Fallout 4 settlement locations for building your dream home or glorious trade empire
Fallout 4 settlements are key to bringing in caps or setting yourself up in style. Here's how to unlock them all.
Fallout 4 has been reissued in game of the year form, so lo and behold we've somehow found time to add to our venerable Fallout 4 guide.
Settlement locations is one of the most requested Fallout 4 topics we see, so here, at this very late stage, is a list of all 36 of them across the base game and DLC add-ons.
While some Settlements in Fallout 4 are unlocked simply by discovering the locations and clearing out any baddies, others will require you to clear specific or radiant quests. We've noted these as appropriate.
The Minutemen and Railroad factions will often point you at settlement locations you have not yet discovered through radiant quests. If you unlock a settlement location during a radiant Faction quest, you'll often be tasked with establishing minimum viable resources and defence to complete the quest. It's best to bring commonly used junk like gears, springs and oil with you on these quests as the settlement locations themselves may be short on these vital components until you set up trade routes.
Without further ado, here are the settlement locations in Fallout 4, divided by where they appear in the main game or DLC and listed in suggested order of discovery accounting for the difficulty of nearby enemies.
Fallout 4 vanilla settlement locations
There are 29 settlement locations in the base version of Fallout 4. Visit them on your own to receive quests direct from inhabitants, or wait for your faction to direct you to unlocking it. Settlement locations 1-11 offer very little challenge to players and can be secured very early in the game as you make your way to Diamond City. 12-18 are a little more challenging but can be secured early on with care. The remaining settlement locations can be very high risk, or are associated with late game questlines. Note that this list does not include Home Plate, which does not function as a full settlement mechanically.
1. Sanctuary Hills
Located to the east of your starting vault and visited in the course of the main quest. You must complete the main questline mission When Freedom Calls to unlock the settlement. This also opens a short settlement tutorial quest called Sanctuary and unlocks the Minutemen faction quests (see our Fallout 4 main story and side quest checklist for more information). Mandatory Minuteman association.
2. Red Rocket Truck Stop
South east of Sanctuary Hills, on the road to Concord just past the bridge and memorial statue. You will pass by this location during the main quest Out of Time. You encounter Dog here; see our page on recruiting Fallout 4 companions for details. Unlocked simply by visiting and clearing the enemies, but if not yet secured may be highlighted by a Railroad radiant quest.
3. Abernathy Farm
South of Sanctuary Hills and a short jog south west of Red Rocket Truck Stop. Unlocked by completing the quest Returning the Favour or murdering the human residents. If not yet secured may be highlighted by a Minutemen radiant quest.
4. Sunshine Tidings Co-op
A fair distance south of Sanctuary Hills, on the other side of a lake. Unlocked by clearing out the resident Ghouls. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
5. Starlight Drive In
Southwest of Sanctuary Hills and Red Rocket Truck Stop; using these two locations as line indicators and continuing in that direction will bring you right to it. A favourite building location due to its nice flat carpark landscape and standing water. Unlocked by clearing the resident molerats. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
6. Ten Pines Bluff
Almost directly east of Sanctuary Hills. You must complete a radiant quest given by the human residents to unlock this one. If not yet secured, may be highlighted by a Minutemen radiant quest.
South and slightly west of Starlight Drive In. Unlocked by completing the Troubled Waters quest for the residents - or by murdering the robot inhabitants. If not yet secured, may be highlighted by a Minutemen radiant quest.
8. Oberland Station
South of Graygarden. Unlocked by completing a radiant quest given by the residents. If not yet secured, may be highlighted by a Minutemen radiant quest.
9. Hangman's Alley
Southwest of Oberland Station. Unlocked by defeating the resident raiders. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
10. Egret Tours Marina
Almost directly south of Hangman's Alley, on the east bank of the river. To unlock as a settlement, you must speak to Phyllis about her grandson Samuel. This conversation can be prompted through a speech check or by accessing her files on the terminal upstairs. The settlement location unlocks regardless of the outcome of the conversation; you can also simply kill Phyllis and have done.
11. Somerville Place
Directly south of Egret Tours Marina, but on the opposite side of the river. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by a Minutemen radiant quest.
12. Outpost Zimonja
A short jog north east of Ten Pines Bluff. Guarded by a boss raider in Power Armour with a rocket launcher. Be wary! Unlocked by defeating all the raiders. If not yet secured, may be highlighted by a Railroad radiant quest.
South west of Starlight Drive In, on the other side of the lake. Unlocked at the conclusion of the Human Error quest which is triggered by speaking to Honest Dan after entering Covenant. The player must either side with the residents of Covenant and the Compound, allowing them to continue to hold their captive, Amelia, or disagree and kill everyone in the Compound and Covenant after they turn hostile. Either will unlock the Settlement; however, freeing Amelia without beginning the Human Error quest with result in the settlement becoming unobtainable.
14. Taffington Boathouse
East of Covenant. Unlocked by killing the resident bloodbugs. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
15. Greentop Nursery
North east of Taffington Boathouse. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by a Minutemen radiant quest.
16. The Slog
East and slightly north of Greentop Nursery, one the river. Unlocked by completing a radiant quest for the resident (friendly!) ghouls. If not yet secured, may be highlighted by a Minutemen radiant quest.
17. Finch Farm
South of The Slog. Unlocked by completing the quest Out of the Fire, given by the resident humans - or by murdering the resident humans.
18. County Crossing
South west of Finch Farm. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by a Minutemen radiant quest.
