Faction: The Brotherhood Of Steel

Lib.Spi't

Overlord of the Wasteland
Joined
Feb 12, 2009
Messages
3,708
Location
UK
This is an area to discuss the finer points of The Brotherhood Of Steel.

Leader:
John Maxson


Strengths:
Powerful Military (Earlier Power Armour) Distilled individual skill from personal experience
Public Order
Scavenging (Particularly Technology)
Science/Engineer Specialist (Scribes)
Engineer/XP Specialist (Knights)

Weaknesses:
Slow Growth
Slavery
Culture
External(Land) Production/Improvement
Insular Economy

Uniques Qualities:
The Elder Council
The Paladin Caste
Assault Paladins
Squires
The Chain That Binds Doctrine
Anti-Slavery
Those born in the Brotherhood that want to be neither Scribes, Knights nor Paladins are free to leave – the Brotherhood does not believe in forcing anyone to serve them against their will.
Scribe Castes
Spoiler :
There are three Scribe orders within the Brotherhood, focusing on different types of technology: the Order of the Sword (offensive), the Shield (defensive), and the Quill (non-combative).

Castes (Elder, Paladin, Knight, Scribe, Initiate)
Spoiler :

Scribes are the scientists, responsible for researching and reverse engineering recovered technologies, maintaining the Brotherhood's scientific knowledge, and even experimenting with new ones. The drive towards innovation and invention is rare and came to be seen as unorthodox in the late 23rd century. There are three Scribe orders within the Brotherhood, focusing on different types of technology: the Order of the Sword (offensive), the Shield (defensive), and the Quill (non-combative).

Knights are the craftsmen and foot soldiers of the Brotherhood. They maintain the Brotherhood's stockpile of technology, repair and providing technical services where they are needed, as well as producing new weapons to replenish stocks and provide trading goods. Knights also perform patrols, scouting assignments, and support the Paladins in offensive operations. Those that focus on combat training, may be eligible to become Paladins, the protectors of the Brotherhood.

Paladins are the primary combat force of the Brotherhood, in charge of all security and outside activities. Equipped with the best military technology the Brotherhood has to offer, they are some of the most fearsome foes in the wasteland. The ranks of the Paladins are reinforced by promoting exceptional Knights. It's generally impossible to become a Paladin any other way.

Initiates are the youngest and/or least experienced members of the Brotherhood, whose sole purpose is training and learning to become a valued member of either the Knights or the Scribes.

The Elders are the highest ranking members of the Brotherhood, its leaders and decision makers, determining everything from meals to the course of campaigns. Typically, only Paladins are eligible to become Elders, but exceptions can be made for extraordinary members of other branches. Regardless of their branch of service, Elders are elected into the council by other council members, with the High Elder chosen by the council (although the candidate can turn down the offer).

ACE Medical Computer
Lost Hills Mainframe Computer
The Codex, The Scrolls and the Head Librarians (Contains the history of the order, words of Roger Maxson and descriptions of every memeber of the Brotherhood, including achievements and death)
 

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the BoS are primarily a military group yes they have some scientists and they come from an uninterupted form so they know a reasonable amount of old world science compared to most other civs but their production ability though is more in being able to retrofit existing products that they bring in through scavaging they need some sort of either bonus to show that they do patrol the wastes and can defend themselves or at least a +1 to safety to show that their patrols are at least in their own territory
 
I don't think safety is a very accurate bonus for them. Yes they wander around scavenging and yes they are tough, but they don't really 'control' large areas of territory, which is what safety represents. They are more about strong 'pockets' of bunkers or 'protected' towns.

A better representation of those things would probably be something like a science building that gets a boost to science from 'old world' resources.
 
no they don't control vast amounts of territory like the NCR or enclave, but they do have a massive reach being found in every area of the fallout world to date, and they do have an impact on every major political group out there. So there is Influence, and there are comments in the games that the area's that the Brotherhood patrol do tend to be safer than most.

but maybe to show that military power then a unique military building giving extra experience for all foot units or something like that to show that they are primarily a military machine

As for territory controled, tribals have a +2 to safety and i wouldn't say they really control any areas apart from their immediate villages and maybe a short range spreading out and its not like the tribes really trade amongst themselves all that much let alone spread ideas between them.
 
Yeah I definately plan to do somethings with the BoS (They are actually my favourite faction :p) I am still rying to figure out the best way to represent that 'bunker in every town' from F2, I am just not sure what that is yet.

In general my rule for Vault Civs is that they are much weaker in Culture/Safety than other civs, representing the more insular nature of Vault life and also are general balance weakness. (As they are generally better at everything else!)

