Bringing The Fallout Universe into an Empire Building Genre.

Take control of one of the Wasteland Factions vying for the Power and Control of the Wastes.

Guns, Melee, Power Armour, Gunships, Espionage, Diplomacy.

What tools will you use to Tame the Wastes?

Blood will be spilt and empires will be forged, because we all know....

War Never Changes....

Come and Join the Development Discussions in our Brand New Forum!

Fallout: Tame The Wastes

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Is it a bird? Is it a Plane? High Elder John Maxson The Master's Representative
Blog RSS Feed Post news Report abuse Latest News: Alpha 5 (Full Release)

14 comments by FamousSpear on May 7th, 2015

This release marks the end of 3 months of dogged chipping away at numerous bits and pieces throughout the mod.

This should Hopefully be the end of the A5 development, freeing us up to begin work on Alpha 6 (T.E.C.S) Build.
I wil be looking to release a design statement about what we hope to achieve with A6 in the near future, but for now enjoy all the yummy wasteland goodness that the A5 Full Release has to offer!

Alpha 5 Full Release

A5 Full Release contains a lot of new content, changes and fixes. We have done so much I can't even remember it all!

High Elder John MaxsonThe Master's RepresentativeHarold The GhoulTandi, First Lady Of The Wasteland!

But here are just a few of the Highlights:

New Maps!
2 modified Pangaea Maps with much increased landmass for greater land based wasteland goodness!
They will fill the role of a 'United States' Type landmass.
Fury Road also 'simulates' destroyed cities and infrastructure with clusters of ruins and broken highways.
All other maps have been removed to avoid map/gameplay breaking conflicts.

New Game Speeds:
For those of you that like faster games, we have added two faster game speeds to get the Wasteland Party Rolling!
Quick: 300ish turns
Normal: 600ish turns

Number Tweaking:
Loads of Stats across the board have been changed and tweaked.
Improvements now produce more.
Bonuse resources now produce more.
Buildings can make use of more Bonus Resources.
High End Units require larger cities to build.

New Resource Buildings Added:
Jet, Combat Drugs, and Books can now be produced by their Special Buildings.

These should now be fixed. You will find you are suddenly inundated with a whole heap of new promotions to choose from! (though we still have to make a whole lot more..)

New Art:

Story Event Prototype:
We Hopefully have this working, but tests are some what inconclusive... I have had them work properly when firing within about 10-20 turns of each other, but when played out over 100 turns it doesn't seem to work.. We continue to explore this issue! (They should currently trigger when you have a certain amount of gold in your treasury.)

I am sure I have done more than this over the last 3 months long, but I cannot remember anymore...(losing my patch folder didn't help!)

Delete Previous Versions
Unzip to Desktop and move to Bts mod folder

Note: If you are using windows 8.1 I have been experiencing some crashes when initialising the mod, just keep trying and it will work.
This seems to be 8.1 related and not mod related, as it never happened to me before I 'upgraded'.

Alpha 5 Full Release
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Downloads RSS Feed Latest Downloads
Pre-Alpha6 Patch

Pre-Alpha6 Patch

Jul 27, 2015 Patch 0 comments

This is a small/large update that makes changes to the following: Reduced Civic Effects. Added Changing Civic Traits (Though no real content adds +2 gold...

Alpha 5 Full Release

Alpha 5 Full Release

May 6, 2015 Full Version 9 comments

This Release should see the end to the A5 Development and allow us to move forward to concentrate on A6. There maybe be a patch release for this as many...

Alpha5 Patch1

Alpha5 Patch1

Feb 21, 2015 Patch 2 comments

New patch for Alpha5 Contains: Stuff! See Below for Details and install instructions

Alpha5 (Archid Build)

Alpha5 (Archid Build)

Feb 9, 2015 Full Version 14 comments

After more than a year of faff and failure the Brand New Version of FTTW is here! Alpha5!

Alpha 4 PatchB

Alpha 4 PatchB

May 28, 2014 Patch 2 comments

A Balance, Tweak and Bug Fix Patch for the Current Version of Fallout Tame The Waste Alpha 4 Main Changes: Barbarian Settings Tweaked Improvement Costs...

Alpha 4 PatchA

Alpha 4 PatchA

May 21, 2014 Patch 0 comments

Patch for Alpha 4 Release For Downloads Prior to 23rd May

Post comment Comments  (10 - 20 of 160)
Storander Jun 7 2015, 3:52pm says:

Why are trails so expensive?

