Fallout 5 — Faction Wars: Complete Blueprint

 

Fallout 5 — Faction Wars: Complete Blueprint 

Table of Contents

  1. Vision & Pillars

  2. Core Simulation Layers

  3. Data Model & Global Tick

  4. Tactical Map, War Log & Forecast UI

  5. Player Levers & Roles

  6. Mission Generators (Systemic + Curated)

  7. Settlements: Emotion Cores & Defense Sim

  8. Vehicles/Air & Power-Armor Theatres

  9. Propaganda & Culture War

  10. Dynamic Endings & World States

  11. Balancing Knobs, QA Gates & Milestones

  12. Base Factions (Identity Packs)

  13. Expansion Factions (Canon-Friendly)

  14. Active Wasteland Roamers (Procedural Packs)

  15. Counter-Factions to Ashen Reign (incl. Rideable Synth War-Gorillas)

  16. Create-A-Faction Mode (Builder, Schemas, Autobalancer)

  17. Example Flows & DSL Snippets


1) Vision & Pillars

  • Persistent Theatre: borders, garrisons, logistics, morale, weather—updated on a global tick.

  • Player Leverage: targeted ops (supply, leadership, propaganda) can flip a district.

  • Asymmetric Factions: doctrines, spawn tables, logistics, politics feel distinct.

  • Readable Strategy UI: tactical map layers, event feed, and outcome forecasts.

  • Escalation Paths: simmer → surge → stalemate → collapse → recovery; epilogues reflect the journey.


2) Core Simulation Layers

  • Territory & Control: district grid. Each node tracks owner, support, security, dev level, garrison strength.

  • Supply & Economy: links with capacity/risk; convoys move munitions, food, fuel, meds, tech.

  • Morale & Cohesion: rises with victories/services; falls with shortages/losses.

  • Doctrine & Rosters: unit weights and tactics per faction; elites/vehicles gated by economy.

  • Intel & Fog: per-cell intel score drives visibility and ambush/decoy chances.

  • Diplomacy: ally/neutral/hostile stances, hidden tension, treaties, betrayals.

  • Conflict Resolution: background skirmish resolver + set-piece battles the player can join.

  • Occupation & Governance: post-capture policies (security/services/propaganda) drive support/unrest.


3) Data Model & Global Tick

Minimal JSON (engine-agnostic):

{
  "Faction": {
    "id": "ashen_reign",
    "doctrine": "Mechanized_RitualTech",
    "morale": 0.62,
    "stocks": {"munitions":800,"food":1200,"fuel":600,"meds":300,"tech":450},
    "relationships": {"verdant_accord":-0.6}
  },
  "Region": {
    "id": "district_nine",
    "owner": "verdant_accord",
    "support": {"verdant_accord":0.55,"ashen_reign":0.12},
    "dev": 0.42,
    "garrison": {"owner_strength":0.48,"fortification":0.3},
    "supply_links": ["road_44","rail_02"],
    "intel": 0.3, "unrest": 0.12
  },
  "SupplyLink": {
    "id": "road_44","from": "factory_hub","to":"district_nine",
    "capacity":120,"risk":0.25,"owner":"verdant_accord"
  }
}

Global Tick (every 30–90 in-game mins or major events):

  1. Resolve logistics (convoys, attrition, stockpiles)

  2. Update support/security (services, propaganda, combat results)

  3. Identify frontlines & roll skirmishes (flip chance by strength/morale/supply)

  4. Diplomacy drift (tension, treaty timers, violations)

  5. Trigger stories/escalations (leaders, tech, disasters)

  6. Intel diffusion (recon decay/new sources)

  7. Append War Log entries


4) Tactical Map, War Log & Forecast UI

  • Layers: Control, Supply, Intel, Morale, Missions, Weather/Storms, Air/AA.

  • Sidebars: War Log feed (filterable), Operation Planner (impact bars), Diplomacy Board (stances/tension).

  • Cell Inspect Card: owner, support breakdown, garrison, security, services, unrest, links, events.

  • Forecast Widget: “Do X within Y hours → ΔSupport, ΔMorale, ΔBorder.”


5) Player Levers & Roles

  • Field Commander: join/lead battles, place beacons, build temp fortifications, deploy sidekicks.

  • Strategic Agent: convoy ambush, depot raid, grid sabotage, leader extraction, radio hijack, tech heist.

  • Diplomat/Kingmaker: broker truces, swap prisoners, fund proxies, expose scandals, flip subfactions.

  • Quartermaster: route caravans, reduce link risk, commission escorts, manage settlement production.

(Design rule: each op should move two layers at minimum—e.g., Logistics + Morale.)


6) Mission Generators (Systemic + Curated)

Templates parameterized by current state:

  • Cut the Vein (convoy ambush), Hearts & Minds (relief), Signal Thief (uplink), Leadership Gambit, Scorched Relay (infrastructure).
    Curated arcs plug into the same metrics for story beats.


