Fallout 4 settlers

Fallout 4 settlers DEFAULT

Fallout 4: how to build the perfect settlement

In a lot of ways Fallout 4 feels very familiar to its predecessor – you’re still wandering a ruined US shooting mutants and collecting stuff. However, one significant improvement is the ability to tidy up parts of this disorderly wasteland and make them liveable. Popular with players who like simulation and resource management games, and compulsory if your chosen path through the main plot involves siding with the Minutemen, settlement building is a major part of Bethesda’s newest role-playing adventure.

However, while the system is impressive, the interface is fiddly. If you find yourself several hours into the game and wanting to rebuild your first few hamlets from scratch, you may have a laborious process ahead.

To mitigate that risk, make sure you learn the basics of building with this handy four-part guide.

1. Set-up

The settlements system is a major part of Fallout 4, and it’s clear the designers don’t want you to miss it. Unless you’re especially contrary, you’ll likely stumble into the quest that introduces settlement building in your first day out of the vault.

On returning to your pre-war home, your robot Codsworth will recommend you check out nearby town Concord, where you’ll run into a group led by a man called Preston Garvey. Fulfil their request to take them to your hometown, which they call Sanctuary, and one of them – Sturges – will teach you how to turn the derelict manifestations of your character’s painful memories into objects and resources useful for post-apocalyptic life: beds, water, food, and defences.

You switch from adventurer to builder through the workshop menu. To access it, find and activate the settlement’s red workshop or use the shortcut command (hold down the “change view” button), an on-screen reminder for which is a handy way to tell if you’re in an editable area.

The workshop view provides stats for your settlement along the top of the screen, with any that are low highlighted in red, and construction categories along the bottom. You’ll need to spend some time getting used to what goes where, especially as you unlock more objects – but Sturges’ requests are easily found: beds come under furniture, water and food under resources, and defences under defence.

On selection, you’ll see a ghostly version of the object appear in the world. Move your cursor around until it lights up, which shows there’s enough space to place it, and you can set it down. Thankfully you can move objects after you’ve placed them, so if you notice you’ve placed your guard post facing into rather than away from the town you can just pick it up and turn it around.

Once you’ve figured out the basics of object placement, no doubt you’ll have loads of ideas for the kinds of settlements you want to build. The only limit is your imagination. Oh, and the inbuilt settlement size limit. And the raw materials. Which brings us to …

2. Supply

The most immediate method to gather the components needed to construct the various objects that make up a settlement is to scrap what was there when you arrived. You can’t scrap everything, but systematically removing every broken toilet and fallen tree from a clearly demarcated area is one of the most satisfying feelings I’ve ever had in video games. It even makes a good noise.

Some settlements, however, don’t have enough of their own supply of raw materials, especially when you want to build more than the basics. The next step is to gather junk when you head out on quests, which, when transferred to the workshop (press “store all junk” to do this as quickly as possible), can be automatically broken down into components during construction.

Those who played Fallout 3 will be used to selective looting when clearing a building of raiders or super mutants, but in Fallout 4 the useless has become useful, so start picking up those broken lamps and ashtrays. You could level up your strength stat to make sure you can carry as much as possible, maybe with the addition of the “strong back” perk and some grilled radstag, but if you want to be more discerning and gather only what you need for your current project, you’ll want to learn how to tag components so that objects containing them are highlighted (with a little magnifying glass next to their name) in the world.

One way to tag components is to look at the junk you’ve already got in your inventory (scroll right from the weapons tab – it’s just after “misc”), press a button to switch to “component view”, and then press another button to tag as many as you need from the list. However, since this method only allows you to tag components you already have, a more natural method is to do it in workshop mode: when you come across something you can’t construct because you’re missing a component, press a button to tag what you lack.

If you’re too busy to pick up all that junk yourself, you can get a steady supply of salvage by setting up a scavenging station, which is hidden away under resources > miscellaneous but only requires five wood and three steel to build, plus one settler to actually work. Assign your settler by selecting them in the workshop view and clicking on the scavenging station to set them to work. Apparently, any settler without a job will bring in bits and pieces of junk too.

Oh, and if you need adhesive, which you probably do, follow Rich Stanton’s advice and use a cooking station to make some vegetable starch.

Finally, the most important thing to do if you’re serious about building several thriving settlements is to set up supply lines between them so that your stock is available to all. To unlock this ability you need the “Local Leader” perk, which requires a charisma level of at least 6 (and an overall level of 14 for its second rank, which lets you build stores and workstations in your settlements).

Once you’ve got the perk, you have to set up your supply lines manually: in settlement A, use workshop view to highlight a settler and press the “supply line” button, then choose settlement B from the list (if it’s greyed out that means that settlement has the maximum number of settlers, ie ten plus your charisma level) and off they’ll go. You don’t need supply lines between every settlement; just make sure each is connected to at least one other. To check your network, head to the map on your Pip Boy and press the button for “show supply lines”.

3. Satisfaction

Aesthetics aside, settlements and the objects within serve a functional purpose, fulfilling the needs represented in the bar along the top of the screen in workshop view. To keep your settlers happy and productive, and stop them complaining every time you visit, you’ll want to tailor your construction to maximise each need. Here’s how:

Food and water

This one’s easy. Each settlement needs the numbers next to food and water to be higher than the number of settlers who live there. To increase your food supply, plant crops and assign settlers to manage them. For water, build a few water pumps or – if the settlement is on the coast or contains a large puddle – a water purifier. If you lack the square footage for a farm, supply lines will help, letting your settlers share in the spoils of their neighbours’ hard work.


Settlers won’t care about a lack of power, but some objects, such as water purifiers, require a supply. Power is quantified, and each object has a numerical requirement. Different-sized generators provide a set amount to objects connected to them with wires (one copper each); link them by pressing the “attach wire” button on object A and then again on object B.

Use your generators to power pylons and conduits (power > connectors and switches), which radiate energy in an invisible field around them, useful for powering nearby objects like lights. With the addition of a switch you can control this radiation so the lights aren’t just always on; you can also use things like pressure plates and laser tripwires to control when things like traps receive power.


At first glance, it looks like you just want a settlement’s defence rating to be higher than its population, but you probably want it higher. Raiders and other attackers will target crops and water supplies so, if you can, make sure the number next to defence is higher than the sum of those next to food and water.

Initially you’ll likely rely on guard posts, which only require 10 wood and four steel to build and one settler to manage, but you can get more defence from turrets, the more powerful of which require perks like “Gun Nut” and “Science!” Want to set traps that only hurt your enemies? Place your trap, then wire it up to a powered laser tripwire, and connect a terminal to the tripwire so you can set it to only trigger when a hostile steps through.


Settlers will gripe if they have to share beds (apparently it’s not that kind of game), so make sure you have at least as many as you have inhabitants. To protect against the consequences of mass immigration while you’re away, you might want to bump it up to the maximum of ten plus your charisma level. A sleeping bag works as well as a bed, but settlers won’t be happy if they have to sleep outside so make sure you place them under some kind of roof.


Less immediately quantifiable than the rest, a settlement’s happiness level is often unpredictable, but there are a few things you can do to boost it. For one, make sure you’re looking after the other needs. Some of the stores that you can build, once you’ve unlocked the second rank of the Local Leader perk also add to happiness: trader, food and drink, clinic, and clothing (armour and weapons bring in income but no happiness). You can also please your settlers by carrying out neverending Radiant quests (tune in to Freedom Radio to find out if any settlements need your help) and defending them if they come under attack.

To monitor these needs over your whole network at once, tab across to workshops under the data tab of your Pip Boy and you’ll see a list of all the settlements you’ve unlocked, complete with warning signs for those found lacking in one way or another. Highlight a single settlement to find out which needs need work, and if you manage to get rid of every single warning let me know how you did it: in my game, Sanctuary has one next to happiness despite the fact that, at 83, it’s my happiest settlement, and Greentop Nursery is apparently content with a happiness level of just

4. Sundries

Once you’ve got the basics down, here are a few extra features of settlement-building for you to check out:


Don’t make the same mistake I did and limit yourself to building shelters only where the ground is flat. Under structures > wood > floors there’s a very handy “shack foundation” (12 wood, three concrete) that you can sink into the ground to provide a flat surface on which to build. You might need to connect some stairs so your settlers can reach the elevated side, but they usually snap into place quite nicely.

Picket Fences

Scattered across the Commonwealth are five issues of a magazine called Picket Fences, each of which unlocks a new kind of object for you to construct. If you want to be able to populate your settlements with things like potted plants or patio furniture, keep an eye out.

Rack them up

There are so many different kinds of magazines to collect that you may want to proudly display them in your chosen home. To do so, find the magazine racks (one screw, four steel) under furniture > shelves and transfer your collection across. You may need to build more than one.

You can do the same with any bobbleheads you find with the bobblehead stand (three screw, four steel, three fibreglass) under furniture > miscellaneous.