19. Coastal Cottage
In the far north east of the map, not far from The Slog. Unlocked by killing the resident raider, but be wary on approach; the surrounding landscape features some challenging random enemies. If not yet secured, may be highlighted by a Railroad radiant quest.
20. Kingsport Lighthouse
East of the midway point between The Slog and Finch Farm. Unlocked by defeating the resident Children of Atom. Can be challenging. If not yet secured, may be highlighted by a Railroad radiant quest.
21. Croup Manor
East of Finch farm and County Crossing and south of Kingsport Lighthouse, on an island reached by a long trek across a bridge. Unlocked by clearing the resident ghouls, which can be challenging. If not yet secured, may be highlighted by a Railroad radiant quest.
22. Nordhagen Beach
South east of County Crossing and south of Finch Farm, on the narrow east arm of the island. Be wary of challenging random enemies on approach. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by Minutemen radiant quest.
23. Jamiaca Plain
A long jog east of Egret Tours Marina. Surrounding enemies can be challenging. Unlocked by killing the resident ghouls. If not yet secured, may be highlighted by a Railroad radiant quest.
24. Murkwater Construction Site
Almost directly south of Jamaica Plain, in a swampy area. Unlocked by clearing out the resident Mirelurks, including a Mirelurk Queen who respawns occasionally. A challenging and hazardous area. If not yet secured, may be highlighted by a Railroad radiant quest.
25. Warwick Homestead
East and slightly south of Jamaica Plain at the end of a north-pointing peninsula. Be very careful of the Gunners and other baddies in the area, including on the beach itself. Unlocked by completing the quest Building a Better Crop for the resident humans, or sometimes through a radiant quest. If not yet secured, may be highlighted by a Minutemen radiant quest.
26. Spectacle Island
A lovely big and largely empty island, perfect for elaborate constructions. Unlocked by flipping a switch in the boat to the south, then killing the Mirelurks, which include a Mirelurk Queen and sometimes a Mirelurk Deep King depending on level. If not yet secured, may be highlighted by a Railroad radiant quest.
27. The Castle
North east of Jamaica Plain at the east end of a peninsula. Unlocked as a settlement during the Minutemen faction questline, which is why we've listed it towards the end of your settlement collection journey. Can be completed before endgame events, so feel free to tackle it any time. You'll need to complete the quest Taking Independence to unlock it, and complete the following quest Old Guns to gain access to all the pre-built crafting stations.
28. Bunker Hill
South west of County Crossing, this settlement is not unlocked until completion of the quest the Battle of Bunker Hill, one of the early missions in the Institute quest chain. Your actions here can affect your standing with the Institute, the Brotherhood of Steel and the Railroad, so be careful with your choices; it is possible to continue the Institute questline even while aiding the Railroad, mind. In any case, speak to Kessler after the mission to unlock this handy hub.
29. Boston Airport
Unlocked by joining the Brotherhood of Steel, or by eliminating the Brotherhood of Steel as part of the main story ending, then clearing the resident ghouls. We're listing this one last because you may want to leave it until you've completed the main storyline. See our article on how to get the best ending in Fallout 4 for further information.
Fallout 4 DLC settlement locations
Seven settlements were added to Fallout 4 with its DLC packs, most notably in Far Harbour. We recommend playing the DLC add-ons in order of release, and have ordered the settlement locations accordingly.
30. The Mechanist's Lair
Added with the Automatron DLC, The Mechanist's Lair is an interior settlement, but can still function as normal in terms of settlers and trade routes (unlike Home Plate in Diamond City, for example). It is unlocked as a settlement by completing the Restoring Order quest in the Automatron mini-campaign (it's available after level 15; here's a guide on how to start the Automatron DLC in Fallout 4). This can be achieved by winning the boss fight, or by loading the Lead Engineer's, Facilities Director's and Chief Scientist's holotapes into the terminal next to the elevator near the dungeon's entrance, and use a speech check to talk the boss out of the battle.
31. Longfellow's Cabin
You must advance the Far Harbour campaign through to the start of Walk in the Park to access Far Harbour settlements; see our page on starting the Far Harbour DLC in Fallout 4 for assistance. Although Far Harbour takes place on its own map, you can build settlements here and join them to your trade route network as normal; presumably your traders take a boat. The first settlement location you'll find is directly north of the town of Far Harbor, and is unlocked after completion of A Walk in the Park. Just use the workshop thereafter.
32. National Park Visitor's Centre
West and slightly north of Longfellow's Cabin. Unlocks after speaking with Uncle Ken during the side quest The Hold Out (see our detailed page on Far Harbour side quests for further information).
33. Dalton Farm
North West of National Park Visitor's Centre. Unlocks during the later steps of the side quest Blood Tide (again, see our detailed page on Far Harbour side quests for further information).
34. Echo Lake Lumber
On the west side of the island, too far from other settlements to use them as reference points. Other nearby locations include BGrney's Bait and Tackle and Atom's Spring. It is directly west of Acadia if you don't mind a long walk and getting your feet wet. Unlocks after speaking to Bertha having completed the side quest Turn Back the Fog (once again, see our detailed page on Far Harbour side quests for further information).
35. Vault 88
Added with the Vault-Tec Workshop DLC, Vault 88 is a huge seamless environment perfect for building the home of your dreams. To unlock it, you'll end to complete the Vault-Tec Workshop mini-campaign, which is triggered by listening to the Vault 88 frequency on your radio after reaching level 20 or passing through the Quincy Quarries area. The workshop becomes available upon completion of the Better Living Underground quest, but you'll want to continue through Explore Vault 88 to clear the vault out in full and allow you to build as you see fit. It's also well worth doing the Power to the People quest.
