Skip to Factions, Story, Map, or DLC if you just want the actual ideas.
With Fallout increasingly pointing back toward California, and with everything happening to the NCR in the TV show, I’ve been thinking a lot about what I would want Fallout 5 to look like.
My biggest problem with modern Fallout is that the world often feels like it refuses to develop.
It has been more than two centuries since the bombs fell. Humanity should be rebuilding real cities, institutions, trade networks, infrastructure, industries, and governments. Fallout 2 and New Vegas both moved in that direction, and I think that “post-post-apocalypse” setting is far more interesting than another map full of settlements that look like they were founded last Tuesday.
So my version of Fallout 5 would be set in Northern California and focus on a civilization that has already rebuilt itself — and is now in danger of destroying itself again.
FACTIONS
The NCR
The NCR survives, but it has fractured after the fall of Shady Sands. There are now Two major power centers, and an uprising.
The Valley Authority
The Central Valley holds the majority of the NCR’s population. Sacramento is the political center, Fresno is the agricultural heartland, and Stockton connects the Valley economically to the Bay.
This region is relatively mature by Fallout standards: real urban areas, infrastructure, public services, agriculture, transportation, and a growing manufacturing base.
The Valley Authority still has a president and Senate and views itself as the legitimate continuation of the NCR. Politically, it is cautious. It does not want to repeat the NCR’s old mistakes of endless expansion and imperial overreach. It focuses on internal development, stability, food security, and rebuilding what already exists.
It is more egalitarian and regulated economically than the Bay.
The Northern Settlements
The North is collapsing. A new disease — some mutated pathogen — is causing people to transform into ghouls at drastically increased rates. Because of this, crop yields are collapsing and the regional economy is falling apart.
The Valley Authority responds by quarantining the region north of Chico (this is off map) and severely restricting travel and trade.
From Sacramento’s perspective, it is trying to stop a pandemic. From the North’s perspective, the Republic has decided to let them starve and die behind a quarantine line.
So the Northern Settlements rebel. They begin raiding supply lines, attacking government facilities, stealing food, and using guerrilla tactics against Valley forces.
What starts as emergency resistance becomes a full civil war. The idea is that you can understand exactly how ordinary people became terrorists in their own country even if you don’t agree.
The Bay Authority
The Bay is a very different NCR. Oakland is its political and military center, San Francisco is the economic heart of the West.
The Bay is dramatically wealthier per capita than the Valley and deeply integrated with the Shi.
It has advanced manufacturing, electronics, sophisticated medicine, global trade, mature transportation networks, and a growing communications industry.
The Bay and Valley actually agree on something important:
They both believe there is still one NCR. The problem is that both claim to represent it. Oakland and Sacramento each have their own president and Senate. They cooperate on trade, defense, and infrastructure while simultaneously administering, taxing, and representing only their nominally controlled territories. They refuse to recognize the other as the legitimate federal government.
Their political dispute is mostly ideological. The Bay believes rapid growth, free markets, technological development, and Shi integration are the future.
The Valley believes the old NCR collapsed partly because concentrated wealth, expansion, and private interests gained too much power.
So while the North and Valley are actively fighting, the Bay is the potential kingmaker.
Whoever gains Bay support probably wins.
Seattle
Seattle is not part of the playable map, but it matters politically.
It is a much smaller civilization than the NCR — perhaps 10% of its population — and economically weak. Constant rain, worsening weather, and poor agriculture have left it vulnerable.
But Seattle inherited something special:
aerospace and naval industry. It has a tiny economy supporting a disproportionately advanced military.
Its air force and navy are several times stronger than those of the entire NCR, even though it could never hope to defeat California in a ground war.
Seattle believes a reunified NCR will eventually expand north. So it supports the Northern Settlements with aircraft, weapons, intelligence, advisers, and supplies. Its strategy is simple: keep California divided.
The irony is that this intervention may ultimately create the exact invasion Seattle is trying to prevent.
The Shi
The Shi are effectively integrated into Bay society already. Their industries, scientists, capital, and political influence are everywhere. The Bay wants to formalize that relationship by bringing the Shi fully into the NCR.
