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"A Trader's Life"
The Hub was a larger city than both Junktown and Shady Sands combined. You could drop the Vault in there, and you probably would not notice. But the people of the Hub had no life, and it was a desolate place just the same.Fallout 2 manual

The Hub, also called The Hub Trading Co., is a major trading center and settlement established in an old town relatively untouched by the Great War. Since its foundation, the Hub became an economic powerhouse, as a crossroads for commerce and staging base for caravan houses, a major producer of agricultural goods thanks to the farms surrounding the city, and supplier of vital water for much of New California. The caravan houses that work the routes trade in everything: chems, tires, guns, bullets, food, brahmin, dirt, even scraps of metal. It is a major location in Fallout, but continues to play a major role in the backstory of subsequent games.

Since 2189, it is one of the states of the New California Republic, alongside the states of Shady, Los Angeles, Maxson, and Dayglow with its representatives (or "governors") having a major say in the affairs of the fledgling republic.[2]

For gameplay-related information, see Hub (Fallout). For faction information, see The Hub Trading Co.


Early years[]

The Hub was founded in 2093 by a man named Angus, who set up camp around a filthy oasis in the desert and an old town, relatively untouched by the Great War, and started trading with other settlements.[Non-game 2] Within a few years it became the center of a burgeoning network of commerce, linking together survivors and their communities. Though beset by scavengers, gangers, and mutants, the volume of trade only grew, and caravan outfits started to emerge - quite like the Blue Ridge Caravan Company.[3] Within three years it was a hub of commerce for New California, with newcomers able to enjoy a meteoric rise to power: Harold made caravan boss within just a few years, becoming the head of his own outfit and enjoying prosperity.[Non-game 3]

However, mutant attacks intensified to the point that something had to be done. In 2102, due to the mounting losses, Harold stepped up and financed an expedition to track the source of the mutant attacks. Together with Richard Grey, a mysterious, brilliant philosopher from the north, the expedition set out in May.[Non-game 4] A little over a month later, Harold returned to the Hub as the sole survivor, in the throes of mutation. His horrific condition causes his caravan employees and trade partners to turn their backs on him, and the upcoming caravan boss soon became a destitute mutant living among the "skags" of Old Town, the poor side of the Hub.[Non-game 5]

However, life went on and the Hub continued to grow. In 2120, Angus established himself as governor of the growing Hub, alongside newly emerging caravan houses, like the Water Merchants.[Non-game 6] He gained popularity after he almost single-handedly organized the defense of the city from a major raid by the Vipers, driving them away.[Non-game 7] In winter, however, Angus was assassinated by an unknown assassin. After 27 years of rule by a single, powerful figure, the Hub descended into chaos,[Non-game 8] which turned into open warfare in 2126. A group of merchants took control of the water tower and declared themselves the sole Water Merchants in the city. The Great Merchant Wars erupted as others disagreed, violently, leading to two years of fighting.[4]

Roy Greene finally managed to make peace between the companies and negotiated a settlement that replaced the autocratic rule by a single governor with an oligarchy. The Hub Trading Co. was formed, whose Central Council would be the main governing body of the city-state, with two representatives from each of the Hub caravan companies. The resulting body maintained the status quo, but was also characterized by indecisiveness and inaction.[Non-game 9] The most significant change was the introduction of a price cap on the price of water, ensuring it remained accessible to all. Years on, the decision to negotiate, rather than subjugate the merchants is sometimes doubted, as it left the Water Merchants in complete control of the water tower, even under price limits.[5]

Hub as a city state[]

The situation was stable over the next thirty years, though control of the water tower allowed the Water Merchants to emerge as the single wealthiest caravan house in the city: They controlled the only source of potable water in the Hub and for much of the surrounding area. They were infamous for squeezing other merchants and clients for all they could, even with the regulated price in place.[6][7][8]

The tensions inside the city prevented larger organized action, and even as the Master (born out of Richard Grey, a former Hub denizen) started gathering humans for dipping and induction in the Unity, the disappearances among Hub caravans were blamed on desert monsters or interference by other companies, rather than a threat to humans.[Non-game 10] The same situation also allowed Decker to form the Underground in 2140, with the goal of taking control of its many caravan companies through blackmail and assassination.[Non-game 11]

In 2150, the newly reformed Vipers clashed with the Brotherhood of Steel.[Non-game 12] The battles intensified in subsequent years, culminating in the death of High Elder Maxson II in 2155. John Maxson's father expected the raiders to break formation and flee when faced with Brotherhood warriors clad in powered armor, but did not account for their religious ferocity. A poisoned arrow nicked him when his helmet was off, and he died within hours.[Non-game 13] The Brotherhood retaliated with an extermination campaign against the Vipers. During the campaign, the Brotherhood sent a few scouts and emissaries to the Hub to track down Vipers members, and from these beginnings, the Hub and the Brotherhood began full trade relations. Caravans had delivered to the Brotherhood before, but not long after the destruction of the Vipers, caravan trains ran directly from the Hub to the Brotherhood on a regular basis.[Non-game 12]

While the situation remained peaceful and prosperous, issues would develop between the Hub and the Brotherhood from time to time. In the late 2150s, the Water Merchants of the Hub attempted to barter a large quantity of water for a weapons stockpile. Although the Brotherhood turned down the offer, the merchants attempted to take the weapons regardless. The thieves were caught, but thankfully for the Hub, the Brotherhood Elders voted down a retaliatory expedition.[9] The Brotherhood continued relations with the Hub regardless, importing food and water from what many considered a "slime pit of vile merchants".[10] Merchants visited Lost Hills regularly, though members of the Brotherhood rarely visited the city,[11] but access to one of the only sources of new weapons and ammunition in the wasteland continued Hub's rise to power and influence, even if it was marred by intense political infighting.[12]

