the wasteland, the improvement and development of infrastructure and economic systems, and overarching peace between people. Similar to institutions of the old world it seeks to emulate, continued expansion has created challenges with territorial control, loyalty, and corruption that plague the Republic and serve to hinder its goals. The NCR is often criticized by residents of the Mojave wasteland as well as other factions for being hawkish, imperialistic, poorly managed and over-extended in the region, and trying to attempt to emulate old world values that led to nuclear holocaust in the first place.
The New California Republic is mentioned in the endings for Fallout, and grows to become a major faction in two subsequent games focusing on geopolitical struggles: In Fallout 2 it faces New Reno and Vault City in the competition for control over Northern California, while in Fallout: New Vegas it faces the Caesar's Legion in a titanic struggle for control over the Mojave and the future of the American Southwest which, according to some, can be described as the single greatest geopolitical conflict since the Great War.
- 1 Background
- 2 Society
- 3 Politics
- 4 Military
- 5 Foreign relations
- 6 Technology
- 7 Notes
- 8 Appearances
- 9 Behind the scenes
- 10 Gallery
- 11 References
The history of the New California Republic dates back to the survivors of Vault 15 who emerged from the shelter around 2097, founding the town of Shady Sands. With the assistance of the Vault Dweller, who destroyed the Khan raider tribe, Aradesh and his daughter, Tandi, led the community into prosperity. With expanding trade routes came cultural exchange, eventually culminating in a movement aiming at forming a national entity. The idea resonated with other wastelanders and won popular support, leading to the formation of the New California Republic in Shady Sands in 2186, with a trial council government established to draft the constitution. Three years later, in 2189, the Republic proper was voted into existence as a federation of five states organized around major settlements in the wastes. The states are Shady, Los Angeles, Maxson, Hub and Dayglow.[Non-game 1]
Less than a century after its founding, the Republic is a model example of post-apocalyptic success and good ethics. Steady expansion and development led to widespread political enfranchisement, the establishment of rule of law and its enforcement, security from threats within and without (to a reasonable degree) and good standards of living (above mere subsistence, at minimum) are a reality for its massive population of over 700,000 citizens.[Non-game 2] The situation improved even further with the Mojave Campaign and securing the flow of electricity and water from Hoover Dam to the Republic. However, the protracted campaign has come at a cost.[Non-game 1]
The death of President Tandi, who cherished the humanitarian values upon which the Republic was founded, resulted in marked changes in its character. The NCR in 2281 is in a period of transition, experiencing rapid economic growth and dramatic political changes, endangering its original grand ideals. Nowhere is that more evident than in the morally corrosive, imperialist Mojave Campaign, championed by President Aaron Kimball and aiming for the unilateral annexation of the city of New Vegas as the sixth state of the Republic. Years of campaigning led to a stalemate, locking NCR as the protector of New Vegas from Caesar's Legion, without a single cap in tax revenue from the New Vegas Strip or concessions from Robert House, proprietor of the New Vegas Strip, who is content to abide by the terms of the Treaty of New Vegas and use the 5% of the dam's output for their own ends. This left the Republic overstretched and weighed down with bureaucracy, unable to properly supply its campaign, the direct result of both General Oliver's insistence on massing troops and resources at Hoover Dam and Camp McCarran at the expense of the rest of the Republic's Mojave garrison and the NCR Senate having cut funding to the Mojave Campaign. Meanwhile, NCR citizens continue to come to the Mojave Wasteland, either as traders, fortune seekers or citizen-soldiers fighting for the Republic, swelling New Vegas' economy while dwindling the NCR's.[Non-game 1]
The flag of the New California Republic is directly inspired by the state flag of California, which depicts a California grizzly bear on a patch of grass.[Non-game 3] The NCR would adopt a version of this flag during the formative years as a nation. The first iteration of the flag would be largely different, but similar in design to the California state flag.
The first flag of the Republic, seen in 2241, depicts a California grizzly bear with two heads, with the abbreviation "NCR" behind it, as well as the entire state of California, and a single red star with the upper left corner, and underlined by a thin red bar. By 2281, a simpler design more directly resembling the California state flag is used, the chief differences being the two-headed grizzly bear and the amended caption of "New California Republic".
Abstractly, the NCR represents progress; while tribals and other wastelanders scratch out a meager existence, citizens of the NCR enjoy the wasteland luxuries of a steady economy, healthcare, laws and legitimate government, not to mention the largest military to ensure they have a shot at more than just survival. The massive population of the New California Republic means it is composed of a highly diverse number of individuals, from highly refined inhabitants of the Republic's grand urban centers, through merchants and frontier settlers, to the large numbers of farmers and ranchers responsible for its economic might.[Non-game 1]
That economic power was one of the key factors in the transformation of society between 2241 and 2281. As survival ceased being a major concern for the vast majority of NCR citizens, the problem of collective welfare has been largely superseded by concerns about individual prosperity. People providing services free of charge are now the exception, rather than the rule, with skilled workers routinely charging for their services, from tailors to surgeons. Moreover, after over 80 years of scavenging, the wastelands of New California have been largely picked clean of salvageable goods. NCR citizens who can still make a living exclusively by scavenging and hunting are an uncommon sight. The combination of these cultural and economic factors led to the rebirth of wage labor: Most citizens have to seek an employer at a mill, factory or farm and work to earn their keep and earn money necessary to survive.[Non-game 1] But these jobs are easy to find in one of the many mills and farms in New California.