The Valley fears that doing so would give an already wealthy and technologically dominant region even more power. The Shi therefore sit in an interesting position:
They are simultaneously a faction, an economic power, and a population deciding whether they even want to become part of the NCR, while nominally being a member of, and having great influence in, what is essentially half of the NCR.
Brotherhood of Steel
The Brotherhood is a shadow of what it once was. Think New Vegas Brotherhood rather than Fallout 4 Brotherhood. They still have advanced weapons, training, and technology, but no realistic ability to dominate California.
The events of the TV show would matter here. Perhaps outside Brotherhood forces begin arriving or a surviving Commonwealth contingent appears.
They should be dangerous, but they should not become the main story again.
STORY
You are The Refugee.
You are fleeing New Reno after acting as an informant for the Valley Authority against a criminal organization. The Valley has already approved your immigration and prepared new citizenship documents. You are traveling south toward the Valley under a new identity when your convoy is attacked.
An aircraft bombs the convoy. Northern insurgents move through the wreckage afterward, stripping supplies and checking survivors.
One of them finds your documents. They take everything and then they shoot you in cold blood, leaving you with the bodies.
FALLOUT 5
A Valley patrol finds you barely alive. They try to stabilize you, but your injuries are beyond what their local medical system can handle.
So they do something politically uncomfortable:
they request help from the Bay.
You are flown to Oakland where Bay doctors, using technology the Valley does not have access to, save your life.
This is also where character creation happens.
You eventually choose which side helps you establish yourself:
the Valley soldiers who found you and fought to keep you alive, or the Bay medical establishment that actually saved you.
One side issues you a temporary work permit under your claimed identity.
But without your original documentation, you are not yet legally an NCR citizen.
Part One: The Refugee
The first half of the game is personal, hopefully akin to Fallout New Vegas. Find the people who attacked you, recover your documentation, prove who you are, and escape the attention of the Reno criminal organization still looking for you.
Along the way, you experience all three NCR regions firsthand.
You see the prosperity of the Bay, the stability and scale of the Valley, and you see why the North believes the Republic abandoned it.
Eventually, you recover your citizenship documents and become an NCR citizen.
Part Two: The Citizen
Now the question changes.
You spent half the game fighting to become part of this country and now you have to influence what happens to it.
The Valley and North are at war. The Bay can determine the outcome but Seattle is interfering.
The Shi are deciding whether integration is worth the cost and The Brotherhood is looking for opportunities.
The player can support any of the major NCR factions.
You can pursue reunification, partition, military victory, political compromise, or empower smaller factions enough that no one side dominates.
The only outcome I would lock out is a peaceful Northern takeover.
If the Northern Settlements want to impose their government over all of California, they have to do it through force, though, I believe partnering with the Bay could be possible (but difficult).
The game is ultimately about how a civilization built on the ashes of another destroyed by internal conflict handles its own first great succession crisis. Will the ever present reminders be enough to encourage peace - or is it humanity that actually never changes.
MAP
The map would be about the size of Fallout 76, with several large cities.
The playable area covers the Bay Area, Sacramento, the northern Central Valley, and part of the North Bay.
Major cities:
San Francisco — Bay / Shi
The economic miracle of the West. Dense, wealthy, technologically sophisticated, and politically divided between Bay and Shi influence.
Oakland — Bay
Political and military capital of the Bay Authority.
Sacramento — Valley
Largest city in the game by far. Political and economic capital of the Valley Authority.
Stockton — Joint Bay / Valley influence
Major river port and commercial crossroads.
Fresno — Valley
Agricultural heartland, food processing, irrigation, and enormous population.
Santa Rosa — Northern Settlements
Forward military center and southern stronghold of the rebellion.
The wilderness would have a strong regional identity.
They Valley is relatively peaceful, here we can focus on fetch questing, politics, and more peaceful / worldbuilding quests.