The Hub also reestablished manufacturing, restarting production of both trade goods[13][14] and raw materials for the production thereof, sold at a significant markup to communities that could produce finished goods.[15]

The Vault Dweller[]

The Hub was a larger city than both Junktown and Shady Sands combined. You could drop the Vault in there, and you probably would not notice. But the people of the Hub had no life, and it was a desolate place just the same.Vault Dweller's memoirs

By 2161 and the emergence of the Vault Dweller from Vault 13, the Hub was the single largest city in New California, at well over a thousand permanent inhabitants,[16] and its largest mercantile community,[17] with a reputation that one could find anything there.[18] A major sign of its power as the bottle cap, a single currency backed by Hub merchant houses that enabled them to be traded anywhere in New California.[19] Hub caravans were the lifeline for many settlements in the regions, such as Adytum, providing essential supplies to brave the harsh post-nuclear winters. If Hub caravans didn't make it through to trade with Tine,[20] Adytowners faced the very real prospect of starvation.[21] The city's politics and economy were dominated by the so-called Big Three: Water Merchants, Crimson Caravan, and Far Go Traders, though all sectors were prone to monopolies: Dan the Brahmin Man cornered the market on wagons and brahmin, becoming the exclusive supplier for the Big Three.[22]

However, the division of wealth was far from equal: The merchants capitalized on the economic might of the Hub, amassing riches at the expense of the common workers and heavily taxed peasants working the fields.[23] Nowhere was the difference starter than between the affluent Heights, housing the likes of Daren Hightower and his diamond-wearing wife, and the dilapitated Old Town, where most of the poor working for the merchants lived, in houses so thin they barely provided any shelter.[24] Many residents were either mutants or chem addicts, having fallen off the social ladder.[25] As Loxley, head of the Circle of Thieves founded to redistribute some of their wealth put it, Heights were "bought with the blood of the poor".[26] The thieves tried to even the odds, helping the poor of Old Town[27] and contributing a fifth of the take to the Old Towners - or "skags",[28] as they were called.[Non-game 14]

Though annoying to the merchants, the thieves were just small fry in the grand scheme of things.[29] After over two decades of planning, preparation, and ruthlessness, Decker established the Underground as the true power in the Hub.[30][Non-game 15] Running his operation out of the Maltese Falcon, itself taken from an innocent owner executed by his goons when he refused to sell,[31] he squeezed the merchants for protection, while manipulating and pitting against one another,[32] [33] until they were weak enough for a takeover. The Far Go Traders were already firmly under his control by 2161,[34][35] The Water Merchants remained out of reach,[36] though Decker planned to remedy that with the assassination of the head of the house, Daren Hightower.[37]

The merchants also started to notice the disappearing caravans, and though most belonged to the Far Go Traders, both the Crimson Caravan and the Water Merchants were affected as well.[38] The establishment of a Children of the Cathedral hospital downtown has helped the Unity identify targets without raising suspicion (though not the ire of Decker, who wanted to eliminate High Priestess Jain to eliminate a rival encroaching on his turf).[39] In fact, he considered the Children a far greater threat to his plans than the easily distracted heads of caravan houses.[40]

However, the balance of power was tenuous. The disappearing caravans left the town in a state of uproar, destabilizing the situation and leading to intense suspicions and even paranoia.[41] Decker's activities were an open secret and Sheriff Justin Greene of the Hub police was also far less subservient to Decker than his father[42] and was angling for a way to dismantle the Underground - and unlike Killian Darkwater, he wanted to do it by the book, without entrapment and with concrete proof, despite repeated requests by his deputies.[43] The availability of work for common people has also been decreasing,[44] while the merchants have taken to selling cargo of ever worsening quality, leveraging their position. Many of the outlying communities, like Shady Sands, have developed a dim view of the Hub as a result.[45] Adytum's reliance on Hub for food[46] and raw materials to produce bullets and other goods was also a result of the merchants preying on smaller communities just to make a profit.[47] The Hub itself created a fertile ground for rumors, such as literal death matches taking place in the Hub, where contenders fought to the death.[48]

Finally, the Unity was also forming its ranks, ready to march on the Hub, seen as a pack of fools thinking they can just buy their way out of trouble.[49] At that point, anyone familiar with the Master and his plans, like Set, could plainly see that the "cids of the Hub" could not stand against the might of the Unity.[50]

State of the New California Republic[]

The Vault Dweller visited the Hub in their quest for the water chip, securing an additional supply of water for Vault 13 from the Water Merchants on January 17, 2162.[Non-game 16] Following the fall of the Unity, the Hub continued to prosper, though the political deadlock prevented it from becoming a major player in regional politics. When Shady Sands developed under Tandi and Aradesh, kickstarting the process that would culminate in the foundation of the NCR, the caravan houses were mostly concerned with the repercussions of its alliance with Junktown in the early days.[Non-game 17]

In 2189, three years after the provisional council of the New California Republic was created, the Hub voted on joining the NCR as a member state. Rather than have the council decide, the entire city-state voted, with the final count showing 55% in favor of joining. The Hub was the last to ratify the agreement and with the vote the NCR sprang to existence.[51] The Hub benefited greatly, swapping the oligarchic merchant council for a proper civil government with elected officials,[52] leaving its caravan companies free to pursue their economic goals unrestrained. Many formed close ties with outfits from other states, above divisions (eg. Hubbers once resenting mutants of Old Town happily worked together with the ghouls and mutants of Dayglow, due to the wealth of technology they produced).[Non-game 18] However, it became well known for obstinacy, in particular the insistence on calling its representatives to the Congress "Governors", evidently hearkening back to the times of Angus.[Non-game 19]