The bell

Crops, guard posts, scavenging stations, and stores all require assigned settlers to work. In large settlements like Sanctuary, however, it can be difficult to find settlers when you need them. Build a bell (four wood, four steel), which is found under resources > miscellaneous (I guess because in Fallout 4 people are a resource) and ring it to gather a crowd before you.

Dress up

Finally, despite your best intentions to provide them with a safe and comfortable environment and a productive occupation, your settlers still sometimes look like they’d rather be anywhere else. You might not be able to put smiles on their faces, but you can make them look a little less dejected by putting them in nicer clothes. Just ask them to trade, and you can give them a fashionable suit or hat, pressing “equip” to force them to wear it. Or, you know, equip them with some decent armour and a weapon so they’ll be a bit more useful next time the raiders come. Just get rid of those rages – they’re so last-apocalypse.

Sours: https://www.theguardian.com/technology//dec/11/falloutguide-how-to-build-perfect-settlement

Fallout 4: Settlements

Tutorial for Managing, Building, and Optimizing Towns

Build up Sanctuary, your first SettlementSanctuary is likely to be your first Settlement. Building it up by completing the quest will result in a lot of XP and resources to help your character progress. The Settlement component of Fallout 4 is strategically helpful and improves the game's immersion.

Fallout 4's Settlements system is a key part of gameplay. You can ignore them, but rallying the people of the Commonwealth and improving their lives is a core idea in this game. They don't tell you much in the beginning. You're suddenly given the ability to build things in Sanctuary, so I'm going to go over some of the factors that make a Settlement: water, power, happiness, and defense. We'll also teach you how to manage your Settlers.

Here are the things we'll cover about Settlements. Jump to the section you need help with or scroll down to learn the basics:

Preston Garvey in Fallout 4 will give you quests.You can't order Preston Garvey around right away, but later can assign him to guard duty - a task he's well suited for. Garvey will give you quests to get you allied with new Settlements.

The Basics - Settlement Management

Enter the Settlement Management screen by holding the button you use to change views from 1st to 3rd person. From there, you can see the Settlement's stats - people, food, water, beds, electricity, and defense. Each of these impacts something, and improves the quality of life of your Settlers and their Happiness - the final stat. A safe place with food and water is hard to come by in post-apocalyptica, so if you can give that to them, they'll be happy. Lastly, there is a bar that indicates how full the Settlement is as far as objects go. It is up to you to manage the people and assign them to tasks in order to give the Settlers a productive and safe life.

See All Settlement Status: You can see the status of all your Settlements by using your Pip-boy to go to Data > Workshops

Building Materials, Junk, Food and Water all go automatically into that Settlement's crafting stations. Some, you'll have to deposit yourself. If you have an item like an aluminum can in the storage, it'll be automatically broken if you need aluminum with the excess left behind in storage as raw materials (3 left if it provided 4 and you needed only 1). It's a slick system.

Storing Junk - Select the workshop station and store all junk to have all items that qualify as junk automatically deposited, freeing up your inventory. Many items' only purpose is to provide materials - like desk fans and bottles. When you're building, you have access to all of these materials - whether for crafting or weapon/armor modification - wherever you are in the Settlement.

free resources deposited from having excess materials in Fallout 4Having abundance and scavengers means free materials. These were all deposited after a few days, resulting in extra materials gained while adventuring. Your Settlers work for you!

The Benefits of Building Settlements

Some may choose to ignore this aspect of Fallout 4, but it's not necessarily a good idea. You can get a ton of free items by building up your Settlements, and eventually have easy access to great stores that let you buy ammo or sell your items for money. You can even set the fast travel spot for a Settlement and pop up right in front of crafting stations and stores if you've taken the Local Leader trait.

Setting up Supply Lines, you can have access to all resources in one settlement at another one when using the crafting stations, so you can upgrade/improve things in smaller Settlements without carrying around building materials. For you the player, this also means lots of scavengers working for you, free water and food! The more extra food and water you have when compared to the population of a Settlement, the more will be deposited. You need to remove excess water and use it or put it in another container, but excess vegetables and scavenged items will continually accumulate. This is a good reason to make way more water and food than your Settlement really needs. These items can be used to cook and purified water is worth a good number of caps.

Scrap ruined houses to get steel and get wood from trees in order to build the basics for your villageScrap ruined buildings to get Steel. Get wood from trees. Other less common materials can be found all over town inside the houses.

Getting Started

You can go about the Settlement and destroy ruined houses and trees - downed or logs - in order to get the most basic resources - steel and wood. You can also go into homes and look for broken objects to scrap. You don't have plumbing, so you don't really need toilets and broken sinks, nor children's toys and couches can't be slept on. Spend some time doing this to build up your resources, but DON'T scrap light poles. You can use them to hang light bulbs later. You can take these resources to ANY crafting station, even the cooking station, select store all junk, and the whole Settlement will have access to them while freeing up your carrying capacity. This is key, because how can you lug around steel, lumber, ceramic and other materials while still managing to hold your own in a fight after traversing the map!

While you can build custom houses, making things pretty isn't my specialty. It's something you may want to do eventually in order to make it more pleasing to the eye, but I focus on the basic stats and think that is the main thing people need to know. You ARE able to make things entirely custom, and magazines out in ruined buildings may teach you to make things like patio furniture and other decor in your Settlements.

Settlement Population Cap

Settlers will gradually come in so long as your Settlement has a recruitment beacon working, and you've got an abundance of at least a few of the things listed below. If the Settlement is unhappy, no one will bother to come. The Settler Cap is 10 + Charisma. I've had my Settlement size pass my Charisma, because often I've used hats/suits to raise Charisma while in town and shopping at my own stores. I have NOT seen it go down, though I've seen it reported.

Settlers need beds to sleep and be happySettlers want beds to sleep in. Can't blame them.


The best thing to do is use the homes you can't destroy and put beds inside them. The only things I didn't really tear down are street lights, as they can come in handy to light an area in the street later in our building process. I placed beds in what were obviously once the bedrooms after scrapping everything inside. Along with food, which we'll cover next, people need beds to be happy. You must have enough beds for your population - one for each of them - and one for yourself (optional). If people passes the number of beds, happiness will drop. You can assign settlers to specific beds, but it doesn't really matter. This is purely about the stat. Having extra beds will not necessarily attract new settlers, but it will prevent those who move in from lowering your Happiness stat when they arrive.

You can make beds by going to Furniture > Beds in the Settlement Management screen. People don't even need to be able to walk up to them for this to work, but it looks awful if you lay them side by side and you may want to use one here and there to get the Well Rested buff. You should be able to provide plenty for the initial settlers just by breaking down the things in Sanctuary's ruined homes. Settlers are just as happy with a mattress on the floor as they are with full-sized beds.

A garden in Fallout 4Settlers will produce food, should you build a garden or have Brahmin. To make a garden you must first find food that is plantable, like Tatos.

Building a Food Supply

This is a major factor for the success of your Settlement. Without enough food to feed those who are around, why would someone else want to move there? You can collect plants from all over the world - mainly at other towns in existing gardens - and plant them. Harvest them when they grow after a few days and replant them in order to be able to expand your food supply, and be on the lookout for foods that can be grown as you travel. Really, just pick up almost everything! For the plants in your settlement to grow, you must assign a Settler to the task.

Mama Murphy working the garden.She doesn't need Jet. Just get her working in the garden to take her mind off the withdrawal. You can see she's working quite a lot of plants at once.

Assigning Settlers to Garden

First, plant the produce in rows. Harvesting vegetables from other places isn't considered stealing. You're most likely to have 'Tatos and melons early on, if you're following Preston Garvey's quests to restore the Minutemen. With the Settlement Management screen open, go to Resources > Food and select the types it says you have on hand. Plant them in rows. Now, select one of the Settlers. Don't put Marcy Long on this because she's such a rude bitch that you want her on the front-lines if raiders attack. It's a good job for a struggling drug addict, so how about Mama Murphy?

You need some fruit and vegetables to get started. You can find some by simply doing the quests offered by Preston Garvey. He will send you to a couple of small villages that need help in order to get you started. Don't worry if Sanctuary is technically starving for a while. You can pick produce at these Settlements without it being considered stealing, then plant them when you get back to Sanctuary Hills and begin assigning Settlers to grow them for you.

In Settlement Management, click a Settler then go to your garden. Pick 'assign' with a plant selected. It should say, "This Resource has been Assigned". One Settler can work up to 12 plants or 6 units of food - depending on how many food that plant says it produces. Most produce half a unit, hence the Mutfruit is 1, so a Settler working 2 mutfruit could also work 8 tatos (to reach 6 food). If you start with 5 half food plants, then later plant 7 more, the Settler will automatically take up responsibility for those other 7 plants. Great, huh?

Thankfully, you don't have to choose between Food and water since they take completely different resources to craft. When you harvest vegetables, please note that they are not stored like other junk in your Settlement inventory. Lugging around 30 Tatos and 20 Mutfruit is a lot, so put those along with any wild animal meat you've collected into your Settlement's workshops manually. You can then use it at the cooking station there, and later at other Settlements if they are connected via Supply Lines. Excess food is regularly deposited into the Workshop's inventory, where it can be used for cooking or planting in future Settlements. You can even sell it if you get hard up for caps. Don't go overboard though, you want more Settlers working as Scavengers and only need that 1 food per Settler. Shoot for food tops, unless you get a higher population.

