Sid Meier's Civilization V

Sid Meier's Civilization V

The Institute - Fallout 4
47 Comments
wb_whiting Jun 3, 2024 @ 8:13pm 
Very cool civ! Mostly works as described, but: Synth units are weird. They cannot be upgraded into later units, they cannot get any promotions other than camouflage, paradropping, and rough/ open terrain buffs. They are both ranged and melee- I 'captured' an enemy city, the synth moved onto the enemy city square and destroyed its air units, but didn't actually transfer control of the city to me.
trident May 22, 2018 @ 2:25pm 
thanks a lot, can't wait to try this one
sky  [author] May 20, 2018 @ 12:36pm 
yeah its because I was cleaning my dropbox. I'll see if I can find my old files. I haven't done any development on this in a while
trident May 19, 2018 @ 1:39pm 
I get an error message when opening the link for the patch, anyone got a solution or does it just not work?
Jpdelta Oct 12, 2017 @ 4:48pm 
Ohh, ok that does make sense. But that would be a nice add on, i was a little startled when i saw i couldnt settle but thank you.
sky  [author] Oct 12, 2017 @ 4:46pm 
I did post a patched version without the city restriction like 5 comments down, but it's probably OP as ♥♥♥♥. To be honest i've no idea, I was hardly a good civ 5 player when I made it and the balance is probably pretty wonky.
sky  [author] Oct 12, 2017 @ 4:45pm 
Yeah, that's supposed to be there. The Institute in fallout 4 canon only had one base, so I wanted to mirror that in the mod. I was working on the ability to settle a few extra cities as outposts (limited to 3 pop so you can claim resources and build a navy) but I don't remember if I ever got that working. I haven't really played civ 5 in a while so the mod is on an indefinite hiatus until I feel like developing more for it.
Jpdelta Oct 11, 2017 @ 11:56am 
YO, just wanted you guys to know about a glitch I found, or maybe it supposed to be there, anyway, it seems you can only found one city.
Jpdelta Oct 11, 2017 @ 11:25am 
nice idea for sure
Vandicron Mar 23, 2017 @ 12:40pm 
i got it dw, great mod!
sky  [author] Mar 21, 2017 @ 7:29pm 
It should be in the list of civs. Did you enable the mod through the mod menu first?
Vandicron Mar 19, 2017 @ 5:47am 
How do you use the mod, cant find it in lists of civs?
Usernamehere Mar 14, 2017 @ 8:05pm 
Thanks. I appreciate it.
sky  [author] Mar 14, 2017 @ 7:55pm 
Usernamehere Mar 13, 2017 @ 9:44am 
Would you consider making a version that can settle more than one city?
Peak Josh Dec 29, 2016 @ 10:45am 
there spys need to be buffed, those can be the gen 3's
heyman7 Aug 27, 2016 @ 7:31pm 
I don't like how the syths are only replacing the rifleman, I get that having syths replacing infantry with those promotions is really OP but the institute is an OP faction/organization/group/civ. Just a thought
Everyone's #1 Fangirl May 12, 2016 @ 8:10pm 
I feel like that is kind of limited, I would still go with a 'Library variant' for the palace, but guaranteed specialists aren't bad.
sky  [author] May 12, 2016 @ 5:10pm 
What do you think about a palace replacement with a science specialist or two?
Rixin May 11, 2016 @ 2:46pm 
I believe an Observatory replacement is in order, since, ya' know, they're underground. Perhaps the proposed UB below would be better suited in that regard?
Everyone's #1 Fangirl May 11, 2016 @ 2:17pm 
I feel like making that the UB doesn't really represent them, I would stick to a Palace replacement.

I like the new UA quite a bit though.
sky  [author] May 10, 2016 @ 12:04pm 
I've decided to do some drastic modification of the mod. After a lot of thought, I decided that one city was too limiting for a science focused civ. After some thought, I have a second UA I plan on switching too. If anyone objects much, I can maintain the old one also without much trouble. Anyway, here are the current plans.

UA: Mankind Redefined
May only settle or annex 3 cities. Gain +1 science per specialist each era. Troops may enter enemy territory without open borders

UB: Biosciences Division
Replaces hospital. 35% food is held after growth. +6 food.

the UU would stay the same.

Any thoughts?
Everyone's #1 Fangirl Apr 27, 2016 @ 10:58am 
Alright, I just figured I could try to help in that regard, good luck with whatever you decide to do.
sky  [author] Apr 27, 2016 @ 9:49am 
I took a look at the mod. He rewrote the city founding code and modified the code which shows the unit panel in the bottom left corner to show a button for it. While I could probably do the same thing, i'm pretty sure it would break compatibility with any other mod that modifies the same file. I didn't think it was worth it, although I could probably do it if everyone wanted me to.
Everyone's #1 Fangirl Apr 27, 2016 @ 9:20am 
I would contact this mod author http://forums.civfanatics.com/showthread.php?t=544795 about on how you can get things besides settlers to settle cities, its a great mod and I use it often, and he managed to make his great general replacer do what you're talking about.

Its a shame the game isn't more like civ 4 with the 'promotions unlock from tech' though.
sky  [author] Apr 27, 2016 @ 8:08am 
Good news! I've been trying to figure out how to wall a promotion behind a tech, and I think i've figured out a way. It's a bit kludgy, but I can run lua code when someone researches a tech so I can add a promotion which is a prereq of the tech I want to wall. Ideally, I'll figure out how to hide those promotions, but I wouldn't count on it.
Rixin Apr 26, 2016 @ 7:20pm 
You've been doing great, keep it up!
sky  [author] Apr 26, 2016 @ 7:08pm 
I've spent like the last 45 minutes trying to find a method to make a unit besides a settler settle cities, but it doesn't seem to be possible. I could've sworn it was, but I can't find it now. I was hoping to make a unique promotion for the synth which would let it settle an outpost, but it looks like it'll have to be a settler for now.

