Sim Settlements Vanilla Leaders



  • 1Leader Traits
  • 2Commander Traits
  • 3Leaders and Commanders

I would assume any mod that touches settlements should be taken right out of the load order, since the feature where you assign a city leader is going to assume the settlement is 100% vanilla. What about scrapping and border mods? I use 'Scrap Everything' and 'All Settlements Extended' — ASE widens the borders, so you can build 'out' more.

Major Traits

  • Today we take a look at a new and revolutionary mod, Sim Settlements totally overahauls the functionaltiy of Fallout 4 settlements. The holotape is on the one table in the room. The idea is to help you spend less time worrying about mod files, so you have more time to enjoy your modded game. ⭐ ハードカバー 写真集 風景.
  • Sim Settlements Tutorial - City Leaders Explained - Duration: 6:20. Kinggath 14,740 views. Fallout 4 - My Castle: The Walls (How To Build My Castle Part 1) - Duration: 23:51.
  • Sim Settlements 2 Leaders Pack (Vanilla) Adds 24 New Leaders from all over the commonwealth!
  • Fallout 4's settlement base-building system was a huge hit with most Fallout fans, but the vanilla mechanics are lacking in a few ways. These mods add cool features to the settlement system.

Bot Finder -- Occasionally recruits robot settlers
Brotherhood Ally -- Brotherhood of Steel defends the settlement
COA Ally -- Children of Atom defend the settlement
Engineer -- Increase Advanced Industrial plot production rate
Experienced Mayor -- City upgrades much faster
Hunter -- Greatly reduces food needs of the settlement
Institute Ally -- The Institute defends the settlement
Investigator -- Increase the rate Advanced Industrial buildings are discovered
Lifebringer -- Agricultural plots produce more food
Logistics Expert -- All plots upgrade faster
Mad Scientist -- Recruits an extra settler daily; 25% chance a random settler dies daily
Makeshift Armorer -- Increase the amount of defense provided by equipment donations
Minutemen Ally -- Minutemen defend the settlement
Minutemen Officer -- Many new settlers will be trained as Minutemen
One Mutant Army -- Always wins raids when the player is away
Rabble Rouser -- Guarantees at least one new recruit every day
Railroad Ally -- The Railroad defends the settlement
Robot Moral Officer -- Removes the happiness penalty of robot settlers
Trainer -- Increases the defense provided by Martial Plots
Truthseeker -- Synths can no longer infiltrate the settlement population

Minor Traits

Animal Lover -- Increase the chance animals will move into the settlement
Caravanner -- Increase base food production
Charismatic -- Increase the max settlers that can be radio-recruited
Defender -- Increase settlement base defense value
Entertainer -- Recreational plots will upgrade faster
Enthusiastic -- Increase settlement base happiness
Entrepreneur -- Commercial plots will upgrade faster
Ex-Farmer -- Agricultural plots will upgrade faster
Friend of Sheng -- Increase base water production
Futurist -- Industrial plots will upgrade faster
Good Neighbor -- Residential plots will upgrade faster
Handyman -- Reduce maintenance costs
Mercenary -- Increase tax income
Military Mind -- Martial plots will upgrade faster
Optimizer -- Increase the amount of junk collected per Industrial Plot
Party Animal -- Increase settlement base happiness
Promoter -- Increase happiness bonus per Recreational plot
Recruiter -- Increase the chance of recruiting new settlers
Scavenger -- Increase the amount of junk collected each day
Shakedown -- Increase the amount of caps collected from shops
Welcoming -- Increase the number of visitors that will come to the settlement

Weaknesses

Allergies -- Reduce the chance animals will move into the settlement
Communist -- Commercial plots will take longer to upgrade
Depressed -- Reduces settlement base happiness
Embezzler -- Reduce the amount of caps collected from shops
Fun Police -- Recreational plots will take longer to upgrade
Ghoulish -- Reduces the max settlers that can be radio-recruited
Healthy Appetite -- Reduces the base food production
Inhospitable -- Reduces the number of visitors that will ever come to the settlement
Lonewolf -- Decreases settlement base defense
Naive -- Martial plots will take longer to upgrade
Notorious -- Reduce chance of recruiting settlers
Overzealous -- Reduces settlement base happiness
Pacifist -- Martial plots will take longer to upgrade
Raider at Heart -- Agricultural plots will take longer to upgrade
Rebel -- Reduce tax income
Self Doubt -- Increase maintenances costs
Synth Sympathizer -- Increase the likelihood of synths infiltrating the population
Synthetic -- Agricultural plots will take longer to upgrade
Taskmaster -- Residential plots will take longer to upgrade
Technophobic -- Industrial plots will take longer to upgrade
Unimaginative -- Reduce the amount of daily junk collected
Wasteful -- Reduce the base water production