By the mid-23rd century, the Hub has continued to be the economic engine of the Republic, constantly seeking ways to expand its trade influence, including the restoration of powered vehicles and means of transport to carry large amounts of trade goods even further.[Non-game 20] The Hub's influence grew further with the Brotherhood War and the destruction of NCR's gold reserves by the Brotherhood. After raids destroyed the ability of the Republic to back the NCR dollar with gold, the resulting bank run severely undermined faith in the shared currency. To stave off collapse, the NCR abandoned the gold standard and established fiat currency, not payable in specie.[Non-game 21][Non-game 22] The Hub companies decided to reintroduce the bottle cap as a nostalgic old currency, backed by a standard measure of water.[Non-game 23] the process was deliberate, born out of frustration by the NCR's handling of the currency crisis and to open up new markets by restoring a seemingly neutral currency that could bridge the gap between NCR banknotes and Legion coins,[Non-game 24] a major concern after the launch of the Mojave Campaign, when the Hub became the last stop before the Long 15 and Primm in the Mojave Wasteland for both soldiers and civilians visiting the Strip.[53][54]

Its prominence further grew with the rise of Aaron Kimball. After retiring from the NCR Army, the architect of the extirpation of tribes around Bullhead City ran for office as Hub's representative. Just two months after winning his election, he became President of the Republic after Wendell Peterson was voted out.[Non-game 25] Subsequent legislation under Kimball's administration, like the Thaler Act, targeted farmers across the NCR, including the Hub, encouraging them to move to the Mojave and work the land in return for NCR money and military protection.[55]

More importantly, the Hub remained the seat of power for the major caravan houses of the Hub. The largest and most successfuly of these was the Crimson Caravan,[56] also responsible for reintroducing the caps and illicit deals with Van Graffs to undercut competition in the Mojave,[57] followed by the Far Go Traders, competing with the Crimson Caravan for lucrative government contracts.[58] Smaller outfits making a living delivering parcels and letters, like the Mojave Express, also operated out of the Hub.[59]


Main article: The Hub Trading Co.

Before joining the New California Republic, the Hub was governed by The Hub Trading Co., also referred to as the Committee.[60][61] The Hub police handled law enforcement across the town,[62] though was prone to corruption and infiltration by the Underground.[42]

After joining the Republic, the Hub formed its own civil government with elected officials.[52] Hubbers join or are drafted into the NCR Army as normal,[63] and it has its usual share of problems. Anti-mutant sentiments are not uncommon, and at least one was captured and mutilated by NCR citizens.[64] As one of the largest and richest states, it's also commonly blamed for whatever is wrong with the Republic.[Non-game 1]

Crime is present, as are organized gangs. However, once they are dismantled by NCR agencies, the criminals are sentenced to hard labor in penal colonies under military supervision (like the NCR Correctional Facility in the Mojave).[65] It is a marked improvement, as under caravan rule, the usual punishment was either death, long-term imprisonment or exile without food, clothing, or weapons into the wastelands.[66]


The Hub appears in Fallout, and is mentioned in Fallout: New Vegas[67][68] and its add-on Lonesome Road,[69] Fallout 4,[70] and the Fallout Bible.[Non-game 17]

Behind the scenes[]

  • The background music is "A Trader's Life," which was later used for NCR town.
  • It's not actually possible to trigger a positive ending for the Hub in Fallout, as a global variable enabling it cannot be activated. The Vault Dweller was supposed to be able to trigger a positive ending for the hub by being kind to Harold (eg. donating caps), which would then lead Harold to peacefully uniting the mutants of Old Town and humans of the Hub, ushering in a new era of equality.
  • In the Fallout 4 Kellogg memory radio broadcast, one learns that during the vote to join the New California Republic, the Hub's vote count was 55% in favor of joining.[71]


See also[]