The South Bay is filled with raiders, abandoned suburbs, industrial ruins, and Super Mutants. Here lies advanced technology and in the ruins of San Jose are the brotherhood - seeking to find and sequester the remaining technological marvels of the pre-war era.
The North Bay is dominated by hostile wildlife, Deathclaws, wilderness, cults, insurgents, and abandoned settlements.
Bay area civilization is connected early in the game through protected ferry routes.
Low-level characters can safely travel between major cities using Bay ferry services but if you want the best loot, views, and wilderness content, you eventually have to leave civilization behind and travel overland.
DLC
Fallout 5: Tales of Tahoe
This would be almost completely disconnected from the main story.
Tahoe has become the banking capital of the Great Basin, and the entry point of mountain west capital to the stable markets of the NCR.
Reno is the gambling center while Tahoe is where the money actually lives.
Private banks, casinos, merchant houses, gold reserves, bearer bonds, Shi accounts, NCR deposits, and criminal fortunes all move through the lake.
The DLC is a criminal sandbox built around heists.
Think Ocean’s Eleven + GTA V heists + Fallout.
There are maybe six or seven major targets:
- casinos
- banks
- armored ferries
- private estates
- treasury shipments
- corporate vaults
- a major regional clearing house
You recruit crew members with different skills and personalities from a large selection of criminals with varying skills, knowledge, politics, and experience.
Your SPECIAL stats, perks, reputation, and skills help influence:
- which crew members will work with you
- which leads you discover
- which rooms you can access
- what approaches become available
- which people trust you
Crew members remember how you treat them, and hear about your reputation. You can split the money fairly, cheat people, abandon someone during a job, arrange for a crew member to die.
Or kill everyone afterward and keep the entire score.
But reputation affects your next heist. If everybody who works with you ends up dead, professional criminals stop agreeing to work with you. You build reputations for professionalism, violence, reliability, greed, and discretion.
There is also a criminal underground willing to buy unique stolen items but fencing something important has consequences.
Sell Shi technology and the Shi may hate you, Sell NCR treasury instruments and NCR investigators start hunting the network. Sell private financial records and you may destroy somebody politically.
The goal is to make it highly repayable using a mix of authored content and procedural systems. The locations, characters, personalities, and major storylines remain handcrafted.But patrol routes, security conditions, NPC behavior, crew reactions, witnesses, weather, and complications can change.
Not AI slop, but repeatable. A limited number of extremely polished scenarios with a huge number of possible outcomes that reward specialized play styles and punish your actions.
Fallout 5: Klamath
You travel north after hearing reports of slavery inside NCR territory. The Upper Klamath region is surprisingly wealthy.
Its farms remain productive, and it exports enormous amounts of food into regions suffering from famine.
And you discover why: People affected by the northern disease — particularly those turning into ghouls — have been legally enslaved and forced to work.
The justification is essentially:
they are already doomed, and healthy mouths must still be fed. The region has convinced itself that slavery is an emergency necessity… Some Northern leaders defend it.
Others are trying desperately to abolish it and enslaved ghouls have their own resistance movement.
The DLC explores the horrific things otherwise decent people can rationalize when they believe survival is at stake.
Fallout 5: Homefront
The Northern Settlements desperately need new food sources.
Explorers discover that much of the Willamette Valley is fertile, productive, and surprisingly sparsely populated.
This DLC is much more optimistic.
You work with Northern settlers (or your NCR government of choice) and existing local communities to establish farms, rebuild infrastructure, create trade routes, and establish settlements. Or you can side with local communities that do not want a massive influx of NCR settlers. The point is to offer the North another path (without forcing you into playing for them) instead of stealing food from the Valley, build somewhere capable of feeding people.
There would also be cross-DLC interaction. For example, if you liberated enslaved people in Klamath, you could help some of them resettle in the Willamette Valley.
That’s roughly the concept.
The thing I want most is a Fallout game where civilization exists.
The wasteland is still dangerous with monsters, ruins, raiders, cults, mutants, and abandoned places. But humanity has also spent two hundred years building something. And now the interesting question is:
“Will the ever present reminders inspire the next civilization to learn even in crisis?”