For housing in Fallout 4, see Fallout 4 Player Character Housing. |
In Fallout 4, the Sole Survivor can build and manage their own settlements at various sites around the Commonwealth. The workshop interface is used to place and connect pre-fabricated structures as well as individual pieces (walls, floors, roofs, etc.) letting the player character construct their own bases.
Background
The Sole Survivor can complete radiant quests provided by miscellaneous settlers to gain settlements. After joining the Minutemen, these quests are also obtained when talking to Preston Garvey or listening to Radio Freedom. These quests involve completing objectives for the settlers, from wiping out a nearby raider gang to repairing a damaged generator. Once complete, the settlement can be claimed by interacting with its workshop.
Roadmap
When the workshop menu is open one can assign settlers to structures, such as trading stands, guard posts, and crops. The Sole Survivor can also order them to walk somewhere, to permanently move to a different settlement, or to set up a supply line with another settlement.
Setting up a supply line between settlements allows sharing items classed as aid, misc, junk, mods or even ammo between them for the purpose of crafting, and aid for the purposes of settlers' consumption.
Perks
Once a settlement reaches a certain size and/or the player character obtains necessary perks, they can invite others to set up shop at their base by building unique resources at stores, which adds a vendor NPC stocking in-game items. With the required perk, it is also possible to establish supply lines between settlements to share resources and inventory among them. If objects in the settlement break, the Sole Survivor must repair them.
- Gun Nut allows for the creation of more advanced defenses.
- Science! (at various ranks) is required for the creation of assorted advanced power-focused structures and defenses.
- Local Leader allows for settlements to be connected by supply lines, sharing many of their resources.
- Rank 2 of the perk is required for vendor stalls and crafting stations.
- Cap Collector rank 2 is an additional requirement for non-medical tier 3 shops.
- Medic rank 1 is an additional requirement for all medical shops.
- Armorer rank 1 is an additional requirement to build power armor crafting stations.
Locations
There are 37 unlockable settlements total with 30 in the base game, one in Automatron, four in Far Harbor, one in Vault-Tec Workshop and one in Nuka-World. Most are obtained by completing an objective or killing hostiles/residents in the area then opening the workshop.
- Legend
Legend |
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Location | Image | How to obtain control | Crafts | Notes | Ref ID |
---|---|---|---|---|---|
Abernathy Farm | Complete Returning the Favor, drive away or kill the Abernathy family. | 0006F5C5 | |||
Boston Airport | Complete Shadow of Steel or eliminate the Brotherhood of Steel by destroying the Prydwen and then clearing the airport ruins of ghouls. One may complete Duty or Dishonor before destroying the Prydwen to skip this. | Food cannot be grown at this location. Cannot build recruitment radio beacon. | 000B3506 | ||
Bunker Hill | Talk to Kessler after completing The Battle of Bunker Hill. | 00019956 | |||
The Castle | Eliminate the mirelurk queen that takes up residence at the Castle after destroying a certain number of eggs. | Also a Clinic. Some of these crafting stations are only available once the quest Old Guns is completed. | 00066EB6 | ||
Coastal Cottage | Eliminate the only raider that takes up residence. | Can be used as a Railroad safehouse. | 00168945 | ||
County Crossing | Complete a Minutemen quest. | 0009B1DB | |||
Covenant | Side with Covenant during Human Error and speak to Jacob Orden, or kill the current settlers. | 000E0505 | |||
Croup Manor | Eliminate the resident ghouls. | Can be used as a Railroad safehouse. | 001654BD | ||
Egret Tours Marina | Kill Phyllis, or access the personal logs in her terminal and confront her about Samuel (or through a persuade conversation option). | 00164321 | |||
Finch farm | Complete Out of the Fire or kill the members of the Finch family. | 0009B19D | |||
Graygarden | Complete Troubled Waters or kill the resident robots. | 0009B18F | |||
Greentop Nursery | Complete a Minutemen quest. | 0009B1F1 | |||
Hangman's Alley | Eliminate the resident raiders. | Can be used as a Railroad safehouse. | 001F0711 | ||
Home Plate | Buy the key from Geneva at the Mayor's Office in Diamond City for 2000 caps. | All stations are outside in the market area. Restricted building options. Can't be added to a supply line. | 00141DF5 | ||
Jamaica Plain | Eliminate the resident ghouls. | Some workstations are outside the build area and unlinked. Can be used as a Railroad safehouse. | 001654CF | ||