Commanders are similar to the Leaders system introduced with Rise of the Commonwealth, but allow you to assign certain NPCs to manage Outposts and Vassals in order to gain benefits.
The benefits provided by commanders are generally all focused on the Conqueror mechanics.
Each companion has a unique set of traits to give you benefits in your Outposts or Vassals when you aren’t traveling with them.

Major Traits

Dedicated Servant -- Increase Vassal production
Enhanced Interrogator -- Marks turret locations during an Assault
Fight Club -- Soldiers can reach higher rank from training
For the People -- The more civilians at the settlement, the more XP the soldiers will gain in fighting
Knowledge Is Power -- Assaults from this settlement can target even unscouted locations.
Legend of the Fog -- Guaranteed full morale meter when leading a Far Harbor settlement
Love Before War -- Production increased when no guards or warriors are stationed at her settlement.
Master Propagandist -- Periodic chance to conscript civilians into the soldier ranks
Mechanical Uprising -- Robots count as Warriors when calculating the control provided by patrols from this settlement.
Mercenary Band -- Soldiers recruited to this settlement can come from any faction.
Mutant Superiority -- Joins all assaults from this settlement himself.
Rabble Rouser -- 1 new recruit per day guaranteed
<Faction Name> Reinforcements -- If half or more of your assault force is killed, reinforcements will be sent from that faction.
Resistance Fighter -- Outpost/Vassal can no longer be hostily taken over
Right-hand Man -- Boosts control at all Vassals within range.
Roboticist -- Random robots will join assaults as well as defend the settlement
Seeing Red -- Increase warrior melee damage substantially on assaults

Minor Traits

Authoritarian -- Increase control provided by Guards
Bred for War -- Increase control provided by Warriors
Caregiver -- Increase Field Hospital chance of saving soldiers by 10%
Chef -- Mess Halls provide a stronger buff during assaults
Drill Sergeant -- Training Yards provides 25% more XP
Financial Manager -- Provides +30 Wages
Greenthumb -- Increase Rations per Agricultural Plot
Harrying Scouting -- Some number of attackers will be picked off at the start of a raid
Hidden Weapons -- Reduce control required for Industrial plots
Improvisor -- Battlefield Scavengers have a 10% chance to find additional items
Intimidation Tactics -- Increase control provided per Warrior via Patrol Links
Just Cause -- Reduces Civilian Ration Requirements
Kind-Hearted -- Reduce control required for Captives
Logistics Officer -- Provides +30 Rations
Prepper -- Reduce control required for Agriculteral plots
Primal Fighter -- Reduces Soldier Equipment Requirements
Problem Solver -- Provides 2 extra days to get back to assist with defense
Quartermaster -- Provides +30 Equipment
Racketeer -- Increase Wages per Commercial Plot
Retention Officer -- Prisons can hold one additional captive
Salvage-Minded -- Increase Equipment per Industrial Plot
Seasoned Veteran -- Increase control provided by higher rank soldiers
Seedy Connections -- Reduce control required for Commercial plots
Silvertongued -- Reduces Soldier Wage Requirements
Speechwriter -- Provides +5 Morale Boost
Strategist -- Increase control provided by Patrols
Taskmaster -- Increase worker production slightly
Terrifying Presence -- Some number of defenders will flee during an assault
Tight Ship -- Provides +50 Control
Tinkerer -- Reduce Equipment required per robot
Waste Averse -- Reduces Soldier Ration Requirments