36. Nuka-World Red Rocket
This final settlement location is found in the north-east corner of the Nuka-World map. It unlocks after you restore Nuka-Worlds power as part of the DLC questline. Can be joined to trade routes, although it will not e displayed on the in-game map.
Fallout 4: Settlements
Tutorial for Managing, Building, and Optimizing TownsSanctuary is likely to be your first Settlement. Building it up by completing the quest will result in a lot of XP and resources to help your character progress. The Settlement component of Fallout 4 is strategically helpful and improves the game's immersion.
Fallout 4's Settlements system is a key part of gameplay. You can ignore them, but rallying the people of the Commonwealth and improving their lives is a core idea in this game. They don't tell you much in the beginning. You're suddenly given the ability to build things in Sanctuary, so I'm going to go over some of the factors that make a Settlement: water, power, happiness, and defense. We'll also teach you how to manage your Settlers.
Here are the things we'll cover about Settlements. Jump to the section you need help with or scroll down to learn the basics:You can't order Preston Garvey around right away, but later can assign him to guard duty - a task he's well suited for. Garvey will give you quests to get you allied with new Settlements.
The Basics - Settlement Management
Enter the Settlement Management screen by holding the button you use to change views from 1st to 3rd person. From there, you can see the Settlement's stats - people, food, water, beds, electricity, and defense. Each of these impacts something, and improves the quality of life of your Settlers and their Happiness - the final stat. A safe place with food and water is hard to come by in post-apocalyptica, so if you can give that to them, they'll be happy. Lastly, there is a bar that indicates how full the Settlement is as far as objects go. It is up to you to manage the people and assign them to tasks in order to give the Settlers a productive and safe life.
See All Settlement Status: You can see the status of all your Settlements by using your Pip-boy to go to Data > Workshops
Building Materials, Junk, Food and Water all go automatically into that Settlement's crafting stations. Some, you'll have to deposit yourself. If you have an item like an aluminum can in the storage, it'll be automatically broken if you need aluminum with the excess left behind in storage as raw materials (3 left if it provided 4 and you needed only 1). It's a slick system.
Storing Junk - Select the workshop station and store all junk to have all items that qualify as junk automatically deposited, freeing up your inventory. Many items' only purpose is to provide materials - like desk fans and bottles. When you're building, you have access to all of these materials - whether for crafting or weapon/armor modification - wherever you are in the Settlement.Having abundance and scavengers means free materials. These were all deposited after a few days, resulting in extra materials gained while adventuring. Your Settlers work for you!
The Benefits of Building Settlements
Some may choose to ignore this aspect of Fallout 4, but it's not necessarily a good idea. You can get a ton of free items by building up your Settlements, and eventually have easy access to great stores that let you buy ammo or sell your items for money. You can even set the fast travel spot for a Settlement and pop up right in front of crafting stations and stores if you've taken the Local Leader trait.
Setting up Supply Lines, you can have access to all resources in one settlement at another one when using the crafting stations, so you can upgrade/improve things in smaller Settlements without carrying around building materials. For you the player, this also means lots of scavengers working for you, free water and food! The more extra food and water you have when compared to the population of a Settlement, the more will be deposited. You need to remove excess water and use it or put it in another container, but excess vegetables and scavenged items will continually accumulate. This is a good reason to make way more water and food than your Settlement really needs. These items can be used to cook and purified water is worth a good number of caps.Scrap ruined buildings to get Steel. Get wood from trees. Other less common materials can be found all over town inside the houses.
You can go about the Settlement and destroy ruined houses and trees - downed or logs - in order to get the most basic resources - steel and wood. You can also go into homes and look for broken objects to scrap. You don't have plumbing, so you don't really need toilets and broken sinks, nor children's toys and couches can't be slept on. Spend some time doing this to build up your resources, but DON'T scrap light poles. You can use them to hang light bulbs later. You can take these resources to ANY crafting station, even the cooking station, select store all junk, and the whole Settlement will have access to them while freeing up your carrying capacity. This is key, because how can you lug around 100 steel, lumber, ceramic and other materials while still managing to hold your own in a fight after traversing the map!
While you can build custom houses, making things pretty isn't my specialty. It's something you may want to do eventually in order to make it more pleasing to the eye, but I focus on the basic stats and think that is the main thing people need to know. You ARE able to make things entirely custom, and magazines out in ruined buildings may teach you to make things like patio furniture and other decor in your Settlements.
Settlement Population Cap
Settlers will gradually come in so long as your Settlement has a recruitment beacon working, and you've got an abundance of at least a few of the things listed below. If the Settlement is unhappy, no one will bother to come. The Settler Cap is 10 + Charisma. I've had my Settlement size pass my Charisma, because often I've used hats/suits to raise Charisma while in town and shopping at my own stores. I have NOT seen it go down, though I've seen it reported.Settlers want beds to sleep in. Can't blame them.
The best thing to do is use the homes you can't destroy and put beds inside them. The only things I didn't really tear down are street lights, as they can come in handy to light an area in the street later in our building process. I placed beds in what were obviously once the bedrooms after scrapping everything inside. Along with food, which we'll cover next, people need beds to be happy. You must have enough beds for your population - one for each of them - and one for yourself (optional). If people passes the number of beds, happiness will drop. You can assign settlers to specific beds, but it doesn't really matter. This is purely about the stat. Having extra beds will not necessarily attract new settlers, but it will prevent those who move in from lowering your Happiness stat when they arrive.
