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Birth of a Nation (Long post)

InvictusByzantium

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I've seen an idea similar to this on the forum, but I would like to take a moment to flesh out my idea for this concept. With the latest expansion the mod is solidly steering to the point where your scattered settlements could join together to form a small, organized nation-state. I think this would be a fantastic direction to take the mod, and here are just a few gameplay features I think would give new depth to the mod with the goal of nationbuilding in mind.

As a warning though, I am well away the scope of this suggestion is massive. This is my ideal end result of a masterpiece overhaul mod, and as such not every piece of it needs to be in one massive expansion to be fun in my opinion. There's easily enough material for at least 4 full sized expansions here if my suggestions were followed to the letter. This is not a suggestion in the sense of "do this thing pl0x", but rather I have written in as much detail as I can manage the direction I would love to see this project take, going well into the extremes of ridiculous over-ambition. My hope is that through this some pieces will inspire further development in this direction.

The Capital:
Every nation needs one, so this would be a fantastic place to start. Once you have a certain number of cities at a certain level, perhaps a total of 10 levels of city, or a total of 30-50 settlers you gain the option to begin a massive new undertaking, and it should be a massive undertaking, requiring a strong industrial and economic base to be viable. Establishing a capital should have an immediate impact, but also incentive to continue to develop it as your other settlements develop and your territory expands. To this end I suggest having tiers of nation. When you set up your capital you instantly get the first level government, which just unlocks the national gameplay. As you get more settlers and settlements, however, you can reform your government to get more specialized bonuses that affect all your settlements. But like I said, just having the capital and forming a level 1 nation would unlock all the core gameplay, which I think should consist of a few main features, namely government/civics, military, trade, and research.

The Government:
Government would be the feature about customizing your play style in the late game. My idea here is that you would have one government style for each of the 5 core aspects of the mod I see if this expansion were made according to my ideas, with each level of nation having a type of government unlocked, and at the end of level 3 a special project unique to each government for an end game goal. At level one you would be a confederation, a simple, loosely organized collective of settlements under one central government. At this stage of a nations development trade is possible, but the settlements are more focused on being self sufficient and trading what excess they have within the confederation. Forming a central, standing army is feasible but local militias and fortifications still do most of the heavy lifting. Research is attainable, but there just aren't quite enough minds to spare to work on intellectual pursuits. Also at level one you gain access to some smaller features, most notably the appointment of a First Minister. Your first minister can be any companion and would give your capital their normal bonuses and maluses at though they were mayor, but in addition they also impart a lesser form of their bonuses and maluses to your entire nation. Some would even be capable of forging alliances with other factions should you appoint them as your First Minister. In addition to a first minister, simply having a capital will allow you to establish a Tax Office, a work station that can provide you with information on the incomes and costs of all your settlements, as well as letting you make adjustments and letting you collect all the taxes to a single place. Once you hit level 2, however, and you have had time to try out the 5 (as I see them) core features of Civics, Industry, Military, Trade, and Research, you are ready to reform your government.
Full details on government types and endgame projects at the end of the post.

As for the core mechanics, Civics is essentially the focus of the original mod, Rise of the Commonwealth, and the government portion of this proposed expansion. Industry is the focus of the Industrial Revolution expansion, as well as some parts of the original mod relating to production of raw resources. The other three, however, require a bit more explanation.
 