Weaknesses

Ageist -- Reduce control provided by higher rank soldiers
Arm the People -- Civilians require a small amount of Equipment
Bloodlust -- Morale has a lesser effect on production
Boastful -- Additional defenders will show up to defend assaults
Butterfingers -- Reduce equipment by -30
Distracting -- Reduce control provided per Defense
Easy Target -- Raids can occur more frequently here
Fragile Appearance -- Additional attackers will join raids
Greedy Pockets -- Reduce wages by -30
Grueling Manager -- Reduce Vassal production
Hedonistic -- Reduce worker production slightly
Hefty Appetite -- Reduce rations by -30
Hotshot -- Reduce control provided per Warrior
Lassez-Faire Capitalist -- Reduce wages per Commercial Plot
Lax Attitude -- Reduce control provided per Warrior via Patrol links
Mechanical Appetite -- Reduce rations per Agricultural Plot
Mercenary Attitude -- Increase soldier Wage requirements
Miser -- Increase control required per Commercial plot
Motherly Instinct -- Increase soldier Ration requirements
No Mercy -- Prisons will not capture additional Captives
Overly-Empathetic -- Increase captive Ration requirements
Overprotective -- Reduce max number of soldiers that can go on assaults by 1
Paranoid -- Increase control required per Industrial plot
Raiderphobia -- Increase control required per Agricultural plot
Rebellious -- Increase control requirement
Shoddy Mechanic -- Increase Equipment required per robot
Short-Sighted -- Reduce control provided per Patrol
Technology Hoarder -- Increase soldier Equipment requirements
Undisciplined -- Training Yards provide half their normal XP
Unsanitary -- Reduces chance of field hospital saving soldiers by 10%
Unsettling -- Reduce morale
Weapons Snob -- Reduce equipment per Industrial Plot

Conqueror (Commanders)

  • Ada: Mechanical Uprising, Quartermaster, Overly-Empathetic
  • Cait: Fight Club, Primal Fighter, Rebellious
  • Codsworth: Dedicated Servant, Waste Averse, Overprotective
  • Curie: Love Before War, Caregiver, Easy Target
  • Deacon: Railroad Reinforcements, Hidden Weapons, Arm the People
  • Hancock: For the People, Seedy Connections, Hedonistic
  • Nick Valentine: Knowledge Is Power, Problem Solver, Mechanical Appetite
  • Old Longfellow: Legend of the Fog, Seasoned Veteran, Fragile Appearance
  • Paladin Danse: BOS Reinforcements, Drill Seargant, Technology Hoarder
  • Piper: Master Propagandist, Speechwriter, Rebellious
  • Porter Gage: Right-hand Man, Racketeer, Unsanitary
  • Preston Garvey: Minutemen Reinforcements, Just Cause, Raiderphobia
  • RJ MacCready: Mercenary Band, Silvertongued, Hotshot
  • Strong: Mutant Superiority, Terrifying Presence, No Mercy
  • X6-86: Institute Reinforcements, Retention Officer, Grueling Manager
  • Brutus: Resistance Fighter, Improvisor, Hotshot
  • Jason: Enhanced Interrogator, Chef, Unsettling
  • Sarah: Seeing Red, Primal Fighter, Bloodlust
  • Torque: Roboticist, Salvage-Minded, Distracting

Creations by COOTS

  • Goodfeels: Chiiiil -- Robot Morale Officer, Ex-Farmer, Pacifist
  • Goodfeels: Exterminate! -- Bot Finder, Defender, Synthetic
  • Dogmeat: Roamer -- Trainer, Scavenger, Rebel
  • Dogmeat: Good Boy -- Hunter, Animal Lover, Rebel
  • Deezer: Welcome -- Truthseeker, Party Animal, Synthetic
  • Deezer: Lemonade Tycoon -- Experienced Mayor, Shakedown, Synthetic
  • Ronnie Shaw: United we Stand -- Minutemen, Minutemen Officer, Recruiter, Fun Police
  • Ronnie Shaw: On Your Feet Maggot!! -- Minutemen, Trainer, Military Mind, Overzealous

Junk Town

  • Blake Abernathy: Lifegiver, Ex-Farmer, Depressed
  • Lucy Abernathy: Trainer, Enthusiastic, Naive
  • Abraham Finch: Lifegiver, Scavenger, Inhospitable
  • Jake Finch: Hunter, Shakedown, Raider at Heart
  • Vault-Tec Rep: Experienced Mayor, Shakedown, Lonewolf
  • Sheffield: Lifebringer, Party Animal, Self Doubt
  • Marcy Long: Truthseeker, Animal Lover, Depressed
  • Sturges: Investigator, Futurist, Pacifist
  • Mama Murphy: One Mutant Army, Defender, Healthy Appetite -- don't do drugs and she will work
  • Dogmeat: Truthseeker, Defender, Healthy Appetite)

