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Gopher's Minions

Project Malthus- A Settlement Overhaul


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This is an overhaul of the economy and gameplay of Fallout 4, similar in scope to the Fallout 3 Wanderer’s Edition and the Fallout New Vegas Project: Nevada. Unlike those two overhauls, however, this one focuses on one of Fallout 4’s most underused assets- the settlement system. Bethesda’s addition of settlement building into Fallout 4 could have been a radical change for the series, instead, it was simply a way of making your own house. This overhaul intends to change that, by adding incentives to build settlements, and implementing systems into the game world that support these incentives. Industry, trade, more cities, ammunition types, and improved enemies all work together to create a deeper and more engaging game world that allows the player to have an impact on the wasteland through more than just his or her actions in the main storyline. War may never change, but it is my hope that Fallout can, through the efforts of the large bethesda modding community.


Now, I’m sure that many people, upon seeing a project of this magnitude, would simply decide that they don’t want to have to deal with all this. They would much prefer to simply play the game, and explore the world that bethesda has created for us. To them, I would like to say this- I have designed this mod so that if a player decides they don’t want to make settlements, they don’t have to. The mod is designed to work with any play through, any faction, and any player who wishes for a slightly more realistic experience. What this mod intends to do is implement the underlying systems that are implied to exist within the world of Fallout- economics, long distance trade, manufacturing of supplies and resources, organized scavenging- but have not been implemented by the developers. These systems are what make the world work, and this mod not only adds them to the world, but allows to the player to interact with them and shape them, should he or she wish to do so. In true Fallout style, the choice is yours. 


However, I am not a modder. I have limited experience with computers, and I don’t know how much, if any of this is feasible within the bounds of the engine and the tools we have available. This will become more clear with the release of the GECK, but even then, I will not be able to do this myself. This post is more of a proof of concept, a pet project, if you will. My best case scenario would be a modder teaching me how to do what I need to do in order to make this mod myself, but as of right now, this is simply conceptual. I would like to see how much support there is in the community for a project of this nature. 


Now that all that is finished, feel free to look around. Please comment on what you see! I greatly appreciate feedback, though I cannot guarantee that I will implement your idea. As you can see, this mod is separated into sections, each with subheadings detailing certain aspects of that particular section. The three main headings (Settlements, Trade, and Gameplay) all have four subheadings with details. The fourth is focused on Resources and has six subheadings.  The final headings are my ideas that I am pretty sure cannot be implemented, even with the GECK, (such as integration with factions or a slavery system), or would not be received well by the community (such as schematics for settlement structures), but would like to detail here regardless. 

Currently, the sections available in this post are Settlements.






The settlement system in Fallout 4 is, in my opinion, one of the most innovative things that bethesda has done. Never before in an open world RPG has the player been able to have such a visible impact on their environment, and I have spent hours building shantytowns to my heart’s content. However, this system lacks something that every gameplay mechanic needs- an incentive to invest in it. Players who decide to not use the settlement system lose out on nothing in the game, besides the pleasure of trying to make walls around sanctuary using junk fences. This mod intends to change that by adding numerous incentives to build and invest in your settlements, all of which are fully integrated with gameplay and the other aspects of this mod. In short, settlements are now your source of resources and caps, as well as providing powerful bonuses to those who invest in them.




Acquiring Settlements

Remember those settlement quests that everyone hates? Yeah, those ones. Well, now they are very important to the development of your game. Settlements which have settlers in them already can now only be acquired through Preston Garvey and the minutemen quest line. Settlements without settlers in them (save the Red Rocket Gas station, Spectacle Island, and a few others) now have settlers in them, and they will not respond to you unless you have a quest from the minutemen to help them.


Preston’s quest giving rate is now severely reduced, and dependent on your ranks of local leader. This may seem like a blessing at first, but trust me. It will become much more important. The few settlements you start out with will become highly developed as the game progresses. Minutemen quests will come slowly, and you will probably have 5 or so major settlements by the time the main story is completed. This will make it easier for players to manage their settlements, especially on survival mode with no fast travel.