The citizens themselves hold a variety of opinions on these developments. While many praise the economic strength hammered out in the furnaces of the wasteland, many others decry the loss of communal spirit. Some will even curse the selfishness of other citizens, usually while pursuing goals that are just as selfish. One thing is common: The belief that opportunity has largely dried up at home and real fortunes await further east.[Non-game 1]
The Republic prohibits persecution and discrimination on the basis of gender, ethnicity, sexuality or religious belief (so long as said religion does not advocate violence). Since 2205, it also protects ghouls and mutants, though enforcement of these rights has been uneven (even as far as 2281, one can find super mutants tortured by NCR citizens with impunity or politicians who make a career out of anti-mutant bigotry). In general, the Republic is successful in its enforcement of equality laws. However, since the death of President Tandi and the election of President Kimball, there has been some retrenchment. The reactionary undercurrent, especially among males, led to a disproportionately high number of promotions for male military officers, while discourse arguing the differences between males and females has reappeared.[Non-game 4] This extends even to active combat zones where female troopers are called out of high alert areas despite need of troops or skill. Regardless of the setbacks, slavery is outlawed in all NCR territories, with the exception of forced prison labor.[Non-canon 1] Homosexuality is generally accepted in the core states of the Republic, though frontier territories away from the more civilized center tend to show prejudice.
During her long presidency, Tandi enacted legislation that limited the number of cattle head and the acreage of fields that could be owned by a single person, limiting the power of the Stockmen's Association and the Republican Farmer's Committee. Following her death, the restrictions were slowly eroded by each new president and finally overturned during the presidency of Aaron Kimball. As a result, wealthy farmers and ranchers (commonly known as brahmin barons) exert a disproportionate amount of influence, despite having just one vote on paper.[Non-game 1]
The NCR's free market economy is based on two resources, ever since its inception: Great brahmin herds and vast swaths of land restored to arable condition. Providing meat, leather, milk and other foodstuffs, which are the backbone of the economy of the Republic. As a result, ranchers and farmers hold great sway. During Tandi's presidency, anti-cartel regulations were implemented to limit the acreage and brahmin head one man could control. However, with her death, pressure from the Stockmen's Association and the Republican Farmer's Committee certainly helped erode them, until President Kimball overturned them completely. As a result, since 2241 much of the Republic's farming and brahmin herding has been monopolized by brahmin and agricultural barons, incredibly wealthy individuals who exert a lot of influence thanks to their money. Their success also led to the emergence of cottage industries, such as the rebirth of luxury goods manufacture and pseudo-journalism reporting on the latest purchases, commissions and life lessons of the new rich and famous.[Non-game 1]
Other branches of industry have also developed. Light industry, including tools, clothes making, mills and other manufacturing, form a significant part of the Republic's industrial output. Another element of the Republic's economy is its ordnance workshops, producing standardized weapons and armor for the New California Republic Army and Rangers.
The ever-expanding trade routes led to the rise of powerful merchant houses, such as the Crimson Caravan, the Far Go Traders and the Gun Runners, which continue to all but completely dominate all trade within New California. Lucrative government contracts for weapons, ammunition, armor, and other necessities fueling the Republic's expansion solidify their position in the economy.
The NCR introduced its own money around the turn of the 22nd century and initially it relied on coins minted from gold. By 2241, the economy of NCR dominated the West Coast and coins became universal currency, used by the three regional powers: NCR, Vault City and New Reno. During this time bottle caps had become worthless in these regions.[Non-game 5]
During the conflict with the Brotherhood the Republic's gold reserves were destroyed by Brotherhood raids to the point where new gold coins could not be minted and paper money could not be properly backed with gold. NCR citizens panicked and rushed to reclaim the listed face value of currency from NCR's remaining gold reserves. Since the NCR was unable to realize these withdrawals, particularly towards the frontier, faith in their currency considerably dropped. To protect against actual economic collapse, the NCR government abandoned the gold standard and established fiat currency, not payable in specie.[Non-game 5] Since then many wastelanders lost faith in it as a medium of worth, both as a result of it not being backed by anything but the government's word and the inevitable inflation.[Non-game 6] In response to the loss of faith, merchant consortiums of the Hub re-established their own currency, the venerable bottle cap, backing it with water (exchanging a standardized measure of water for caps).[Non-game 7][Non-game 8]
By 2281, the NCR dollar is valued at about 40% of a water-backed cap and only 10% of a silver Legion Denarius. In the Mojave Wasteland, these notes can be seen in the $5, $20, and $100 denominations. The notes are issued by the Republic Reserve Bank located in Angel's Boneyard. In 2281, the current Treasurer of the Republic and head of the NCR Treasury is John Michael Henderton; his signature can be found on the front face of all NCR notes found in the Mojave Wasteland.