7) Settlements: Emotion Cores & Defense Sim

  • Emotion Core Profiles: Justice, Mercy, Pride, Pragmatism → patrol habits, propaganda tone, defense AI.

  • Defense Simulation: layout + militia + suits + morale resolve sieges; player can arrive mid-event.

  • Policy Menu: ration plans, militia drills, propaganda tone → Support vs Unrest tradeoffs.


8) Vehicles/Air & Power-Armor Theatres

  • Vertibird Network: airfields grant rapid response; Air Denial via AA and weather manipulation.

  • Suit Wars: commander suits amplify battle intensity, burn fuel/tech, and magnify propaganda swings.

  • Legendary Commanders: named aces with traits; defeat/recruit causes regional morale/diplomacy ripples.


9) Propaganda & Culture War

  • Mechanics: broadcasts, posters, rumor cards, town halls; costs, reach, duration, counterplay; backfire risk raises unrest.

  • Culture Ops: religious rites, festivals, tribunals—soft-power levers that shift support without shots.


10) Dynamic Endings & World States

  • Axes: Governance Stability, Popular Support, Military Dominance, Cultural Legitimacy, Technological Stewardship.

  • End States: AI Protectorate, Green Confederacy, Ritual Empire, Nomad Pact, Market Syndicate, etc.

  • Epilogues: settlements, commanders, trade lanes get bespoke wrap-ups driven by final metrics.


11) Balancing Knobs, QA Gates & Milestones

Global knobs: capture_rate, supply_attrition, morale_sensitivity, intel_decay.
Faction knobs: doctrine_bias, logistics_efficiency, propaganda_effect, counterintel_strength.
QA gates: every op moves ≥2 meters; forecasts directionally right; doctrines play distinct; epilogues reflect the run.
Milestones (12–16 wks):

  • Spine (grid/supply/tick/log) → Identity & Ops + Map v1 → Diplomacy/Intel/Settlements → Air/Elites + Endings.


12) Base Factions (Identity Packs)

  • Ashen Reign: mechanized ritual-tech columns; weak to fuel interdiction, EMP, anti-ritual.

  • Verdant Accord: eco-ambush, bio-camo; weak to scorched-earth & smear campaigns.

  • Spark Rats: drone raiders, chaos; weak to tight security and black-market collapse.

  • The Unshackled: synth/AI precision; weak to EM and public backlash.

  • Warpath Natives: mobile hunter-warriors; weak to sieges/air denial (expandable with Beastmaster/Weather-Reader trees).


13) Expansion Factions (Canon-Friendly)

  • Super Mutant War Clans: FEV vats, spawn pressure, behemoths; counter via vat sabotage, alpha hunts, fear control.

  • Raider Cartels: pillage economy, hype-driven morale; counter via checkpoints, market burns, warlord decaps.

  • Brotherhood of Steel: PA spearheads + air cav; counter with AA/EMP, fuel interdiction, confiscation optics.

  • Gunners (Mercs): contract tiered combined arms; counter by bankrupting, poaching officers, or outbidding.

  • Children of Atom: rad area denial, storms; counter with decon infra & expose fake miracles.

  • Institute Directorate: infiltration + relay blitz; counter with jammers, trials, and exposure scandals.

  • Railroad: exfil/sabotage; counter with counterintel sweeps & surveillance nets.

  • Minutemen CDF: militia artillery web; counter with counter-battery/AA and coordinator assassinations.

  • Enclave Remnant (late): black-ops overmatch; counter by evidence chain → public exposure, EMP/AA nets.


14) Active Wasteland Roamers (Procedural Packs)

  • Dustway Union (Roadwrights): open arteries, toll strikes; lowers link risk, raises intel.

  • Blue Lanterns (Water Syndicate): beacon truces, drought taxes; mediate short truces.

  • Glowmoth Procession (Rad-Pilgrims): night rites, rad harrow; time/weather-gated.

  • Rag-and-Bolt Cartel (Smugglers): shadow manifests; supply attribution noise.

  • Mireblaze Wardens (Firebreak Rangers): controlled burns; settlement safety ↑, visibility ↓.

  • Stormriders (Sky Raiders): storm-gated heists; AA webs & lures counter.

  • Bonepick Bounty Co.: open seasons & amnesties; diplomacy spikes via contracts.

  • Glass Shepherds (Nomads): mirage crossings; optics/line-of-sight buffs on flats.

  • Relay Jackals (Tech Hijackers): line taps & ghost orders; intel volatility.

  • The Long Noon (Ghoul Commune): high-sun markets; prejudice propaganda counterplay.

  • Seedkeepers (Agronomists): green pacts, blight breakers; food supply lever.

  • Iron Choir (Robo-Cantors): rhythm protocols; EMP “counter-beats” negate.

(Spawn 2–4 globally; rotate weekly in-game; guarantee one aid faction and one predator.)