In order to keep the number of radiant quests given by the minutemen competitive with the BoS and the Railroad, Sturges (non-voiced) will now give quests for improving the settlements you currently own. Such quests will include building industry, establishing trade routes, creating greenhouses, and making shipments. All will be rewarded with an appropriate amount of caps and XP. These quests are given quite often, but are very open-ended, and can be completed at any time.



There are now numerous ways to attract settlers to your towns. The recruitment beacon is one way, as usual, but the number of settlers it attracts depends on your settlement’s happiness. Also, having an active recruitment beacon now attracts attacks from wasteland enemies.


Another method of recruiting new settlers is by finding them in the wasteland. Random encounters with unaffiliated settlers, former vault 81 residents, etc, now have the option of you sending that person to your settlement.

One of the most effective ways of getting settlers is through the new trade system. You can pay traders to spread the word about your settlement, resulting in a chance for settlers to arrive with the next caravan. Caravans from outside the commonwealth will bring in more settlers, but also cost more to attract them.


Some settlers are specialized, and do much better in certain jobs than others. Engineers do much better in manufacturing jobs, doctors in health, adventurers as guards, etc. Unique settlers, like the vaut-tec representative, Sheffield,  and companions, all have a speciality.


Settlers can now die in attacks, and often will, especially if they are unarmed and unarmored. The higher your defense, the less likely it is for someone to die.


The number of settlers you find in settlements being helped by the minutemen is now greatly increased, from 2-3 to 7-10. The basic cap on settlers in your settlements is now set at 20, with each point of charisma adding 2 extra settlers, giving a maximum of 40 settlers per area with full charisma.




Faction Troops

The major factions in fallout 4 can provide many benefits to those who join them, and when players reach their highest ranks, they can gain special troops to help defend their settlements. All 4 major factions provide troops to the player once they complete a certain number of quests, and while all are powerful, they all have different abilities.


Minutemen are the most versatile of the faction troops, as well as the easiest to obtain. Unlike other faction troops, they can serve within your settlements as well as defending them, speaking to the role of the minutemen as militia rather than professional soldiers. Gaining minutemen for your settlements requires two things- first, you must reclaim the castle, and activate Radio Freedom. Secondly, you must complete radiant quests for the minutemen, as you will gain a minuteman for your settlements as a reward for every quest completed. Minutemen are more powerful versions of militia, and they can be stationed at mustering buildings to increase the number of militia your settlement can have, stationed at training buildings to increase the defense gained by your militia, or given pretty much any other job in your settlement. Unlike other militia members, minutemen give a full value of defense from their equipment, can use power armor, and have good combat AI.


Brotherhood Troops are essentially the same as the neutral soldiers you sometimes encounter in the wasteland. They are tough, powerful, and well equipped, but are very difficult to obtain. You must complete Blind Betrayal and give the location of the Institute to Elder Maxson before receiving the ability to get these soldiers. Using a brotherhood radio beacon, you can call brotherhood troops to the defense of your settlements. They will arrive in a vertibird, help fight your enemies, and the withdraw once the attack has been repelled.


The Railroad can send agents to become part of your settlements, but they are unable to assist very much in battle, and provide a different service. They are able to identify and reveal Gen 3 synths hiding within your settlements, and jam institute radio signals that allow for the teleportation of synths directly into your settlements. Due to the gameplay changes that make synths much more dangerous, their services are invaluable to your settlements’ survival if you choose to oppose the institute. Nobody wants to end up like university point.


The insitute, on the other hand, can send Gen 1 and 2 synths to defend your settlements in times of emergency, and also hide Gen 3 synths within your population. They provide bonuses to defence.