Since 2241, New California has been radically growing in size. Their growth has allowed the NCR to become the largest known post-War country, with a total population number above ~700,000 (excluding transients and people without citizenship) by 2241 (40 years before the events of Fallout: New Vegas).[Non-game 2] The Republic's massive population has meant a diverse range of commerce and the development of sprawling urban centers.[Non-game 1] The NCR's sheer number of citizens gives its armed forces a large pool of manpower the NCR Army can conscript at any time. When properly armed and led, the army is capable of defeating even the Enclave and the Brotherhood of Steel without suffering total Pyrrhic victories. The principal reason is that the NCR can defeat any force through attrition: Withering enemy numbers through ranged fire while giving ground as necessary. This was the favored tactic of Chief Hanlon when fighting the Legion in the First Battle of Hoover Dam, allowing it to secure victory through tactical use of the surrounding terrain. However, General Lee Oliver - wanting a decisive victory over the Legion - planned to use the NCR's military might to amass troops at Hoover Dam to overwhelm and outfight Caesar's Legion during the Second Battle of Hoover Dam, and further hoping to rout, pursue and destroy any remaining Legion forces.
The NCR's size has likely been a strong influencing factor in the expansionist politics of its political and military leaders. The manpower at the disposal of President Kimball has him sending Rangers into parts of Baja while also contesting Hoover Dam against Caesar's Legion. The NCR's massive population also acts as a deterrent: The Brotherhood of Steel and the Van Graffs are hesitant to retaliate against the NCR because of the sheer size of their armed forces.
While the NCR's huge population is an immense advantage, it has its drawbacks. The population growth in New California has strained the Republic's agricultural capacity and without acquiring new territories and sources of food, the NCR would potentially suffer food shortages by 2291, and eventually famine. The Office of Science and Industry has started research projects to address the matter and improve agricultural capacity, including computerized farm management and salvage operations to find any Old World research to address its food problems. The government has also enacted the Thaler Act to incentivize farmers to move east and work farms to increase agricultural output. Many migrate eastwards regardless, as the common perception is that opportunities for success in the NCR have dried up: Unless you're willing to perform wage labor in the Republic's numerous farms, ranches, factories or mills or become a brahmin baron overnight, the only way to strike gold is to make for the frontier.[Non-game 1]
Though seen as necessary from a strategic perspective, expansionism has also led to problems. Key among these is supplying the Republic's armed forces. Units and armaments are shifted according to strategic needs. Areas of relative peace, such as areas around New Vegas and the Mojave Wasteland after 2277, are not considered a priority. As such, the occupation is maintained by conscripts and green recruits, armed with surplus weapons and whatever gear the quartermasters issue them. Some recruits may not even receive body armor.
The New California Republic is a federal unicameral parliamentary republic based on the principle of representative democracy, established as the successor of the pre-War United States. The executive branch is the Council, headed by the president of the New California Republic and their vice president, elected by the Congress.[Non-canon 2] When elected, the president and their cabinet serve a term of 5 years before elections are to be held again. Effectively, a president can serve for life as there are no term limits to the presidency as there was with the United States.
The Congress, also known as the Senate, forms the legislative branch and is a unicameral parliament staffed by representatives[Non-canon 2] elected in popular elections by citizens of each state that the Republic is comprised of. Apart from legislation, Congress also acts as an advisory body to the government of the Republic. While the general term for representatives is "congressman," the states themselves use a variety of titles: "councilor," "counselor," "councilman," "representative" and "senator." The Hub refers to their representatives as "governors." The terms are used interchangeably and used widely outside the chambers of the Council and Congress, but within them, they can be used as insults and spark furious debates.[Non-canon 2] Each state represented in NCR Congress sends one representative to Shady Sands.
The judicial branch is comprised of courts and judges ruling in accordance with NCR's law and each citizen has the right to vote for a representative of their choice to sit in the Hall of Congress.
The New California Republic is a federation of five states. The NCR also has several territorial holdings that are prospective in becoming a state, such as parts of northern California, Oregon, Baja and the Mojave.
Other cities also joined the NCR between 2241 and 2281, as territories or incorporated into existing states (no new states were formed after the initial foundation, with New Vegas and the Mojave being the only prospective territory poised for becoming the sixth state of the union after annexation).
- Shady, incorporating Shady Sands, Vault 15, Junktown[Non-canon 3] and other neighboring NCR settlements.
- Los Angeles, incorporating Adytum and other settlements in the Boneyard area.
- Hub, incorporating the Hub and other towns.
- Maxson, originally including Lost Hills as an independent enclave. The status is unknown, due to the ongoing NCR-Brotherhood war.
- Dayglow, incorporating towns south of the Angel's Boneyard.
- New Vegas (potentially), incorporating New Vegas and the surrounding Mojave Wasteland. Requires the NCR to depose Mr. House and win the Second Battle of Hoover Dam.