Military:
The military system I propose is a bit more in depth than the defense system currently in place. The core of the feature would be the ability to recruit, train, equip, and deploy a standing army. To get started you should build a command post in your capital, which will allow you to hire on a command staff from a number of sources, each with their own strengths and weaknesses. Each commander would have 3 tiers of troop they could train, with recruits starting off at tier 1 and being promoted after a certain amount of time spend either training or in the field. Troops would also require an investment of caps to promote, to pay for their upgraded equipment. The recruitment and upgrade funds would be stored in the command post and automatically deducted when a soldier is recruited or upgraded. There should be a way to disable recruitment and upgrading so your commander doesn't spend your entire army's wages on recruits and upgrades.
See spoiler for proposed list of commanders, troops, costs, and traits. I'm assigning each troop a rough combat effectiveness score, as well as a training time. These are just ball park figures to compare them, however. Tier 1 troops are recruited, though, not trained, and as such their training speed is based on how often on average the commander recruits. There should be some randomness, but the number I give for each commander is what I think the average should be.
City Merc:
No faction requirement
Costs 150 caps
Recruit/train speed 2 days
Tier 1: Settler Conscript, 50 caps to recruit, no daily upkeep, strength 1
Tier 2: Mercenary, 100 caps to upgrade, 10 caps per day strength 3
Tier 3: Mercenary Veteran, 200 caps to upgrade, 15 caps per day, strength 4
Minutemen Colonel:
Requires you be allied with the Minutemen
Costs 250 caps
Recruit/train speed of 3 days
Tier 1: Minuteman, 100 caps up front, 5 caps per day, strength 2
Tier 2: Minuteman Sharpshooter, 250 caps to upgrade, 10 caps per day, strength 4
Tier 3: Continental Infantry, 400 Caps to upgrade, 20 caps per day, strength 5
Nuka-World Raider:
Requires you to have completed the Nuka-World DLC
Costs 200 caps
Recruit/train speed of 3 days
Tier 1: Recovering Junkie, 25 caps to recruit, 5 caps per day, strength 1
Tier 2: Reformed Raider, 150 caps to upgrade, 15 caps per day, strength 4
Tier 3: Nuka-Raider, 500 caps to upgrade, 30 caps per day, strength 6
Railroad Contact:
Requires you be allied with the Railroad
Costs 500 caps
Recruit/train speed of 5 days
Tier 1: Tourist, 300 caps to recruit, 20 caps per day, strength 3
Tier 2: Agent, 600 caps to upgrade, 35 caps per day, strength 5
Tier 3: Heavy Operative, 1000 caps to upgrade, 60 caps per day, strength 7
Institute SRB Attache:
Requires you be allied with the Institute
Costs 2000 caps
Recruit/train speed of 5 days
Tier 1: Synth Trooper, 500 caps to recruit, no upkeep, strength 5
Tier 2: Synth Assaulter, 700 caps to upgrade, no upkeep, strength 7
Tier 3: Synth Eradicator, 900 caps to upgrade, no upkeep, strength 9
Brotherhood Auxiliary Commander:
Requires you be allied with the Brotherhood
Costs 1500 caps
Recruit/Train speed of 7 days
Tier 1: Initiate, 400 caps to recruit, 20 caps per day, strength 4
Tier 2: Brotherhood Infantry, 750 caps to upgrade, 50 caps per day, strength 7
Tier 3: Brotherhood Knight, 1250 caps to upgrade, 100 caps per day, strength 9
Expert Machinist: Unique, can build units at any tier, recruitment upon order not chance
Requires you to have beaten Automatron
Costs 2500 caps
Build time 4 days
Tier 1: Mister Gutsy, 1000 caps, 50 caps per day, strength 5
Tier 2: Assaultron, 1400 caps to build, 70 caps per day, strength 7
Tier 3: Sentry Bot, 2000 caps to build, 100 caps per day, strength 10+
Now that I've covered what your army can be made up of, what can it do? An army can be assigned to a number of tasks, namely Settlement defense to boost a specific town's defense score, patrolling your territory which raises the defense score of your entire nation, scavenging missions, which take them outside the Commonwealth where they will find junk, weapons, armor, with an amount determined by the size of the group and quality determined by the overall strength of the group, and lastly caravan escort, which decreases the chances your trade expeditions will be attacked and killed while on the trail.

Trade:
Managed through a specially constructed Shipping Depot, trade is a way to acquire large amounts of caps or resources. You will organize an expedition through the terminal or an NPC to various sites both within the Commonwealth and beyond. Different locations have different things to trade, so that should be taken into account, as should the fact that they need different things. A Trade expedition costs caps to organize, and how much you pay determines how much they can carry. There's also the matter of protection, because the Wasteland is a dangerous place. To ensure your caravan arrives safely you can either assign some of your own soldiers to protect them or hire mercenaries if your troops are otherwise engaged or you just don't want to risk it. After setting up the size defenses, and destination of a caravan you must choose what sort of trading they will do when they arrive, buying, bartering, or selling. Sending a caravan to buy stuff is basically what it sounds like. You load your caravan with cold hard caps and send them off to bring back whatever their destination sells. Selling and bartering, on the other hand, involve something new, trade goods. On an expedition to sell your caravan carries out whatever trade goods you supplied and will sell them for whatever price they can get at their destination and bring the profits back to you. Bartering is similar, but they will exchange the trade goods for whatever their destination produces. But hang on a second, what are trade goods? Well I'm glad you asked! Trade goods are a special type of item that can be produced by advanced industrial plots, and I suggest there should be multiple types, for example food shipments, machine parts, chems, medical supplies, luxury goods, and shipments of resources from the base game. I would recommend only some basic trade good factories be available to build right off the bat. The more advanced and valuable trade goods should require research.