Regular water pumps in Fallout 4Regular water pumps are fine, and with an abundance of them you can get some Purified Water - a great healing item and useful for crafting. Settlers require water to be happy and attract newcomers.


Now your Settlers need a good water supply. You can choose normal pumps which go in the dirt or purification stations. Water needs to surpass the amount of Settlers, and the higher it is the happier they will be. Maybe they want to actually bathe. Water Purification stations are great, and can be put in the stream near the bridge, but you'll need a power generator to do that. Normal pumps are easy enough to place, so I'll assume you have the stuff you need to make one in the water so I can teach you just a bit about wiring.

Like food, water is regularly deposited into the Workshop inventory based on the amount you have. However, unlike food, it is OK to go overboard with this - Settlers don't work your water pumps. Water will be deposited into your Workshop inventory regularly, every 30 minutes to 1 hour, and you can use it to heal or sell it for caps.

Settlement Happiness Factors

Happiness is the measure of your Settlers' contentment with these inter-working systems and improves their efficiency. In particular, you'll get more excess food and extra scavenging resources the happier your Settlement has become. Having enough food, water, and beds are obvious, but what else affects Happiness? Happiness can be raised by ensuring no Settlers are unassigned. While we do not yet have a list of all Settlers and the roles they're assigned to, you can do a patrol around the Settlement and look for Settlers who do not have a job by looking at the icon. If it's red, they have no job. Different symbols represent different jobs. Assign them to scavenging stations if you have the food required to feed your Settlers. The rare materials you'll occasionally get are better than more food, and the higher your food count, the greater the chance of a raider attack.

Little things like the random encounter with a wasteland resident who will sell you a dog can give you extra happiness - the Settlement it's sent to will get a small boost. Having the shops you can build/purchase with Local Leader rank 2 (Charisma Perk) will greatly improve happiness. Decorations and lighting have no impact on happiness at all, though maybe this will change one day. Adding additional shops does affect Settlement Happiness.

Giving the town electricityPowering your Settlement is necessary for water purifiers, lighting, the recruitment beacon and some defensive items. Press the jump button to attach wires to other objects, extending the generator's' reach.

Power and Wires

I say 'Stuff' because you have many different things that can be wired, from certain defense systems to poles that allow you to extend them. See, wires have a limit on how far they can go. So if you're putting a purification pump in the stream, you should put the generator nearby else you need to use more resources putting up power poles on which to hang wires. The taller ones let the wires go further. On PC, I select the thing that needs power, press space, and it allows me to then attach a wire to the generator or power pole. On Xbox and Playstation you should see the necessary button on the bottom of the screen when selecting the object that requires power. You may need to make several hops to wire something distant, which is why I recommend just putting generators nearby. Poles aren't necessary in some cases - you may have a light source that needs power, and can then hop a wire from that to the next thing.

So this brings us to the Power stat. This is a largely useless stat unless all of your items are connected via wire. Early on, it's a generator feeding a water purifier or lighting, and knowing the amount of power isn't that important. Just be sure your generators are adequate for what you're hooking up. If it doesn't help happiness, it's too bad it doesn't just show you how much extra you have minus consumption. Regardless, this metric is nearly pointless as you should keep track of how much is needed to power your purifiers, defenses, lighting, etc. based on the power generators' output.

Lighting the Settlement of SanctuaryLighting up Sanctuary or any other Settlement is as easy as placing some lights near a power pylon. They give off an aura of electricity, as do conduits. Wire conduits to homes to give them power inside!


Lighting is not necessary at all, but does improve the look of your Settlement and may help during a night-time raid. You need light to see to fight effectively and navigate the town. It makes it look like a booming town rather than a bunch of run-down shacks. Look to Power > Connectors and Switches and note Power Pylons and conduits. Both of these emit an aura that will allow a home or street to be lighted. You can connect either to a generator, hopping with wires as necessary, and the lights will just 'work'. Switched Pylons/Conduits will let you turn them off if you please, but they're hardly necessary. If you're short on power, prioritize this later than other things.

Recruiting new settlers to the town.The Recruitment Radio Beacon is necessary to attract more people to your village. Don't be like me. Turn it on after supplying it with power from a generator.

Settler Recruitment: The Radio Beacon

Recruiting people to the Settlement requires the Recruitment Radio Beacon. It must be connected to your power grid via a wire. Build this in each Settlement as soon as you can, because more Settlers (who have no names but can be used for a number of things) is a good thing and helps make your town more defensible. Basically, without this radio beacon, how would you get the word out that there's a good place to live in the area? Towns that welcome newcomers and offer food and protection are rare in the Commonwealth. Once you've built the settlement recruitment beacon, please make sure that it's switched on by activating it outside the build mode! Afterward, when you're listening to the radio you may hear mention of your little project to build a nice town.

Local Leader also lets you make shops in Fallout 4With some caps to invest and Local Leader rank 2, you can make shops in your town so you can sell goods and buy ammo! Sometimes rare things will be for sale, so this can be a major perk. I think everyone who bothers with Settlements should take it.

Scavenging Stations

Scavenging Stations require a Settler be assigned to them. While unassigned Settlers may find one item, Settlers assigned to Scavenging Stations find twice as much and are happy to have an assignment. You can build a Scavenging Station by going to Resources > Miscellaneous. These dutiful townsfolk will randomly deposit items they find into the Settlement's crafting stash. This happens every few days, and you never know what they'll find. It's always materials, but it can be some really good stuff, especially as your level raises.

Scavenging Stations are entirely optional and should probably come last in your priority list as far as assigning work duties, but is the best thing to do with extra Settlers once their basic needs are taken care of - Settlers on Scavenging Stations can produce a lot of materials for building other Settlements and modifying your weapons and armor. It's one of the best parts of using Settlements in Fallout 4. Read the article linked above to get an idea how powerful this can be with supply lines.

Brahmin feed troughs - what do they do?Brahmin do have a purpose in your Settlement. They provide you with Fertilizer, which is used to make Jet and explosives at the Chemistry Station. You can find this in any workshop's inventory in your Settlement. Having these in many Settlements will give you nearly unlimited Fertilizer.

Brahmin - Feed Troughs and What Brahmin Do

Attract a Brahmin to your Settlement by going to Resources > Miscellaneous and building a Brahmin Feed Trough. Having Brahmin in your Settlement does not contribute to food, nor should you kill them - you'll aggro the whole town. Only wild Brahmin may be slaughtered for meat and leather. Brahmin in a Settlement generate Fertilizer in the workshop's stockpile automatically. Fertilizer is great for people who like explosives, as it's used in a number of chemistry station craftables. Additionally, it's required to make your own Jet.

Establishing a supply-line in Fallout 4Establishing a Supply Line - you must pick a Settler named 'Settler' or some other non-critical NPC to do this, but it will give you access to resources across connected Settlements.

Supply Lines and Local Leader for Settlements

With the Local Leader Perk (Charisma 6), you can establish Supply Lines. This can only be accomplished by selecting someone who is named simply 'Settler'. Pick them with the Settlement Management screen open and you can then pick establish supply line. Tell them where they'll go. You can make networks of supply lines in this way, and have access to all building materials at all Settlements. It's incredibly useful for building up new towns, and you can even have access to your weapon/armor modification items at these crafting stations as well, so it can save you some significant travel time, especially if you were playing on Survival difficulty.

Settlements with excess food and water will share with the other Settlements they are connected to, though this will not be displayed at the connected Settlement. It may show 0 food, but the people could be fed if food is in abundance. Your total food/water production in each settlement can be subtracted from the amount of Settlers you have. This means some Settlements do not need many farmers or even water pumps, so long as they are connected by supply lines.

Settlers assigned to guard the Settlement in Fallout 4.Settlers assigned to guard the Settlement. Be sure to give them good gear so they can survive combat.

Settlement Defense Stat

Defense is a key aspect of happiness. The wastes are absolutely ripe with rape and pillage, so people need to know they're safe. You can achieve this with guard posts and automated gun turrets - some simple ones do not require power and can absolutely butcher Raiders with your help and that of the people you've chosen to be defenders. Note you can't order Preston Garvey around until a little later in the quest, but can eventually assign him to this task.

For Sanctuary, the main entrance is the bridge although I'm sure they can come in from elsewhere. You need to build guard posts - the tall one being best, along with a couple of turrets. The higher your Defense, the less likely it is to be attacked - especially if you have a high food/bed/water stat and low defense - that will absolutely attract attackers.

A defense turret in Fallout 4Defense Turrets won't 'die' like settlers will, they just may need replaced. They provide a good amount of defense. The basic ones do not require power. Put them up as high as you can for maximum effect.