Rise of the Commonwealth

  • Ada - Bot Finder, Scavenger, Synthetic
  • Cait - Trainer, Entertainer, Depressed
  • Codsworth - Robot Morale Officer, Handyman, Pacifist
  • Curie - Lifebringer, Enthusiastic, Naive
  • Deacon - Railroad Ally, Ex-Farmer, Synth Sympathizer
  • Hancock - Experienced Mayor, Party Animal, Ghoulish
  • Old Longfellow - Hunter, Animal Lover, Inhospitable
  • RJ MacCready - Experienced Mayor, Mercenary, Lonewolf
  • Nick Valentine - Investigator, Handyman, Synth Sympathizer
  • Overseer Barstow - Mad Scientist, Futurist, Taskmaster
  • Paladin Danse - Brotherhood Ally, Military Mind, Self Doubt
  • Piper - Truthseeker, Recruiter, Rebel
  • Preston Garvey - Minutemen Officer, Recruiter, Overzealous
  • Porter Gage - Makeshift Armorer, Shakedown, Raider at Heart
  • Strong - One Mutant Army, Defender, Healthy Appetite
  • X6-88 - Institute Ally, Futurist, Inhospitable

Leaders of the Commonwealth

  • Sturges: Investigator, Handyman, Recruiter, Naive, Overzealous
  • Blake Abernathy: Lifebringer, Animal Lover, Pacifist
  • Connie Abernathy: Shakedown, Depressed
  • Steve Tenpines: Ex-farmer, Pacifist
  • Tiny Tenpines: Scavenger, Pacifist
  • Alice Oberland: Lifebringer
  • Jane Oberland: Scavenger, Healthy Appetite
  • Abraham Finch: Hunter, Defender
  • Jake Finch: One Mutant Army(x), Enthusiastic, Self Doubt
  • Daniel Finch: Mercenary, Overzealous
  • Joseph County: Trainer
  • Jason County: Scavanger, Naive
  • Duke Somerville: Defender, Pacifist
  • Roger Warwick: Truthseeker, Party Animal
  • Julie Nordhagen: Enthusiastic, Self Doubt
  • Hargraves: Entertainer, Pacifist
  • Scribe: Makeshift Armorer, Military Mind, Defender, Self Doubt, Rebel
  • Larry: Truthseeker, Party Animal, Lonewolf
  • Trader Rylee: Investigator, Mercenary, Lonewolf
  • Kessler: Experienced Mayor, Shakedown, Raider at Heart
  • Mr.Greentop: Ex-Farmer, Healthy Appetite
  • Sheffield: Ex-Farmer, Depressed
  • Staples: Entertainer, Healthy Appetite
  • Doc Anderson: Lifebringer, Enthusiastic, Overzealous
  • Rep: Investigator, Futurist, Shakedown, Ghoulish, Inhospitable
  • Wiseman: Experienced Mayor, Enthusiast, Handyman, Ghoulish
  • Deirdre: Shakedown, Ghoulish
  • White: Bot Finder, Enthusiastic, Handyman, Pacifist, Synth Sympathizer.