With the increased difficulty of creating turrets, settlers become the best method of providing defense for your settlement. There are two kinds of settler provided defense- regular posted guards, which provide full defense and militia, which is everyone else, who provide a small amount of defense. The defense provided by guards and militia is now dependent on their equipment (weapons, ammo, and armor) and their training (provided by different buildings throughout the settlement). There are many different kinds of guard posts, including patrol routes.


Guards work full time, guarding the settlement from outside threats and keeping order inside. They provide a full amount of defense, based on their armor, weapons, and ammunition. They have better combat AI than militia, and can eventually gain perks. They can also be assigned big guns and power armor, unlike militia units. However, they must be assigned to a post or a patrol route, and cannot be used for any other jobs while they are guarding.


Militia are members of the general population who train with weapons specifically to help defend the town when it is threatened. They provide a small amount of passive defense, but in order for you to implement a large militia, you must build certain structures. Mustering buildings increase the number of militia you can have, training buildings increase the amount of defense they give. Militia soldiers can be anyone, but they can’t gain perks, and are weaker in battle than normal troops.


People who are neither guards nor militia give no defense, and they are the worst in battle. Most simply run to cover and let the soldiers do the fighting. If need be, they will defend themselves, but now that settlers can die, you won’t find them charging headlong into battle like a deathclaw on psycho. Only the guards and the militia have combat AI now.


 Power armor sets can be assigned to guards, similar to beds, and you can also set them as owned by you. Guards will only use power armor in combat situations, as they use fusion cores same as you, so make sure that their frames are near their guard post. Also, only guards in power armor will use big guns, like miniguns, machine guns (formerly assault rifles), and gatling lasers.


Training buildings provide extra defense from militia, and grant perks to your guards. The basic training building is a firing range, granting 1 extra defense per militia unit and giving your permanent guards rifleman 1 and gunslinger 1. The armory gives another 1 defense per militia, and gives big gunner 1 to your permanent guards. The obstacle course gives yet another 1 defense per militia, and gives toughness 1 to your permanent guards.


Mustering buildings allow you to create more militia units, and provide a center for management of your local military. The first mustering building is a military terminal, giving access to 5 militia, the second is a barracks, giving access to 5 more, for a total of 10. The third is a command center, which gives 5 more, for a total of 15.



Turrets are no longer the best way of providing defense for your settlements. They are much more difficult to create and maintain, especially early game. All turrets require robotics expert, science/gun nut, and hacker to build, depending on the level. Missile and machine gun turrets require big guns as well. Early game turrets are now pipe turrets, which are similar to shotgun and laser turrets in that they are a receiver mounted on a tripod with a computer targeting system. Building turrets now requires the weapons they are based on- pipe rifles for pipe turrets, laser rifle for laser turrets, combat shotguns for shotgun turrets, missile launchers for missile turrets, automatic combat rifles for regular machine gun turrets, and machine guns (formerly assault rifles) for heavy machine gun turrets.


Machine gun turrets are now high to mid tier turrets, and do much more damage as a result. Laser turrets take their place after pipe turrets, but their damage and fire rate are greatly reduced. Shotgun turrets remain powerful at close range, but have a much lower fire rate to balance them with their counterparts. Missile turrets remain extremely powerful, and have an upgraded version with a targeting computer. Machine gun turrets do medium damage with high fire rate and medium accuracy, making them the most cost efficient turret for their damage. They are also the most useful in combat situations.








Players can no longer harvest food directly from plants, including plants at neutral settlements and in the wild. (Bloodleaf and other plants can still be harvested as normal, see new crops for more details) A settler must be assigned to a group of plants in order for food to be produced. Plants have different rates of growth, which can be improved through the use of fertilizer, irrigation, and the cultivation of canola (to absorb radiation in the soil). Settlers consume one food each, meaning a cycle’s worth of food from two food-producing plants. The ‘surplus’ food is stored in the work shop every cycle, similar to how caps are produced by shops. Non-food producing crops, such as cotton, tobacco, rad-poppies, and canola, have similar growing cycles, and are not consumed by settlers, instead being consumed by industrial facilities or by player crafting. Food plants which have industrial uses, such as corn, will only be used by industry if there is ‘surplus’ available in the workshop.