Kingsport Lighthouse | Eliminate the resident Children of Atom worshipers. | Can be used as a Railroad safehouse. | 001654B8 | ||
Murkwater Construction Site | Eliminate the resident mirelurks. | There is a mirelurk queen that can respawn here after not visiting the area for seven in-game days. Can be used as a Railroad safehouse. | 0016D28E | ||
Nordhagen Beach | Complete a Minutemen quest. | 0009B1BE | |||
Oberland Station | Complete a Minutemen quest. | 0009B1D1 | |||
Outpost Zimonja | Eliminate the resident raiders. | Can be used as a Railroad safehouse. | 00024A26 | ||
Red Rocket Truck Stop | Settlement available by default. | This is the place where Dogmeat will be first encountered. Can be used as a Railroad safehouse. | 00054BAE | ||
Sanctuary Hills | Settlement available by default. | This is the place the Sole Survivor lived in before evacuating to Vault 111 in 2077, and can return to immediately after emerging from Vault 111. Can be used as a Minutemen settlement. | 000250FE | ||
The Slog | A unique tarberry farm centered around a pre-War swimming pool. Can be a Minutemen settlement. | 0009B197 | |||
Somerville Place | Complete a Minutemen quest. | - | - | 001E81EA | |
Spectacle Island | Restore power to the circuit breaker and defeat the resident mirelurks. | Can be used as a Railroad safehouse. Has the largest build area of all settlements. | 00161F4B | ||
Starlight Drive-In | Eliminate the resident mole rats. | Can be used as a Railroad safehouse. | 0001D0E2 | ||
Sunshine Tidings Co-op | Eliminate the resident ghouls. | Can be used as a Railroad safehouse. | 001654D5 | ||
Taffington Boathouse | Eliminate the resident bloodbugs. | Can be used as a Railroad safehouse. | 00135A90 | ||
Tenpines Bluff | Complete a Minutemen quest. | One of the common settlements where the Sole Survivor can be sent to as part of The First Step. | 0009B1AC | ||
Warwick Homestead | Complete Building a Better Crop or complete a Minutemen quest. | 0009B1A5 | |||
The Mechanist's Lair | Complete Restoring Order. | Food cannot be grown at this location. Cannot build recruitment radio beacon. | xx00B218 | ||
Longfellow's Cabin | Complete Walk in the Park. | xx020650 | |||
Dalton Farm | Complete second part of Blood Tide in Cassie Dalton's quest. | xx038EAC | |||
National Park visitor's center | Obtained after talking to Uncle Ken during The Hold Out. | xx00AB20 | |||
Echo Lake Lumber | Complete Turn Back the Fog and return to Small Bertha | xx01C6AE | |||
Vault 88 | Complete Better Living Underground. | xx000FEF | |||
Nuka-World Red Rocket | Complete Power Play or Open Season and restore power to the Nuka-World Power Plant. | xx00BCE7 | |||
Charlestown Condo | Complete A Place to Call Home | FEXXX000 | |||
Neon Flats | Complete Neon Winter | FEXXX000 | |||
Noir Penthouse | Complete Early Retirement (quest) | FEXXX000 | |||
Shroud Manor | Complete Shrouded Manor | FEXXX000 |
Nuka-World
During the Nuka-World add-on, the Sole Survivor has the ability to lead the three raider groups included in the expansion (Operators, Disciples, and the Pack) and capture settlements through violence. These captured settlements are called raider outposts and will be populated by members of the raider group that helped capture it. While they will no longer be referred to as settlements by characters in the game, these outposts are settlements for the purposes of achievements and trophies.
Captured and intimidated settlements will pay the Sole Survivor in caps back at their home base in Nuka-World. All raider outposts are automatically linked to each other and do not require supply lines. In order to convert the outposts back into Minutemen settlements, one will need to kill all of the raiders at that outpost.
Notes
- Objects that are joined into the full structure can be moved as one object. In build mode, hold the select button ('e' for PC) on one element and the whole structure will be selected and moved as a whole.
- If more than four settlers do not have a job, no new settlers will arrive. Brahmin produce fertilizer and improve crop yield. Joblessness does not affect happiness. Robots (excluding most robot companions, such as Codsworth, but including Ada) can never have individual happiness other than 50, which tends to bring settlement happiness down or up towards 50.
- It is possible to have ghouls as settlers outside of the ghoul settlement of the Slog. They arrive as normal settlers and can even be replaced by a synth. They arrive from a normal random pool of possible settlers.
- Unlike a current companion, settlers and non-current companions do not consume ammo. As long as they have a small amount of ammo in their inventory they will be able to use any weapon given to them. This means one can give them very advanced and/or ammo-hungry weapons such as miniguns, flamers, or plasma weapons as long as given to them at least 1 "shot" for it.
