Having spent some time reading falloutvault and remembering about this mod I was inspired with a few ideas. By no means do I expect you to agree and or even implement them, just some food for thought between game designers. As far as I understand the current model is very much like normal civilization with changes appropriate to the setting of fallout. What I've envisioned is a step past that. My idea is to model the gameplay after the city states of ancient Greece given the autonomy of fallout cities and the lack of any overarching governmental authority. The following are my changes to the general gameplay mechanics that drive Civ3: World Map: First of all I think recreating the actual fallout world spanning all of the maps relevant to fallout cannon (for this document cannon is the contents of Fallout 1 & 2 as well as the Design Docs from Van Bruen). Having no experience in modding Civ3 I cant be sure if the following design ideas are freezable with a randomly generated map, however if they are than I see no reason to stick only to the Fallout cannon world map. Irregardless of the case the map should be populated with 2 types of cities; Faction: those under the direct control of the civilizations at the start of the game. Neutral: cities under no direct control, that include original cannon ones that are not part of any of the factions, and if need be additional non cannon cities that correspond to real world locations that were emitted from fallout for game logic. These play a very vital role in the game as they are a primary source for acquiring human capital (people) that fuel the different military styles of individual civilizations(though perhaps organizations would be a more appropriate word). Construction of new settlements: Those civilizations capable of creating cities should be restricted to doing so only on special marked ruined city terrain. Im very doubtful that any of the fallout factions would be capable of outright construction given constraints of a post apocalyptic world, so it would only be logical that most new settlements or resettlements would happen in the ruins of the old civilization given the vast resources present in these locations. Resources and Strategic Locations: Not much change from civ, Ive not yet considered what specific resources would exist within this universe, however there is a point I want to elaborate on. That is strategic locations Im classifying them with resources since they pretty are one and the same. The only difference is that they are unique and based no fallout cannon and come in the forms of relevant locations, such as the Glow, Bloomfield Space Center and any other relevant abandoned cannon locations that can be deemed of strategic resource importance. Each location will provide the controlling faction with specific bonuses. Combat and Army Creation: Combat is pretty much the same as in civ. The only real change I propose is to make a more extensive use of the civ3 army feature (the leader pre-requisite would no longer apply). I have not yet figured out the specific units each faction will have available to them. That is a minor point right now, Im more concerned with the actual acquisition of armies. I believe that neutral cities should be the primary resource for the acquisition of army man power. The Faction section of this design document explains the specific ways in which each civ acquires reinforcements from these cities. Up to now Ive come up with 5 civilizations. Each civ has a unique playstyle that represents their ideologies, motivations and strategies based on fallout cannon. NCR - Expansionist and Agricultural Starting Assets: Shady (shady sands), Boneyard (LA), Maxons, Hub, Dayglow (The Glow area). *As a possible offset to NCRs obvious asset advantage, the cities contained within its republic could possibly easily fall into discontent, possibly rebellion or outright cessation, this would create an additional layer of gameplay where the player not only has to manage the overall conflict but manage the internal pressures within their territories. Expansion: NCR has two primary means of expanding its territories. Military through annexation, although relatively easy to accomplish given their military it comes with the high chance of discontent. Voluntary, very much like a cultural over take in CIV3 where cities will request to join on their own behalf, however this cannot be directly controlled by the players (opens up a possibility for a propaganda bulding or unit that would expedite the process). BOS Scientific and Religious Starting Assets: Lost Hills Bunker, Petersons Bunker and corresponding attached communities. Expansion: Since BOS is an elitist organization, it does not expand as fast as other organizations, nor does it require a huge infrastructure to sutain itself like NCR or the Khans. Their primary form of expansion is through offering protection to outlying communities through the creation of outposts. The Brotherhood can draft initiates from these communities to sustain and expand its ranks, however the process is much slower than that of any other faction. The Unity Religious and Militaristic Starting Assets: Mariposa Military Base with a possible number of pre established religious centers or even a fully converted city. Expansion: Primarily done through the establishment of Religious Centers under their guise and doctrine of the CoC. This can be done in all neutral states. (possibly, their establishment causes these cities to slowly become transformed into Unity centers, much like the cultural city takeover in civ3. When a critical mass of converts is attained, the city succumbs to the control of the Unity allowing them to create an underground structure for the purposes of cleansing). Their religious centers also allow them to kidnap native populations, though at a constant risk of being discovered and driven out thus forfeiting their ability to take over a city. Finally, they can use their mutant army to raid neutral and enemy cities for human stock. Enclave Militaristic and Scientific Starting Assets: Navarro possibly New Reno seeing that they already had pre a established presence in that city. Expansion: Although there is very little to go on in the fallout cannon my best guess would be that they would establish some form of interment camps out of neutral cities, enslaving the local population for their own purposes. Yet another possibility would be the employment of the un-opened vaults. **this is yet to be clarified, suggestions are of course welcome.** The Khans Militaristic and Expansionist Starting Assets possibly a randomized camp ? I dont believe they could have survived next to Shady Sands as it grew into NCR. Expansion: Once again no real cannon to go on, this is far from being fully worked out but right now I imagine them to be modeled after the Mongol Tribe (duh!). They expand by raiding neutral cities. From which they are able to conscript reinforcements. **as with the enclave this is yet to be clarified and expanded upon, suggestions are of course welcome.** This is all i have for now, still working stuff out in my head, but its always a start i guess, any comments suggestions critiques or whatever else you might wanna throw my way are welcome. Hope im not stepping on any ones toes by posting this.