Every growing cycle in game, one plant item per plant will be added to the workshop inventory. Industry and cooking will take plant items from the workshop inventory and refine them into other items, which will be added to the inventory again. Hopefully, this can be implemented using the scripts that let shops add caps to the inventory based on the number of settlers.



Fertilizer is produced mainly through brahmin, who produce 2 fertilizer per feed trough per day. Fertilizer is now used for increasing production of plants, and the production of nitric acid, used for creating gunpowder. You can now build a fertilizer station which a settler can be assigned to, which doubles plant production at the cost of one fertilizer per day for every 4 plants. It is also used in production of jet, super jet, and ultra jet. Fertilizer can be bought from numerous traveling traders, and you can set up trade deals to supply fertilizer to certain settlements in exchange for caps or other items.

New Crops





-Mutated Dandelions

-Feedstock Corn

-Canola (Rapaseed)



In-game plants that can now be cultivated




-Fresh Carrot

-Fresh Corn

-Fresh Mutfruit

-Fresh Melon

-Fresh Tato

-Mutated Fern

-Silt Beans



Greenhouses are now part of the prefabs section of the structures tab, as well as greenhouse tables. Planters have been added to the food tab, which snap to the tops of greenhouse tables and are able to produce certain plants that can’t be grown in the normal environment of the commonwealth, such as tobacco, cotton, and radpoppies. However, these greenhouse plants have a much slower growing rates and require irrigation as well as a settler assigned to them. These greenhouse plants can have fertilizer assigned to them as well, improving their growing speed.


Plants that can only be grown in greenhouses:







-Fresh Carrot

-Fresh Corn

-Fresh Mutfruit

-Fresh Melon

-Fresh Tato

-Mutated Fern


Animal Domestication


Animal domestication is now expanded past brahmin, with mole rats, bloatflies, and  yao guai. Brahmin produce fertilizer with a feeding trough, and are required to make supply lines and trade routes. Mole rats provide meat, bone, hides, and fertilizer. Bloatflies produce meat and hydrochloric acid. Yao guai are similar to dogs, in that they provide defense for settlements and can be given armor/weapons (metal claws).


Brahmin bought from traders, bred in settlements in a brahmin pen, and each require a feed trough, or a pen for a mated pair. In order to create a supply line or trade route, you must first assign a settler to a brahmin, and then order that brahmin to create a route or line. Brahmin produce fertilizer at a rate of 2 per brahmin per day, and fertilizer is used in the production of many different kinds of chemicals, as well as for fertilizing plants. Brahmin kept in pens can also be milked, providing a rad-cleansing beverage used in the production of post-war radaway.


Mole rats can be obtained from long-distance traders, and are raised in a mole rat pen. With the butcher’s station, these pens supply mole rat meat, teeth, and hides, all useful in industrial production. If the mole rat wonder meat machine is bought from a certain caravan, combining adhesive with mole rat meat can create a tasty meat with healing properties which is very useful in combat, as well as being lucrative to sell.


Bloatflies are kept in the bloatfly tank, and obtained from traders similar to the mole rats. They also provide meat, similar to mole rats and brahmin, but their main utility lies in their ability to be ‘milked’ for their acid. These flies feed on garbage and produce valuable hydrochloric acid, needed to make smokeless gunpowder and explosives. Assigning a settler to the bloatfly pen will produce acid at a rate of 1 acid per bloatfly per day.