  1. Vault Dweller: "{113}{}{Who are the Hubbers?} "
    Harold: " {207}{HROLD36}{You're in the Hub, right? People who live in the Hub? Hubbers. Get it? [cough] Sheesh! Thanks for the help and good luck...think you're gonna need it.}"
  2. NCR history holodisk: " Founded eighty years ago, the NCR is now comprised of the states of Shady, Los Angeles, Maxson, Hub, and Dayglow. Approximately 700,000 citizens are pleased to call NCR home."
  3. The Vault Dweller: "{119}{}{What did you do then?}"
    Harold: "{124}{HROLD7}{Well, I was a trader. Did pretty good making a circuit between survivors. Lost a lotta good people, though. [Coughs]}"
    The Vault Dweller: "{125}{}{How?}"
    Harold: "{126}{HROLD8}{Gangers got'em. Scavengers attacking the caravans. And mutants, son of a dog, if they weren't springing up like rabbits with a mission. [cough] Had to have an army of guards with, just to do a deal.}"
    (Harold's dialogue)
  4. The Vault Dweller: "{170}{}{The Water Merchants.}"
    Beth: "{177}{}{They're in charge of all the water. Greedy people, I wouldn't want to work for them. Their pay is the worst and the jobs are just as bad.}"
    The Vault Dweller: "{178}{}{Did they always control all the water? }"
    Beth: "{183}{}{No. From what I've heard, a while back a group of merchants seized control of the water tower and proclaimed that they were the water merchants and people had to get water from them. The merchant war raged on for years until a man named Roy Greene - yeah, Justin's Grandfather, that's it - helped to negotiate an agreement that ended the war.}"
  5. The Vault Dweller: "{184}{}{What kind of agreement?}"
    Beth: "{188}{}{Well he set up the city council and set a limit on the price of water. Personally I think they should have beat the tar out of them - oh, sorry. I mean they should have showed them who's boss.}"
  6. The Vault Dweller: "{1014}{}{Water}"
    Butch Harris: "{1114}{BUTCH87}{It's south of the Merchant Market. The only source of water here and for a lot of the surrounding area. The Water Merchants own the damn thing.}"
    The Vault Dweller: "{1045}{}{Tower}"
    Butch Harris: "{1145}{BUTCH87}{It's south of the Merchant Market. The only source of water here and for a lot of the surrounding area. The Water Merchants own the damn thing.}"
    (Butch Harris' dialogue)
  7. The Vault Dweller: "{1006}{}{Merchants}"
    Butch Harris: "{1106}{BUTCH79}{Those bastards. Daren Hightower thinks he owns the damn Hub, just because of the Water Tower.}"
    The Vault Dweller: "{1039}{}{Merchant}"
    Butch Harris: "{1139}{BUTCH79}{Those bastards. Daren Hightower thinks he owns the damn Hub, just because of the Water Tower.}"
    (Butch Harris' dialogue)
  8. The Vault Dweller: "{107}{}{Who are the Water Merchants?}"
    Julio: "{110}{}{Those bastards. They think they own the damn Hub just because they have control of the Water Tower.}"
    (Julio's dialogue)
  9. The Vault Dweller: "{1015}{}{Merchants}"
    John Maxson: "{1115}{Gen_67}{You want to hear about the Water Merchants. Hehehe, well you can't trust them. A few years ago, they offered us Water for a huge stockpile of weapons. We told them no, and you know what they did? Sent in thieves to steal the weapons! We caught 'em, but the Elders voted down going to the Hub to teach the merchants a lesson.}"
  10. Vault Dweller: "{10007}{}{The Hub}"
    Brotherhood Tell-Me-Abouts: "{10107}{}{A slime pit for those vile merchants. Though, occasionally, we will let one of the more civil trading companies exchange goods with us.}"
  11. Vault Dweller: "{1007}{}{Hub} "
    Cabbot: "{1107}{Cab_60}{That's the town to the south, right? We get the merchants here all the time, but I've never been there myself. Gee, I wouldn't know what to do in a big city like that.}"
  12. Vault Dweller: "{1004}{}{Hub} "
    Ian: "{1104}{}{The Hub is the biggest trading center in the New West. It's run primarily by a group called the Water Merchants, but there are some other traders there, too. It's a booming town, but there's a lot of political fighting between the traders.}"
  13. Vault Dweller: "{18206}{}{The Hub}"
    Adytum Tell-Me-About: "{18306}{}{The Hub is a center of trade and commerce. They have companies that actually produce things. They're east of us.} "
  14. Vault Dweller: "{8204}{}{The Hub}"
    Junktown Tell-Me-Abouts: "{8304}{}{The Hub is the center of commerce around here. Almost all of the traders come from the Hub. They have some companies there that still make things. If you want, you can go with one of their trading parties back to the Hub.}"
  15. Miles: "{107}{}{I'm a chemist. Mostly, I make primer and powder so that we can re-use the brass casings from bullets. But I also dabble with some other chemicals.}"
    Vault Dweller: "{109}{}{Where do you get the sulfur, potassium nitrate, and other chemicals?}"