In New California:
- Rattletail (formerly)
In the Mojave Wasteland:
- 188 trading post
- Aerotech Office Park
- Bitter Springs
- Boulder City
- Camp Forlorn Hope
- Camp Guardian (formerly)
- Camp Golf
- Camp McCarran
- Camp Searchlight (formerly)
- HELIOS One (formerly, optional)
- Hoover Dam (formerly, optional)
- Mojave Outpost
- NCRCF (formerly, optional)
- Nelson (formerly, optional)
- New Vegas (partially, optional)
- Primm (optional)
- Sharecropper farms
In indeterminate locations:
- Fort Aradesh (formerly)
As mentioned above, NCR citizens have the right to vote for their representatives to sit in Congress. Both citizens and non-citizens enjoy the protection of NCR's courts (although courts tend to favor citizens in disputes). Freedom of religion is considered a right within the NCR, as long as the religion is not violent or psychotic. At the same time, it enforces a strict separation of church and state thanks to Tandi's policies.[Non-canon 4] Equality legislation is a prohibition of discrimination based on gender, ethnicity, sexuality or aforementioned religious beliefs. Mutants are also protected since 2205, but enforcing this part of the law has been spotty.[Non-game 4]
Intellectual property laws have been enacted and remain a source of ongoing controversy, particularly patents. Followers of the Apocalypse are particularly staunch critics of the latter. Marriages and divorces are likewise handled by the courts.
Immigration into the NCR is open to both humans and mutants, provided they are law-abiding and peaceful. The process is simple. The person in question moves to an NCR territory, presents their claim for immigration, undergoes citizenship training and once their application is processed, is granted the status of a provisional citizen (PC). Full citizenship is granted shortly afterward. All registered citizens are required to pay any appropriate and associated taxes.
Territories can petition the Republic for annexation. Once the petition is accepted, the NCR grants the town territorial status and establishes the police and army presence in the location to establish the rule of law and eliminate law-breakers. Once this process is completed, the territory can apply for full statehood. Between 2241 and 2281, no new territory has been granted full statehood. The frontier New Vegas is the closest to becoming the sixth state of the union.
The Republic dedicates itself to bringing peace, security and justice to the people within and without their borders. When the NCR can excise rule of law on criminals, it is done so according to the severity of their crimes, with the death penalty being reserved for serious offenses. Murder does not automatically translate to a capital sentence. Punishment for criminals inside NCR proper means serving prison time at any number of correctional facilities and performing manual labor for the NCR's work-release program. However, outside the NCR's territory and entering into the Mojave Wasteland is a different story. The NCR Army isn't keen on peacekeeping activities and usually swiftly punishes crimes committed in and around New Vegas with death.
Part of this includes the setting of bounties and delegating the responsibility of capture to able civilians that can bring in criminals that have eluded NCR lawmen or military. At least for the military, bounties require proof in the form of an intact head; anything less conclusive results in a fraction of the bounty being rewarded.
Common municipal laws in the NCR boil down to:
- A ban on slavery (with the exception of penal labor), gambling and prostitution[Non-canon 5]
- A ban on open carry of weapons (although concealed carry is permitted)[Non-canon 5]
- A ban on public drunkenness or drug use[Non-canon 5]
Although they are rigidly enforced in major NCR population centers, they tend to become more relaxed on the frontier. On the road, bylaws of the Republic allow for dismissing caravan members suspected of theft without pay.
This same rule of law also applies to prisoners of war. With laws enacted during President Tandi's administration, the NCR recognizes the rights of prisoners of war and approaches their care humanely and free from abuse. Most officers find these laws to be constricting, but resourceful officers find ways around it by employing the service of outside consultants.
Laws pertaining to soldiers are quite severe. Cowardice before the enemy, especially desertion, is punished with death by hanging or to be shot on sight. Dishonorable conduct usually leads to a court-martial and may result in execution by firing squad for particularly severe crimes.
In theory, this is a sound and well-balanced system, but in practice, every state tries to assert its independence and work towards furthering its own agenda. There is much friction between the states of Hub and Shady Sands, usually related to trade rights and caravan routes. Significant pressure is exerted on the political and economic direction of the NCR by a variety of private interests; in particular, the brahmin barons whose wealth gives them great influence at the ballot box and whose needs are often placed first by officials seeking support in their political ambitions. With the armed forces, the Gun Runners gain special dispensation and influence as they are the primary contributor to NCR's weapon arsenal. Elsewhere, monopolies like the Crimson Caravan and similar trading families dominate the trade routes and use their wealth to gain influence with the NCR government and extort large amounts of money. Smaller competitors who are unable to compete with both the larger competition as well as the high taxes are inevitably muscled out.[Non-canon 6]
The president is the biggest factor in deciding on the course the Republic should take. For example, under Tandi (who served over ten terms as president; something Caesar mocks as indicative of monarchy, rather than democracy), the NCR has grown substantially, focusing efforts on rebuilding the pre-War infrastructure and restarting technological development, while under Aaron Kimball, the NCR became more imperialistic and expansive, overextending itself in the process thanks in no small part to General Oliver's incompetence and bureaucratic red tape.