You assign Settlers to defense positions just as you do gardening and other tasks. Each Settler can guard 3 posts, which means if you have the materials you can get a good defense rating straight away and greatly reduce risk of attack. But there's something worth noting here. You should gear up your guards, and not rely on just one! Give them items better than pipe pistols. Always give them your hand-me-down armor as you get new stuff, and occasionally upgrade it for them with stats like damage/energy resistance. Everyone in town will give you full access to their inventory, and you can choose to equip an item you've given them. Note there are clothes that cover the full body, then 2 pieces for arms, legs, and chest - so 6 pieces total, along with a weapon and ammunition. I don't know just yet if they'll use Stimpaks, but it's not a bad idea to give them some.

Every Settlement needs defense as it grows. Raiders want your resources, and they will come after them. The higher your food/water ratings, the more likely they are to attack however defense can lower this chance. Regardless, there is a small chance of attack each day. You may need to repair defenses and other objects from workshop mode if there is a bad attack with collateral damage. You will be notified if a Settlement is under attack and have time to fast travel to it. People may die, and happiness could go down and need to slowly rise back up after the attack. One of the only limiters to this is Size, which determines how many objects can be placed throughout the Settlement. Some have more room than others, based on existing structures.

To reiterate this from earlier in the guide, Settlement Defense needs to be higher than Food plus Water combined. The higher you raise defense, the lower the risk of attack. Getting defense to + is a good goal for all your Settlements to prevent random attacks. This can help prevent annoying defend X settlement quests that come up at random, but will take a lot of oil and circuitry because the best way is masses of Turrets. Your scavengers and selective looting when adventuring can help you to have enough resources to do this.

Defending Settlements Under Attack

Occasionally, one of your Settlements will come under attack. You'll know this because Help Defend X Settlement will appear to the left of your screen as though you've got a new quest. If you forget which one it was, because you were wrapping up another quest, you can view these on the Quests tab in the Pip-boy under Miscellaneous - it will indicate which Settlement needs your help. They must have good scouts, because you do have some warning before raiders/whomever attack the Settlement. The attack usually begins shortly after your arrival. If you wait too long, some infrastructure will be destroyed, some Settlers may be lost, and as a result Happiness will drop - so choosing to ignore these is an option, but not entirely recommended. Avoiding The Castle and Preston Garvey can help you get less of these missions.

New towns may join you, allowing you to build up your network of villages.Completing quests may lead to new towns offering to join you, allowing you to establish more supply lines and get more free resources.

Abundance and Making More Settlements

There's a lot more to the Settlements sytem, but you should be able to gradually improve your towns as you find more materials while exploring. As you go, you'll notice that excess food and purified water are deposited into the crafting station for the Settlement. Stated before, but take the purified water out of the settlement's inventory and put it in a normal container if you want even more to accumulate - there is a cap. As you advance in the game, Preston Garvey will give you quests to help other Settlements. After completing said quest, you will govern them the same way you do Sanctuary and add them to your Commonwealth 'empire'. You will also run across places that Garvey doesn't mention that will join you if you offer them some help with a local problem. You can actually civilize the wastes in Fallout 4.

The Size Stat - What It Means

Each Settlement has a maximum amount of objects that it can hold. Therefore, later on it's better to have only necessary things and replace smaller things - like generators and water pumps, with more powerful generators and industrial water purifiers. These will lower the total object count for you, while providing a larger output of these resources. The only thing you can't really upgrade are beds and plants. This metric is NOT an indicator of how full your Settlement is. Settlements' max populations can easily pass 20 with some time investment, and a large Settlement like this is unlikely to be attacked if it has a sufficient defense rating.

Settlements in Mid to Late-Game

As above, you want to upgrade things to improve your Settlements. Make supply lines connect to your 'capital' by having Settlers in new Settlements establish Supply Lines there. You can then immediately build some defense, water, beds, and assign workers to food when they arrive later on. Again, if you have an abundance of food and a supply line this isn't necessary to feed the new residents.

You can view the status of all of your Settlements by viewing the Pip-Boy, going to Data then Workshops. There it will show you caution signs if a stat is too low or nearly used up - like 3 Settlers with 3 beds. If none of these are displaying warnings, the Settlement will naturally grow. If you want one really good Settlement, you can tell newcomer Settlers to go to a specific town. You'll also meet people who need a home in your travels, along with Companions, and can tell them to take residence in one of your Settlements.

The Benevolent Leader Achievement

If you'd like to get the Benevolent Leader Achievement, you must strive to max Happiness. You may want to read this whether you've got an interest in the achievement or not, because I've added in some tips to managing Settlements that is beyond the scope of this tutorial. I've put this in a separate article, because it's not something you can do early on in the game and littering that advice throughout this article might overwhelm a player new to Fallout 4.

I hope this was helpful - if you have any feedback, email [email&#;protected], whether to let me know it helped you or to offer up a suggestion for improvement.

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Sours: https://www.carls-falloutguide.com
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15 Best Settlements In Fallout 4, Ranked

An interesting mechanic in Fallout 4 is the ability to assist the Minutemen in reclaiming the Wasteland via the creation of settlements for other wastelanders to live in. With enough elbow grease, players can carve out a mini-empire in the Commonwealth that will provide a steady supply of caps, supplies, items to buy, and even military assistance in battle.

RELATED: 10 Things You Missed In Fallout 4: Far Harbor’s Map

Among all of the settlements that are obtainable in the game, there are some that rise to the top in terms of what they can offer the player. Whether it’s a defendable area, land for crops, or pleasing aesthetics, here are the best settlements in the game.

Updated By Benjamin Baker On February 3rd : When constructing your empire in the wastes of the Commonwealth you are going to need to build up a ton of settlements. In fact, it’s easy to say that having more than ten settlements is in your best interest to maximize caps flow, item production, and give yourself helpful waystations of your own design. So for those looking to truly conquer the Boston area here are some additional settlements to keep in mind.

15 Warwick Homestead

The Warwick Homestead is an abandoned waste treatment plant converted into a settlement. The main building is rather large and with some clever use of staircases and walkways it can make for an interesting and highly defensible location.

There is also a decent amount of farmland and the Warwick family will have a few Gourd plants already in place. As awful as it sounds to make a home out of a waste treatment plant, the Warwick Homestead is actually a decent place to house your allies and produce food.

14 Kingsport Lighthouse

The Kingsport Lighthouse has a medium sized building area, but already comes with a lighthouse, home, dock, and a small area for farmland. It also has natural defenses in the way of the ocean and rock ledges, this forces attackers to come either by the dock or the driveway, easy points to defend without having to be there.

Granted it may not be the largest or most impressive settlement, but it is sustainable and a great contribution to your empire. Build the defenses, assign scavengers, build farms, and connect it to your trade routes.

13 Finch Farm

The Finch Farm is rather unimpressive when you acquire it. There’s a water pump, cooking station, small cottage for a family of four, and a small plot of land with crops already in place. You’d be forgiven for slapping a few farmers and defenses in place and moving on, but there’s untapped potential here.

RELATED: The 10 Best Builds For Survival In Fallout 4, Ranked

The building height extends up to the overpass above, meaning with a set of staircases you can extend your settlement up to this vantage point for additional housing, granting access to the streets above, and incredible defenses. In the end it doesn’t compare to others on this list, but it can look impressive if you want it to.

12 Starlight Drive-In

This former drive-in movie theater is now an empty parking lot with several rusting cars and barrels of radioactive waste. Those cars and the radioactive barrels can be scrapped for valuable resources to give you a large flat surface upon which you can build the base of your dreams.

It’s perfect for large scale housing to stack survivors on top of each other. It also makes a great location for your Power Armor collection to be displayed proudly in a personal gallery.

11 Egret Tours Marina

Egret Tours Marina may seem like a terrible place for a base given the run down buildings and random encounter spawn point (the latter meaning this place will be under attack often). But it’s valuable for both you as the player and your empire with the right setup.

This base is flowing with water to be produced and shipped to other settlements and it’s proximity to the Edge of the Glowing Sea makes it a great staging point for adventures into this dangerous territory. Focus on defenses, pumping clean water, set up some workshops and a trading post or two for supplies, and you have a strong outpost.

10 Covenant

This tiny town is a great settlement for the player almost as soon as it’s obtained. There are walls surrounding the entire settlement, lots of inhabitants, and a robot named Deezer who, on a daily basis, provides a can of Deezer’s Lemonade that heals 50 hit points.

The reason it ranks so low is that the settlement is one of the smallest in the game and there are already houses in place, which means it’s not very customizable. Plus the nifty gun turrets on the walls are a one-time thing, as they can’t be replaced once destroyed.

9 The Mechanist’s Lair

Part of the Automatron add-on, The Mechanist’s Lair is a great settlement in terms of usability and unique aesthetics. It's the home of the infamous Mechanist, who sought to pacify the Commonwealth with her robots. This lair of hers acts as the perfect camp for those with a little role-playing flair.

RELATED: 10 Tips For Fallout 4 Survival Mode

This underground base has a secret entrance that can house those playing as a mad genius or villainous type. Admittedly, it will have to be supported by another settlement as it cannot grow its own food, but the robotic factory has a great atmosphere for darker characters.