Nobody's Leaders

  • Sturges -- Logistics Expert, Handyman, Synthetic
  • Preston Garvey -- Minutemen Ally, Charismatic, Defender, Communist
  • Mama Murphy -- Lifebringer, Good Neighbor, Pacifist
  • Marcy Long -- Minutemen Ally, Caravanner, Inhospitable, Notorious
  • Jun Long -- Minutemen Ally, Scavenger, Depressed, Self Doubt
  • Dogmeat -- Hunter, Animal Lover, Scavenger, Wasteful
  • Codsworth -- Robot Morale Officer, Caravanner, Taskmaster
  • Blake Abernathy -- Ex-Farmer, Taskmaster
  • Connie Abernathy -- Charismatic, Pacifist
  • Lucy Abernathy -- Friend of Sheng, Naive
  • Paladin Danse -- Brotherhood Ally, Military Mind, Raider at Heart
  • Cait -- Makeshift Armorer, Mercenary, Raider at Heart
  • Jacob Orden -- Experienced Mayor, Good Neighbor, Communist
  • Piper Wright -- Truthseeker, Promoter, Recruiter, Pacifist
  • Sheffield -- Friend of Sheng, Unimaginative
  • Abraham Finch -- Futurist, Notorious
  • Abigail Finch -- Entrepreneur, Pacifist
  • Jake Finch -- Handyman, Rebel
  • Daniel Finch -- Welcoming, Allergies
  • John Hancock -- Experienced Mayor, Good Neighbor, Mercenary, Fun Police, Technophobic
  • Vault-Tec Rep -- Logistics Expert, Entrepreneur, Ghoulish
  • Supervisor Brown -- Bot Finder, Ex-Farmer, Wasteful
  • Supervisor White -- Robot Morale Officer, Good Neighbor, Unimaginative
  • Supervisor Greene -- Engineer, Entrepreneur, Synthetic
  • Trader Rylee -- Investigator, Shakedown, Allergies
  • Deacon -- Railroad Ally, Entertainer, Wasteful
  • Ronnie Shaw -- Minutemen Officer, Defender, Taskmaster
  • Shaun -- None
  • Holly -- Charismatic, Communist
  • Wiseman -- Experienced Mayor, Wasteful
  • Jones -- Ex-Farmer, Technophobic
  • Deirdre -- Caravanner, Notorious
  • Strong -- One Mutant Army, Ghoulish
  • Tina De Luca -- Engineer, Futurist, Naive
  • Nick Valentine -- Investigator, Optimizer, Taskmaster
  • Roger Warwick -- Scavenger, Synth Sympathizer
  • Janey Warwick -- Caravanner, Technophobic
  • June Warwick -- Entrepreneur, Pacifist
  • Anne Hargraves -- Charismatic, Entertainer, Pacifist
  • Doc Anderson -- Lifebringer, Enthusiastic, Healthy Appetite
  • The Scribe -- Makeshift Armorer, Defender, Synthetic
  • Ron Staples -- Hunter Enthusiastic, Shakedown, Lonewolf, Naive
  • Smilling Larry -- One Mutant Army, Scavenger, Healthy Appetite, Taskmaster
  • Jezebel --
  • Curie -- Lifebringer, Friend of Sheng, Pacifist, Self Doubt
  • Swanson -- Makeshift Armorer, Defender, Raider at Heart
  • Robert 'RJ' MacCready -- Experienced Mayor, Mercenary, Communist
  • X6-88 -- Institute Ally, Shakedown, Synth Sympathizer
  • John Somerville -- Handyman, Unimaginative
  • Jason County -- Friend of Sheng, Inhospitable
  • Steven County -- Good Neighbor, Wasteful
  • Matthew Tenpines -- Futurist, Wasteful
  • Caroline Tenpines -- Friend of Sheng, Naive
  • Samuel Greentop -- Ex-Farmer, Technophobic
  • Samantha Greentop -- Charismatic, Pacifist
  • Buddy -- Bot Finder, Entertainer, Wasteful
  • Amelia Oberland -- Optimizer, Rebel
  • Evelyn Oberland -- Entrepreneur, Healthy Appetite
  • Olivia Norhagen -- Good Neighbor, Naive
  • Logan Nordhagen -- Handyman, Synthetic
  • Phyllis Daily -- Ex-Farmer, Synth Sympathizer

Recruitable Settlers Leader Pack

DATA NEEDED

Settlers of the Commonwealth City Leaders

DATA NEEDED

Sim Settlements Mayors

DATA NEEDED

Ted's Leader Pack

  • Connie Abernathy -- Makeshift Armorer, Shakedown, Depressed
  • Kessler -- Experienced Mayor, Shakedown, Synth Sympathizer
  • Abigail Finch -- Hunter, Animal Lover, Pacifist
  • Supervisor White -- Robot Morale Officer, Futurist, Synth Sympathizer
  • Sturges -- Investigator, Handyman, Pacifist
  • Wiseman -- Lifebringer, Handyman, Ghoulish
  • Roger Warwick -- Institute Ally, Scavenger, Rebel
  • Vault-Tec Rep -- Hunter, Scavenger, Ghoulish
  • Sheffield -- Investigator, Party Animal, Pacifist

Wasteland Venturers

  • Bodhi (Warchild's Weapon Store) Leader -- Truthseeker, Party Animal, Rebel
  • Bodhi (Warchild's Weapon Store) Commander -- Fight Club, Silvertongued, Hedonistic

Vanilla Leaders

DATA NEEDED

Retrieved from 'https://simsettlements.com/web/wiki/index.php?title=Leaders_and_Commanders&oldid=5616'

The settlements system is probably the most substantial change to come to the Fallout series, overhauling the focus of the game and aiming it towards the rehabilitation of the radiation-torn wastelands.

When the Sole Survivor first emerges from Vault 111, they travel back to their original neighborhood of Sanctuary Hills to find it in ruins. Sanctuary Hills is your first settlement, where you can learn how to use all the tools you’ll need for building settlements in the rest of the game.

