Jeez, I can't keep up with you guys

Sorry for the long posts...
The set is intended to be started in the year 2077, not long after the war, but long after many natural resources (like oil) will have fallen out of use. This doesn't mean they don't exist in small quantities though, so it leaves those possibilities open to an extent.
Electricity would probably be unlikely at game start, but once the world develops a bit, I think it's not inconceivable to have some electricity flowing, at least enough to run electric vehicles. I definitely think some form of metro vehicles will be included.
Ships I think will be easy to come by, but in the beginning at least, limited to small boats. Eventually larger ships will become available as they're patched up, but it will probably be fairly late until "new" ships come onto the scene.
Aircraft I think will be nearly useless early on, but perhaps as time goes on they will become more reliable as new ones are built.
Redirect Left wrote:Andrew350 wrote:Awesome, I was waiting for someone to make a town names grf!

If you'd like, I can keep it updated for inclusion in the set as a whole? Come up with suitable names to expand upon it?
I don't know that it can be included as part of the main grf, I think town name grfs have to be separate (I could be wrong, though). In any case, it's probably better to keep it separate anyway, in case someone wants to use those names for a different scenario.

The fallout wiki (which I see was just posted above) contains every name in that universe, if you need more ideas.
DanMacK wrote:Possibly change the water colour from blue to brown or something? Represent poisoned water?
I wanted to, but then you lose the wave action effect, and without that water looks boring. I even tried using 32bpp masks to give the water a green tinge, but it doesn't work like that
DanMacK wrote:And on another note, how about some Cargo Icons? Courtesy FIRS and a bit of editing
Ooh those look nice, better than the default ones. I think I'll use them

I like the start to those vehicles too, especially the tanker!
DanMacK wrote:In regards to the lack of Wastelanders to boost production later on, possibly have a later (2100 or so) intro of a "Machinery plant" or something to deliver equipment to boost things?
Actually I rather consider that lack of wastelanders to be a feature - after all, once you've saved an area of the map, there's basically no need to boost production there anyway. And if you want to set up some sort of massive distribution network spanning across the map, then you have to take this lack of wastelanders into account when planning your strategy.
supermop wrote:Regarding steam engines, I can see how they would be attractive due to being able to burn plant matter, but it seems like coal would be impractical to mine in this setting.
True, but there's an awful lot of dead trees lying around that make a perfect fuel source.
supermop wrote:I've had a few ideas today about housing for the wastelanders - once they get dropped off at the mines they seem to be worked to death on the first day as there is no need to house any of them!
You're not supposed to think about that!

I like to pretend that when when you receive payment for delivering wastelanders, it is coming from the mine (for bringing them workers) not the wastelanders themselves, so on the return trip home there is nothing paid and thus it's like the wastelanders just aren't there...just pretend some are being transported home and they're just invisible.
supermop wrote:I wonder, is it, or should it be viable to grow and maintain a settlement of wastelanders without the town disappearing or evolving in to a refurbished city? What is the best way to do so?
If you only deliver clean food and water, and don't deliver any building supplies, you can grow shack cities as big as you want, and they will never advance to the next stage.