8 Sanctuary Hills

The former home of the Sole Survivor prior to the nuclear holocaust can once again be their home as they embark on a quest to find their kidnapped son. While it will never live up to its former glory, players can rebuild Sanctuary Hills into a makeshift post-apocalyptic suburb straight out of the Rick And Mortyepisode "Rickmancing The Stone."

Logistically, it has lots of space for the population and decent farmland, but it ranks low because defending it might be a problem with so many access points. Not to mention it’s a little depressing to live there considering the death of your spouse and neighbors.

7 Echo Lake Lumber

This former lumber mill is one of the larger settlements in the game and makes for a great base. It does require a lot of work to clear out the garbage, but this nets a ton of wood and other materials for building, so it’s definitely worth it.

There’s a hedge that provides a natural wall, lots of space for farming, and the main building is more than sufficient for housing settlers. It’s a solid settlement that can be self-sufficient and easy to defend after cleaning it out and getting everything set up.

6 Bunker Hill

This settlement is a great place to hole up and survive a siege. It’s surrounded by a sturdy wall with a large door barring entrance to hostiles. It also has a large obelisk standing in the front, but unfortunately, it doesn’t permit any construction on top.

One of the best perks with this settlement is the steady supply of caps from trading that the town already engages in. After securing it and without any investment, the player immediately has a supply of passive income, making it one of the better settlements to obtain, even if you don’t want to build or use it.

5 Graygarden

This quirky settlement easily makes the top five for just how useful and customizable it can be. The Graygarden comes with a team of Mister Handy robots busily harvesting and maintaining a greenhouse. In addition to the pre-built garden is the fact that the robots themselves require no water or food to sustain themselves. This means that all of that food can be used by the player, sold to merchants, or used to sustain settlements that aren’t self-sustaining.

Another perk to this settlement is that the highway above it is part of the building area. So creative players can build a massive staircase leading up to it and incorporate that space into the settlement.

4 Vault 88

This unfinished vault can be obtained by the player and serve as a new underground home. It’s a vast space that rivals the biggest settlement in the game and can be tailored for any purpose. The quest to obtain this vault also gives the player access to prototype technology that can improve settlers' lives and make the job of maintaining a network of settlements much easier.

RELATED: Fallout 4: 10 Secrets To Uncover In Vault 88

Unfortunately, because of the limitations in building sizes in the vanilla version of the game, the space in Vault 88 can’t fully be utilized. Although, this can easily be circumvented with some light modding to make an epic underground base.

3 Abernathy Farm

At first glance, there’s not much to this settlement. It’s a simple farm built around an electrical pylon. But this humble farm sports the highest building limitation in the game: a whopping 20 stories for the player to build in.

Even for those without the ambitions of building a story fortress, it’s a fully-functioning farm with tons of land for even more crops. With a wall and modest defenses, it’s a great source of food for your network of settlements.

2 The Castle

As the empire of settlements expands, it’s only fitting the player should live in a castle. Once cleared of Mirelurks, this fortress of stone serves as the perfect base that comes with beds, medical facilities, an electrical system, an industrial water purifier, and a stash of turrets.

It’s perfect for those who want something premade and ready to go, and it's highly defensible once the holes in the wall are repaired. The only reason it doesn’t rank higher is that it’s already close to its build limit and doesn’t allow for much customization. But who needs that when you have a castle!

1 Spectacle Island

Easily the best settlement in the game is this massive private island. Once the beacon is turned on, it wards off Mirelurks, and power is supplied by a ship generator. It also boasts the largest amount of square footage and has a decent height limit, giving lots of creative potential.

Admittedly, it does take a lot of work. There’s a lot of garbage, much of it underwater, and very little infrastructure apart from free power. But given the size and the natural defenses provided by the ocean, it can make the perfect location for players to build their own private island paradise or wasteland fortress.

NEXT: Fallout 4: The Pros And Cons Of Each Faction


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About The Author
Ben Baker ( Articles Published)

Starting with a secret copy of Warcraft II on his parent’s Windows 95, Ben has developed a lifelong obsession with video games. Drawn to darker and more horrifying games, he enjoys diving into the lore, secrets, philosophies, and complex characters found in those grim worlds. His only hope is there are other odd balls out there who are also attracted to the writhing things found in the digital void.

More From Ben Baker
Sours: https://www.thegamer.com/best-settlements-falloutranked/

Fallout 4 Wiki Guide

Hit the links below to that settlement's full section.

Abernathy Farm

Location: Top left corner of the map. South of Red Rocket Truck Stop, east of Wicked Shipping Fleet Lockup.

Occupants: Settlers.

Great settlement for farming. Plenty of Tato plants are already planted and ready to harvest.

Boston Airport

Location: Left center area of the map. South of the East Boston Preparatory School, north of the Prydwen.

Occupants: Ghouls roam this area. The Brotherhood of Steel inhabits this area later.

If you follow the main storyline quests, the Brotherhood of Steel will arrive here and take out the enemies in the settlement. There are no areas to plant crops here.

Bunker Hill

Location: Center of the map. North of the Cabot House and west of the USS Constitution.

Occupants: Already occupied by settlers.

Talk to Kessler a second time in order access the workshop.

The Castle

Location: Bottom right corner of map. West of The Gwinnett Restaurant.

Occupants: All sorts of Mirelurks hold down this fort.

You'll need to clear the area of Mirelurks before you can start using this settlement.

Coastal Cottage

Location: Top right corner of the map. North of [[Dunwich Borers] and east of Parsons State Insane Asylum.

Occupants: None.

Since you are near water, there may be Mirelurks in the area. Keep an eye out for Deathclaws as well!


Location: Center of the map. West of Taffington Boathouse, south of Wildwood Cemetery.

Occupants: Settlers.

If you want to enter the Workshop mode in this settlement, you'll need to complete the Human Error quest. If you go against Covenant in this quest, you'll have to kill everyone inside to make it your own.

County Crossing

Location: Top right corner of the map. South of National Guard Training Yard.

Occupants: Settlers.

Complete the Kidnapping at County Crossing quest in order to use the Workshop in this settlement.

Croup Manor

Location: Top right corner of map. East of Nahant's Sheriff Department and west of Nahant Chapel.

Occupants: Ghouls.

Before you get your hands on the workshop, you're going to have to go through the entire manor and clear it of ghouls!

Egret Tours Marina

Location: Bottom left corner of map. South of Coast Guard Pier, west of Fallon's Department Store.

Occupants: Phyllis Daily

No enemies here, but there are trap mines scattered about! If you want to use the Workshop here, you're going to have to speak with Phyllis and convince her to join the Minutemen.

Finch Farm

Location: Top right corner of map. South of Saugus Ironworks, north of Revere Satellite Array.

Occupants: Settlers.

Complete the Out of the Fire quest to gain the trust of the settlers. Once the mission is over, head over to the Workshop to start building!


Location: Center of the map. North of Beantown Brewery and south of Jalbert Brothers Disposal.

Occupants: Mr. Handy robots.

Want to build here? You'll have to complete the Troubled Waters quest to gain access to the Workshop!

Greentop Nursery

Location: Top right corner of map. West of Listening Point Bravo, east of Old Gullett Sinkhole.

Occupants: Settlers.

A random settler will tell you that a nearby location is infested with enemies. Head there, take care of the threat, and report back to get your hands on the Workshop.

Hangman's Alley

Location: Center of the map. East of Chestnut Hillock Reservoir, south of the Wreck of the USS Riptide.

Occupants: Raiders.

This place can be a bit tricky to find, but rest assured it exists! As the name implies, this settlement is situated in an alley, but a bigger one than you would typically see in the game. If you're coming from Diamond City, make sure to pass the area with the Super Mutants and pass the tunnel.

Home Plate

Location: Inside Diamond City. Look for it in one of the buildings surrounding the center of town.

Occupants: None.

Speak to Geneva in the mayor's office and purchase the home for caps.

Jamaica Plain

Location: Bottom right corner of map. West of University Point, east of Shaw High School

Occupants: Swarming with Ghouls.

There are a lot of Ghouls in the entire town, so you'll need to clear them out before you can use the Workshop in in the building to the left of the Mayor's home.

Kingsport Lighthouse

Location: Top right corner of map. East of Longneck Lukowski's Cannery, south of the Museum of Witchcraft.

Occupants: Child of Atom Preachers

You're going to have to clear the area of Child of Atom Preachers before you can use it as a settlement. Be warned! Their weapons blast loads of radiation your way, and they like to use Mini-Nukes as weapons. Don't get caught off guard by these Level 50 enemies! And remember to bring a Hazmat Suit!

Murkwater Construction Site

Location: Bottom center of map. South of Suffolk County Charter School, west of the Wilson Atomatoys Factory.

Occupants: Mirelurk Queen.