    Miles: "{114}{}{It's unusual to find someone who can appreciate chemistry! But to answer your question, some of the materials we get from Hub merchants; others I manufacture or just find in the area. For instance, the dung heaps from the Brahmin are a good source, as well as some of the strains of fungus that I cultivate.}"
  16. Vault Dweller: "{1004}{}{Hub} "
    Seth: "{1104}{}{Much farther to the south than Junktown. The Hub is the largest city I've heard about. Must be a thousand people there, at least.}"
  17. Vault Dweller: "{1026}{}{Hub} "
    Tycho: "{1126}{}{The Hub's a giant merchantile community, just a short ways south of Junktown.} "
  18. Vault Dweller: "{126}{}{What do you know about the Hub?} "
    Patrick the Celt: "{139}{}{The Hub is a major trading center. It's said that you can find anything there, and I'd say that's not too far wrong.}"
  19. The Vault Dweller: "{134}{}{Tell me more about bartering.}"
    Katrina: "{139}{}{Bartering is the exchange of goods. You give me some items, and I give you items in trade. Since you initiated the barter, I will let you pick and choose what you want. But the deal must be one that I think I will like, so you will probably want to give me more valuable goods that you don't need in exchange for less expensive things that you want. And if you don't have enough items to trade, there are always caps. Bottle caps are the only common money found out here. The caps are backed by the merchants of the Hub, so you can trade them anywhere.}"
    (Katrina's dialogue)
  20. Vault Dweller: "{114}{}{Who does trading here?} "
    Caleb: "{129}{}{Tine runs a shop over near the gates. It's down below the little bunker. He does all th' tradin' with the Hub and with outsiders like you. Anything else?}"
  21. Vault Dweller: " {145}{}{I don't necessarily agree with that view, but can understand it.}"
    Chuck: "{152}{}{Thank you. It has been difficult. We lose people to the Deathclaws sometimes, and winters can be hard, especially when the Hub traders don't come. But we are surviving.}"
  22. Dan: "{110}{}{Why, I manage the care for perddy much all of the Caravan's wagons and Brahmin in these parts. If they ever need anything for their caravans, I'm the one they talk to. Hell, the Big Three deal with me exclusively.}"
  23. COMBATAI.MSG (Fallout): "# 48. Peasant, Hub
    # Hey, aren't the taxes bad enough? I don't need you messing up my life too!"
  24. Vault Dweller: "{1033}{}{Oldtown} "
    Loxley: "{1134}{LOX_79}{Most of the poor who work for the merchants live here, in buildings so thin they don't block the sun. Meanwhile, those rich bastards are comfortable in their nice homes over in the Heights. Makes me ill.}"
  25. Talus: "{400}{}{You can always... wait a minute. Look me straight in the eyes... I thought so. You should lay off the chems, they can really mess you up. If you don't watch it you'll end up like the Skags at the Hub. So what was it you needed?}"
  26. Vault Dweller: "{1014}{}{Heights} "
    Loxley: "{1114}{LOX_80}{Fancy buildings. Bought with the blood of the poor.} "
  27. Vault Dweller: "{107}{}{Tell me about the Circle.}"
    Cleo: "{167}{}{It's both a job and an adventure. Helping the poor, risking your life, meeting new and interesting blokes. That us, the good guys!}"
  28. Butch Harris: "{300}{BUTCH92}{Old Town's over on the east side. The skags hang out there.}"
  29. Cleo: "{190}{}{Not a bad place if you like sand. A little too dry and wilderness for me. At least in the Hub you don't have to worry about wandering Rad Scorpions. We've got enough of our own predators, I suppose.}"
  30. Vault Dweller: "{1001}{}{Underground} "
    Decker: "{1101}{DECK_50}{Most people do not bandy the name of my organization around lightly. We control the Hub.} "
  31. Beth: "{215}{}{Some people think the Water Merchants are responsible, but I don't think so. I think it was that darn Deathclaw, or maybe the people over at the Brotherhood of Steel.}"
    Vault Dweller: " {208}{}{Why don't you think it's the Water Merchants?}"
    Beth: "{219}{}{Because, like I've been telling everyone, they've had a few caravans disappear too. Nothing like what's happening to the Far Go Traders, but they are being affected.}"
    Vault Dweller: "{220}{}{They could be lying or it could be part of their plan to make you believe them.} "
    Beth: "{228}{}{Good thought, but I highly doubt it. They've been sabotaging each other for years, but this is not their style. They wouldn't spend that much money to take out the caravans. Plus all the caravans are very heavily guarded. You would think someone would escape. They don't have the man power or the cash to pull that off. There would have been at least one survivor.}"
    Vault Dweller: "{229}{}{Yeah, but why would it happen to the Far Go Traders more than the others?} "