Research:
Which conveniently brings me to my final topic, research. This one would actually be quite easy to implement, as best as I can tell. Research would begin, naturally, at a lab. I propose 2 types of labs that could be made. An academic research lab, which produces Research Documents with nothing but time and brainpower as your nerds study dusty old pre-war books and pop mentats like there's no tomorrow hoping for a breakthrough. This would be the slower, but steadier approach. I wasn't joking about the mentats, though. Providing your researchers with mentats should speed up the production of Research Documents, and prewar books, as well as Technical Documents should also be an optional booster, not increasing the rate of production, but giving the lab a chance of generating Pre-War Research Documents instead. The other type of research lab I propose is the Engineering Lab, or more specifically, a Reverse-Engineering lab. This type would operate much faster, but would need a constant supply of advanced junk to study, think along the lines of Biometric Sensors, Microscopes, institute junk, military grade circuit boards, etc.,. Effectively, I'd say junk that it a source of Circuitry, Nuclear Material, or Fiber Optics would be suitable. In addition, completing the Research End-Game project and salvaging material from Mothership Zeta should yield unique junk that provides a chance of producing Alien Research Documents, as well as greatly improving the speed at which the engineering lab produces documents.
Well now you have a fully functional research framework making you documents. Great. What are they for?
Research documents can easily be a crafting ingredient for use on a special Research Bench, used to craft what would effectively amount to "Picket Fences" magazines to unlock new plots and other settlement goodies. Certain advanced technology should require Pre-War Research Documents, specifically for projects that are of a Pre-War technology level or beyond. Alien Research Documents should be used for projects inspired by advanced alien technology, things like martial plots with force fields, alien power cell manufacturing, shiny chrome walls, etc.,.
More advanced documents should be able to be broken down into regular documents, at an exchange rate of 1 Alien = 5 Pre-War = 5 Research, so a single Alien document is worth 25 Research Documents. In case you run out of things to research I'd also recommend Research Documents have an exchange rate with Technical documents, perhaps with 5 research being able to be converted into 1 technical document so they can be sold to the brotherhood. A note on balance, though, I recommend advanced research take a lot of research documents. Perhaps 10-20 for simple projects like a better shop, while an advanced laser mining facility could take 200 and 10 Pre-War.
 
And finally, the governments way down at the bottom.
Civics: Council of Settlements/Old World Democracy
The first level 2 government form would be the Council of Settlements, a civics focused nation with bonuses to settler attraction, happiness, and salvage. No particular bonuses to mechanics specific to the expansion, the Civics focus is meant to be a well rounded style more or less focused on the core game, just with the nation features available. At level 3 you reform into an Old World Democracy, striving to turn the tide against the anarchy that has settled over the wasteland in favor of the pre-war ideals of the right to life, liberty and the pursuit of happiness. The Civic endgame project would be the New World Constitution, a symbolic project to cement your legitimacy as the true government of the people of the Commonwealth, and as the true and legitimate government of the Commonwealth you would be entitled to taxes from cities who join your new republic, as well as being able to recruit members of their population into your military, charge a slip fee to any particularly large ships docking at the Commonwealth, or demand financial and material reparations on any individuals or institutions who caused undue harm and distress to your citizens. Assuming your relations are stable enough and your nation is strong enough to impose such legislation.


Industry: Worker's Union/Great Commune
Next is the Worker's Union, an industry focused government where the state has a heavy hand in steering and controlling the means of production. This style of government would be focused on industrial production, with industry and advanced industry plots producing more resources and generating less unhappiness. At level 3 you can reform into a Great Commune, increasing your bonuses and reducing the happiness requirement for upgrades, since it is not about whether the people want to produce more, it is their duty. At the end of level 3 the Great Commune can begin work on The Foundry, an industrial complex capable of mining, scrapping, and refining metals as well as producing finished goods out of them on a scale which has not been seen since before the bombs fell. This would grant you a near infinite, though not instant, supply of steel, copper, aluminum, lead, gold, silver, crystal, screws, springs, etc.,


Military: Defensive Pact/Crusader State
For Military at level 2 I suggest the Defensive Pact, an organized state focused on protecting its people at all costs. This government would get bonuses to defense production as well as making it easier to field a strong standing army by reducing the maintenance and training time of soldiers. This government would then, at level 3, upgrade to the Crusader State, a nation focused on cleaning the commonwealth of all threats to the safety of the people under their protection. Their endgame project would be the Templar Corps, an elite, power armor equipped fighting force of heavy infantry dedicated solely to the cause of ridding the land of all lawless and dangerous elements. Having such a force on your side would ensure your settlements are safe from invasion, and grant you the ability to project substantial power beyond your borders.


Trade: Plutocracy/Merchant Oligarchy
In the Trade department we have at level 2 the Plutocracy, giving bonuses to financial returns on trading expeditions and the production of trade goods. At level 3 you can reform into a Merchant Oligarchy, enhancing your bonuses and allowing you to send more trade missions at a time. In the end game, the trade focused nation can prepare a Great Expedition, constructing either a massive crawler vehicle to attempt to establish trade relations far to the west, or an oceangoing freighter to attempt to make contact with Europe in hopes of discovering what happened across the pond, and more importantly, what they have to barter.


Research: Think Tank/Science Directorate
Lastly there is the research focused Think Tank, which gains bonuses to their production of Research Documents as well as reducing the upkeep and upgrade requirements of research facilities. At level 2 you can form a Research Directorate, increasing your bonuses and potentially unlocking unique technology. By the end of Level 3 you have discovered something unusual in orbit, a massive, apparently derelict flying saucer. The Science Directorate's end game project is nothing short of a salvage expedition to Mothership Zeta, bringing back marvels of technology far beyond our own.
 
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