It's going to be a tough one, but all you have to do to get this settlement is take down the Mirelurk Queen. If you want an easy way out, there are some pods near this construction site. Open the door to the one in the middle to unleash a Legendary Siege Breaker Sentry Bot. Allow this beast to follow you to the Mirelurk Queen and let the two duke it out! The bot should die first, but the explosion it creates when it dies should be enough to take down the queen!

Nordhagen Beach

Location: Bottom right corner of map. East of Boston Airport, north of Fort Strong.

Occupants: Settlers.

This settlement doesn't have any enemies, but you'll need to complete the Nordhagen Beach: Greenskins quest before you can use it for yourself.

Oberland Station

Location: Top right corner of the map. South of Beantown Brewery, north of Relay Tower 1DL

Occupants: Settlers.

Talk to the settlers here to continue Raider Troubles at Oberland Station. Complete this in order to use the Workshop.

Outpost Zimonja

Location: Top center of map. East of Tenpines Bluff, west of Lake Quannapowitt.

Occupants: Raiders

Clear the camp of Raiders and it's yours. Be careful as there is a Boomer with a Fat Man at the main camp!

Red Rocket Truck Stop

Location: Top left corner of the map. South of Sanctuary, north of Abernathy Farm.

Occupants: None.

Found early on in the game. You'll pass this place as you make your way to Concord.


Location: Top left corner of the map. East of Vault , north of Red Rocket Truck Stop.

Occupants: None.

Empty and one of the first locations in the game. Once the Minutemen from Concord make it here, you'll be able to use the Workshop.

The Slog

Location: Top tight corner of the map. North of Saugus Ironworks, east of Listening Point Bravo.

Occupants: Settlers.

Complete the Search the Atomatoys Factory for Toy Parts quest to gain access to the Workshop in this settlement.

Somerville Place

Location: Bottom left corner of the map. East of Vault 95, south of the Scrap Palace.

Occupants: Settlers.

Finish the Fallout 4:Ghoul Problem at Somerville Place to get access to the Workshop.

Spectacle Island

Location: On an island in the bottom right corner of the map. To the east of The Castle and Warwick Homestead.

Occupants: Dozens of Mirelurks.

Grab some Rad-X and Rad-Away and swim over to Spectacle Island. The place is swarming with high level Mirelurks, including deadly variations. To scare them all away, and to enable the Workshop, you'll need to activate a siren. Enter the abandoned ship on the south side of the island. Turn on the generator. This will alert underground Mirelurks, so sprint as you follow the power lines to a small shack. Flip the circuit inside and watch as the Mirelurks flee!

Starlight Drive In

Location: Top right corner of the map. South of Bedford Station, east of Drumlin Diner.

Occupants: Mole Rats

Clear out the Mole Rats in the area and the settlement is yours!

Sunshine Tidings Co-op

Location: Top right corner of the map. North of the Lonely Chapel, west of Walden Pond.

Occupants: Ghouls

Clear the area of Ghouls and you should be able to access the Workshop.

Taffington Boathouse

Location: Top left corner of map. South of Medford Memorial Hospital, east of Covenant.

Occupants: Bloatflys.

Lots and lots of Bloatflys. You'll need to kill all of them in the area before you can use the Workshop on the side of the house.

Tenpines Bluff

Location: Top left corner of the map. East of USAF Satellite Station Olivia, west of Outpost Zimonja.

Occupants: Settlers.

Help them fight off Raiders to earn the ability to use the Workshop.

Warwick Homestead

Location: Bottom right corner of map. North of the Wreck of the FMF Northern Star, south of The Castle.

Occupants: Settlers.

Complete the Building a Better Crop quest to gain the ability to use the Workshop.


Once you get to a settlement, you'll have the ability to start dropping objects and putting up buildings! Each item that you can place is separated into different categories. Follow the links below to for each one!

Sours: https://www.ign.com/wikis/fallout-4/Settlements

Settlers fallout 4

Main Page


Sim Settlements is a Mod for Fallout 4 that allows you to build zone objects that tell the settlers what type of buildings to create in different areas of your settlement and they will do so. It includes a progression system, a more interesting settler needs system, and rewards to help settlements matter more. This mod aims to completely change the way you think about settlements. You'll now be able to create detailed, living places with minimal effort. The ultimate goal: making every settlement a unique and awesome looking Fallout city, with perks and rewards that help you at every stage of the game.

Join the forum here

Tutorial Videos

Sim Settlements Merchandise

Support Kinggath and the Sim Settlements Community

You can now support Kinggath and the Sim Settlements community by becoming a Patron (monthly $).

There are 5 different support levels with various reward levels starting with a special support Discord server all the way up to 1-on-1 conversation with Kinggath.

In no way will this money going towards paying for mods. Sim Settlements is free and always will be!

The goal of these funds is to cover the costs associated with maintaining a massive, wonderful community of gamers. There are many server, service, and subscription costs, as well as software and hardware purchases, and eventually it would be ideal to hire help to expand the amount of time Kinggath can commit to projects.

Become a patron button@2x.png

This functionality is provided through Patreon.

Mod Links

Details of the Mod

The Why

One of the biggest problems with Fallout 4, is just how disconnected the Settlement system feels from the rest of the game. Settlements lack that Bethesda game feel of exploration and progression, and so there's not much incentive to actually use the system. It also feels bizarre that you have to micromanage all these people, and personally plant seeds and decide where people sleep - you're their leader, not their mother! You're supplying these people with security and tons of resources, why can't they kick in and help out with building up the city?

The How

This mod changes the settlement experience by allowing you to place down zones (ala Sim City) that will make your settlers create buildings of the appropriate type in that zone. It includes a series of systems to help bring your settlements to life, and make them more dynamic and interesting to engage with. In Sim Settlements, these zones are known as Plots.


Buildings are chosen at random and filled with random things depending on how you zoned an area. Using the basic types of Agricultural (farms), Commercial (stores), Industrial (factories), Residential (homes), Recreational (entertainment), and Martial (defenses) - you create a basic outline for your settlement using the workshop system and the settlers will handle the rest. The base mod includes a large selection of buildings with even more available through add-on-packs!


Every building has multiple levels of upgrades that can be unlocked over time to keep you coming back to re-explore your own settlements and find out what's changed. Dynamic Needs [Optional]: To help make settlements more interesting, the basic needs of your settlers change over time, making keeping them happy more of a challenge, raids less predictable, and the upgrade unlocks feel like they were earned.

Living Cities

No longer will all of your settlers share the same boring life story, some of them will be flagged with interesting backgrounds, likes, hobbies, and quirks that play out in a visual story in their homes to make them stand out and feel like a unique and important person. Clutter throughout homes and some shops is chosen randomly both at creation and periodically when you visit them to really make them feel lived in. Furniture markers are placed throughout the homes and buildings so your settlers spend less time clumped up waiting for something to do and instead engage with your settlement.


To make the system even more worth it beyond the visual reward of the above systems, a tax system is in place to ensure the settlements can have a huge impact on your gameplay. With major add-ons, such as Industrial Revolution and Rise Of The Commonwealth, tons of unlocks are added in the form of special buildings and settler inventions that you can use while you're out conquering the wasteland!


If you have the HUDFramework mod installed, you'll gain access to a Workshop HUD piece designed specifically to make the goals while playing Sim Settlements clearly displayed in front of you whenever you're in your Settlements.


By the time this mod reaches its final form, the settlement system should be so engaging that you won't dream of ignoring it again! Since Sim Settlements was introduced, many features have been added:

  • Hundreds more building models, and new plot types to help meet your settler's needs.
  • Unique shop types and jobs not available in the vanilla game.
  • City Plans with giant set pieces to make each settlement unique.
  • Smaller, Internal Plots for those tight-spaced settlements.
  • Unlockable Buildings that change the way settlements work.
  • Discoverable Inventions (think items like Salvage Beacons)

The entire system is open-ended, with scripts and tutorials that allow absolutely anyone to add their own buildings, clutter, and stories to expand the system from their own mods.

If you're interested in releasing your own AddOn Pack of buildings for Sim Settlements or just contributing to the mod, check out the Builder's Toolkit below, which teaches anyone at all, even those without any modding experience how to do so!

Sim Settlements Builder's Toolkit: (Start at 00 Creation Kit pdf and work your way through):

Discord Server Invite: If you are looking for somewhere to hangout while you work on Add-On packs, we have a Discord server setup! It's a great spot to get help, share your progress, and talk about ideas:

Sours: https://simsettlements.com/web/wiki/index.php?title=Main_Page
FALLOUT 4: Workshop SETTLEMENTS Guide! (The Basics of Resource Management in Fallout 4!)

"Fallout 4": Settlers Tips, Tricks, and Advice

The history of trains and the various types of trains are covered here for a better understanding of their history and importance.

Settlers are so much more than just Non-Playable Characters, (NPCs). They are your friends, and since you can arm them and give them the same armor as you, they are in essence . . . you. Although they are billed as Non-Playable, Settlers can be given specific assignments when set as guards. That way, they keep your settlements safe while you're away. Settlers also act as your Sales Representatives for your growing empire and they even act as your heavy haulers when assigned to a supply route between settlements.

