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The wastelander's manual for creating communities in Fallout 4

Alright, so you've been playing Fallout 4 since its release, exploring the ruins of Boston, swimming in the luminous sea, and exploring the wasteland. You've had many adventures. You're considering moving in and taking a closer look at all the settlement-related stuff you haven't handled since Preston urged you to teach him and his friends how to cultivate carrots.

That's great as I've been spending time fiddling with the settlement features ever since the game launched, and I have a wealth of knowledge that will help you maximize your settlements and save time.

Best benefits for colony construction in Fallout 4

It's imperative that you take care of yourself before building your own empire. To be successful in your settlements, you'll need to spend heavily on charm as well as a few other benefits. If you've played for 50 hours with an antisocial radioactive super soldier and you want to start rebuilding the Commonwealth now, this could be challenging, but it's not impossible. Keep in mind that you can invest perks points into S.P.E.C.I.A.L. stats and get a charisma-boosting bobblehead at the Parsons State Insane Asylum, among other less savory methods that I'll discuss later, if you really need to boost that number. Alternatively, you may simply create a new character and start playing the building and crafting parts of the game.To get two levels of the Local Leader perk plus at least level two of the Cap Collector perk, you'll need six Charisma. You can create fantastic shops and supply lines—which are crucial—in your towns with them. You should definitely read up on intelligence, science, and the gunnut! Scrapper is a bit too nice to pass up; it allows you to transform all those broken laser guns and pipe rifles that you usually chuck in the trash into copper, gears, and circuits. Perks are essentially required if you want to create the greatest versions of generators and defensive turrets.I know, it's annoying that Fallout 4's crafting system essentially forces you to play a certain build. Even with those strict requirements, innovation is still very much encouraged, and the satisfaction of creating a society from the ashes of the past helps to somewhat ease the pain.

Fallout 4 Basics of settlement building

You will need beds, food, water, and a radio beacon in order for your community to expand. You should take care of such matters first since each settler you bring in need one unit of food and water every day and becomes grumpy if they don't have a beautiful, downy pillow to sleep on.Install two or three water pumps, lay down a few beds, and plant a few crops (this may be done simply by robbing other farms of their harvests; it becomes self-sustaining when you can merely harvest your own fields for planting supplies). Don't go overboard; it will take some time for everything to settle, and you can always add more as required. Additionally, you won't need to spend scrap on unnecessary items since subsequent crafting possibilities may render older ones obsolete.A radio beacon attracts new settlers to your homestead on a regular basis. Construct a generator (which will come in good for other things, anyhow) since you'll need electricity to operate it. Recall that once you believe you have enough settlers in one location, you may switch off a radio beacon. You may wish to limit how many individuals you accept in some of the smaller locales, such as the Red Rocket station toward the start of the game.Once everything is set up, you'll probably want to protect your patch. The best choice here is a turret, which is why you really need Science and Gun Nut to have access to the updated variants. A settlement's defensive rating is increased by a few points for each turret, trap, and staffed watch tower. To deter assaults, try to maintain that number the same or somewhat greater than the total of the food and water locations.You may assist your settlers in defending their house by using your Pip-Boy to get notifications when an assault takes place. Your property may be the target of unforeseen raids. Responding to potential house invasions, I've seen a wide range of scenarios, from genuine flanking assaults by Super Mutants pouring over the hills to bands of wild Ghouls who for some reason spawn deep within a walled fortress. Spreading out your fortifications to cover potential assault routes and crowded locations where your settlers are likely to take a stand is your best strategy.In Fallout 4, how can a colony be constructed?What fun would that be? You could simply make do with what each colony currently possesses. Make your imprint on the wasteland with a proud line of dilapidated homes, apartments, and forts that have an unsettling military feel to them.In \i>Fallout 4, the construction tools are, to be honest, rather awful. Things move in strange ways, the physics are only partially explained until you go through the menu's help pages, and the way walls and attachments snap together will cause you endless frustration.However, don't let it deter you! You can create some fairly cool-looking dwellings for your wastelanders with a little perseverance and guidance. You possibly could get a few fences to stand straight if someone could figure out how to operate this monstrosity of cables and pressure pads.First things first, install a floor and a foundation. To make things simpler on yourself, you should maintain everything as flat as possible since uneven terrain tends to interfere with the constructing equipment.Strive to strengthen yourself! The amount of useable land in many of the population locations is restricted. Building vertically will help you avoid having attractive structures in small, hilly, and debris-filled places. Don't be scared to knock down stairwells and ladders and to construct on top of existing structures. A cool tower fort above the neighborhood Red Rocket station not only saves space, but it also looks far better than a bunch of square boxes stacked one on top of the other in the parking lot.To make life simpler, set up supply lines from a central hub. It's a fool's game to try to carry tin cans and microscopes between towns and keep track of which location has what. You may designate a settler to transport supplies between sites using the Local Leader perk, and all participants can share from the same salvage pool (excluding hard goods like armor or weapons).Assign one runner from settlement A to settlement B, another from settlement B to settlement C, and so on, to create a supply chain. In this manner, you may utilize anything anywhere and simply throw your rubbish on any workstation in the line. Don't worry about Provisioners dying on the road the first time they stumble against any Mole Rats; they seem to be eternal like Companions.Fences give your colony a cozy, lived-in appearance while keeping attackers out of kill zones, which is a great way to prevent invasions (murder and comfort together at last!). Unfortunately, as you start encircling all of your villages with rings, they also start to devour wood and steel like it's nothing. To create, well, picket fences, I suggest you pick up an issue of Picket Fences from Beantown Brewery. They don't need steel to make, plus they have a more endearing appearance than rusted chain links (although, maybe not as much when covered in Super Mutant blood).In Fallout 4, how can you power your settlement?Although it's not well described in-game, electricity supply is a crucial aspect of creating a fantastic homestead, so be ready to fiddle with it. In essence, you may choose between two different types of powered gadgets. While passive equipment like lights and traps may operate off the ambient grid, active gadgets like laser turrets and water purifiers demand units of electricity to function (meaning your generator must be able to match their power pull to keep everything operating). Passive gadgets need a wall socket or a nearby linked pylon in order to function, while active devices require a line flowing directly into them.Power pylons are used for running wires from a generator to a conduit or distant appliances. A wire's maximum length is set, however it may be shortened by obstructions, hanging on the ground, and other situations. To get the most out of your copper, I advise you to construct your generators at high places. Pylons may power lights, traps, and other devices using the electrical power they emit. Power for the whole hut is reportedly provided by plugging a conduit into a building's wall, but my experience with them has been uneventful. For the most part, they appear to function similarly to pylons, however they are more compact and need less material to thread between adjacent structures.Creating intricate grids for my towns has been both the most challenging and the most gratifying aspect of creating things in Fallout 4. You can really make your settlements pop if you get accustomed to the picky method (I couldn't tell you how many times I ruined everything attempting to slightly alter one single wall tile or light bulb).