Be sure to check out our scrapping for beginners guide for what items to look for. Additionally, our fiber optics and steel guide will teach you the fastest and easiest way to acquire those materials. Should you run out of adhesive, this guide will help.

To enter crafting mode for settlements, find a red Workshop table. This will trigger placement mode. A green line will appear around the borders of the settlement, marking where you can build and scrap materials. Items that can be scrapped for components will be highlighted in yellow. You may also scrap the items highlighted in green, however those items (mostly furniture but other objects as well) can also be placed within your inventory for later use. When you open up the menu and choose an item to build, if you already have one stored in the Workshop, a number will appear in the thumbnail indicating how many you have in stock. This is useful in Sanctuary Hills, where there are many re-usable items still available. However, in most of your settlements you will need to start from scratch and bring in components from elsewhere.

Table of Contents

Gather materials from the settlement site by scrapping everything of use. This cleans up the settlement area. From there, choose what you need to build based on the needs of your settlers. Materials that have been scrapped will go into the inventory of the settlement site’s crafting table. Each inventory is specific to that location, and resources are not shared across sites.

Fortunately, if and when you acquire the Charisma 6 perk “Local Leader”, you will be able to establish supply lines between your settlements and share resources. To build supply lines, enter Workshop mode, select a Settler and instruct them to establish a supply line to another settlement. This will allow both settlements to share materials during base-building, although the Workshop inventory will only show you items available locally.

Necessities and Structures

Sufficient resources must be built to match the population of your settlement, including defense, water, and food. Here are some items you should plan for from the start, and their necessary ingredients.

Beds

Your settlers all need a place to sleep. You will need up to 20 beds. They require Steel and Cloth of varying quantities. You can also build Sleeping Bags, which only require Cloth.

Water

Your settlers need plenty of water. The item you will use the most for this will be the Water Pump. Here are your options.

Water Pump (provides water for 3)

Concrete 1
Gears 1
Steel 4

Water Purifier (must be built on water, requires 3 Power, provides water for 10)

Oil 2
Ceramic 2
Rubber 5
Copper 2
Steel 10
Cloth 2

Copper will also be required to hook the Purifier up to a Small Generator.

Industrial Water Purifier (must be built on water, requires 5 Power, provides water for 40)

Oil 4
Ceramic 2
Rubber 10
Copper 4
Steel 20
Cloth 4
Screw 6

Copper will also be required to hook the Purifier up to a power source. A Small Generator is insufficient.

Water can be pumped by your player character. It will show up as purified water in your Workshop inventory. This makes for an easy early source of healing but also caps. Use them for trade in Sanctuary Hills when a traveling vendor shows up.

Food

Your settlers need a source of food.

Pick vegetables or fruits at other nearby sites and plant them in Workshop mode. You can also plant the items you find out in the Commonwealth, but not if they are labeled “Wild”. Some of the crops you can grow include Carrots, Tato (a potato-tomato hybrid), Corn, Gourd, Melon, Mutfruit, and Razorgrain. You also build a Bathtub as a Brahmin Feed Trough to attract and keep Brahmin nearby. It requires 2 Steel and 8 Ceramic.

Power

Your settlers need Power, especially because you need it to run the Recruit Radio Beacon that attracts other settlers.

Sim Settlements Vanilla Leaders Wow

There are a lot of options but you will mostly need the Small Generator. Bear in mind that all items requiring Power must be attached to your power source with a Copper wire. If the item that you wish to power has no number near the Energy symbol in its menu, that means it requires ambient Energy instead of direct Energy. For that you will need a Pylon, which must be attached to a Generator. More details are in our guide about powering your settlement.

Small Generator (produces 3 Power)

Gears 2
Steel 4
Rubber 2
Copper 2
Ceramic 1

Medium Generator (produces 5 Power)

Screw 3
Gears 3
Steel 7
Rubber 3
Copper 3
Ceramic 3

Large Generator (produces 10 Power, requires Rank 1 of the Science! perk)

Gears 6
Screw 5
Rubber 4
Copper 10
Aluminum 12
Nuclear Material 3

Windmill (produces 3 Power)

Steel 15
Copper 4
Aluminum 10
Gears 2

More elaborate Power-related structures can be made but this is what you will need to start out.

Defense

Your settlers need defense, and for that they need posts they can guard. Use the commands available in crafting mode to assign a settler to guard at a specific post. The amount of Defense you need is equal to the sum of your Water and Food resources. Plan your Defense based on that, not the number of settlers you have.