You can dress each settler any way you want to and give them anything you want, except Bottle Caps. The only exception to this is when you have the Perk that allows you to invest in a store. Outside of investing, Settlers make their own money and as a theory, I want to see which assignments increase settler riches the most. I'll post the results after I have finished this experiment.

Summary Update:

In addition to the Settler Income Theory that I'm testing, I also want to see if settlers are capable of handling their own weapons and armor upgrades or is the animation of them working at a bench just an animation.

My last project theory to test is whether or not a settlement with purified water can be sold to a settlement with only water pumps. So, I am going to set up a Caravan between Sanctuary and Abernathy Farm. If Purified Water starts showing up in Mrs. Abernathy's shop, I'll increase Purified Water output and start shipping it everywhere.

Special Thanks

Special Thanks goes to Shi-Ann Harrison for all of her effort put into this article.

Also, a very special thanks to Sammi for once again proving she should be playing this game but still doesn't . . . yet.

Important Notice Regarding Mods

One of the biggest problems I have with using Mods is finding my Settlers stuck either halfway through the floor or in a wall. Another issue is that using the secret wall trick does not work. Settlers will find a way even where there should not be one.

There are two ways to avoid these problems. The first way is to store your valuables in the cellar at Sanctuary or the second way would be to keep a settlement strictly for yourself such as Red Rocket or Coastal Cottage. Using the second method will still require defenses to keep out Scavengers but NO ONE ever goes into the cellar at Sanctuary.

Population Increase Trick

Something I discovered about getting settlers to move to a settlement includes the Build Limit for a settlement. In other words, if you have a Build Limit in the yellow, you will not get new settlers. So, either use a Build Limit Mod or the Weapon trick to get your Build Limit into the green in order to keep folks moving in on a regular basis.

I discovered that there's a way to increase the settler population for any given settlement. Wearing Charisma boosting gear/clothing will allow you to exceed the previous rule of thumb: each point of Charisma in SPECIAL adds an additional Settler with the settlement's default value of plus 10 for a total of 20 Settlers.

However, it was discovered that the original belief is incorrect. Instead, some players believe that the actual equation is Charisma x 2 equals Settler Limit. Hence, the ability to increase the population to 22 with the help of the Charisma Bobblehead. Add in a max of 5 Charisma for clothing and that raises Max Settlement size to 32, without Mods.

Caution Regarding Population Increase

Settlers count towards graphic usage and are measured against Settlement Size. What this means; if you want 32 Settlers, cut way back on Object Usage or your game will crash.

Most players familiar with this have found 26 Settlers to work well enough. Leader Perk 2 requires Charisma to be at Level 6. In a "No Mod," game where every level-up counts, Clothing will make up the difference, easily enough. Here's what you will need to shop for at Trudy's:

  • Black-Rim Glasses +1 Charisma
  • Any Suit and some Pre-War Clothing + 2 Charisma
  • Some Hats like the Trilby and the Pompadour Wig +1 Charisma

Final Equation

  • Level 10 Charisma: 10 x 2 = 20 Settlers
  • Apparel Total: 4 x 2 = 8 Settlers
  • Charisma Bobblehead: 1 x 2 = 2 Settlers
  • Maximum Settlers: 30
  • 30 Settlers require: 30 Beds, 30 Food, and 30 Water

Important Notice Regarding Beacon

I discovered a serious issue with Fallout 4. I was working on my defenses in Sanctuary and thought, "I'll go ahead and build a Settler Beacon but shut it off until I'm done." Boy, was I wrong. Even with the beacon being shut off, settlers still showed up.

DO NOT place your beacon until you are absolutely ready. Apparently, the beacon will attract settlers regardless of being turned on or off. Lesson learned . . . wait on the beacon until you're ready to welcome the masses.

Settler Introduction

The first piece of advice . . . DO NOT RUSH THROUGH THE GAME! Take your snail moving time. There is just way too much to enjoy in Fallout 4. Think about it like this. You can&#x;t see a blade of grass driving by in the car like you would if you were standing there. &#x; L. B. McAllister once said during a conversation we had. I miss you, Grandpa. Slow down when playing Fallout 4 and enjoy the finer points of the game, like Settler A. I.

His advice on paying attention to the details of every aspect of life pays beautifully in this game. Let&#x;s crunch some numbers. There are 31 Settlements in, Base Game," (Base Game: A game without any downloadable content: DLC). Anyway, back to the math. So, there are 31 settlements. Hang on to thirty-one for a second while we explain what determines the population really quick.

Each settlement is allowed a base number of 10 settlers. In addition to this, each level of Charisma that you have allows for an additional settler. So, if you maximize your Charisma, you could get 20 settlers for settlements, provided you have the beds to do so in each settlement.

So, 31 settlements multiplied by a maxed Charisma and the base ten Settlers allowed, equals Settlers . . . your army, your family, your servants . . . your kingdom. Fallout 4 is a ground-breaking game that will forever change the way we look at, Real-Time Strategy games. Most people, including myself, that played Fallout 3 would quickly think of Fallout 4 as a shooter/action type of game but what was true of Fallout 3 was thrown out the window and the video game genre of Real-time Strategy will hopefully be forever changed.

Settlers will poke fun of you if you do something random. Give them cigarettes and a lighter and if that&#x;s their thing, they&#x;ll walk around smoking. They are more than the four base conceptions of Farmer, Provisioner, Shop Manager, and Defender.

This guide series to Fallout 4, was and is being written with one thought in mind; helping you see just how much you are getting for the money you shelled out on this game. The people at Bethesda are beyond brilliant on details and imagination. Anyone who takes the time to dig deep into the game is still learning new everything about the game each time they pick up their controller and explore and if you stick with this series of guides we are writing, with your comments and feedback, we will discover just how awesome of a job they did, together . . . just like the Settlers, we are learning by doing and the things we will do . . . once we learn.

Start with the Fallout 4: Settlement Building Guide and then follow up with this guide which is dedicated to the complexities of the Settlers.

"Fallout 4": Settlement Building Guide

  • "Fallout 4": Settlement Building Guide
    Please note: This guide starts from the moment you step onto the elevator at Vault Make sure you save before stepping onto the elevator and you will ALWAYS want to keep that save for restarting.

Increasing Settler Population

Settlers are proving to be even more incredible and less understood, with the passing of each day I have enjoyed Fallout 4. Originally, I thought they were just basic Non-Playable Characters or NPCs. Boy, was I wrong.

First things, first. Your settlement is complete and move-in ready. Still, a quick checklist of what is required might help.

  • Suitable Housing
  • Workbenches
  • Beds
  • Electricity
  • Water (Preferably purified)
  • Food
  • Settlement Defense

Those are your primary and base needs. However, this second checklist will ensure the happiness of your Settlers.

  • Clinic
  • Shops
  • Smart clothing
  • Medication
  • Purified Water
  • Bathrooms and comfort
  • Recreation
  • Lots of everything including junk, (Especially junk)

(Each section of each checklist will be carefully reviewed in the order presented. Use CTRL + F to use the search option if you need to find one of these headings quickly.)

With the, "Clean and Clear: Sanctuary Hills" MOD, you get a clean slate for your settlement build area.
With the, "Clean and Clear: Sanctuary Hills" MOD, you get a clean slate for your settlement build area.
Without the MOD, you can keep it real but be prepared for a neighborhood that is anything but aligned.

With the, "Clean and Clear: Sanctuary Hills" MOD, you get a clean slate for your settlement build area.

Suitable Housing

Since it is our hope that you started this series of guides with the Fallout 4: Settlement Building Guide, which means you should have a fully functional start to your kingdom. With that hope in mind, we will move on to what we meant by the term, Suitable Housing.

Sure, you could throw the first bed against a wall and call it done but think about this, are you a beloved ruler of the people or a Slum Lord? All jokes aside, Settlers won&#x;t stick around if they show up and their options for shelter in your settlement are a cross between a dumpster and a dead Bloatfly. So, in order to attract potential residents, make their homes nice and functional. Normally, I just build apartments for several good reasons but your game, your choice. Still, each Settler&#x;s home should consist of a decent bed and a Comfy Pillow. Make sure to add storage such as dressers. Just like your character, they need a place to keep their things. Add a bathroom, kitchen, and living room. Radios and TVs are good happy makers for Settlers. Make sure that when you build the Settler&#x;s homes to keep them easily accessed but secured. Ultimately, use everything in Building Mode that you can and make the Settler&#x;s proud to call you, their leader.


Think of Settlers as being a group of individuals that are very similar to your own character&#x;s day to day life. They will work the fields, protect the land, and make things at the workbenches. Settlers are very industrious and well thought out. So, when you&#x;re setting up your settlement, going overboard is not a bad thing. In other words, take a few to think about how in-depth the game allows you to get with your settlers. You can clothe and arm them. You can give them anything under the sun, except bottle caps without the right perk. Here are a few suggestions.

Each time your settlement receives a new resident, try to give the Settler the following items using the Trade Option during dialogue.