You can make beds by going to Furniture > Beds in the Settlement Management screen. People don't even need to be able to walk up to them for this to work, but it looks awful if you lay them side by side and you may want to use one here and there to get the Well Rested buff. You should be able to provide plenty for the initial settlers just by breaking down the things in Sanctuary's ruined homes. Settlers are just as happy with a mattress on the floor as they are with full-sized beds.Settlers will produce food, should you build a garden or have Brahmin. To make a garden you must first find food that is plantable, like Tatos.
Building a Food Supply
This is a major factor for the success of your Settlement. Without enough food to feed those who are around, why would someone else want to move there? You can collect plants from all over the world - mainly at other towns in existing gardens - and plant them. Harvest them when they grow after a few days and replant them in order to be able to expand your food supply, and be on the lookout for foods that can be grown as you travel. Really, just pick up almost everything! For the plants in your settlement to grow, you must assign a Settler to the task.She doesn't need Jet. Just get her working in the garden to take her mind off the withdrawal. You can see she's working quite a lot of plants at once.
Assigning Settlers to Garden
First, plant the produce in rows. Harvesting vegetables from other places isn't considered stealing. You're most likely to have 'Tatos and melons early on, if you're following Preston Garvey's quests to restore the Minutemen. With the Settlement Management screen open, go to Resources > Food and select the types it says you have on hand. Plant them in rows. Now, select one of the Settlers. Don't put Marcy Long on this because she's such a rude bitch that you want her on the front-lines if raiders attack. It's a good job for a struggling drug addict, so how about Mama Murphy?
You need some fruit and vegetables to get started. You can find some by simply doing the quests offered by Preston Garvey. He will send you to a couple of small villages that need help in order to get you started. Don't worry if Sanctuary is technically starving for a while. You can pick produce at these Settlements without it being considered stealing, then plant them when you get back to Sanctuary Hills and begin assigning Settlers to grow them for you.
In Settlement Management, click a Settler then go to your garden. Pick 'assign' with a plant selected. It should say, "This Resource has been Assigned". One Settler can work up to 12 plants or 6 units of food - depending on how many food that plant says it produces. Most produce half a unit, hence the 12. Mutfruit is 1, so a Settler working 2 mutfruit could also work 8 tatos (to reach 6 food). If you start with 5 half food plants, then later plant 7 more, the Settler will automatically take up responsibility for those other 7 plants. Great, huh?
Thankfully, you don't have to choose between Food and water since they take completely different resources to craft. When you harvest vegetables, please note that they are not stored like other junk in your Settlement inventory. Lugging around 30 Tatos and 20 Mutfruit is a lot, so put those along with any wild animal meat you've collected into your Settlement's workshops manually. You can then use it at the cooking station there, and later at other Settlements if they are connected via Supply Lines. Excess food is regularly deposited into the Workshop's inventory, where it can be used for cooking or planting in future Settlements. You can even sell it if you get hard up for caps. Don't go overboard though, you want more Settlers working as Scavengers and only need that 1 food per Settler. Shoot for 20-25 food tops, unless you get a higher population.
Regular water pumps are fine, and with an abundance of them you can get some Purified Water - a great healing item and useful for crafting. Settlers require water to be happy and attract newcomers.
Now your Settlers need a good water supply. You can choose normal pumps which go in the dirt or purification stations. Water needs to surpass the amount of Settlers, and the higher it is the happier they will be. Maybe they want to actually bathe. Water Purification stations are great, and can be put in the stream near the bridge, but you'll need a power generator to do that. Normal pumps are easy enough to place, so I'll assume you have the stuff you need to make one in the water so I can teach you just a bit about wiring.
Like food, water is regularly deposited into the Workshop inventory based on the amount you have. However, unlike food, it is OK to go overboard with this - Settlers don't work your water pumps. Water will be deposited into your Workshop inventory regularly, every 30 minutes to 1 hour, and you can use it to heal or sell it for caps.
Settlement Happiness Factors
Happiness is the measure of your Settlers' contentment with these inter-working systems and improves their efficiency. In particular, you'll get more excess food and extra scavenging resources the happier your Settlement has become. Having enough food, water, and beds are obvious, but what else affects Happiness? Happiness can be raised by ensuring no Settlers are unassigned. While we do not yet have a list of all Settlers and the roles they're assigned to, you can do a patrol around the Settlement and look for Settlers who do not have a job by looking at the icon. If it's red, they have no job. Different symbols represent different jobs. Assign them to scavenging stations if you have the food required to feed your Settlers. The rare materials you'll occasionally get are better than more food, and the higher your food count, the greater the chance of a raider attack.
Little things like the random encounter with a wasteland resident who will sell you a dog can give you extra happiness - the Settlement it's sent to will get a small boost. Having the shops you can build/purchase with Local Leader rank 2 (Charisma Perk) will greatly improve happiness. Decorations and lighting have no impact on happiness at all, though maybe this will change one day. Adding additional shops does affect Settlement Happiness.Powering your Settlement is necessary for water purifiers, lighting, the recruitment beacon and some defensive items. Press the jump button to attach wires to other objects, extending the generator's' reach.