Guard Post (produces 2 Defense)

Wood 10
Steel 4

Guard Tower (produces 2 Defense)

Wood 12
Steel 6

Machine Gun Turrets

Your settlers will be able to devote themselves to other tasks if Machine Gun Turrets guard their settlement. Set up Guard Posts first, then convert to Machine Gun Turrets as you can. You will mostly need the regular Machine Gun Turret, but here are your options. Some will require perks to unlock.

Machine Gun Turret (produces 5 Defense)

Steel 8
Circuitry 1
Gear 2
Oil 2

Heavy Machine Gun Turret (produces 8 Defense, requires Rank 1 of Gun Nut)

Steel 10
Circuitry 2
Gear 2
Oil 4

Laser Turret (requires 2 Power, produces 8 Defense, requires Rank 1 of the Science! perk)

Aluminum 5
Circuitry 3
Screw 3
Fiber Optics 4
Gears 2
Nuclear Material 2
Steel 5
Glass 3

Shotgun Turret (requires 2 Power, produces 8 Defense, requires Rank 2 of the Gun Nut perk)

Aluminum 4
Circuitry 5
Screw 4
Gears 4
Oil 5
Steel 6

Spotlight (requires 2 Power, produces 2 Defense)

Circuitry 1
Screw 1
Gear 2
Steel 6
Oil 1
Glass 2

Heavy Laser Turret (requires 2 Power, produces 12 Defense, requires Rank 3 of the Science! perk)

Crystal 4
Aluminum 7
Circuitry 4
Screw 4
Fiber Optics 4
Gears 3
Nuclear Material 4
Steel 3

Missile Turret (requires 2 Power, produces 15 Defense, require Rank 3 of Gun Nut)

Aluminum 6
Circuitry 6
Screw 5
Gears 5
Oil 6
Steel 6

Traps

You can also build traps. Your options are:

Tesla Arc (requires 1 Power, produces 2 Defense)

Sim Settlements Vanilla Leaders

Steel 2
Copper 3
Circuitry 1

Radiation Emitter (requires 1 Power, produces 2 Defense)

Screw 2
Nuclear Material 3
Lead 2
Steel 2

Flamethrower Trap (requires 1 Power, produces 3 Defense)

Screw 2
Rubber 4
Aluminum 4
Oil 6

Recruitment Radio Beacon

Your settlers need other survivors to join them so their site will grow and become more prosperous.

Circuitry 2
Crystal 2
Copper 6
Steel 10
Ceramic 3
Rubber 1

Finding some of these items, like Circuitry, Gears, and Copper, will be difficult. You can purchase some shipments of necessary items from traveling vendors or sellers in the Diamond City Market, but for the most part you should track them down yourself. Try to aim for items that contain multiple components such as the items below so as to use your space most efficiently. Most can be found looting buildings. The remains of Machine Gun Turrets and Synths are good for some of these parts. If you’re having trouble keeping track of what you need, use the Search function within an item you wish to build. While you’re looting, a small magnifying glass icon will appear next to components you need to build it.

Hot Plates

Circuitry
Copper
Screws

Extinguishers

Rubber 2
Steel 4
Asbestos 2

Lantern

Glass
Oil
Steel

Biometric Scanner

Fiber Optics 1
Asbestos 1
Nuclear Material 2

Camera

Gears 2
Springs 2
Crystal 2

ProSnap Camera

Gears 4
Spring 4
Crystal 4

Desk Fan

Gears 2
Screw 2
Steel 2

High Powered Magnet

Copper
Ceramic
Nuclear Material

Typewriter

Gears 3
Screw 2
Springs 3

Carlisle Typewriter

Gears 6
Screw 4
Spring 5
Aluminum 2

Telephone

Circuitry 2
Copper 1
Fiberglass 2

Fishing Pole

Gears 2
Spring 1
Wood 1

Microscope

Gears 2
Glass 2
Crystal 2
Fiber Optics 1

Gold Watch, Silver Pocket Watch

Gears 2
Gold (or Silver) 2
Springs 1

Alarm Clock

Aluminum 2
Glass 1
Springs 1
Nuclear Material 1

One item you’ll need a lot of is Cloth, as you’ll need a lot of it to make the beds necessary for each settlement. You can have up to 20 settlers, and they’re all going to want their own bed. Some resources for Cloth include Newspapers, Cigarette Cartons, Cigar Cartons, and Pre-War Money. Pre-War Money is probably the best, as it does not take up any weight in your inventory.