Yao Guai can only be bought from traders, and are sold at a premium, as their ability as protection animals is unparalleled. They each provide 20 defense, more than that of a missile turret, and can be made even more powerful with armor and metal claws. However, they are very rare, and can only be bought by a player who has invested heavily in caravans





Industry is one of the major additions made by this mod, and one with some of the largest impact on your game. At its most basic level, industrial buildings are stations in your settlement to which a settler can be assigned which turn materials present in your settlement into different materials. Industrial buildings have three tiers: cottage industry, mechanized industry, factories. Scavenging stations are similar to industry, but produce raw materials that are being scavenged from the wasteland. They have two levels: basic and mechanized. These also require settlers to be assigned to them.


Industrial buildings take items from the workshop inventories, and turn them into different items over time. They will use items you have collected during your travels in the wasteland, items collected by scavenging stations, items produced by cultivation of plants, and items provided through trade deals. Most mechanized industry and factories require fuel to operate, as well as electricity and the raw materials for production. The main benefit of industry is that it lets you produce rare items and components that would be difficult to find otherwise in the wasteland. Every tier of industry unlocks a new set of items that can be produced, and allows for faster production of previously unlocked items.


Player interaction is kept at a minimum for industry. All you must do is assign a settler to the station and make sure that they have enough materials to make what they need to make. When you return to your settlements, your industry should keep you well supplied with the materials you need to survive in the wasteland and upgrade your settlements.


Cottage Industry

Cottage industry is the most basic tier of industry in-game, and it can be built without any of the local leader perks. The components it can produce are as follows


-Cloth (requires cotton production)

-Oil (lubricant) (requires animal domestication/hunting station)

-Adhesive (requires corn, tato, mutfruit, and water)

-Leather (requires animal domestication/hunting station)


-Oil (fuel)

-Oil (Lubricant)



-Ethanol (for fuel, alcohol, biodiesel)

Requires corn, fermenter

-Clean cotton (cloth, guncotton)

Requires cotton, cotton gin

-Crude tiles (ceramics)

Requires kiln

-Compost (fertilizer)

Requires compost heap

-Vegetable starch (adhesive)

Requires Rendering Station

-Vegetable Oil (biodiesel production)

Requires Rendering Station

-Cutting fluid (Lubricant)

Requires Chemistry Workstation

-Tanned molerat/radstag/brahmin/deathclaw hide (leather)

Requires Tannery


Buildings added


Fermenter (Takes corn, turns to ethanol)

Cotton Processing (Takes cotton, turns to clean cotton, takes clean cotton, turns to cloth)

Kiln (Makes ceramics)

Compost Heap (Takes food waste, makes fertilizer)

Renderer (Takes corn, mutfruit, and tattoos, makes vegetable starch; takes canola seeds, makes vegetable oil)

Chemistry Workstation (Takes bone, acid [hydrochloric], and steel, makes cutting fluid)

Tannery (Takes hides, makes tanned hides)



Production is slow, at a rate of about 3 components/ 1 item per 2 in-game days.


Mechanized Industry


Mechanized industry is the second level of in-game industry, and it requires the first level of Local Leader to unlock. Certain buildings also require levels of gun nut and chemist. Mechanized industry requires power to operate as well as a worker. Most mechanized industry requires certain machines that can be bought from foreign traders or found in factories in the commonwealth.



Items produced

-Methanol (fuel, biodiesel, primer)

Requires wood, distillery,

-Turpentine (Antiseptic)

Requires wood, distillery,

-Biodiesel (high levels of fuel, byproduct glycerol)

Requires ethanol, vegetable oil, distillery

-Screws (nuff said)

Requires steel, fuel; Component Press


Requires steel, fuel; Component Press


Requires steel, fuel; Component Press


Requires Textile Mill, cloth (see armor section)


-Requires Armory, various materials (see armor section)

-Armor mods

-Requires Armory, various materials (see armor section)


Requires dandelion milk, Advanced Chemistry Workstation

-Jet, post-war Buffout, post-war Psycho

Requires various materials (see drugs section), Advanced Chemistry Workstation

-Weapon Primer (large pistol, small pistol, large rifle, small rifle)

Requires methanol, lead, Reloading Workstation

-Junk Rounds (.38,.45,.44)

