Civilization 4 Fallout Mod, fan knowledge base needed.

curlybit89

First time out of the vault
Hello (apologies if this is posted topic),

A couple of us CivFanatic folks are working on a Civilization 4 mod that captures the lore and flavor of the Fallout universe.

We need consistent fan input to make this mod as engaging and fleshed-out as possible. My goals is to recruit people interested in contributing to the body of game content. Most of what you would be doing includes filling out our templates with cannonical or 'universe-friendly' content. We really need are people who can make meaningful associations between items of the fallout mythos and turn based strategy game mechanics.You don't have to have played civilization to contribute but it definitely helps.

There exist a series of tables associating leaders (Thandi, John Henry Eden, Master) with their traits (Organized, Imperialistic, Aggressive),

civilizations (Enclave, Powder Gangers, White Glove Society) with their pecularities (Offshore Oil Platform, Prison Fortress, Cannibalism),

religions (Children of Atom, Treeminders, Bright Brotherhood), with their shrines (Preserved Warhead, Harold, Launch Site)

These tables facilitate data collection process and are hosted via GoogleDocs and editGrid making online collaboration possible.

If you are interested, PM me your gmail address. You will need a gmail address to use GoogleDocs. Otherwise you can use editGrid and I will respond to you with the details of that.

Thank you. : )
 
How would this work in Civilization?

Enclave/Brotherhood is the most advanced there is, so they have an unfair advantage.
 
I could only imagine that out of any game remotely within that genre, the only kind that could "fit" the Fallout universe would be Starcraft'ian. That is, you'd have groups that could build up with differing levels of technology, with population size compensating for its other deficiencies. I was never a Civ buff, but from my limited experiences with it, I can't imagine that it would work with Fallout. The very nature of Civ would imply that any group would rise up and re-develop, which isn't what Fallout emphasizes. Some places do indeed rebuild (NCR, Midwest factions), but others simply grow without any emphasis on civilizing their territories (Legion, most of the Tribal-populated countryside), while there are those factions who never strictly "rebuilt", but instead were in control of technology surpassing everyone else (BOS, Enclave, BigMT, The Institute).

The notion of groups rebuilding in a Civ fashion just wouldn't work with Fallout. I have an inkling that, if you really tried, you'd just create something that the fans would look upon as a horrific abomination, the likes of FOBOS... and you wouldn't want that.
 
SnapSlav said:
I could only imagine that out of any game remotely within that genre, the only kind that could "fit" the Fallout universe would be Starcraft'ian. That is, you'd have groups that could build up with differing levels of technology, with population size compensating for its other deficiencies. I was never a Civ buff, but from my limited experiences with it, I can't imagine that it would work with Fallout. The very nature of Civ would imply that any group would rise up and re-develop, which isn't what Fallout emphasizes. Some places do indeed rebuild (NCR, Midwest factions), but others simply grow without any emphasis on civilizing their territories (Legion, most of the Tribal-populated countryside), while there are those factions who never strictly "rebuilt", but instead were in control of technology surpassing everyone else (BOS, Enclave, BigMT, The Institute).

The notion of groups rebuilding in a Civ fashion just wouldn't work with Fallout. I have an inkling that, if you really tried, you'd just create something that the fans would look upon as a horrific abomination, the likes of FOBOS... and you wouldn't want that.

The disparity between technological starts is something that can be accounted for in scenario maps; however, it's important to understand the inherit weakness of each 'civilization entity'. A coalition of vault dwellers would be extremely prudish and unless they settle near an existing vault will take a massive happiness penalty. They may have technology on their side but a group like the Khans have initiative. If the Khans camp outside a vault long enough to force the occupants to expose themselves (resources exhausted), then the brutality and nomadic lifestyle of the Khans is just big a player as the vault coalition's advanced technological start. By-in-large, each game will be played in standard civilization fashion, all civs start on the same technological level and can choose to specialize in one branch of the tree or the another.

Another example, NCR may be in a better position technologically speaking, but they are spread too far and must deal with the extreme overhead of attempting to impose order on all cultures of the wasteland. They are also bound by a code of conduct. Contrast this with the Legion who are bound only by adherence to warrior code, have enhanced morale (consistent goal, assimilation problems resolved with massacres and recruitment, relative success in the wasteland as a member of Legion relative to other entities), but lack the same technological access as NCR. Legion is only a few successful campaigns away from recognizing the necessity of technical knowledge (for instance, if they successfully captured Hoover Dam). They will have collected enough captive researchers and pillaged enough source materials to develop to a comparable technological level as NCR.

---

Moving past hypothetical scenarios, it's a mod for a game. It's indulgent entertainment tapered with adherence to cultural consistency represented by the major players in the fallout universe. That the mod isn't canonical/continuity-friendly and this fact offends the sensibilities of the NMA crowd to the point of outright refusal of participation is unfortunate but acceptable.

Unfortunate because the distribution of substantive fallout fans seems to favor NMA.

Acceptable because people on Reddit/r/fallout, Bethesda's Fallout discussion board, and CivFanatics are currently contributing to the project.

Can we move past skepticism and onto recognition that if this mod were 'a thing', most casual and hard-core fans (civilization AND OR fallout) would find the mod entertaining?

---

Here are some tables that help to illuminate the direction we are taking things, maybe it will help address some shared hesitation:

Civilizations: http://www.editgrid.com/user/curlybit89/FalloutCivCivilizations
Technologies: http://www.editgrid.com/user/curlybit89/FalloutCivTechnologies
Corporations: http://www.editgrid.com/user/curlybit89/FalloutCivCorporations
Leaders: http://www.editgrid.com/user/curlybit89/FalloutCivLeaders
Religions: http://www.editgrid.com/user/curlybit89/FalloutCivReligion
Wonders/Projects: http://www.editgrid.com/user/curlybit89/FalloutCivWonders
 
Links don't work.
Imho "civilizations" should be only big players, not some very minor factions like White Glove Society, what makes nonsenses and absurds.

My quick list:
-Enclave
-Brotherhood of Steel
-Unity
-NCR
-Caesar's Legion
-Vault City
-Khans (Eventually)
That's all, all others all only one town factions, which shouldn't be included.

I played hundreds of hours with civ4 and civ5 (Ofc. every Fallout too) and I would gladly help. (I also work in Fallout wiki, so my knowledge of lore is rather sufficient.)
 
Languorous_Maiar said:
Links don't work.
Imho "civilizations" should be only big players, not some very minor factions like White Glove Society, what makes nonsenses and absurds.

My quick list:
-Enclave
-Brotherhood of Steel
-Unity
-NCR
-Caesar's Legion
-Vault City
-Khans (Eventually)
That's all, all others all only one town factions, which shouldn't be included.

I played hundreds of hours with civ4 and civ5 (Ofc. every Fallout too) and I would gladly help. (I also work in Fallout wiki, so my knowledge of lore is rather sufficient.)

Thank you for the notification! The urls should work now.

The reason why White Glove society are included is because they mesh well with Civ gameplay. They have a very well defined cultural identity (as does The Family [vampires]), and they contrast well with The Family. Finally, one of the civics will be cannibalism, easily translates as a favored civic. They also have their own 'capital' in the casino they occupy.

For this reason, the Jackals and Vipers are also being considered.
 
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