Subordinated to the president and the Congress, the military of the Republic is one of its most distinguishing elements. The core component, the NCR Army, has thousands of servicemen, either volunteers or draftees, organized into divisions and battalions, equipped with standardized weapons and armor, and with varying degrees of training and competence. They are the proverbial sledgehammer, a tool used to crush enemies of the Republic and build order in the lands under its control, and a shield, protecting it from harm that may come from its numerous enemies, such as the Caesar's Legion. Supported by the industrial might of the Republic and unique technologies reclaimed from the wasteland (like Vertibirds confiscated from the Enclave), they are the foundation of the security policy of the Republic. On the civilian side of the spectrum lie marshals and police formations, responsible for enforcing the law of the Republic within the territory of the NCR.
The premier unit is the New California Republic Rangers, who grew out of a paramilitary abolitionist militia dedicated to the eradication of slavery in New California. They have grown into one of the most professional and deadly military outfits in the wastes and were folded under the military command of the army. Commonly respected for their valor and skill in battle, the rangers are folk heroes and enjoy an unblemished, heroic reputation and access to top of the line weapons and armor, often coming from recovered and restored pre-War goods.
The Republic practices what it preaches and the military, like society, makes no distinction between the genders when it comes to serving in the military. Super mutants and ghouls are also known to serve in the elite Rangers.[Non-game 4] In addition, military honors are awarded for valor, such as the Star of Sierra Madre.
Many people in the western wastelands have mixed feelings about the NCR. Some people strongly support the Republic's goals of spreading democracy and the rule of law, and others vehemently oppose their methods of "controlling" everything they come into contact with. With wastelanders who were used to having no more than a mayor or sheriff now suddenly being part of a complex political structure and having to pay taxes, some view it as a loss of the frontier lifestyles that once defined them. As the NCR's power and territory grew, it made progressively stronger enemies who would test the resolve of the Republic.
Under President Tandi, the NCR made slow but sustainable territorial expansion, allowing towns and other small communities, who were impressed by the principles of the NCR, to join of their own volition. While defending their borders from hostile raiders like the once legendary Vipers and Jackals, who would be ravaged by the NCR's military until they became broken shadows of their former glory. Eventually taming southern California, these achievements would garner such respect for President Tandi that the people would come to adore her, and tribals outside the NCR's borders would refer to her as the "Great Mother."[Non-canon 7]
Viewing the NCR's growth and success as a threat to their already stagnating power and influence, the Brotherhood of Steel would launch a military campaign with the goal of pacifying the NCR and asserting its dominance over the wasteland and its technology. The NCR would ultimately prevail and force the Brotherhood into retreat and hiding. The NCR had defeated their strongest opponent yet.
After the death of President Tandi, her successors would gradually change the direction of the NCR. Rapidly expanding the Republic's borders in every direction in a more imperialistic fashion, they sacrificed some of the NCR's principles and moral high ground in the process. Tribals that once revered the "Great Mother" began to become "domesticated" as the nation sweeps through tribal lands. Under President Aaron Kimball, the NCR's expansion has led it to the Mojave Wasteland, where it would encounter the impressive city of New Vegas, and the even more promising Hoover Dam. However, it would also encounter its greatest enemy to date, Caesar's Legion, across the Colorado River.
The NCR initially had great success in the Mojave Wasteland, setting up bases and an embassy on The Strip. The front line of the new conflict between the NCR and Caesar's Legion moved towards the Colorado River. The Legion attacked the NCR with its full strength during the First Battle of Hoover Dam. The NCR successfully repulsed the Legion's assault on Hoover Dam, devastating the Legion's elite forces by luring them into a trap at Boulder City in the process. After their defeat, the Legion regularly conducted raids on the west side of the Colorado River, even creating permanent bases at Cottonwood Cove and sacking towns like Nipton and Nelson with little response from the NCR. Known wars and military conflicts in which the NCR was involved include those with the Enclave, Brotherhood, Great Khans, Legion and the Raiders.
Overall, the Republic can be readily described as the most advanced entity in post-nuclear North America. While smaller organizations do possess more advanced weapons, armor or tools (like the Enclave, Free Economic Zone of New Vegas or the Shi), no one can rival the Republic's agriculture, industry, economy and military, with the sole exceptions of the Caesar's Legion and Brotherhood of Steel. The keystones of the Republic's economic might are its brahmin herds and arable land painstakingly recultivated with primitive tools they had at their disposal. Aided strongly by the Followers of the Apocalypse, the Republic thrived. When the shift in foreign policy occurred with Kimball's election, the relations soured and the Republic eventually lost the Followers' support. However, disillusioned Followers flocked to the government and formed the Office of Science and Industry in 2275, becoming a dedicated, NCR-aligned research and development house. By 2281, their achievements include implementing computer simulations to aid with agricultural planning and cultivation, maximizing the output of Hoover Dam and restoring the power grid between the Mojave and Shady Sands, and even begin developing solutions for a famine projected to affect the Republic in 2281.