I've gone ahead and added two unique promotions - I think this will screw up animations, but i'm not sure. Unless anyone objects strenously, i'll leave it like this. You can probably expect v3 up tonight unless I can't get it to work.

Also, i've been thinking about a replacement UB. What do you think about something that increases growth speed? I was thinking make the food requirements that of half the population, but that might be a bit OP.
Rixin Apr 24, 2016 @ 1:52pm 
The Great Scientists could be the ones who settle the "out[osts" previously mentioned instead of settlers
Everyone's #1 Fangirl Apr 24, 2016 @ 1:50pm 
I was actually thinking that could be what the Synth's do--I don't think the Institute should puppet/annex cities, I feel like instead every time they raze an improvement or city, they steal the science beakers of whoever they did that to, dependent on the unit strength perhaps?
Rixin Apr 24, 2016 @ 10:23am 
Or maybe you could get a science boost for every kill?
Everyone's #1 Fangirl Apr 24, 2016 @ 1:03am 
I haven't gotten to play it yet, so I didn't know that, my bad! I feel like it should steadily get better over time though.

Maybe it could function like a library? For every X number of citizens, science increases? The science bonus or how many citizens are needed could improve as you advance through each era.
sky  [author] Apr 23, 2016 @ 3:04pm 
I've actually been trying to get the working. The problem is that I can only limit promotions by combat class, and custom combat classes don't animate. I normally play in strategic mode, so I wouldn't be bothered by it but I assumed that others would be.

As for the UB Palace, they actually do start with a palace clone. It gives them some extra science at the start and some specialist spots. Just a general science building. Do you have any ideas for what it would do?
Everyone's #1 Fangirl Apr 22, 2016 @ 1:29pm 
To make it easier to code and more in line with it being 'upgrades' maybe instead have special promotion paths for that Synth unit? They could start at different levels depending on technology researched, but it lets you make 'special' Synths quite easily, which is what the Institute actually does (One of those promotions could make it like the Infilitrator idea somebody mentioned, another could just improve their combat ability, etc.)

Also, I feel like their unique building should be a replacement of the Palace, Obviously it would be called the Institute, but what it could do can maybe change as technology is researched?
sky  [author] Apr 20, 2016 @ 6:14pm 
That seems like a good idea. I'll think on it and maybe add it. I'll be away from my desktop until saturday evening, so I won't be able to change features until then.
Rixin Apr 20, 2016 @ 5:15pm 
Here's an idea, instead of having just a single "synth" unit, you could have Mk1 - Mk2 - Mk3 - Courser with different researched techs. That would be kinda rad.
sky  [author] Apr 20, 2016 @ 8:39am 
I thought about that. It certainly does fit, but I wanted it to be someone unique in terms of mechanics. In regards to University Point, it looks like they just razed it to grab some tech after they wouldn't give it to them.
Sir Mayday Apr 20, 2016 @ 7:44am 
What about taking a page from Venice's book and having a Great Person (Synth Infiltrator?) who allows you to puppet other cities? I'm not sure how it'd work with cities owned by rival Civs, but Synth!McDonough running Diamond City had a feel sort of like Venice using a Merchant of Venice to puppet a city-state. Based on what appears to have happened to University Point , I don't see the Institute taking a rival city without razing it, but that might be too much of a limitation.
sky  [author] Apr 19, 2016 @ 7:19pm 
So, I did some testing over the weekend and I thought i'd tell you the results. It seems likes the science bonus it gets is enough to make me the science leader by a pretty big margin until late game. I played a game with my friend (who is quite a bit better than me) as Korea, and I was leading in science until early Modern Era where I dropped behind pretty quickly. It would seem that the one city limit is a far bigger disadvantage than I had first assumed. I also had some troubles with being unable to build a navy, as well as strategic resources. I've thought about some possible solutions which have been detailed in the previous comment and I want your input.
sky  [author] Apr 19, 2016 @ 7:19pm 
- Allowing players to create x (possibly unlimited) "Outposts." An outpost would be limited to 3 (or some other number, would need to be tested) population and would primarily be used for snagging strategic resources and for creating ships. I would probably give them 0 production and allow the capital to pipe their resources to them at no cost.

- Coastal start bias

- Strategic resource start bias. I'd need to do some research, but I think it should be possible to guarantee at least one of every type close enough to work.

I'll admit, I'm kinda attached to having outposts, but I might not be unbiased since i've spent a lot of time thinking about it. I'd also appreciate if you all could let me know how the civilization has worked for you, balance-wise.
Rixin Apr 17, 2016 @ 2:03pm 
Breadfish, this one's better ¯\_(ツ)_/¯
sky  [author] Apr 15, 2016 @ 3:07pm 
I did notice that, I had just already started this for myself and I didn't see any reason not to upload it.
Sir Mayday Apr 15, 2016 @ 2:59pm 
There's room in the Workshop for multiple interpretations of the same Civilization. I have at least three different USA mods, and I've seen a range of other popular choices (I wanna say there are at least as many 'Nazi Germany led by Adolf Hitler' mods).
Mark Corrigan Apr 15, 2016 @ 2:56pm 
M8 sorry I made this mod first :/
sky  [author] Apr 15, 2016 @ 8:06am 
Ya know, I am honestly not sure how I didn't think about that. I plan on doing some more tweaking this evening. I'll upload it then.
Sir Mayday Apr 15, 2016 @ 6:23am 
"Mankind Redefined" is kind of the Institute's motto, and so thematically fits with what UAs usually get called.