    Beth: "{233}{}{Bad luck? I don't know, maybe they're traveling along different routes than the others. Maybe because they aren't as heavily guarded as the Crimson Caravan but . . . they might have better cargo than the Water Merchants. Who knows. There doesn't seem to be any clear difference between the three.}"
  32. Vault Dweller: "{196}{}{Heard any good rumors lately?} "
    Loxley: "{216}{LOX_42}{Oh, just the usual. The merchant caravans get fat off the poor, while that villain Decker plays off everyone.}"
  33. Loxley: "{241}{LOX_66}{No. Decker's a slick one. He's got the whole town in his pocket, he does. He gives his 'protection' to the merchants, all the while pitting them against each other. Not someone you want to mess with, but he can usually be found in the Maltese Falcon.}"
  34. The Vault Dweller: "{1011}{}{Butch}"
    Decker: "{1111}{DECK_60}{Amusing. He considers himself the leader of the Far Go Traders. More of a figurehead, actually. He knows better than to interfere with my business.}"
    (Decker's dialogue)
  35. The Vault Dweller: "{1013}{}{Missing}"
    Decker: "{1113}{DECK_62}{Something is making the Far Go Traders' caravans disappear. I'd like to know the cause, since it does disrupt a piece of my business.}"
    (Decker's dialogue)
  36. Cleo: "{176}{}{What rumors do you want to hear? The Water Merchants are playing games. Decker's squeezing merchants for more protection. The Children of the Cathedral sacrificed it to their god. The Deathclaw ate it. Rumors ain't worth nothing. The world's full of rumor and suspicion, and empty of truth. Look for fact, not fiction. But why are you asking? You had friends on the caravan?}"
  37. Decker: "{110}{DECK_3}{Background: There's a certain merchant who's . . . how to phrase this . . . not cooperating fully with the Underground.}"
    Vault Dweller: "{111}{}{And the job?}"
    Decker: "{112}{DECK_4}{Quite simple. Hunt down the merchant and his wife and exterminate them. }"
  38. Butch Harris: "{296}{BUTCH88}{Three of my caravans have disappeared in the past month. At first I thought it was either the Water Merchants or the Crimson Caravan, but they've had disappearances too.}"
  39. Decker: "{151}{DECK_18}{You're in the Maltese Falcon. There's also the All in One Store, the Armory, the Friendly Lending Company, the police and, unfortunately, the Children of the Cathedral hospital.}'"
    Vault Dweller: "
    {152}{}{Doesn't sound like you're a fan of the Children. What's up?}"
    Decker: "{154}{DECK_19}{They . . . encroach. Let's leave it at that, shall we?}"
  40. Decker: "{171}{DECK_27}{Excellent. You see, the last job I gave you was a test and you did exceedingly well. Now comes a job of importance.}"
    Vault Dweller: "{172}{}{Which is?}"
    Decker: "{174}{DECK_28}{As you may know, the Children of the Cathedral have been gaining influence in this town, and frankly, I won't stand for it.}"
    Vault Dweller: "{175}{}{So what do you want me to do?}"
    Decker: "{176}{DECK_29}{A small matter. Kill the High Priestess, Jain. Once she's gone, this little nuisance will be ended. Interested?}"
    Vault Dweller: "{177}{}{Absolutely.}"
    Decker: "{179}{DECK_30}{I believe I'm beginning to like you. The pay is 1000 up front and 4000 upon completion. And trust me, I'll know when it's done.} "
  41. Vault Dweller: "{195}{}{Tell me about the Hub.} "
    Loxley: "{199}{LOX_35}{Well, the whole bloody town's in an uproar, what with the missing caravans and all. Something of a pain. Cuts into the Circle's business, don't you know?} "
    Vault Dweller: "{200}{}{Do you know who might be responsible?} "
    Loxley: "{202}{LOX_36}{I don't know, but I hope they find out soon. People are edgy and it makes our job a bit more sticky, say what? Not to mention all the superstitious nonsense floating about.}"
    Vault Dweller: "{203}{}{What kind of nonsense?} "
    Loxley: "{205}{LOX_37}{Oh, some bosh and bother that the Death Claw grabbed the caravans, and brought them up to its lair for an afternoon tea.} "
  42. 42.0 42.1 Vault Dweller: "{1026}{}{Greene} "
    Decker: "{1126}{DECK_53}{He's the head of the police. Nice guy, if you like the straight arrow, honest type. Not like his father, now there was a loyal man.} "
  43. Deputy Tony Fry: "{119}{}{He owns the Maltese Falcon in the merchant market, but I wouldnt associate with him if you want to stay out of trouble. Hes nothing but a murdering animal, but the Sheriff wont let me arrest him without proof.}"
  44. Trent Barrister: "{134}{}{Trent, Trent Barrister. I live in the Hub. Lately work's been getting scarce, and I'm a pretty good shot, so I hired myself as a guard to the Water Merchants. Pay's good, the risk's low - or so I thought.}"
  45. Shady Sands guard: "{116}{}{The last trader from the Hub sold us a malfunctioning irrigation pump. We've had it with your dirty deals.}"