However, the technology is not limited to just agriculture. The Hoover Dam powers every city and major settlement in New California, while the OSI continues to (re)develop and implement new technologies in fields such as medicine, engineering and biology. Building on the strong infrastructure built during the 52 years of President Tandi's rule, which includes roads, railways, transportation, manufacturing, forts and more, the OSI increasing the NCR's technological advantage over its competitors.[Non-canon 7] That edge is nothing if not immense: By 2281, the Republic's powerful merchant companies have access to facilities and materials allowing them to manufacture standardized armaments, weapons and ammunition to fully outfit the largest standing army in the wasteland, to the point of different companies actively competing with each other for supply contracts (such as the Crimson Caravan and Far Go Traders) or even considered an unofficial branch of the Army (the Gun Runners).
Advanced technologies are also harnessed by the Republic for the benefit of its citizens. The annexation of Vault City granted the Republic access to advanced medical and scientific technologies, including organ cloning, performance-enhancing implants, armor grafts and other refined procedures. Other advanced technologies utilized by the Republic include satellite communications, power armor taken from the Brotherhood, and even global positioning system satellites. The NCR also has the ability to construct concrete bunkers on vital frontlines, such as the Colorado River.
Infrastructure is also a prominent success of the NCR's technology, as the Republic is known to have used railroads and uses refurbished Vertibirds salvaged from its war with the Enclave. One example of this is Bear Force One, the vehicle that Aaron Kimball arrives in to make his speech at the Hoover Dam in 2281.
- Follows-Chalk pronounces the name of the Republic as "enseeyar." He also refers to them as "the Sunset People."
- Ulysses is one of only a few in the wasteland who knows of the NCR flag's Old World origins; he will remark to an NCR-affiliated Courier that the bear featured on the flag "had one head back then... better off for it." He also observes of the NCR, that "they have an idea of trying to do what's right, never quite getting there."
- Caesar, the founder of NCR's sworn enemies Caesar's Legion, once lived near the Boneyard, a state within the NCR.
- A radio broadcast announcing the formation of the Republic in 2189 can be heard during the Fallout 4 quest Shattered.
- The New California Republic uses the same fanfare as the pre-War United States did for presidents, playing the song "Hail to the Chief" as President Aaron Kimball arrives at the Hoover Dam in 2281.
The New California Republic was first mentioned in the Fallout end cutscenes for Shady Sands and it first appeared in Fallout 2, and was to appear again in the canceled Van Buren project. In Fallout 3, it is mentioned in a terminal of the Citadel. It appears once more in Fallout: New Vegas as one of the major factions fighting over the control of the Mojave Wasteland. It also appears in Lonesome Road and is mentioned in Dead Money, Honest Hearts, and Old World Blues by various characters. In Fallout 4, it is mentioned in Kellogg's memories and the Mysterious Stranger casefile, and the engravings on the anti-materiel rifle from the Creation Club content "Anti-Materiel Rifle."
Behind the scenes
- In Chris Avellone's Fallout Bible 6, a version of the NCR flag with a one-headed bear, almost identical to the state flag of California, is used in place of the flag from Fallout 2. The flag shown in Fallout: New Vegas bears more of a resemblance to the version shown in the Bible, due to its resemblance to the actual California state flag, though it utilizes a different color scheme, font, and overall design for the bear and grass patch.
- The NCR Flag is portrayed inconsistently in Fallout: New Vegas. The version flown on flagpoles throughout the game features the bear and grass patch offset to the right side slightly, whereas the version painted on signs and seen on a banner at Hoover Dam features the bear in the center of the flag, as in the real-life flag of California.
- Much of the NCR's propaganda (viewable below) is inspired by that of the Allies from World War II.
- Flags and Seals
- Propaganda posters
- Fallout: New Vegas Official Game Guide Collector's Edition p.456: "Controversy over Economic Development
The NCR's economy is based on two resources: its great Brahmin herds, and swaths of land that have been restored to arable condition. These provide the nation with meat, leather, and starchy vegetables. During President Tandi's presidency, regulations limited the number of cattle head and the acreage of fields that could be owned by a single person. Despite constant pressure from the Stockmen's Association and Republican Farmer's Committee, such regulations loosened only a little so long as Tandi was in office. Following her death, however, they eroded until President Kimball overturned them completely.
As a result, the past 12 years have seen the rise of the Brahmin Barons and Agri-Barons: captains of industry who are, by post-apocalyptic standards, spectacularly wealthy. This has given birth to a number of cottage industries, from the rebirth of luxury goods production to "journalism" that reports on the latest purchases, commissions, and "life lessons" of the newly rich and famous.
The past 12 years has also seen a change in attitudes towards collective welfare. Citizens of the NCR rarely face significant dangers on a daily basis, and survival is an assumption rather than an aspiration. Citizens are far more reluctant to share food and other resources, and the person who provides services free of charge, whether it's something as quotidian as sewing or as rarefied as surgical expertise, are now the exception rather than the rule.
An added economic strain is the scarcity of salvageable goods. Sixty-five years of scavenging has done a good job of picking clean the wastes of what was once Southern California. Rare are those individuals who can make a living by scavenging and hunting what they need.