Adding stores to your colony for Fallout 4

Stores are amazing. Although creating the largest stores requires investing in two tiers of Local Leader and Cap Collector, which is the only viable option, the benefits of having a few shops dispersed across your networked towns may outweigh the costs.You may create six different types of stores with four value levels for your towns. Every kind of store will increase the enjoyment of your settlement and attract customers, but some are more useful to have in your own headquarters than others. Weapon stores can be a dependable place to get ammunition without having to travel to Diamond City; trade goods stores can reduce the time it takes to look for spare parts; clinics can provide you with affordable treatment for radiation poisoning and addiction; and bars are a great place to find inexpensive ingredients for homemade remedies. Though they're not as obviously beneficial, armor and apparel stores are nonetheless enjoyable and you should definitely include one in your network at some point for diversity.Simply using the second level of the Local Leader perk, you may construct the first two store levels. If you want to be a prick about it, they're okay and will work. But, your market stalls will start to stock amazingly amazing stuff if you spend all the way up to the third tier of the business by obtaining two levels of Cap Collector. Better still, when you've established tier-three businesses, you'll sometimes come across unusual fourth-tier stores that offer specialized merchandise in the wasteland. You may invite these merchants to work at your sites.Shops will produce money on their own; all you have to do is periodically glance at your workbench to see if you have a few caps that you may remove. But don't get the wrong idea—stores don't make money quickly, so you won't be opening a cap vault a la Scrooge McDuck very soon. The ease of being able to speak with a merchant whenever you need to, as opposed to having to search for a roaming trader or make a special journey, is what makes having a great network of stores valuable. It allows you to quickly resupply and refuel to head back out in the wasteland and increases your earnings from expeditions by making it easier to sell discovered stuff for caps.