Requires cases, lead, primer, and gunpowder, Reloading Workstation


Side product of biodiesel distilling, used to make nitroglycerin

-Nitric Acid

Requires hydrochloric acid, fertilizer, Advanced Chemistry Workstation


Requires Glycerol, nitric acid, Advanced Chemistry Workstation


Requires brass, Reloading workbench


Requires cotton, nitric acid, advanced chemistry workstation


Requires guncotton, nitroglycerin, advanced chemistry workstation

-Post-War Cigarettes (pack)

Packing Plant, tobacco, cloth

-Post-War Potted Meat

Packing Plant, meat, can




Reloading Workbench- Requires bullet molds (different calibers), reloading press, case molds (different calibers), primer press, crucible, burner.

Armory- Requires crucible, sewing machine, burner, anvil.

Advanced Chemistry Workstation- Beaker, test tube, graduated cylinder, bunsen burner, test tube rack, ring stand, flask.

Component Press- Industrial smelter, crucible, burner, screw mold, spring mold, gear mold, hydraulic press

Distillery- Industrial still, graduated cylinder, beaker, burner


Production is twice that of cottage industry, at a rate of 6 components/2 items per ingame day.




These are the highest levels of industrial production your settlements can have. Each of these facilities requires highly specialized machinery and equipment, available only from either major factions (BoS, Institute, Railroad), from heavily invested long-distance caravans, or from incredibly dangerous parts of the wasteland. These buildings also require the highest level of local leader, as well as any other requisite perks (gun nut, science, chemist, medic) However, the rewards are considerable. Using these factories, your character can create rare components, military grade ammunition, powerful drugs and medicines, and legendary weapons/armor. Previously unlocked components and materials are created at a much faster rate, after their production facilities have been upgraded.


Items created


-Military-grade ammunition

Industrial ammo press, brass, lead, primers

-Post-war stimpaks/radaway

Medical Facility, various materials (see medicine)

-Nuclear Material

Nuclear Waste Disposal,

-Depleted Uranium

Nuclear Waste Disposal

-Ballistic Fiber

Advanced Armory, cloth, fiberglass, ceramic


Advanced Armory, requires cloth, glass


High Tech Factory, silver, ceramic, copper, glass

-Fiber Optics

High Tech Factory, circuitry, fiberglass, glass, nuclear material,

-12mm Grenades

Ordnance Facotry, nitroglycerin, primer (small rifle), steel, gunpowder


Ordnance Facotry, nitroglycerin, primer (large rifle), steel, gunpowder

-Super Psycho, Superjet, pyschobuff, Super Buffout, etc.

Chemistry Vats, various materials (see drugs)


Ordnance Factory, see weapons




Scavenging is how your settlements obtain most of their basic materials. Steel, wood, concrete, copper, lead, bone, cloth, glass, plastic, and brass are all important resources that are needed for industry and player crafting. In the fallout universe, scavenging has been the traditional method of obtaining these materials, due to a general lack of easily obtainable resources, through mining, etc. These stations are a representation of how your settlements get these resources. Regular scavenging stations remain, but are very inefficient.

However, most of these stations cannot be upgraded, and each require a person to use. This is to represent the inefficiency of scavenging as a method of obtaining resources, and also to serve as an incentive to engage with the trading system. The amount of resources received from these stations is perfectly serviceable for most cottage industry and basic settlement improvement, and will be more than enough for a player not heavily investing in settlements to get enough resources for weapon upgrades and the construction of a home. Those who want industry, though, must invest in trade to get the materials they need.

The few stations that can be upgraded are ones that produce wood, steel, and concrete, because the commonwealth has an abundance of these resources, and they are required for most settlement buildings and industrial fabrication. These stations are upgraded in a similar fashion to industrial buildings, require machinery and producing more resources.