A consequence of these economic and cultural transformations has been the rebirth of wage labor. Whereas one's labor was until recently seen as benefitting and belonging to a collective (whether a family or small town), it has now become a commodity. To earn their keep, many citizens must seek an employer and trade the sweat of their brow for Caps.
Citizens of the NCR hold a variety of opinions about these developments. Many boast of their nation's economic strength; others decry what they feel has been lost. Many curse the selfishness of their fellow citizens, usually while pursuing aims that will benefit only themselves or their families. Here in the Vegas wastes, however, nearly all citizens will agree on one matter: opportunity has dried up back home, and to earn a fortune, one must come East."
(Behind the Bright Lights & Big City) Note: The cited excerpt was written when Fallout: New Vegas was still set in 2253. Dates were updated to match the current date, 2281.
- Fallout: New Vegas Official Game Guide Collector's Edition p. 41: "New California Republic
The New California Republic was born from the remnants of the survivors of Vault 15 and the small walled community they founded, Shady Sands. Under the leadership of Aradesh, and with the assistance of the Vault Dweller (who saved Tandi, Aradesh's daughter and a future president of the NCR), the community prospered. Trade routes with other settlements allowed cultural exchange, and a movement to form a national entity gradually took root and won popular acceptance. In 2186, the town of Shady Sands changed its name to "New California Republic" and formed a trial council government to draft a constitution. Four more settlements joined the council, and in 2189 the NCR was voted into existence as a sprawling federation of five states: Shady Sands, Los Angeles, Maxson, Hub, and Dayglow.
By post-apocalyptic standards, the NCR is a paragon of economic success and good ethical character: political enfranchisement, rule of law, a reasonable degree of physical security, and a standard of living better than mere subsistence are daily realities for its 700,000+ citizens. Currently, the NCR in a state of transition, with rapid economic growth and a sea change in political leadership endangering its grand humanitarian ideals. Nowhere is this more evident than in the Mojave, where the occupation of Hoover Dam has improved access to electricity and water, but at the cost of straining its budget and embroiling its armed forces in a morally corrosive imperialist project.
The NCR government's aim is to annex New Vegas as the Republic's sixth state. While it already controls Hoover Dam, its treaty with Mr. House and the three families compels it to allot one-fifth of the dam's electrical and water production to local use free of charge. Adding injury to insult, the NCR is locked into protecting New Vegas from invasion by Caesar's legion even as it receives not one cap in tax revenue from the Strip's highly lucrative resort operations. NCR citizens in the Mojave have largely come here for economic reasons, whether as paid citizen soldiers or as prospectors and fortune-seekers."
(Fallout: New Vegas Official Game Guide faction profiles)
- Fallout Bible 6: New California Republic
- Fallout: New Vegas Official Game Guide Collector's Edition p. 457: "Equality
By law, the NCR prohibits persecution and discrimination on the basis of gender, ethnicity, sexuality, or religious belief (so long as said religion does not advocate violence). Legal protection of Ghouls and other mutants was added in 2205, though enforcement of these rights has been spotty. For the most part, the NCR's practices live up to its ideals, but there has been some retrenchment since the death of President Tandi. Aaron Kimball's popularity was amplified by a reactionary undercurrent, especially among males, calling out a need for a "strong man" to lead the NCR forward. In the years since Kimball took office, male military officers have been promoted disproportionately to females, and discourse arguing the differences between males and females has reappeared."
(Behind the Bright Lights & Big City)
- Joshua Sawyer on Something Awful Forums: "And this is discussed in-game: BoS raided NCR's gold reserves until NCR could no longer generate gold coinage nor back their paper money. They abandoned the gold standard and established fiat currency, which is why its value is inflated over both caps and (especially) Legion coinage. (...) People in eastern NCR and the Mojave Wasteland lost faith in the NCR government's a) ability to back the listed value of paper money and b) stability overall. If you're living in Bakersfield, staring at a piece of paper that says "redeemable for value in gold" and you have no faith in the government's ability or willingness to do that -- or if you see that the government has changed the currency to say that it is not able to be exchanged for a backed good -- you may very well listen to the strong consortium of local merchants offering to exchange that paper note for currency backed by water."
- Joshua Sawyer on Something Awful Forums: "Traders from the Mojave travel the Short Loop into NCR, which means that they have to go through a few hundred miles of solid desert. Carrying enough water to travel from New Vegas to the Boneyard (or vice versa) would undercut cargo capacity significantly. Even the communities around the Mojave Wasteland (other than New Vegas itself) have water brought in and stored in local towers. Of course, the Colorado River is nearby as long as you don't mind walking through an active war zone."
- Joshua Sawyer on Something Awful Forums: "'How does the Hub 'back' caps? Can you exchange a certain number of caps for a standard measure of water?' Yes."
- Joshua Sawyer on Something Awful Forums: "It happened during the BoS-NCR war. I believe Alice McLafferty mentions it, but I'm not positive. She doesn't detail the events in this much detail, but here they are:
The attacks caused NCR citizens (and others who held NCR currency) to panic, resulting in a rush to reclaim the listed face value of currency from NCR's gold reserves. Inability to do this at several locations (especially near the periphery of NCR territory where reserves were normally low) caused a loss of faith in NCR's ability to back their currency.