My thinking with the Tribes is more from a gameplay perspective than anything else. My uniqueness plan for the tribes is to make them expand quickly (they have a settler unit available from the start of the game) so the higher safety represents their 'familiarity' with the wasteland, the basic idea is that they will expand rapidly at the start of the game, with wider reaching borders and units that are strong against animals from the outset, but they will quickly stagnate and become very weak when the other factions organise and start shooting them with guns. So the playstyle is expand fast, try to survive, maybe make it to the 'arroyo renaissance' at the end of F2 and then finally have something that has a chance to push back the ever more powerful factions.

They breed like rabbits but are about as tough... :D
 
oh i'm a Fellow BoSer as well it was the first faction i tried in your mod and if i do ever get Fallout IV i'll probably end out aiming to be a BoS follower there too. i even have the Pc Fallout BoS game hehehehe
as for restricting the vaulters expansion they are fairly restricted in that a lot of the games there isn't a lot of vaults near by that are eligable for them to actually expand to, unless you get a really lucky start, i mean i usually have double to triple the amount of towns with the NCR than i do with the BoS due to that 1 thing there and yeah i got vigilant once with them too.
the most BoS settlements i've had so far is 5 the most NCR is 20, the most tribe is 8 (coincidently the most pop in a city i've had with NCR )
the problem i found with the tribes is even with the availability of a settler unit they can't start expanding straight away anyway as by turn 10 you can't explore (unless you're planing on trippling or even quadrippling their attack against animals ) as atm even the 200% from the wanders isn't enough for a proper expansion as they die within 2 turns outside of your borders just from animals and not including the deathclaws. so unless you're building villages ontop of each other they don't have the safety growth to help them, i've found that the NCR and crime families actually expand better and quicker, the crime families get that early gold push that help immensely and NCR's happiness help in a world that really has a lot of things to make people angry lol.
the only time i did well with the tribes is when i hit a village and got the vigilant trait so the safety was expanding quick enough to take advantage of the settlers.
 
Yeah none of the factions are really what they will or should be yet. Most of the unique things that have been added so far were just testing to see if/how it could work.

My plan has always been to get the core game working first, then once the 'rules' are built into the game I can do what needs to be done to enhance the strengths and weakness of the factions within those rules.

One Plan is to create a lot of special 'non-vault' buildings for the vault civs, so they need to conquer non-vault settlements to unlock a lot of their abilities.

I have had a few back and forths with myself on how best to implement this.

I added a recruit resource for this goal, I can't remember if it was in 5.5 or just 5.51
 
ok no worries, what sort of things are you working on in what you call the core game ? so that i can point out possibilities in that direction rather than every which way that i have been doing and distracting you to much with different ideas ;)

you've already started on the non vault only buildings though haven't you with the jet and the combat drugs, though i'd of thought the combat drugs would be more inline with vaulter tech than the non vaulters and the jet being for the non vaulters only like you have it, though it does make 1 of the steve events bloody hard for the vaulters for a long long time.

as for the recruit resource that is probably 5.51, which i still haven't been able to extract with Alzip comes up with format not supported, Are you using a different compiler than 6 months ago?
or a vastly updated one ? i may have to look at another free unzipper otherwise :| if i can find one i like
 
i've just thought of a wonderful way to limit the brotherhoods omg they're too awesome power and it makes sense too.
national units. tie their specialty units to a national maximum so 12 initiates 6 knights 3paladins and 1 star paladin maybe to a set of barracks type instalations induction facility can pull out initiates a main barracks pulls out paladins and the military acadamy pulls out the star paladin
 
The difficulty with national units is that they are just very arbitrary, they don't scale with game size, to 'increase' the number of units per building we would have to mmake a seperate building and unit for each increase.

e.g.
Barrack A Star Paladin A (limit 2)
Barrack B Star Paladin B (limit 2)
Barrack C Star Paladin C (limit 2)

Not impossible, I am just not sure if it would exactly solve the problem.. I don't know..

We could make it so that each variant building is a national wonder and excludes the other versions of it in a city. So if you build A in city one you cannot build B in city one and you cannot build A in any other city. This would allow for a 'per city' quota of Unit Xbut it would be quite messy as there would be duplicates of the same thing in pedia etc. (not ruling that out)

Then the other question would be how many variants of each. So essentially how many cities can have one and how many time can it be increased..

One theory I was working on was the idea of making a few initial 'defense only' units, that would allow them to escort settlers about, so you would get 2 or 3 of these at start but they would be irreplaceable.

I just don't know if the ai would waste them on scouting, hopefully not if they are set to notai AI_EXPLORE, but would they then never find the vaults and back to square one...
 
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