In this version of the mod there will not be more civs, simply because more civs will mean a lot more work. These will not be like normal civs, e.g. a UB and a UU and two generic traits for a leader. These will be customised civs, with vastly different playstyles, strengths and weaknesses. These three civs will not be much different to the existing ones. Caesar's Legion (raiders) NV (Reno) the mormons would be different, and could possibly become a major element/replacement for my concept faction the herbologists.
But for now, I have plenty of work to do without adding any more civs. One day it would be cool to have emergent civs (like in Rhye's mods) that appear long after the start of the game as these three civs don't arrive on the scene until about 100 years after game start.
This Version of the Mod is still under development and not released, except to those who are part of the Dev/test Team. Which anyone is welcome to become a part of.
At the moment, it is still pre-Alpha, I have developed the Ancient Era tech tree, and i was planning to make a demo release soon, but I am not sure if I need to go ahead and make the tech tree in it's entirety as I think the incomplete form is causing CTDs. If there are enough people that just want to 'try it out' regardless then I will release it in demo form, it has anywhere from about 200-500 turns of play right now. If I wait till the tech tree is finished it will take a lot longer, as I will have to create and program at least another 90 techs I should think, which all need to be concepted from scratch to fit the Fallout/Post apoc Theme, a logical development progression and fit the Fallout Timeline. for Instance Advanced(Enclave) Power Armour was not successfully developed until about 100 years after game start. I also need to figure out how civ does the 'changing calendar speed' so I can make those 100 years pass at an acceptable speed, right now it would take about 5000 turns. (but that is all just cosmetics really)