See ideas section for expansion on the idea of scavenging station





Power generation is now a much more complex process than before. Regular generators require fuel to operate, as well as different components to create. There are many more kinds of generators, from nuclear to wind power, but these require more advanced perks to build. The increased cost of power generation, as well as the additional difficulties of supplying power to an entire settlement, make power a luxury, not a staple of wasteland life. To have a power grid in a settlement requires a steady source of fuel and a lot of materials.


Power has also been rebalanced to make it more realistic. Lights now use power (optional), and industrial machinery eats up a lot of power. All turrets need power, and the costs for more advanced turrets is greatly increased. Water purifiers also require much more power to operate, making them an investment for a major settlement, rather than something you put everywhere. Generators consume different amounts of fuel depending on how much power they produce, adding another factor to the choice of which type of generator to use. Wind power is inaccessible without science 1, and windmills are much more expensive to build. Levels of science and nuclear physicist allow you to make fission and fusion plants, but these are very late game items.


Batteries are also a new feature. You can generate power, and store the excess in batteries, which can be recharged and discharged into the grid at battery stations. Excess power is determined by how much power is not being used by machines in your settlement, and as long as there are enough batteries in the station, it will continue to store it in them. Batteries are useful for setting up new settlements, keeping the power on during a crisis, and for selling to traders. Eventually, with high levels of nuclear physicist and science, you can recharge fusion cores at a fusion plant, albeit at a very slow rate. There are three kinds of batteries- makeshift batteries (lowest capacity, easiest to craft), rechargeable batteries (medium capacity, difficult to craft), and fusion cores. All can be used to power settlements, but require different levels of power infrastructure to recharge.


Wires do not cost copper, as normal, but there is an optional module to restore the requirement.

Industrial Machines

Industrial machines are a major part of this mod, as they add an extra element to the scrapping process. These machines are large, bulky, and very difficult to find. However, they are required for any kind of mechanized industry, which is essential to a healthy settlement. There are a few options for anyone wishing to find them-


1. There are dozens of factories scattered throughout the commonwealth, but most have been heavily scavenged for parts. The machines found there tend to be broken, requiring special parts or an expert engineer to repair. However, some factories are dangerous enough that they have remained untouched throughout the centuries. But beware! There is a reason why they are so well preserved.

2. Military bases in the commonwealth can also have industrial machines in them, usually ones involving ammuniton and weapon production.

3. Science labs tend to have advanced chemistry equipment, which is a must have for any would-be industrial wastelander. These tend to be even more dangerous than factories, though, so beware!

4. Some major traders also carry industrial machines, which can be purchased for a steep price. The type of machine depends on the trader, but they are always easy to use and in good condition. However, it may take some investment in the caravan before they can carry the ones you want to have.

5. Powerful factions in the wasteland also have access to such machinery. Depending on the faction, they will sell different kinds of machines, but most require that any prospective buyer first pledge to support them and prove their worth in battle.

6. Finally, some basic machines can be manufactured by the player themselves, but this normally requires advanced equipment, many perks, and many different and rare materials.



There are many more types of lights available, including lights that do not require power, such as campfires, lanterns, and oil lamps. Like generators and industry, they require a supply of fuel to operate instead of power. Electrical lights do not need to be directly wired, but now require a small amount of power (.1) each. This is optional, but does increase realism and encourages a balance between electrical light and firelight. The lights that work with this mod include all the lights from homemaker, as well as some other ones available in the wasteland.

Terminals are now much more important to your settlements. You can control turrets, spotlights, etc, as normal, but you can also activate radio beacons, alarms, manually set off traps, and manage your settlers from terminals. Multiple models of terminals are also available, besides the settlement standard. Building terminals requires hacker 2 and science 1, and higher levels of science increases the things you can do with your terminals.


However, the most important thing you do with your terminals is keep track of your settlement’s production, trade, and supply routes. Settlement management terminals allow you to manage your settlers, keep track of production and raw materials, see the trade deals you have made, and the different supply routes between your settlements. Military management terminals let you control turrets, spotlights, and your town’s Minutemen. Terminals require power to operate, and time now passes while you are working at your terminals.