Shops

You can build shops in your town to attract more settlers. It will require at least one Perk, but sometimes more. For instance you cannot build a vendor’s stand without having Level 2 in Local Leader which is a CHR 6 level Perk. To build a Clinic, you have to have both Rank 2 in Local Leader AND Rank 1 in Medic. To build the third level of the Armor Stand, you need Rank 2 in Cap Collector in addition to Local Leader. And so on and so forth. Here are each and their requirements.

Trading

Trading Stand (requires Rank 2 of Local Leader perk, and 1 Settler to attend)

Wood 5
Bottlecaps 300
Steel 3

Trading Shop (requires Rank 2 of Local Leader perk, and 1 Settler to attend)

Wood 5
Bottlecaps 500
Steel 3

Trading Emporium (requires Rank 2 of Local Leader, Rank 2 of Cap Collector and 1 Settler to attend)

Wood 5
Bottlecaps 1500
Steel 3

Armor

Armor Stand (requires Rank 2 of Local Leader and 1 Settler to attend)

Wood 5
Bottlecaps 500
Steel 3

Armor Shop (requires Rank 2 of Local Leader and 1 Settler to attend)

Wood 5
Bottlecaps 1000
Steel 3

Armor Emporium (requires Rank 2 of Local Leader and Cap Collector and 1 Settler to attend)

Wood 5
Bottlecaps 3000
Steel 3

Weapons

Weapons Stand (requires Rank 2 of Local Leader perk and 1 Settler to attend)

Wood 5
Bottlecaps 500
Steel 3

Weapons Shop (requires Rank 2 of Local Leader perk and 1 Settler to attend)

Wood 5
Bottlecaps 1000
Steel 3

Weapons Emporium (requires Rank 2 of Local Leader and Cap Collector perks and 1 Settler to attend)

Wood 5
Bottlecaps 3000
Steel 3

Food and Drink

Drink Stand (requires Rank 2 of Local Leader perk and 1 Settler to attend)

Wood 5
Bottlecaps 250
Steel 3

Bar (requires Rank 2 of Local Leader perk and 1 Settler to attend)

Wood 5
Bottlecaps 500
Steel 3

Restaurant (requires Rank 2 of Local Leader and Cap Collector perks and 1 Settler to attend)

Wood 5
Bottlecaps 1500
Steel 3

Medical

First Aid Station (requires Rank 2 of Local Leader perk, Rank 1 of Medic perk and 1 Settler to attend)

Wood 5
Bottlecap 600
Steel 3

Clinic (requires Rank 2 of Local Leader perk, Rank 1 of Medic perk and 1 Settler to attend)

Wood 5
Bottlecaps 1200
Steel 3

Surgery Center (requires Rank 2 of Local Leader perk, Rank 1 of Medic Perk and 1 Settler to attend)

Wood 5
Bottlecaps 1800
Steel 3

Clothing

Clothing Stand (requires Rank 2 of Local Leader perk and 1 Settler to attend)

Wood 5
Bottlecaps 200
Steel 3

Clothing Shop (requires Rank 2 of Local Leader perk and 1 Settler to attend)

Wood 5
Bottlecaps 400
Steel 3

Vanilla

Clothing Emporium (requires Rank 2 of the Local Leader and Cap Collectors perks and 1 Settler to attend)

Wood 5
Bottlecaps 1000
Steel 3

There are five copies of the magazine Picket Fences, each awarding a new item for use in your settlement: picket fences, high tech lighting, statues, potted plants, and patio furniture.

Settlers can be recruited through dialogue, even named NPCs. You will meet potential settlers in camps everywhere. You must be allied with a location in order to build upon it. You can become allied with a potential settlement location by helping one of the NPCs there with a quest. Talk to one of them to start a mission.

If your settlement is struggling to grow and your Happiness has dipped below 80%, don’t forget that you can check on your settler’s needs in your Pip Boy in the data menu. Distress is denoted by a triangle with an exclamation point. Whatever resource is marked must be expanded upon in order to stimulate growth. Most settlements will be fine if the amount of food and water and beds match the population, but defenses will need to be much higher. They must at least match the sum of your food and water.

You will need to focus on turrets over outposts at a certain point in the settlement’s growth, because posts need to be attended by settlers, which takes manpower away from your crops. See the entries above to find out what perks are required and what parts you will need to scavage to start building turrets.

This document is an active work in progress. Check back for more soon. And if you haven’t checked out Gameranx’s Fallout 4 review, click here!