[WIP] Fallout Civs

It's all coming together, piece by piece...
Ucb6CGu.png

All that's left for the NCR + Legion is the bit of code BouncyMischa is working on + the E&D support, and Jan's leaderhead for Tandi (which he assured me will be done before Fallout 4). And as you can probably tell from the above image, I came up with another component mod to release alongside Pack 1 and Fallout Religions; Barbarians into Raiders. It works the same as Barbarians into White Walkers, simply changing the civ's adjective, icon, and a few unit names (Brute -> Psycho, Archer -> Tribal, etc). Also, if the ever-popular Barbarians Evolved mod is active, the Raiders get a unique city list comprised of tribes and raider settlements from the series.

This means I'm scrapping that blobby Raiders Civ I mused about a page or two ago, but I may return to that idea in the future, simply as a Khans civ, with a different UA and UU. The idea of a changing leader still appeals to me, but the circumstances would have to be different than "tribes fighting for power every era". There were only 4 Khan leaders in established canon; Garl beat his father, Death-Hand in a fight to the death; Darion was the sole survivor of the Khans' fight with the Vault Dweller, which led him to establish the New Khans; and after the New Khans were defeated and chased out of New California, Papa Khan became the leader of the Great Khans. So, how can that translate into civ? A reverse-Xia where you enter a new dynasty upon LOSING your capital city doesn't seem too appealing. Maybe something like the Alans where they can raze their own cities, but razing one's own CAPITAL for a new leader/UU/other bonus seems a bit extreme. Well, we'll put it on the backburner for now, because I'm sure Fallout 4 and its expansions are going to have plenty more factions that can more readily translate into civs.

Back to Pack 1, if anyone wants to help tackle the unique Decisions for the NCR and Legion at this last minute, that'd be swell. If not, I'll just release the mod without E&D support and add it in later. I was going to ask ViceVirtuoso about it after he did the last of the Legion's lua, but it took a very long time to get working and I don't think either of us were too keen to discuss 4 unique decisions that would need to be done in a supremely small amount of time. I intentionally made them very simple, though.

Spoiler :
NCR Decisions

Implement Paper Currency
Many regions have their own currency systems, ranging from gold coins to bottle caps. By using paper bills backed by gold reserves and given a set value, printed with images from our great Republic, we'll see administrative, economic, and cultural advantages.

Requirements: Player must be the NCR, Player must have researched Printing Press, May only be enacted once per game

Costs: 500 :c5gold: Gold, 2 Magistrates

Rewards: Mints provide +1 :c5culture: Culture and +1 Magistrate, Receive a free Mint in the Capital City


Unify With the Desert Rangers
The Desert Rangers are a paramilitary group operating in the Mojave Desert to maintain peace and order. If we can send representatives to convince them to join the Republic, we may see their skilled units joining our armed forces.

Requirements: Player must be the NCR, Player must have discovered Replaceable Parts, Player must have a Great General stationed in the Capital City, May only be enacted once per game

Costs: 1500 :c5gold: Gold, 1 Great General, 2 Magistrates

Rewards: Receive 2 level 1 Desert Rangers and one level 5 Veteran Ranger



Caesar's Legion Decisions

Establish the Frumentarii
Our spies are the pride of the Legion, your own eyes and ears infiltrating and working towards the destruction of the profligates. We shall train them under the banner and uniform of the elite Frumentarius.

Requirements: Player must be Caesar's Legion, Player must be in the Renaissance Era or later, May only be enacted once per game

Costs: 2 Magistrates

Rewards: Receive an additional Spy, spies Establish Surveillance 100% faster


Repair Howitzer Garrison
We have recently captured a powerful and advanced piece of Artillery in a state of severe disrepair, and it cannot move or fire as-is. Repairing it might be costly, but still more efficient than getting new ones altogether.

Requirements: Player must be Caesar's Legion, Player must have researched Military Science, May only be enacted once per game

Costs: 1 Magistrate, 650 :c5gold: Gold

Rewards: Receive a free Artillery unit, Siege units gain a combat bonus while stationed in Cities, Citadels, Forts, or Legionary Encampments


And as one last parting gift for reading this post and following this development progress, here's a spiffy little promo image for Fallout Religions.
xvn6ihj.png
 
It's all coming together, piece by piece...
Ucb6CGu.png

All that's left for the NCR + Legion is the bit of code BouncyMischa is working on + the E&D support, and Jan's leaderhead for Tandi (which he assured me will be done before Fallout 4). And as you can probably tell from the above image, I came up with another component mod to release alongside Pack 1 and Fallout Religions; Barbarians into Raiders. It works the same as Barbarians into White Walkers, simply changing the civ's adjective, icon, and a few unit names (Brute -> Psycho, Archer -> Tribal, etc). Also, if the ever-popular Barbarians Evolved mod is active, the Raiders get a unique city list comprised of tribes and raider settlements from the series.