Power and Wires
I say 'Stuff' because you have many different things that can be wired, from certain defense systems to poles that allow you to extend them. See, wires have a limit on how far they can go. So if you're putting a purification pump in the stream, you should put the generator nearby else you need to use more resources putting up power poles on which to hang wires. The taller ones let the wires go further. On PC, I select the thing that needs power, press space, and it allows me to then attach a wire to the generator or power pole. On Xbox and Playstation you should see the necessary button on the bottom of the screen when selecting the object that requires power. You may need to make several hops to wire something distant, which is why I recommend just putting generators nearby. Poles aren't necessary in some cases - you may have a light source that needs power, and can then hop a wire from that to the next thing.
So this brings us to the Power stat. This is a largely useless stat unless all of your items are connected via wire. Early on, it's a generator feeding a water purifier or lighting, and knowing the amount of power isn't that important. Just be sure your generators are adequate for what you're hooking up. If it doesn't help happiness, it's too bad it doesn't just show you how much extra you have minus consumption. Regardless, this metric is nearly pointless as you should keep track of how much is needed to power your purifiers, defenses, lighting, etc. based on the power generators' output.Lighting up Sanctuary or any other Settlement is as easy as placing some lights near a power pylon. They give off an aura of electricity, as do conduits. Wire conduits to homes to give them power inside!
Lighting is not necessary at all, but does improve the look of your Settlement and may help during a night-time raid. You need light to see to fight effectively and navigate the town. It makes it look like a booming town rather than a bunch of run-down shacks. Look to Power > Connectors and Switches and note Power Pylons and conduits. Both of these emit an aura that will allow a home or street to be lighted. You can connect either to a generator, hopping with wires as necessary, and the lights will just 'work'. Switched Pylons/Conduits will let you turn them off if you please, but they're hardly necessary. If you're short on power, prioritize this later than other things.The Recruitment Radio Beacon is necessary to attract more people to your village. Don't be like me. Turn it on after supplying it with power from a generator.
Settler Recruitment: The Radio Beacon
Recruiting people to the Settlement requires the Recruitment Radio Beacon. It must be connected to your power grid via a wire. Build this in each Settlement as soon as you can, because more Settlers (who have no names but can be used for a number of things) is a good thing and helps make your town more defensible. Basically, without this radio beacon, how would you get the word out that there's a good place to live in the area? Towns that welcome newcomers and offer food and protection are rare in the Commonwealth. Once you've built the settlement recruitment beacon, please make sure that it's switched on by activating it outside the build mode! Afterward, when you're listening to the radio you may hear mention of your little project to build a nice town.With some caps to invest and Local Leader rank 2, you can make shops in your town so you can sell goods and buy ammo! Sometimes rare things will be for sale, so this can be a major perk. I think everyone who bothers with Settlements should take it.
Scavenging Stations require a Settler be assigned to them. While unassigned Settlers may find one item, Settlers assigned to Scavenging Stations find twice as much and are happy to have an assignment. You can build a Scavenging Station by going to Resources > Miscellaneous. These dutiful townsfolk will randomly deposit items they find into the Settlement's crafting stash. This happens every few days, and you never know what they'll find. It's always materials, but it can be some really good stuff, especially as your level raises.
Scavenging Stations are entirely optional and should probably come last in your priority list as far as assigning work duties, but is the best thing to do with extra Settlers once their basic needs are taken care of - 6-8 Settlers on Scavenging Stations can produce a lot of materials for building other Settlements and modifying your weapons and armor. It's one of the best parts of using Settlements in Fallout 4. Read the article linked above to get an idea how powerful this can be with supply lines.Brahmin do have a purpose in your Settlement. They provide you with Fertilizer, which is used to make Jet and explosives at the Chemistry Station. You can find this in any workshop's inventory in your Settlement. Having these in many Settlements will give you nearly unlimited Fertilizer.
Brahmin - Feed Troughs and What Brahmin Do
Attract a Brahmin to your Settlement by going to Resources > Miscellaneous and building a Brahmin Feed Trough. Having Brahmin in your Settlement does not contribute to food, nor should you kill them - you'll aggro the whole town. Only wild Brahmin may be slaughtered for meat and leather. Brahmin in a Settlement generate Fertilizer in the workshop's stockpile automatically. Fertilizer is great for people who like explosives, as it's used in a number of chemistry station craftables. Additionally, it's required to make your own Jet.Establishing a Supply Line - you must pick a Settler named 'Settler' or some other non-critical NPC to do this, but it will give you access to resources across connected Settlements.
Supply Lines and Local Leader for Settlements
With the Local Leader Perk (Charisma 6), you can establish Supply Lines. This can only be accomplished by selecting someone who is named simply 'Settler'. Pick them with the Settlement Management screen open and you can then pick establish supply line. Tell them where they'll go. You can make networks of supply lines in this way, and have access to all building materials at all Settlements. It's incredibly useful for building up new towns, and you can even have access to your weapon/armor modification items at these crafting stations as well, so it can save you some significant travel time, especially if you were playing on Survival difficulty.
Settlements with excess food and water will share with the other Settlements they are connected to, though this will not be displayed at the connected Settlement. It may show 0 food, but the people could be fed if food is in abundance. Your total food/water production in each settlement can be subtracted from the amount of Settlers you have. This means some Settlements do not need many farmers or even water pumps, so long as they are connected by supply lines.Settlers assigned to guard the Settlement. Be sure to give them good gear so they can survive combat.
