RawSasquatch
Minuteman
It's all coming together, piece by piece...

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
Gold, 2 Magistrates
Rewards: Mints provide +1
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
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
Gold
Rewards: Receive a free Artillery unit, Siege units gain a combat bonus while stationed in Cities, Citadels, Forts, or Legionary Encampments
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

Rewards: Mints provide +1

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

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

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.