This means I'm scrapping that blobby Raiders Civ I mused about a page or two ago, but I may return to that idea in the future, simply as a Khans civ, with a different UA and UU. The idea of a changing leader still appeals to me, but the circumstances would have to be different than "tribes fighting for power every era". There were only 4 Khan leaders in established canon; Garl beat his father, Death-Hand in a fight to the death; Darion was the sole survivor of the Khans' fight with the Vault Dweller, which led him to establish the New Khans; and after the New Khans were defeated and chased out of New California, Papa Khan became the leader of the Great Khans. So, how can that translate into civ? A reverse-Xia where you enter a new dynasty upon LOSING your capital city doesn't seem too appealing. Maybe something like the Alans where they can raze their own cities, but razing one's own CAPITAL for a new leader/UU/other bonus seems a bit extreme. Well, we'll put it on the backburner for now, because I'm sure Fallout 4 and its expansions are going to have plenty more factions that can more readily translate into civs.

Back to Pack 1, if anyone wants to help tackle the unique Decisions for the NCR and Legion at this last minute, that'd be swell. If not, I'll just release the mod without E&D support and add it in later. I was going to ask ViceVirtuoso about it after he did the last of the Legion's lua, but it took a very long time to get working and I don't think either of us were too keen to discuss 4 unique decisions that would need to be done in a supremely small amount of time. I intentionally made them very simple, though.

Spoiler :
NCR Decisions

Implement Paper Currency
Many regions have their own currency systems, ranging from gold coins to bottle caps. By using paper bills backed by gold reserves and given a set value, printed with images from our great Republic, we'll see administrative, economic, and cultural advantages.

Requirements: Player must be the NCR, Player must have researched Printing Press, May only be enacted once per game

Costs: 500 :c5gold: Gold, 2 Magistrates

Rewards: Mints provide +1 :c5culture: Culture and +1 Magistrate, Receive a free Mint in the Capital City


Unify With the Desert Rangers
The Desert Rangers are a paramilitary group operating in the Mojave Desert to maintain peace and order. If we can send representatives to convince them to join the Republic, we may see their skilled units joining our armed forces.

Requirements: Player must be the NCR, Player must have discovered Replaceable Parts, Player must have a Great General stationed in the Capital City, May only be enacted once per game

Costs: 1500 :c5gold: Gold, 1 Great General, 2 Magistrates

Rewards: Receive 2 level 1 Desert Rangers and one level 5 Veteran Ranger



Caesar's Legion Decisions

Establish the Frumentarii
Our spies are the pride of the Legion, your own eyes and ears infiltrating and working towards the destruction of the profligates. We shall train them under the banner and uniform of the elite Frumentarius.

Requirements: Player must be Caesar's Legion, Player must be in the Renaissance Era or later, May only be enacted once per game

Costs: 2 Magistrates

Rewards: Receive an additional Spy, spies Establish Surveillance 100% faster


Repair Howitzer Garrison
We have recently captured a powerful and advanced piece of Artillery in a state of severe disrepair, and it cannot move or fire as-is. Repairing it might be costly, but still more efficient than getting new ones altogether.

Requirements: Player must be Caesar's Legion, Player must have researched Military Science, May only be enacted once per game

Costs: 1 Magistrate, 650 :c5gold: Gold

Rewards: Receive a free Artillery unit, Siege units gain a combat bonus while stationed in Cities, Citadels, Forts, or Legionary Encampments


And as one last parting gift for reading this post and following this development progress, here's a spiffy little promo image for Fallout Religions.
xvn6ihj.png


Link to video.
do you want me to help with finding any music, theres a ton of fallout equestria music
thats really good that i can search for.
 
Loving that graphic! Can't wait to see it released :)
 
"War, War Never Changes"

No but regardless to say I'm soooo excited for these packs :D. Now my only wish is to change the in game currency from gold into bottle caps :lol:
 

Months and months of work have led up to this beautiful moment, only 4 days before we shall venture out into the wastelands of Fallout 4. I also just realized that this is the first time everyone's seen Jan's INCREDIBLE Tandi leaderhead and icon. Also, that I slightly changed the NCR UA to make it a little more cyclic. Welcome to the future!

Credits
Creator, Art, and XML: Me
Tandi Art: Janboruta
Lua: ViceVirtuoso
Lua: calcul8or
Lua: bouncymischa
Praetorian/Legate model: danrell
Desert Ranger model: Wolfdog, retextured by me
Civ icons, Workshop thumbnail: TPangolin
 
Looks amazing, can't wait to try them out! What did you decide on for Culdiv support?
 