Settlement Defense Stat
Defense is a key aspect of happiness. The wastes are absolutely ripe with rape and pillage, so people need to know they're safe. You can achieve this with guard posts and automated gun turrets - some simple ones do not require power and can absolutely butcher Raiders with your help and that of the people you've chosen to be defenders. Note you can't order Preston Garvey around until a little later in the quest, but can eventually assign him to this task.
For Sanctuary, the main entrance is the bridge although I'm sure they can come in from elsewhere. You need to build guard posts - the tall one being best, along with a couple of turrets. The higher your Defense, the less likely it is to be attacked - especially if you have a high food/bed/water stat and low defense - that will absolutely attract attackers.Defense Turrets won't 'die' like settlers will, they just may need replaced. They provide a good amount of defense. The basic ones do not require power. Put them up as high as you can for maximum effect.
You assign Settlers to defense positions just as you do gardening and other tasks. Each Settler can guard 3 posts, which means if you have the materials you can get a good defense rating straight away and greatly reduce risk of attack. But there's something worth noting here. You should gear up your guards, and not rely on just one! Give them items better than pipe pistols. Always give them your hand-me-down armor as you get new stuff, and occasionally upgrade it for them with stats like damage/energy resistance. Everyone in town will give you full access to their inventory, and you can choose to equip an item you've given them. Note there are clothes that cover the full body, then 2 pieces for arms, legs, and chest - so 6 pieces total, along with a weapon and ammunition. I don't know just yet if they'll use Stimpaks, but it's not a bad idea to give them some.
Every Settlement needs defense as it grows. Raiders want your resources, and they will come after them. The higher your food/water ratings, the more likely they are to attack however defense can lower this chance. Regardless, there is a small chance of attack each day. You may need to repair defenses and other objects from workshop mode if there is a bad attack with collateral damage. You will be notified if a Settlement is under attack and have time to fast travel to it. People may die, and happiness could go down and need to slowly rise back up after the attack. One of the only limiters to this is Size, which determines how many objects can be placed throughout the Settlement. Some have more room than others, based on existing structures.
To reiterate this from earlier in the guide, Settlement Defense needs to be higher than Food plus Water combined. The higher you raise defense, the lower the risk of attack. Getting defense to 100+ is a good goal for all your Settlements to prevent random attacks. This can help prevent annoying defend X settlement quests that come up at random, but will take a lot of oil and circuitry because the best way is masses of Turrets. Your scavengers and selective looting when adventuring can help you to have enough resources to do this.
Defending Settlements Under Attack
Occasionally, one of your Settlements will come under attack. You'll know this because Help Defend X Settlement will appear to the left of your screen as though you've got a new quest. If you forget which one it was, because you were wrapping up another quest, you can view these on the Quests tab in the Pip-boy under Miscellaneous - it will indicate which Settlement needs your help. They must have good scouts, because you do have some warning before raiders/whomever attack the Settlement. The attack usually begins shortly after your arrival. If you wait too long, some infrastructure will be destroyed, some Settlers may be lost, and as a result Happiness will drop - so choosing to ignore these is an option, but not entirely recommended. Avoiding The Castle and Preston Garvey can help you get less of these missions.Completing quests may lead to new towns offering to join you, allowing you to establish more supply lines and get more free resources.
Abundance and Making More Settlements
There's a lot more to the Settlements sytem, but you should be able to gradually improve your towns as you find more materials while exploring. As you go, you'll notice that excess food and purified water are deposited into the crafting station for the Settlement. Stated before, but take the purified water out of the settlement's inventory and put it in a normal container if you want even more to accumulate - there is a cap. As you advance in the game, Preston Garvey will give you quests to help other Settlements. After completing said quest, you will govern them the same way you do Sanctuary and add them to your Commonwealth 'empire'. You will also run across places that Garvey doesn't mention that will join you if you offer them some help with a local problem. You can actually civilize the wastes in Fallout 4.
The Size Stat - What It Means
Each Settlement has a maximum amount of objects that it can hold. Therefore, later on it's better to have only necessary things and replace smaller things - like generators and water pumps, with more powerful generators and industrial water purifiers. These will lower the total object count for you, while providing a larger output of these resources. The only thing you can't really upgrade are beds and plants. This metric is NOT an indicator of how full your Settlement is. Settlements' max populations can easily pass 20 with some time investment, and a large Settlement like this is unlikely to be attacked if it has a sufficient defense rating.
Settlements in Mid to Late-Game
As above, you want to upgrade things to improve your Settlements. Make supply lines connect to your 'capital' by having Settlers in new Settlements establish Supply Lines there. You can then immediately build some defense, water, beds, and assign workers to food when they arrive later on. Again, if you have an abundance of food and a supply line this isn't necessary to feed the new residents.
You can view the status of all of your Settlements by viewing the Pip-Boy, going to Data then Workshops. There it will show you caution signs if a stat is too low or nearly used up - like 3 Settlers with 3 beds. If none of these are displaying warnings, the Settlement will naturally grow. If you want one really good Settlement, you can tell newcomer Settlers to go to a specific town. You'll also meet people who need a home in your travels, along with Companions, and can tell them to take residence in one of your Settlements.
The Benevolent Leader Achievement
If you'd like to get the Benevolent Leader Achievement, you must strive to max Happiness. You may want to read this whether you've got an interest in the achievement or not, because I've added in some tips to managing Settlements that is beyond the scope of this tutorial. I've put this in a separate article, because it's not something you can do early on in the game and littering that advice throughout this article might overwhelm a player new to Fallout 4.