+1 vote     reply to comment
clanky4 Jun 10 2015, 11:23am replied:

dirts expensive

+1 vote     reply to comment
FamousSpear Creator
FamousSpear Jun 10 2015, 12:21pm replied:

especially when it is mildly radioactive

+1 vote   reply to comment
FamousSpear Creator
FamousSpear Jun 7 2015, 5:26pm replied:

because linking cities with resources is much more powerful in FTTW, bonuses boost productivity per bonus, so you get a lot more than just the bts sytem of having a resource for prereqs, you get repeated boosts to all outputs.

it also represents the difficulty of building and maintainin routes in the wasteland, and keeping them secure along with the caravans and travellers that use them.

I thought about reducing it a few times, but whenever I played it, it seemed to fit properly, so I kept leaving it as it was.

The idea is that it forces to make choices, add improvements or connect resources, it takes time to fully develop your lands.

It also makes it more important to protect key tiles from being pillaged by barbs or DOps.

+2 votes   reply to comment
Guest Jun 4 2015, 12:18am says:

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FamousSpear Creator
FamousSpear Jun 4 2015, 8:16am replied:

I think Bts auto obsoletes units that are no longer of any value or reason to build instead of a later version, but as far as I know it is a rare occurence..

What ones are obsoleting? What are they being replaced with? Why do you want the old ones still?

In the words of Johnny 5 'Need Input!'

+1 vote   reply to comment
Guest Jun 13 2015, 9:36pm replied:

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FamousSpear Creator
FamousSpear Jun 14 2015, 4:17pm replied:

I doubt the C2C guys would have the time to work with me on this, I have a few guys that work with me when they have the time and we introduce new things, it all just takes time and I don't have the energy to do anything quickly. There is still a lot that I want to do with the mod, it is far from the idea that I have in my head.

I had not noticed the issue with auto-obseleting units, Would I be right in guessing that it is things like metal armour to combat armour that is the issue?

When you say auto delete, I am guessing you mean from the buildable units on the city screen list?

When able I will see if we can disable it, or find some way to keep 'important' units active in situations where you don't have the needed supplies.

+1 vote   reply to comment
FamousSpear Creator
FamousSpear Jun 14 2015, 4:25pm replied:

I haven't really played C2C, I tried it once but couldn't get into it.

So my question to you would be, what are the best ideas/features that you would want to see be a part of FTTW from C2C?

Be specific and sparing, if you say all of it then it will just never happen as I don't have the time or the skill of a big team, the guys that I work with are great, but they don't have a lot of time to give.

+1 vote   reply to comment
Guest Jun 15 2015, 8:09pm replied:

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FamousSpear Creator
FamousSpear Jun 15 2015, 9:15pm replied:

You should come over to civfanatics and join the design talk.

Master of mana had a similar thing with resources and stores.

There is a modcomp of civfantics which I have looked at a few times, but is python based and only sort of half of what it needs to be.

I do want to make a production overhaul at some point, it is just having the time with the guys on team so I can only promise it when it is done.

All of the faction and Lore content will only come in once I have the 'base game' built, a while back I had a much larger team and a lot of guys volunteering to help, but unfortunately time and their own circumstances meant they had to step back out.

That's why a lot of stuff is half done, as they were half way through when they had to leave.

We keep chipping away though.

Right now I am working on overhauling the civics system to take advantage of the New Dynamic Traits system we have, that will give 'evolving' civics that change over time and also interact with other civcs and actions, which might hopefully give a civic system that is completely different to anything else I have seen.

+1 vote   reply to comment
Guest Jun 16 2015, 11:42am replied:

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Civilization IV: Beyond the Sword Icon
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Released May 15, 2013
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Highest Rated (3 agree) 10/10

What can I say other than that this mod is the reason why I went out and got Civ 4. Decided to play as the NCR and at about turn 200 I had pissed off the local tribes and Super Mutants and as always the Enclave but gained the love of The Brother Hood and the Ghouls. So eventually I went to war with the muties, tribes and the Enclave and wiped them all out along with the slavers. And being in the spirit of the NCR I turned around and wasted the brother hood and culled the Ghouls because hey you've…

Apr 2 2014, 9:15am by EvilElmo23

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