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[WIP] Fallout Civs

Discussion in 'Civ5 - Creation & Customization' started by RawSasquatch, Apr 6, 2015.

  1. Camaclue

    Camaclue Chieftain

    Joined:
    Feb 2, 2016
    Messages:
    1
    I've really enjoyed your mods, and can't wait for the rest. Have you thought of making civs based on Think Tank, The Pitt, the Sierra Madre, and pre-war America?
     
  2. RawSasquatch

    RawSasquatch Minuteman

    Joined:
    Jan 27, 2014
    Messages:
    484
    Location:
    New California Republic
    Well, the Children of Atom are already represented through the Fallout Religions mod (I'm really glad that I decided to include that wacky little Megaton cult from Fallout 3, because I honestly didn't imagine before Fallout 4 Bethesda would have had them spread all the way to the Commonwealth), and I do have designs for both The Unity (Master's Army AKA Super Mutants) and The Pitt.

    The Pitt (Ashur)
    Start Bias: Plains
    Capital: The Pitt
    UA: ??? (I used perk and quest names from Honest Hearts for the Zion civ, but there really weren't any good ones in The Pitt)
    May not build Settlers. Receive +2 :c5gold: Gold, +1 :c5production: Production, and +1 :c5culture: Culture in the Capital City for every foreign city it is connected to by Road or Railroad. Pay no :c5gold: maintenance on Roads.
    UU: Slaver (Replaces Rifleman)
    Replaces Rifleman. May enter enemy territory without Open Borders, and can build Roads, Railroads, and Steelyards. Does not go obsolete.
    UI: Steelyard
    Requires the Steel technology, and may only be built on flat land or sources of Iron. Yields +1 :c5production: Production, increased by +1 if built on Iron, and an additional +1 :c5production: Production and +1 :c5gold: Gold with the discovery of Industrialization.
    Basically an Autocratic, slave-driving Venice.

    The Unity (The Master)
    Start Bias: Avoid Tundra
    Capital: Mariposa
    UA: Acolytes Of The New God
    All land-based military units are replaced with Super Mutants, which are slightly stronger than the units they replace. Defeated enemy units may become Workers, which can be upgraded into military units.
    UU: Nightkin (Replaces Longswordsman? Rifleman? Cavalry? IDK)
    +1 :c5moves: Movement and is Invisible, but becomes visible for 1 turn upon attacking.
    UB: FEV Vats
    Replaces Barracks. Newly-trained melee units gain a random, unique promotion upon completing their first round of combat. Captured or gifted non-Super Mutant land units will become Mutants if they end their turn in this city.
    Think of it like The Pridelands on steroids Forced Evolutionary Virus. The creation of this civ hinges entirely on me being able to acquire Super Mutant models.

    As for the rest of the civs mentioned, I feel like Pre-War America's niche is currently filled by the Enclave, and as for the Think Tank and Sierra Madre, I've had another idea for a component mod or 2. One that renames/gives new icons (because you can't edit the 3D graphics of Natural Wonders and animated Resources) to certain resources and natural wonders to make them more Fallout-themed. EG: Cattle -> Brahmin; El Dorado -> Sierra Madre, Barringer Crater -> Big MT, Uluru -> Zion National Park, and King Solomon's Mines -> Vault 13.

    And the second would try to reskin the terrain itself to look more bombed-out, or post-apocalyptic. Forests and Jungles filled with dead trees, Plains looking almost deserty, perhaps even a map script that generates Fallout and City Ruins on the map from the start. Those are both just side projects though, with my main focus being on the civs.
     
  3. Taco Bell Man

    Taco Bell Man Chieftain

    Joined:
    Apr 12, 2016
    Messages:
    17
    Hope that you are able to continue these mods. Love your mods man, keep up with the good fight!
     
  4. Crimson_Raider

    Crimson_Raider Chieftain

    Joined:
    Mar 24, 2018
    Messages:
    9
    Gender:
    Male
    Any update on the progress of the Fallout Civ pack 2?
     

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