I hope this was helpful - if you have any feedback, email [email protected], whether to let me know it helped you or to offer up a suggestion for improvement.
Back to Top
- Walmart 4 step ladder
- Jetson electric
- Weather tomorrow hollywood
- Dover bay condos for sale
- Chewbacca girls
Fallout 4 Wiki Guide
Hit the links below to that settlement's full section.
Location: Top left corner of the map. South of Red Rocket Truck Stop, east of Wicked Shipping Fleet Lockup.
Great settlement for farming. Plenty of Tato plants are already planted and ready to harvest.
Location: Left center area of the map. South of the East Boston Preparatory School, north of the Prydwen.
Occupants: Ghouls roam this area. The Brotherhood of Steel inhabits this area later.
If you follow the main storyline quests, the Brotherhood of Steel will arrive here and take out the enemies in the settlement. There are no areas to plant crops here.
Location: Center of the map. North of the Cabot House and west of the USS Constitution.
Occupants: Already occupied by settlers.
Talk to Kessler a second time in order access the workshop.
Location: Bottom right corner of map. West of The Gwinnett Restaurant.
Occupants: All sorts of Mirelurks hold down this fort.
You'll need to clear the area of Mirelurks before you can start using this settlement.
Location: Top right corner of the map. North of [[Dunwich Borers] and east of Parsons State Insane Asylum.
Since you are near water, there may be Mirelurks in the area. Keep an eye out for Deathclaws as well!
Location: Center of the map. West of Taffington Boathouse, south of Wildwood Cemetery.
If you want to enter the Workshop mode in this settlement, you'll need to complete the Human Error quest. If you go against Covenant in this quest, you'll have to kill everyone inside to make it your own.
Location: Top right corner of the map. South of National Guard Training Yard.
Complete the Kidnapping at County Crossing quest in order to use the Workshop in this settlement.
Location: Top right corner of map. East of Nahant's Sheriff Department and west of Nahant Chapel.
Before you get your hands on the workshop, you're going to have to go through the entire manor and clear it of ghouls!
Egret Tours Marina
Location: Bottom left corner of map. South of Coast Guard Pier, west of Fallon's Department Store.
Occupants: Phyllis Daily
No enemies here, but there are trap mines scattered about! If you want to use the Workshop here, you're going to have to speak with Phyllis and convince her to join the Minutemen.
Location: Top right corner of map. South of Saugus Ironworks, north of Revere Satellite Array.
Complete the Out of the Fire quest to gain the trust of the settlers. Once the mission is over, head over to the Workshop to start building!
Location: Center of the map. North of Beantown Brewery and south of Jalbert Brothers Disposal.
Occupants: Mr. Handy robots.
Want to build here? You'll have to complete the Troubled Waters quest to gain access to the Workshop!
Location: Top right corner of map. West of Listening Point Bravo, east of Old Gullett Sinkhole.
A random settler will tell you that a nearby location is infested with enemies. Head there, take care of the threat, and report back to get your hands on the Workshop.
Location: Center of the map. East of Chestnut Hillock Reservoir, south of the Wreck of the USS Riptide.
This place can be a bit tricky to find, but rest assured it exists! As the name implies, this settlement is situated in an alley, but a bigger one than you would typically see in the game. If you're coming from Diamond City, make sure to pass the area with the Super Mutants and pass the tunnel.
Location: Inside Diamond City. Look for it in one of the buildings surrounding the center of town.
Speak to Geneva in the mayor's office and purchase the home for 2000 caps.
Location: Bottom right corner of map. West of University Point, east of Shaw High School
Occupants: Swarming with Ghouls.
There are a lot of Ghouls in the entire town, so you'll need to clear them out before you can use the Workshop in in the building to the left of the Mayor's home.
Location: Top right corner of map. East of Longneck Lukowski's Cannery, south of the Museum of Witchcraft.
Occupants: Child of Atom Preachers
You're going to have to clear the area of Child of Atom Preachers before you can use it as a settlement. Be warned! Their weapons blast loads of radiation your way, and they like to use Mini-Nukes as weapons. Don't get caught off guard by these Level 50 enemies! And remember to bring a Hazmat Suit!
Murkwater Construction Site
Location: Bottom center of map. South of Suffolk County Charter School, west of the Wilson Atomatoys Factory.
Occupants: Mirelurk Queen.
It's going to be a tough one, but all you have to do to get this settlement is take down the Mirelurk Queen. If you want an easy way out, there are some pods near this construction site. Open the door to the one in the middle to unleash a Legendary Siege Breaker Sentry Bot. Allow this beast to follow you to the Mirelurk Queen and let the two duke it out! The bot should die first, but the explosion it creates when it dies should be enough to take down the queen!
Location: Bottom right corner of map. East of Boston Airport, north of Fort Strong.
This settlement doesn't have any enemies, but you'll need to complete the Nordhagen Beach: Greenskins quest before you can use it for yourself.
Location: Top right corner of the map. South of Beantown Brewery, north of Relay Tower 1DL-109.
Talk to the settlers here to continue Raider Troubles at Oberland Station. Complete this in order to use the Workshop.
Location: Top center of map. East of Tenpines Bluff, west of Lake Quannapowitt.
Clear the camp of Raiders and it's yours. Be careful as there is a Boomer with a Fat Man at the main camp!
Red Rocket Truck Stop
Location: Top left corner of the map. South of Sanctuary, north of Abernathy Farm.
Found early on in the game. You'll pass this place as you make your way to Concord.