- The same holds true with grenades.
- This does not work for the missile launcher or Fat Man as these are tagged with "NPCs Consume Ammo".
- The exception to this exception is robots, who have unlimited ammo for all built-in weapons including missile and fat man launchers (can build on sentry bot chassis shoulder slots in Automatron add-on).
- A proportion of any excess water and crops will be placed in the workbench.
- Water and crops will be placed in workbenches after 24 in-game hours and several real-time minutes. Staying in the same settlement as the workshop or staying directly next to the workshop does not influence the time it takes for water and crops to be placed in the workshop.
- Caps from stores will continue to accumulate whether removed or not.
- Settlement population is limited by the player character's Charisma. The default cap is 10, +1 for each point in charisma, meaning a player with an adjusted charisma of 10 will see a population cap of 20 (10+10). This can be increased to 43 with a few special items, and the use of charisma boosting clothing and consumables.
- While in the workshop menu, the player character can scrap certain static objects into components such as cars, lamp posts, mailboxes, toilets, etc. If a container is scrapped its contents will be transferred to the workshop, even if it is a locked container such as a safe.
- When the workshop menu is open one can assign settlers to structures, such as trading stands, guard posts, and crops. The Sole Survivor can also order them to walk somewhere, to permanently move to a different settlement, or to set up a supply line with another settlement.
- Setting up a supply line between settlements allows sharing items classed as aid, misc, junk, mods or even ammo between them for the purpose of crafting, and aid for the purposes of settlers' consumption. This applies to all items apart from weapons and armor, and even includes weapon/armor mods and Automatron robot parts.
- Scavenging stations can be used to gather raw resources. Such as steel, concrete, nuclear materials, rubber, cork, etc. What resources one gets is random. The player character needs to assign a settler to work the Scavenger bench.
- A single settler assigned to harvesting food can work 6 food units worth of crops, whether they're the standard 0.5 units per plant or mutfruit's 1.0 unit per plant.
- A single settler assigned to defense will patrol between several guard posts and can support the benefit of up to three guard posts (giving a total of 6 defense per assigned guard assuming the Sole Survivor has sufficient guard posts).
- Traps (the Tesla arc, radiation emitter and flamethrower trap) require power and will go off immediately if hooked to a live power connector. They can be hooked to a switch for manual triggering, or to laser tripwires or pressure plates for automatic triggering. By default, any presence will set off these automatic triggers. If a terminal is connected to these triggers it may be used to modify them so only a hostile presence sets them off. Traps must be repaired after they are triggered.
- Building a bar results in the settlers going out in the evening to have a drink, they will then sit and drink around the bar, if chairs are provided close to it. They often make a line near a bar or a store even when no one is serving there.
- After a questline with Bunker Hill one will begin to see caravans from there after building a trade caravan post, found in resources → miscellaneous.
- Power will occasionally become red in Workshop mode despite being more than sufficient. This indicates a broken power generator that needs repairing or something that requires power has been placed but is not hooked up to a placed power source.
- It is possible for some settlers to be synths, which may cause an attack on the settlement from the Institute. These settlers may also reveal themselves or be found out, which will cause them to become hostile and usually quickly killed by the rest of the settlement.
- Food and water are "consumed" by settlers, while any excess water and food that generates in the Workshop container are indirectly shared between settlements, meaning one settlement can produce enough food for multiple settlements.
- Having tamed/caged creatures in the settlement heavily raises the chance of it to be targeted by attack groups, and most attacks will come from members of the same species of creatures the player character captures in the settlement.
- Unassigned settlers will produce 1 junk item as salvage per update. Settlers assigned to a salvaging station will produce 2 junk items as salvage per update. Junk production will cease if there are more than 100 junk items in the workbench; this limit is increased by 5 per population.
- Brahmin "settlers" boost the production of up to 10 random food resources by 50% and produce 1 fertilizer per each brahmin per update, with a maximum production of 3 fertilizer (from 3 brahmin) per settlement. Fertilizer production will cease if more than 10 fertilizers are in the workbench.
Behind the scenes
During a brainstorming session at Bethesda, programmer Michael Dulany developed a system for building and furnishing player bases, which worked its way into Fallout 4 as the settlement workshop system. It was on the verge of being cut for a long amount of time during development, but remained in the game and became one of its tent-pole features.[1]
References
- ↑ The History of Bethesda Game Studios - Narration: "Another game jam gem came from physics programmer Mike Dulany. He knocked together a system that allowed players to build and furnish their own bases. This systems, workshops, ended up being one of the tent-pole features of Fallout 4. But the truth is, it almost didn't make it into the final game."