See ideas section for more expansion of terminals





Each person now requires 2 food each, and the production value of food has been changed to match (see below). Water has been changed to reflect 2 values- dirty and purified. Dirty water is easier to produce, but lowers happiness (well, pump, etc). Purified water keeps happiness normal, but is much harder to produce. There are also new ways to produce water, as well as trade deals to provide food and water for settlements where you don’t want to have to set up food and water production. Supply lines will transfer surplus food and water as well, but they require a worker, brahmin, and a supply of weapons, armor, and ammunition. Most of the time, it will be cheaper to import food until you have a good system of supply lines set up. Purifiers are much harder to build, fitting with fallout canon, and most of your settlements will have to make do with dirty water until you can set up a trade route to supply purified water.


Similar to dirty and purified water, there is now a system of raw and cooked food. Food can be processed in kitchens and restaurants, made into stews, roasts, soups, and other foods. Processing food requires a settler to staff these kitchens, but processed food provides more food, and is more healthy for your settlers. Kitchens require a steady supply of fuel, purified water, and fuel in order to operate.


There is now a health meter in your settlements. Health is determined by the quality of food and water, the availability of medical care, and the danger of the industry present in your settlements. A health meter of 50% is normal. Lower than that makes people work slower, producing less, and also lowers happiness. Higher than that raises happiness, and higher than 75% makes people work faster. Also, 75%, 85%, and 100% give ranks of ‘life giver’ to your guards. Some happiness producing industries, such as the bar, also lower health. Trade routes can supply medicine to your settlements, or you can produce some crude medicine of your own to supply your health buildings. Importing medicine raises your health meter higher, but also costs more money. Having doctors to staff your health buildings also raises the meter. Like all specialized settlers, doctors can only be found in the wasteland or ordered via trade routes.

Health Buildings


         Doctor’s Office

         Surgery center

         Rehab center


Kitchen Buildings


         Industrial Kitchen


Water buildings



         Basic purifier

         Institute Purifier

         Industrial purifier

         Rain barrel




Happiness is now a much more complex meter, affected by health, defense, food, water; and affecting speed of work. Happiness, along with the development of the industrial facility, is the only thing that affects the speed of work, therefore, anything saying it affects the speed of work else where in this mod affects happiness. While there are now many more ways of producing happiness, there are also many more ways for happiness to be lowered. Decorative items still improve happiness, but there are so many more ways for happiness to be lowered that it is not efficient to spam paintings. Below is a list how what affects happiness and how much it changes the rate of work


100%- Double speed of production


50%- Normal speed


0%- Half speed.


100% Normal (vanilla) speed of attracting settlers, half price of attracting of settlers via caravans


50% Half(vanilla) speed of attracting settlers, normal price of attracting  settlers via caravans


0% No settlers from recruitment beacons, double price of attracting settlers via caravans

That's it for the settlement section. Next week, I'll post the section on trade, followed by gameplay the week after.


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  • 2 weeks later...

Not quite what I had in mind. I would like to build settlements anywhere and run power and water lines between them. The water could be transported by Brahmins if water pipes were too complicated, though a sewer system with the pipes for power and electricity in them would be nice. Then when you have completed the main story line I would like to further improve the wasteland, purifying contaminated locations and expanding farming into those areas with armed guards and defense lines. No spawning of enemies in established areas. I would like the faction you supported to have a dominant appearance and continue the battle with the other factions. I would like the gunners and raiders command centers to be locatable and joinable. I would like a compromise option which finishes the game with more than one victor. I would like a finish in which the Minutemen come out on top. I would like to see alternate story lines for the ghouls and super-mutants. Maybe one for the aliens and one for Kahn. Oh. And don't forget the kids in Little Lamplight.

OK. Ok. Too ambitious. But the story needs expansion.

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