Superior Fallout 4 suggestions for settlement

The game doesn't make much of an effort to explain the many elements that are involved in the colony concept. I will attempt to clarify them here.
  • Did you know the maximum population of your settlements is tied to your Charisma stat? Ten people by default plus one extra point of Charisma. For most people, this either means an 11 settler max, or up to 22 if you went whole-hog on Charisma. Vault 88 from the Vault-Tec Workshop DLC boasts an inherent +10 maximum settler limit, making its settler cap 32. I’m told wearing Charisma-boosting gear can let you break that cap but I haven’t noticed it in my game.
  • Spread out your beds. For the longest time, my settlers in Sanctuary were complaining about “the bed situation” despite having plenty of cots to rest on. At first, I assumed it was a bug (this is a Fallout game), but I stumbled on some other people online having the same problem. Apparently, putting too many beds in one area makes your tired and poor wastelanders cranky (maybe they’d like it back in the wilds with the Deathclaws where I found them). I haven’t found exact numbers, and testing for it is difficult, but it seems like four beds in one room or hut is the sweet spot.
  • Water purifiers are a godsend and you should put them in any settlement that isn’t landlocked. A single industrial water purifier will produce 40 units of water, far more than you’ll ever need for a settlement on its own. Plus, extra water goes into your workbench as an aid item. You can pull out a bunch for cheap healing, or sell them all to a trader who wanders into your settlement for a stack of caps.
  • Equip gear on your settlers for protection and convenience. Instead of scrapping or selling every spare gun you pick up, try placing it in a settler’s inventory and have them equip it (use the triangle or Y button on the console controllers) and a single piece of ammunition for it (it will last them forever, thanks to Lex for the tip!). I know this might be really obvious, but I keep hearing from people who missed it! Not only will they be able to help next time a Super Mutant wanders into the neighborhood, but you can coordinate their outfits to help you keep track of what jobs people are doing. Or just give them a creepy uniform look if you want to make your own apocalypse cult.
  • Each settler assigned to work on crops can sustain enough plants to generate six points of food. This means you only really need three or four full-time farmers, which frees up the rest of your population for things like guard duty at watch towers, scavenging for supplies, or manning the tills at your shops.
  • Speaking of guard posts, while they initially seem like a terrible deal (only a measly two defense for a manned post), if you set up multiple posts and assign a person to one of them, he or she will walk between up to three of them like a patrol and provide the defense benefit of each. So one person on guard duty watching three posts can actually provide a decent six defense; better than a level-one turret.
  • Folks assigned to scavenging benches generate a small amount of junk for the workbench on their own. What they gather is fairly inconsequential, but something is better than nothing if you don’t have them assigned to anything else. Interestingly enough, they tend to walk around with their weapons drawn, seemingly looking for a fight. Not sure why they do that, but I like to put the best of my spare weapons on them so they can be ready to draw down on any intruders.
  • Build a bell! In the miscellaneous resources menu you can find a bell that will summon settlers to your location. This will save you loads of time when trying to assign jobs or equip folks since they can hide like ninjas when left to their own devices. I didn’t find this until embarrassingly late in my game and it would have saved me a lot of time.
  • In a nice little touch, settlers will congregate at a bar after hours if you build one. When the workday is over, everyone just wants a nice slice of grilled brahmin and a drink, I suppose. So maybe spend a little extra time laying out chairs and making your bar area look nice.

How Fallout 4 is used cheats on settlements

I'd be lying if I claimed it hasn't also been laborious, but I've really liked expanding my villages, fiddling with the crafting supplies, and spending much too much time arming all of my little serfs with shotguns and laser pistols. Simply said, gathering all the bits and pieces you need to create something is too time-consuming. I want to connect up some patio lights in my sixth completely furnished farmhouse without having to spend hours digging through some raider-infested warehouse searching for power coils and damaged light bulbs.Alternatively, as I said previously, you may have developed your persona with the intention of taming the wastes with concrete hands and a bulletproof hide. When you first began the game, you didn't give a pointless dump stat like Charisma much consideration. Now all you have to do is consider the unpalatable prospect of adding many perks to your stats in order to begin constructing respectable colonies.Could I then suggest lying?It's simple to do this on a PC. Using the tilde (\) key, launch the console command line and get creative. If, like me, you're a PS4 (or Xbox One) player, you'll have to install modifications that take care of the grunt work for you.In Fallout 4,, there are a multitude of console commands that may alleviate the burden of colony development.
  • tgm – Toggle God mode
is the most prominent and memorable console command.God mode provides an endless supply of resources, which turns colony construction into a pseudo-creative mode. In addition, it does away with the majority of things' perks—aside from the settlement merchants.Players will have to learn about or stay away from cheating on their own. In my opinion, cheating like this straight away might sour the experience, therefore I don't encourage it. However, it's wonderful to have a safety net like this accessible if, thirty or forty hours into the game, you're tearing hair out because you constructed your character incorrectly from the beginning or simply can't locate enough oil to keep your turrets up and running.
 

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