  46. Vault Dweller: "{106}{}{Can I ask you about the Hub merchants?} "
    Tine: "{111}{}{I do some trading with them from time to time. Mostly I sell bullets in exchange for food.}"
  47. Vault Dweller: "{113}{}{But the Hub merchants make a profit off of you and the town.}"
    Miles: "{119}{}{Yes, well, we have to make a living. Since the hydroponic farms aren't functioning, we have to buy food from the merchants, and bullets are the only thing we have to sell.}"
    Vault Dweller: "{120}{}{I could try to get the parts to fix the hydroponic farms.}"
    Miles: "{122}{}{Really? That would be wonderful! We're just missing a few parts, but I'm sure that if you could scrounge up the right pieces, we could be self-sufficient! Sammael might be able to give you some help.}"
  48. Vault Dweller: "{132}{}{Gizmo, the casino owner, employs Saul. He occasionally likes to watch a match or two, but mostly it's good money - people will bet a lot on a fight. And nobody has to get killed, unlike those death matches they supposedly have in the Hub.}"
    Gustofer: " {133}{}{Death matches?}"
    Vault Dweller: "{135}{}{Well, it's just a rumor. But they say there's an underground fighting ring there where you can pay to watch people fight to the death. Not my kind of Fight.}"
  49. Viola: "{202}{}{I've looked at the locals. The Brotherhood of Steel and the Children of the Apocalypse just want to be left alone. The Hub thinks they can buy the world - what a pack of fools! Only the Master has the strength to do what must be done. Think about it!}"
  50. Set: "{173}{Set20}{[Groan] Yeah, yeah. Follow Garret, and be showing your pearly whites too. And don't fret, I keep a straight-word. The Master runs the twist.}"
    Vault Dweller: "{174}{}{The Master?}"
    Set: "{176}{Set21}{You don't watch your back, you'll wear his knife, he'll wear your skin. His mutants shadow the wasteland, especially south of here.}"
    Vault Dweller: "{177}{}{If the Master is so strong, who can challenge him?}"
    Set: "{180}{Set22}{Children of the Cathedral, cids of the Hub, even us Ghouls. No one can push his shadow now. But our light will be brighter next time. Ho-ho, yes.}"
  51. Kellogg memory radio broadcast: "And that makes it official folks, the final vote count from the Hub is in: 55% in favor of joining the New California Republic. All five states have now signed on, which means that as of this moment, we are all citizens of the New California Republic. I'm sure that's going to take some getting used to for a lot of people. But here in Shady Sands, people have been waiting for this day for a long time."
    Note: With the numbers given, a council decision would give a 66% majority, not 55%.
  52. 52.0 52.1 Nipton terminal entries; Mayor's terminal, New Terminal
  53. Fallout: New Vegas loading screens: "Often the first place NCR travelers stop after the Mojave Outpost, Primm is also where a lot of folks realize they left New Vegas with barely enough money to make the long trek back to The Hub."
  54. Civilian gambler: "I walked all the way from Hub! Thought I'd rest my feet here a day or two, then I head onto the Strip fresh."
  55. Courier: "You work these fields?"
    Trent Bascom: "Sure do. Came from The Hub on account of the Thaler Act. Farming's decent work, but the whole thing's a bum deal."
    Courier: "What's the Thaler Act?"
    Trent Bascom: "Something the politicians back in Shady Sands came up with. They pay us to move here and farm the land. They even protect the fields."
  56. Courier: "You're well-dressed for this place."
    Alice McLafferty: "Normally, I oversee company operations at the Hub in California. However, the New Vegas branch has been underperforming in recent years. Given the conditions here, it's not hard to see why. I'll change all that, soon enough."
  57. Crimson Caravan - Van Graff agreement
  58. Courier: "Give them a deal on the price, you'll have the upper hand in future, more important negotiations."
    Blake: "[SUCCEEDED] Well, the Far Go Traders have been trying to edge us out on the new armor contract for the troops. This could swing things in our favor. All right, let McCarran know they should expect the first shipment in a week or so."
  59. Courier: "What was strange about it?"
    Johnson Nash: "That cowboy robot had us hire six couriers. Each was carrying something a little different. A pair of dice, a chess piece, that kind of stuff. Last word I had from the office, it looked like payment had been received for the other five jobs. Guess it was just your chip that didn't make it. {Irritated}First deadbeat{disgust} we hired to do the job canceled. Hope a storm from the Divide skins him alive. {Beat, calms himself}Well, that's where you came in. To start with, it was a robot that set it up! Came rolling in with a picture of a cowboy on a screen where its face should be. Had me send a request to the Express office in Hub, for seven couriers to be hired. Each one to carry {beat, deciding on right word, emphasis}bric-a-brac, seemed to me! Playing cards, dice, chess pieces, trinkets like that. Then, next thing I know, he turns around and says he wants six couriers, not seven! Has me send on the "corrected" order for six couriers along with a bunch of letters and numbers, like some kind of code or something! Don't ask me what that was about, {cuz}because I never seen anything like it. {realizing}Anyways, you must've been Courier 6, then? The Poker Chip?"
  60. Butch Harris: "{231}{BUTCH44}{Yeah, done and . . . yeah, you do that! Uh, I need to talk to the Committee. They'll know what to do. N-N-Now get out! I've got a lot to do . . . okay?}"
  61. Butch Harris: "{233}{BUTCH46}{Alright, so it wasn't the Death Claw. But what would the mutants in Old Town want with our caravans? Unless it's some kind of conspiracy.}"
    Vault Dweller: "{234}{}{No, no, no, you pinhead. These mutants are big and green and they have an army in the mountains to the north.}"
    Butch Harris: "{236}{BUTCH47}{What? Get out! I need to tell the Committee about this. Go on, get out!}"
  62. Hub police: " {106}{}{Do you have any commodities to declare?}"
  63. Sgt. McGee: "I'm from Hub originally, but it's been a long time since I saw it. I'm on my second tour here. Most Non-Commissioned Officers are."
  64. Courier: "Do you know anything about that Super mutant walking around town?"
    Klamath Bob: "Oh, heh. Yeah, that's Mean Sonofabitch. I know the name sounds bad, but he likes it. He's one nasty old coot. Far as I can tell, he's one of them original Super Mutants, what came from the Boneyard. Wandered about after that "Master" fellow died. Eventually got caught somewhere around the Hub, back in NCR. Boy, they sure treated him mean down there. Cut him up so bad he can't talk no more. I tried to buy him, just so they'd stop hurting him, but they didn't want any of it."
  65. Courier: "What did you do to end up in here?"
    Dawes: "Me? I ran with the toughest gang in the Hub. You've heard of the Hub, right? It's, uh, west of here, I think, back in California."
  66. Vault Dweller: "{158}{}{Why the hell where you yelling at that poor kid?!}"
    Dan: "{168}{}{Look, that kid was caught stealin'. The police put'm in my care ta straighten'm out.}"
    Vault Dweller: "{169}{}{That's no reason to be so mean to him.}"
    Dan: "{172}{}{Are ya' daft? That's a quick way to rot away in a cell or get exiled without any food, clothing, or weapons.}"
    Vault Dweller: "{173}{}{That still doesn't justify the way you're treating him!}"
  67. The Courier: "You're well-dressed for this place."
    Alice McLafferty: "Normally, I oversee company operations at the Hub in California. However, the New Vegas branch has been underperforming in recent years. Given the conditions here, it's not hard to see why. I'll change all that, soon enough."
    (Alice McLafferty's dialogue)
  68. Nipton terminal entries; Mayor Steyn's terminal, Prison Break
  69. For whoever finds this....
  70. Conrad Kellogg: "I was the worst thing that ever happened to her. If she'd never met me, she'd have stayed in the Hub, maybe hooked up with someone who didn't kill people for a living. Probably been happier than she was with me. Almost certainly lived longer."
    (Conrad Kellog's dialogue)
  71. Kellogg memory radio broadcast: "And that makes it official folks, the final vote count from the Hub is in: 55% in favor of joining the New California Republic. All five states have now signed on, which means that as of this moment, we are all citizens of the New California Republic. I'm sure that's going to take some getting used to for a lot of people. But here in Shady Sands, people have been waiting for this day for a long time."