15) Counter-Factions to Ashen Reign (Mountable Synth War-Gorillas)

Chromeback Cohort (rideable synth war-gorillas):

  • Counter Angle: anti-ritual weave (dampens Ashen auras), vehicle breaching, short-range AA by grapnel.

  • Roster: Bruisers (vehicle rippers), Stalkers (stealth climbers), Titanback mounts (rideable), Handler Lancers (EMP lance), Howl-Callers (fear aura), Anvilbacks (cover shield).

  • Ops: Gorilla Grapnel (force land/immobilize), Howl Break (fear & ritual suppression), Kennel-Fast (plate regrow), Pylon Maul (bonus vs ritual pylons).

  • Counters vs them: arcs/suppression, taser grids, sonic dissuaders, ash-slick berms.

  • Rider System: mount commands = Charge, Vault, Grapple Vehicle/Air, Roar, Dismount Smash; stats = Nerve, Plate HP, Stamina, Bond.

Hexbreaker Syndicate (ritual-nullifiers):

  • Null pylons, solvent darts, metronome “desync” pulses; convert pylons into backlash traps.

Saltwind Interdiction League (fuel killers):

  • Dry Tap capacity debuffs, Blue Smoke breakdown events, siphon crews, decoy tankers.

Thundercoil Wardens (air/armor denial):

  • Coil towers (AA/EMP radius), rocket nets (ground aircraft), rod fields that shrink air response radius.

(Pair any two to force Ashen into infantry-heavy, low-buff, fuel-poor play.)


16) Create-A-Faction Mode (Builder)

Flow: Identity → Doctrine → Economy/Supply → Territory/Routes → Roster → Unique Ops → Diplomacy → Propaganda → Tech → AI → War-Sim → Save/Publish.

Budget (100 pts): MP, LOG, INT, CIV, TECH, ELT → FPI autobalanced with synergy penalties & uniqueness bonus.
Hard Rules: vehicles require fuel; relay ops need relay infra; mutant vats gated by narrative flags.
UI: step wizard, power panel (Budget/FPI/Upkeep/Shortages), warnings, tactical preview, quick/deep sim.
Schemas: export/import JSON/CSV with assets and version tags; console-safe packages; PC allows scripts/Blueprints.


17) Example Flows & DSL Snippets

Convoy Ambush (end-to-end):

  1. Spawn Convoy#117 on rail_02 (VA → Dist. Nine)

  2. Player acquires route intel (3h reveal)

  3. Plan “Cut the Vein”; mines/AA; assign roles

  4. Resolve: battle + background casualties; loot by cargo

  5. Aftermath: VA munitions −120, morale −0.05; Dist. Nine support −0.03; Ashen pressure +2% nearby

  6. War Log entry + propaganda unlocks

Counter-Faction DSL (samples):

{
  "Faction":{"id":"chromebacks","doctrine":["Shock_Overrun","Climber_Assault"],
    "stocks":{"bio":600,"meds":280,"tech":140,"fuel":60},"ritual_dampen_radius":8.0},
  "Unit":[
    {"id":"cb_bruiser","role":"anti_vehicle","leap":"7.5m","emp_on_grab":0.25},
    {"id":"cb_titanback_mount","role":"mount","speed":7.2,"charge_impulse":1.35}
  ],
  "Op":[
    {"op_id":"gorilla_grapnel","vs_air_bonus":0.3,"immobilize_secs":10},
    {"op_id":"howl_break","fear_radius":10,"ritual_suppression":0.35}
  ]
}
{
  "Faction":{"id":"hexbreakers","doctrine":["Counter_Ritual","Sabotage"]},
  "Structure":{"id":"null_pylon","radius":9,"ritual_cancel":1},
  "Op":[
    {"op_id":"sigil_scrape","cooldown":3,"frontline_pressure_delta":-0.07},
    {"op_id":"backlash_spike","stun_secs":6}
  ]
}
{
  "Faction":{"id":"saltwind","doctrine":["Logistics_Warfare","Ambush"]},
  "LinkMod":{"id":"dry_tap","fuel_capacity_mult":0.7,"duration_ticks":6},
  "Op":{"op_id":"blue_smoke_day","breakdown_prob_add":0.12}
}
{
  "Faction":{"id":"thundercoil","doctrine":["AA_Static","EMP_Trapfields"]},
  "Structure":{"id":"coil_tower","aa_power":0.8,"emp_radius":12},
  "Op":[
    {"op_id":"rod_field","air_response_mult":0.6,"radius_cells":2},
    {"op_id":"emp_volley","stun_secs":5}
  ]
}

This single blueprint merges: the Faction Wars spine, canon/expansion factions, roaming wasteland packs, Create-A-Faction mode, and targeted counters (including mountable synth war-gorillas). If you want this packaged as import-ready JSON/CSV tables plus icon sets and UI copy, say the word and I’ll format the bundle.

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