Holy :) :) :) :):) :) :) :):) :) :) :):) :) :) :) such an amazing mod pack. but i have a few questions
1. will you make a conversion of the tech tree mod? because it seems odd finding oil to build tanks when there was no more raw material resources left. like i dont want to build nukes in fallout. it just seems odd to use nukes in fallout.
2. will you make a fallout mod with TSL?
3.is there gonna be fallout city states?
4.will the commonwealth be added?
5. will we have all the diffrent BOS factions? like the midwest one,original one,capital wasteland one?
6.for an amazing fallout exprience what mods should i play with besides the ones u made for us?
 
Looks amazing, can't wait to try them out! What did you decide on for Culdiv support?

Colonial for NCR, and Classical for Caesar's Legion. I might make the Post-Apocalyptic culture in the future, but I had to focus on getting these first 2 civs finished.

well done rawsawqwatch do you need help with the music for the civs yet to be released?

No, I've got pretty much everything planned out now. Thanks, though.

H1. will you make a conversion of the tech tree mod? because it seems odd finding oil to build tanks when there was no more raw material resources left. like i dont want to build nukes in fallout. it just seems odd to use nukes in fallout.
2. will you make a fallout mod with TSL?
3.is there gonna be fallout city states?
4.will the commonwealth be added?
5. will we have all the diffrent BOS factions? like the midwest one,original one,capital wasteland one?
6.for an amazing fallout exprience what mods should i play with besides the ones u made for us?

1. Nope, I'm just focusing on civs
2. No, but the civs do have YnAEMP TSL support, and if someone else wants to make a Fallout one, I'll support it
3. There's already a mod for that.
4. Depends on if "The Commonwealth" turns out to be an actual faction, or just the location of the game. I will probably add some of Fallout 4's factions, for sure.
5. Not unless the FO4 one turns out to be RADICALLY different enough from the other BOS chapters. I'm content to lump them all into one civ, despite their minor differences and isolation.
6. Fallout City-States which I linked above is pretty alright, and so is bouncymischa's Post-Apocalyptic Graphics that I already showed off alongside my 2.
 
from fallout wiki:the Caesar's Legion has conquered a new tribe under the command of centurion Gaius Magnus, bringing the number to 87.
by the way RawSasquatch you may want to change the ua title & text to 87.
 
Yeah, I know about the Twisted Hairs/Dry Wells, but that's an event that's really only revealed/triggered by completing the final DLC, and Caesar is continuously referred to as the Conqueror of 86 Tribes either way. It seems to roll off the tongue a bit easier, too.
 
Hmmm... I got the western bonus and popups when I started my game with Caesar.
 
So, having finished my first playthrough of Fallout 4 and getting a feel for the major factions, I've come up with designs for 2 of the new ones: the Commonwealth Minutemen and The Institute! I'm hiding them both below spoilers because while the Minutemen are seen pretty early in the game, entering the Institute for the first time was a magical experience and I legitimately do not want to spoil any of the details to someone who hasn't gotten there yet, aka someone who hasn't completed the main quest "Institutionalized".

Spoiler :
Commonwealth Minutemen (Preston Garvey)
Start Bias: Coastal
Capital: :c5capital: Fort Independence
UA: United We Stand
Killing Barbarians and clearing Encampments provides double :c5influence: Influence with City-States, and Great Generals may be expended to peacefully annex City-States.
UU: Laser Musketman (Replaces Rifleman)
Replaces the Rifleman. Receives a combat bonus and does not degrade :c5influence: Influence when stationed in a friendly City-State, and provides more Great General points from combat.
UB: Recruitment Beacon (Replaces Broadcast Tower)
In addition to the normal effects of the Broadcast Tower, the Recruitment Beacon provides +1 :c5citizen: Population and +1 :c5happy: Happiness in the city in which it was built, and an additional +2 of each if the city has less than 6 :c5citizen: citizens. Does not require a Museum to build.


Spoiler The Institute :
The Institute (Father)
Start Bias: River, Avoid Tundra
Capital: :c5capital: The Institute
UA: ???
May not build Settlers or annex cities, but the Capital City is 100% :c5strength: stronger. Pay no :c5gold: maintenance on :c5science: Science buildings, and receive a small boost of :c5science: Science when upgrading a unit.
UU: Courser (Replaces XCOM Squad)
Available earlier, with Robotics, can paradrop literally anywhere on even the largest maps, and temporarily claims any tile it enters.
UB: Directorate (Replaces University)
Unique University only available to the Institute, and allows the building of 4 unique Departments, each of which provides further unique effects.