  • Purified Water
  • Stimpaks
  • Radaway
  • Clothing/Armor
  • A suitable weapon with matching ammo
  • Food

After giving these items according to the size of your charitable heart, be sure to equip the weapon and apparel. (Hint: Modified Armor makes a great gift for anyone on defense. Any apparel that increases Charisma should be given, and equipped, to anyone running your general store but more about this in a moment.)

(Important) The Workbenches are a community resource. Therefore, never store anything you want to keep in workbenches. The fact is, anything you store in your containers or workbenches is fair game and Restricted Area" signs do not work. There is a simple solution. Build a secret wall entrance. Simply go into build mode, select the secret wall. Walk past where the wall was originally placed to get inside your hideaway and hit cancel. The wall will automatically lock back in place and you will never have to worry about anyone getting into your private things.

Time to rest . . .

Assigning Beds

After you have given your Settler medicine, clothing, a weapon along with food and water, it&#x;s time to show them where to sleep. In Build Mode," select the "Command" option and assign the Settler to his or her new home. (Note: assigning seems to lag for a brief moment. Please wait for a confirmation of the assignment before doing anything.)

Beds come in various shapes and sizes. Settlers are stingy sleepers so if you want twenty settlers in your town, you will need to build twenty beds. (Don&#x;t forget: Settler Population is determined by base of ten settlers plus one settler per Charisma Rank.)

Power to the People


Settlers seem to have zero anything to do with electricity other than they do like using it. However, since electricity is a set and almost forgotten aspect of the game, there&#x;s not much to say here except make sure that you keep public areas bright and private areas, cozy. Ceiling fans are great, right? No . . . not really. Ceiling fans would be perfect, all things considered. However, ceiling fans placed on the first floor either have a neat effect or an annoying effect . . . you choose. To me, it&#x;s an annoying effect. The floor above the ceiling fan in question ends up with what looks like a laser light show and in real life, I don&#x;t want that in my bedroom while I&#x;m trying to sleep and I&#x;m pretty sure the Settlers won&#x;t either. To solve this problem, use the ceiling fan in a room beneath a room you plan on using a disco ball in.

Water for All!!!!

Water (Preferably Purified)

Greeting Settlers with clean water is always a great idea. Making sure you leave purified water in the workbench is even better. Purified Water production is king in making money early on in the game. However, once you start taking on the responsibility of Settlers, it&#x;s a great idea to have Purified Water stored at your settlements across the Commonwealth. Also, keep some on hand at all times in case you meet a random stranger in need while out exploring.

Purified Water makes settlers happy but still remains the best source of income to fund your kingdom with and easily covers the needs of both.

Food to Settler Ratio

Food to Settler ratio is one-to-one in terms of what Settlers require. Also, one farmer/gardener can produce enough food to feed three-to-six people. The reason for the variance is due to different plants, produce different amounts. Harvesting one Mutfruit Plant will feed one person but it takes a farmer harvesting two melons in order to feed one person. Although having a variety in your garden is important, Mutfruit feeds the masses. Still, if you want to make adhesive at a Cooking Station, you will need the following:

  • 3 &#x; Mutfruit
  • 3 &#x; Corn
  • 3 &#x; Tato
  • 1 &#x; Purified Water

A good idea is to build two gardens. Let one be for the Settlers but harvest the other one for your adhesive needs and trust me, you will need a lot of Adhesive.

Settler Defense and Offense

Protecting your Settlers and making them feel safe is very important. Feel free to get happy with the turrets while focusing a lot less on barricades that require assigned settlers.

The range of any given Turret is primarily influenced by line of sight. Trees and other obstructions can severely limit range because of this. In order to get the most out of your turrets, place them as high as possible. A comment was once made that each turret has the full range of the best sniper gun in the game. It has also been said that turrets can take out hostiles on the road next to Red Rocket. Unfortunately, I haven&#x;t experienced this. However, using a sniper rifle from the tower I built next to the main bridge clearly showed the range and shot would be possible.

Something to bear in mind is this. While installing turrets using the aforementioned advice, if your Settlers have access to the roof, they will pull a duh and walk right off the roof and get killed. Using rails helps avoid this but it also causes a severe limitation in range for your turrets. Although my advice for building secret access to your home and the roof will help, you do have the option of using the quarter-floors as landings to put your turrets on as a way of raising them over the tops of the rails. Even then, the turrets will not be able to defend up-close, the structure they are on. That stiffs you with making sure you check your system for any damaged turrets but at least you won&#x;t lose Settlers to an unfortunate nose dive.

Personally, I use what I like to call The Porcupine Effect." The reason I call it this is simple. When building guard towers, I will place turrets, every other floor along with floodlights. The idea is to have your defenses cover both far and near.

Anyway, back to the Settlers . . .

Friendly Ghouls will show up at your settlements. Don&#x;t chase them off! Ghouls make awesome defenders. Another thought . . . don&#x;t give Ghouls Rad-X or Radaway as both are unnecessary. Radiation heals ghouls which also makes them immune to radiation storms.

Clinics and Settlers

Healthcare is non-existent from my limited experience in the Commonwealth. I&#x;ve focused so much on defense and settlements as you might have guessed, that I am at 9% completion. LOL. However, I&#x;m going for every drop of awesomeness that I can squeeze out of Fallout 4.

Back to Clinics and Healthcare . . .

Every settlement needs a clinic&#x;and what&#x;s a clinic without a doctor? Talk to your settlers and get a feel for them. Granted, putting an outfit on a settler that boosts Intelligence, doesn&#x;t hurt either.

Also, load your doctor down with any items that are related to the field of medicine, including soap and purified water.

As for Settler Hygiene, you can give your settlers soap, Fancy Hair Brushes, toothpaste, and toothbrushes along with a supply of clean clothes.

Still, Clinics not only make Settlers really happy, they also give you a great place to pick up Medicine. When settling up your clinic, make sure to buy whatever, Dr. Settler might have that you will need. For some odd reason, you cannot give away Bottlecaps. However, you can buy from any of your shops, enter into trade with that settler and simply return the stuff. This might sound nuts but what you are really doing is investing in your businesses but more on that coming up next . . .

The Economy of Shops

Shops, including the Clinic, all share a certain economic system that you steadily influence in a variety of ways. The concept above all else for Fallout 4 is simple, everything matters, especially junk. Junk isn&#x;t just junk in Fallout 4. Junk has a lot of value in several ways. Junk can be scrapped, given as gifts, sold which is the usual basic concept of most players. However, Junk also can be given in trade to your vendors as well as given as tools for getting work done. A farmer will work a field faster with a hoe then by hand and fertilizer helps too. A doctor can perform surgery with the right tools. So, always know the difference between the stuff that actually is scrap and stuff that&#x;s worth keeping but more on that a little later on.

Now, I said all that to say this . . .

If you&#x;re in a hurry, simply drop your junk at the Workbench. However, if you have time, give the junk to the vendors minus Farming and Medical junk. The more stuff a vendor has to sell, the more valuable items the vendor can acquire from traveling salesmen for you. Always check your shops like a customer and see how their inventory looks. The better the inventory, the better the economy of that shop, and the more money you will make. Think of my advice as this, why would a farmer go to a clinic to buy fertilizer?

Getting back to an earlier statement I made regarding, influencing the economy. The only way to give Bottlecaps to Settlers is by buying from the vendors and then returning the items through the Trade Menu.

Giving any of your Settlers, anything of real value is something they will sell if they do not want or need it. Generosity is the key to a flourishing society.

Weapons and Armor shops are two great places to keep stocked with their namesakes.

Just remember, your main source of making money comes from Purified Water sales and that won&#x;t change. So, spoil your Settlers. After all, Settlers protect your home and keep things running smoothly while you're away. Not to mention, investing in your Settlers and Settlements means they will be there should you have to call in back-up during a battle.

Clothing shops are neat, in their own right. Finding clean clothes to sell is where it gets tricky. However . . .

Assigning Clothes

Smart Clothing for Settlers

Clean clothes are something most everyone can agree on and appreciate. Settlers share our sentiment. However, clean clothes will not help you alone. Most clothes have Perk bonuses. When assigning a settler to a job, make sure their clothes agree with the work to be done. Farmers produce more with a higher Endurance. Any of your shop managers should have clothes that are high in Charisma. Obviously, any guards or a Provisioner that runs your trade routes should be armed and armored to the best of your ability.

Getting back to the shop types and their matching outfits:

  • Clinic: High in Intelligence
  • General Store: High in Charisma
  • Bar/Restaurant: High in Charisma
  • Weapons: High in Charisma but mixed with good armor
  • Armor: High in Charisma but mixed with good armor
  • Clothing: High in Charisma with style LOL

The higher the Charisma your Shop Managers have, the more return you will get on your investments. Again, talk to your settlers and learn more about them. Just like the real world, Settlers have personalities and various levels of Intelligence. They also have their own preferences in some instances which can make figuring out where to assign them a bit easier. Nevertheless, once you have this figured out, give them the right clothes for the right job and be sure to equip the new clothes in the Trade Menu.

Sours: https://levelskip.com

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