  1. 1.0 1.1 Behind the Bright Lights & Big City: "The blamed parties range from politicians (the ruling council is a "pit of Radscorpions") to the wealthy Brahmin Barons ("they got even bigger teats than their herds, with four to five council members dangling off each one!") to Ghouls, Super Mutants, and other monsters ("you gonna tell me some mutie with horns like a brahmin's gonna sit next to my Stephie while she learns her a-b-c's? Not if you value your teeth!") to the ever popular hobby of blaming citizens from a State other than your own ("Damn Shadies!" or "Damn Hub-Heads!" or "Damn Glowsters!" et cetera). "
  2. Fallout Bible 0 2093: "Angus
    The Hub is founded by a man named Angus, who sets up camp around a filthy oasis in the desert, and he proceeds to begin trading with other settlements."
    (Fallout Bible 0)
  3. Fallout Bible 0: "2096 Harold rises to the level of a caravan boss in the Hub. His caravans suffer occasional attacks in the wastes, but Harold's caravan outfit survives and prospers... until the mutant attacks begin to pick up a few years later."
  4. Fallout Bible 0: "2102 May 22 Increasing mutant attacks on Harold's caravans cause Harold to get so pissed he finances one of the first adventuring parties of Fallout to try and find out where these dagnab mutants are coming from. Consulting with a scientist and doctor at the Hub, a man by the name of Grey, the two of them decide to join forces."
  5. Fallout Bible 0: "2102 June 27 Harold, already mutating, is found by traders and taken back to the Hub. His former caravan partners and employees, horrified by his condition, abandon him and he is soon left without even two bottlecaps to rub together."
  6. Fallout Bible 0 2120: "Angus
    Angus rules over the growing Hub and establishes himself as governor."
    (Fallout Bible 0)
  7. Fallout Bible 6:"Defeat at the Hub in 2125: Their failed attempt to raid the Hub during the Hub's formative years, stopped almost solely by Angus, the founder of the Hub. Angus' defense caused the Vipers to retreat north, and they roamed the wastes for many, many years, occasionally attacking caravans and small settlements. Around the early 2150s, however, the Vipers had grown to their former strength from captured slaves and caravan drivers and had begun to establish a power base in the badlands to the North of the Hub (and south of the Lost Hills Bunker). Driven by a religious frenzy (and the need to provide for their much larger numbers of soldiers and disciples), they began raiding more frequently than before, attracting the attention of the Brotherhood of Steel. The Brotherhood sent out a few squads of scouts to track the raiders down - it was more of a training exercise conducted by John Maxson's father, as the Brotherhood was convinced that small detachment of troops in Power Armor would be sufficient to deal with a group of raiders, no matter how large.”
  8. Fallout Bible 0 2125: "Angus
    Angus is murdered. Hub is thrown into chaos."
    (Fallout Bible 0)
  9. Fallout Bible 0: "2126-2128 The Great Merchant Wars are fought, the Water Merchants seal up the town, but are outnumbered. A man named Roy Greene (Justin Greene's grandfather) makes the peace and negotiates a settlement. The Hub's Central Council is formed, composed of two representatives from each of the Hub caravan companies. A long period of indecisiveness and meetings maintain the status quo in the Hub."
  10. Fallout Bible 0: "2131-2135The Master begins ordering his super mutants to gather human stock from caravans. For many years, the caravan disappearances are blamed on monsters in the desert, and even when the abductions begin to occur on Hub caravans, the deathclaws are blamed. The super mutant army grows."
  11. Fallout Bible 0: "2140 Decker forms Underground in the Hub and starts pulling strings."
  12. 12.0 12.1 Fallout Bible 6
  13. Fallout Bible 0: "2155 John Maxson's father dies in a raid by the Vipers. Expecting the raiders to break and run, Maxson doesn't take into account the religious ferocity of the Vipers (or their poisoned weapons), and when a single arrow nicks him with his helmet off, he dies within hours. John Maxson takes up the role of Elder, and Rhombus becomes the new head of the Paladins."
  14. Fallout Official Survival Guide: "Loxley is the head of the Thieves Circle, a group of bandits operating in the Hub. If the player manages to get through his traps and alarms, Loxley will give him a task-stealing a necklace from a rich merchant-as a test for joining the Circle. Loxley is quick, intelli- gent, sharp-witted, good-natured, and humorous. He affects a British accent and identifies strongly with the original Robin of Locksley, Robin Hood. He takes care of the thieves working for him, and they return the favor with their loyalty. He gives about twenty percent of the money stolen to the Old Town mutants, as charity"
  15. Fallout Official Survival Guide: "Depending on how the player wants to do things, Decker can be a useful contact, or he can be deadly. Decker is the true power in the Hub, and little hap- pens thereof that he is not aware. He is outwardly calm, even placid, and quite patient; he is also quite ruthless. He will, in fact, be willing to hire the player to commit several assassinations. He will also order the player killed, if the player refuses to work for him, but knows too much."
  16. Fallout Bible 0: "2162 January 17 Vault Dweller reaches the Hub and negotiates with the Water Merchants to deliver water to Vault 13, buying the Vault some time. "
  17. 17.0 17.1 Fallout Bible 5: "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."
  18. Fallout Bible 5: "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."
  19. Fallout Bible 6: " 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. "
  20. Fallout Bible 6: " The caravan houses of the Hub, in particular, around the time in Fallout 2, have been looking to further its trade influence, and new vehicles (and types of transport, such as trains, boats, or barges) have been eagerly sought after for carrying large amounts of trade goods vast distances."
  21. 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."
  22. 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."
  23. 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."
  24. 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."
  25. Behind the Bright Lights & Big City: "2273 Aaron Kimball retires from the NCR military and runs for office as one of Hub's political representatives (or "governors," as Hub idiosyncratically calls them). Less than two months into his term, Wendell Peterson is voted out of office and Aaron Kimball becomes the NCR's next President. "
The Hub