Advanced Systems Department
Provides +2 :c5production: Production and +1 :c5science: Science. +1 :c5production: Production from Science buildings. Construct Buildings 15% faster in this city.

Bioscience Department

Provides +3 :c5food: Food and +1 :c5science: Science. Yields an extra +1 :c5food: Food and +1 :c5science: Science on worked Forest and Jungle tiles.

Robotics Department
Provides +15% :c5gold: Gold and +1 :c5science: Science. +1 :c5gold: Gold from Engineer and Scientist Specialists. Pay no maintenance on Workers.

Synth Retention Bureau
Construct land-based Military Units 15% faster in this city. Removes the Supply cap, allowing you to build more units than your civilization could typically sustain.


I haven't come up with a detailed Railroad design for a handful of reasons; 1 being the Railroad sucks, and I hate them, 2 being it seems everyone else thinks the same thing so there's no popular demand for them, and 3 being the shortage of city names. The Minutemen have a list of 28 city names because there are literally 30 Settlement locations across the entire Commonwealth in FO4, 3 of which are affiliated with other factions/aren't de facto settlements, and there's one "previous" location the Minutemen briefly occupied.

However, I think I may side with them during my next playthrough, so perhaps seeing them somewhere other than through the sights of my Gauss Rifle will get me to come up with a design for them.

And in non-spoiler news, I came up with a rough design for Pre-War China, which may be something I do much further down the line. It goes in the 'maybe' pile with the Great Khans, The Pitt, and The Unity.

China - (Cheng) or (Jingwei)
Start Bias: Coastal
Capital: :c5capital: Beijing
UA: Battle of Anchorage (needs better name)
Cities captured from enemies receive extra :c5strength: Defense and can hold more Aircraft, with these bonuses further increased after the city is Annexed or if the city is on a continent away from your Capital.
UU: Crimson Dragoon (Replaces Paratrooper)
Unique Chinese Paratrooper that is Invisible when not adjacent to an enemy unit, begins with the Siege promotion, and heals fully from pillaging.
UU: Yangtze (Replaces Nuclear Submarine)
Unique Nuclear Submarine available only to Cheng/Jingwei's China. In addition to the normal bonuses of the Nuclear Submarine, it can move faster, hold twice as many Missiles as cargo, and can enter enemy waters without Open Borders.

The big problem there is that there's no canon appearance of Chairman Cheng (apart from the facial hair style named after him), and the next-highest ranked leader of the PRC that actually shows up in the series is Jingwei, the general who led the occupation of Anchorage. Also, the Yangtze is the name of a single submarine, as there's no canon name for the entire class it's in.

And another big update for all you faithful listeners out there in the wastes; while Jan is still taking a break from civ mod art, he's expressed interest in doing leader scenes for several of the planned civs. At first he was interested in doing Joshua Graham, which made me place Zion high on the production list, but he said he was more interested in the Minutemen, after seeing their design. So while I need to actually get started on both of those civs, here's your first peek at Zion's art: the map and the Dead Horse Warrior icon!
Spoiler :
JJ71dry.png
ipKlmJK.png
 
Wow. I thought I wrote a longer post in this thread, expressing my gratitude for your wonderful Caesar's legion. Great civ. Same with New California. Though as I mentioned, Caesar had a problem with CulDiv.

About the new designs: If you want people fighting barbarians, you should perhaps make doing so generate great general points. Especially since otherwise there's no point at annexing city states with the few GGs you'll get, and its even less worthy if you have a decent chunk of influence with the city state.
(Not with Caesar. I got more than 10000 free production with his UA.)
 
This is my opinion but I rather have a Chinese faction in Alaska, the Chinese remnants. It makes more sense because they would be more post apocalyptic rather than before the bombs fell.
 
Created on account to say thank you, may brother thanks you as well xD He can't wait for the BoS and I can't wait for the Enclave hahaha! But, I don't know if this is the right area to post bugs, I was playing as the Legion and everything was fine. I'm on my next go round and none of the Barbarian Encampments are being converted to forts. I'm very confused and I thought this was the best option instead of messing around and breaking something xD If you need me to post this elsewhere point me in the right direction :) Once again, thank you! :scan:
 
Have you considered making a "Children of Atom" Fallout Civ? Seems like it'd be neat since I can't think of any Civ relative to the Fallout following Nukes. But it'd also suffer the same fate as the railroad with few (if not less) city names.

EDIT: Maybe a Super Mutant Civ could work better?

Also that Minuteman design is fantastic!
Spoiler :
The institute design is interesting, but wouldn't it be a bit weak? Since you'd need a pretty significant science boost from upgrading units for them to be relevant in higher difficulties
 
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