Though NCR eventually stopped the BoS attacks, they decided to protect against future problems by switching to fiat currency. While this meant that BoS could no longer attack a) reserves or b) the source of production (all NCR bills are made in the Boneyard), some people felt more uneasy about their money not having any "real" (backed) value. This loss of confidence increased with NCR inflation, an ever-looming spectre of fiat currency.
Because the Hub links NCR with the Mojave Wasteland and beyond, the merchants there grew frustrated with NCR's handling of the currency crisis. They conspired to re-introduce the bottle cap as a water-backed currency that could "bridge the gap" between NCR and Legion territory. In the time leading up to the re-introduction, they did the footwork to position themselves properly. If some old-timer had a chest full of caps, they didn't care (in fact, they thought that was great, since the old-timers would enthusiastically embrace the return of the cap), but they did seek to control or destroy production facilities and truly large volumes of caps (e.g. Typhon's treasure) whenever possible."
- Fallout Bible 6: "NCR has outlawed slavery in their territories, have one of the best and largest standing armies in the wastes, and have benefited under their current President, Tandi, who has been with the Republic since she was a young girl in Shady Sands (see History, below). On the plus side, the NCR has outlawed slavery in their territories, has attempted to bring civilization and law back to the wasteland, and they don't (openly) discriminate against ghouls and mutants."
- Fallout Bible 6: "Government: The government of NCR is much like the Pre-War United States, with a House of Congress staffed by elected representatives (Congressmen elected by their states). These representatives decide upon the President and Vice-President to head the council and govern the Republic - under advice from the representatives, of course (NCR, at the time, has no existing term limits - Tandi was currently serving her tenth year at the beginning of Fallout 2). The titles for these representatives have ranged from 'Councilor,' 'Counselor,' 'Councilman,' 'Representative,' 'Senator,' and in particular, the Hub (in its own obstinate way) prefers to call their representatives 'Governors.' (There is a lot of friction between the Hub and Shady for a variety of reasons, usually related to trade rights and caravan routes.) In any event, all titles are recognized and accepted outside of the council chambers, but within the chambers, the titles are occasionally used as insults and spark furious debates - nothing more than petty displays of each state trying to exert its independence."
- Fallout Bible 5 Questions: 14. One thing - what's happened to Junktown? Was it just too little to be it's own state? Or maybe it has managed to survive as an independent enclave inside NCR, a hive of scum and villainy, so to speak. And what kind of folks would live in Glow? After all, that place must still, well, glow, at least somewhat. Ghouls? "Junktown became part of NCR as part of the state of Shady, and it was one of the first provisional states, considering it was one of the first (and most trustworthy) of the Shady Sands trading partners during its early formation. Its alliance with Shady Sands did cause some alarm from the caravans in the Hub, but it didn't hurt the Hub communities any... and the Hub eventually became part of NCR as well." "As for the Glow (or the state of Dayglow), most of the state is actually north and west of the glow, but they are still able to see the Glow from their borders. A number of ghouls are rumored to live there now, as part of the Great Migration from Necropolis - once the ghouls learned of West Tek, they were eager to see if they could scavenge technology from the abandoned center. Some ghouls formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. At least one super mutant, a refugee from the Cathedral, was also rumored to be working with the ghouls and humans in Dayglow."
- Fallout Bible 6: "Religiously - while Aradesh believe in the teachings of Dharma, Tandi always believed in the separation of church and state - and resisted any attempts to canonize the Vault Dweller within the city limits (the statue's fine, but that's it). Both Aradesh and Tandi found politics and religion don't mix, especially when they got more exposure to the people of the Hub and visits from a few well-spoken members of the Followers of the Apocalypse.
In any event, the NCR allows any non-psychotic religions within their capital (they are all for freedom of religion, as long as it doesn't involve human sacrifice or dipping people in Vats) and the crosses were just holdovers from Fallout 1 scenery. It is quite likely that the members of Shady Sands were Catholic, but as a general rule, you have to be careful about bringing real world religions into games from a development standpoint - it's worse than profanity in the "Top Ten List of Things People Will Get Up in Arms About."
- Fallout Bible 6, New California Republic
- Fallout Bible 6: New California Republic
- Fallout Bible 6: "Although nearly hitting a hundred years of age, Tandi has done more to unite the people of the wastes than any other leader born from the ashes of the Great War, and she is revered as a saint and even a "Great Mother" by some of the tribals outside of the Republic territories. Tandi's State of the Republic messages were famous for inspiring countless people to join the "service" and rebuild civilization. Under her rule, the Republic has grown, and she has focused efforts on rebuilding the pre-war infrastructure to support the growing population, finding new forms of transportation and manufacturing, clearing roadways and rail lines, building forts, fostering caravans and trade in the Republic (and with other territories), and dealing with threats swiftly and efficiently. In all her years, she has never forgotten her roots in the small village of Fallout 1, and she has always strived to put the welfare of the common man above the wheels of progress. When people talk about "good people," Tandi's good people."