Location: Top left corner of the map. East of Vault 111, north of Red Rocket Truck Stop.
Empty and one of the first locations in the game. Once the Minutemen from Concord make it here, you'll be able to use the Workshop.
Location: Top tight corner of the map. North of Saugus Ironworks, east of Listening Point Bravo.
Complete the Search the Atomatoys Factory for Toy Parts quest to gain access to the Workshop in this settlement.
Location: Bottom left corner of the map. East of Vault 95, south of the Scrap Palace.
Finish the Fallout 4:Ghoul Problem at Somerville Place to get access to the Workshop.
Location: On an island in the bottom right corner of the map. To the east of The Castle and Warwick Homestead.
Occupants: Dozens of Mirelurks.
Grab some Rad-X and Rad-Away and swim over to Spectacle Island. The place is swarming with high level Mirelurks, including deadly variations. To scare them all away, and to enable the Workshop, you'll need to activate a siren. Enter the abandoned ship on the south side of the island. Turn on the generator. This will alert underground Mirelurks, so sprint as you follow the power lines to a small shack. Flip the circuit inside and watch as the Mirelurks flee!
Starlight Drive In
Location: Top right corner of the map. South of Bedford Station, east of Drumlin Diner.
Occupants: Mole Rats
Clear out the Mole Rats in the area and the settlement is yours!
Sunshine Tidings Co-op
Location: Top right corner of the map. North of the Lonely Chapel, west of Walden Pond.
Clear the area of Ghouls and you should be able to access the Workshop.
Location: Top left corner of map. South of Medford Memorial Hospital, east of Covenant.
Lots and lots of Bloatflys. You'll need to kill all of them in the area before you can use the Workshop on the side of the house.
Location: Top left corner of the map. East of USAF Satellite Station Olivia, west of Outpost Zimonja.
Help them fight off Raiders to earn the ability to use the Workshop.
Location: Bottom right corner of map. North of the Wreck of the FMF Northern Star, south of The Castle.
Complete the Building a Better Crop quest to gain the ability to use the Workshop.
Once you get to a settlement, you'll have the ability to start dropping objects and putting up buildings! Each item that you can place is separated into different categories. Follow the links below to for each one!
The Incredible MCU That Time Forgot
Fallout 4: how to build the perfect settlement
In a lot of ways Fallout 4 feels very familiar to its predecessor – you’re still wandering a ruined US shooting mutants and collecting stuff. However, one significant improvement is the ability to tidy up parts of this disorderly wasteland and make them liveable. Popular with players who like simulation and resource management games, and compulsory if your chosen path through the main plot involves siding with the Minutemen, settlement building is a major part of Bethesda’s newest role-playing adventure.
However, while the system is impressive, the interface is fiddly. If you find yourself several hours into the game and wanting to rebuild your first few hamlets from scratch, you may have a laborious process ahead.
To mitigate that risk, make sure you learn the basics of building with this handy four-part guide.
The settlements system is a major part of Fallout 4, and it’s clear the designers don’t want you to miss it. Unless you’re especially contrary, you’ll likely stumble into the quest that introduces settlement building in your first day out of the vault.
On returning to your pre-war home, your robot Codsworth will recommend you check out nearby town Concord, where you’ll run into a group led by a man called Preston Garvey. Fulfil their request to take them to your hometown, which they call Sanctuary, and one of them – Sturges – will teach you how to turn the derelict manifestations of your character’s painful memories into objects and resources useful for post-apocalyptic life: beds, water, food, and defences.
You switch from adventurer to builder through the workshop menu. To access it, find and activate the settlement’s red workshop or use the shortcut command (hold down the “change view” button), an on-screen reminder for which is a handy way to tell if you’re in an editable area.
The workshop view provides stats for your settlement along the top of the screen, with any that are low highlighted in red, and construction categories along the bottom. You’ll need to spend some time getting used to what goes where, especially as you unlock more objects – but Sturges’ requests are easily found: beds come under furniture, water and food under resources, and defences under defence.
On selection, you’ll see a ghostly version of the object appear in the world. Move your cursor around until it lights up, which shows there’s enough space to place it, and you can set it down. Thankfully you can move objects after you’ve placed them, so if you notice you’ve placed your guard post facing into rather than away from the town you can just pick it up and turn it around.
Once you’ve figured out the basics of object placement, no doubt you’ll have loads of ideas for the kinds of settlements you want to build. The only limit is your imagination. Oh, and the inbuilt settlement size limit. And the raw materials. Which brings us to …
The most immediate method to gather the components needed to construct the various objects that make up a settlement is to scrap what was there when you arrived. You can’t scrap everything, but systematically removing every broken toilet and fallen tree from a clearly demarcated area is one of the most satisfying feelings I’ve ever had in video games. It even makes a good noise.
Some settlements, however, don’t have enough of their own supply of raw materials, especially when you want to build more than the basics. The next step is to gather junk when you head out on quests, which, when transferred to the workshop (press “store all junk” to do this as quickly as possible), can be automatically broken down into components during construction.
Those who played Fallout 3 will be used to selective looting when clearing a building of raiders or super mutants, but in Fallout 4 the useless has become useful, so start picking up those broken lamps and ashtrays. You could level up your strength stat to make sure you can carry as much as possible, maybe with the addition of the “strong back” perk and some grilled radstag, but if you want to be more discerning and gather only what you need for your current project, you’ll want to learn how to tag components so that objects containing them are highlighted (with a little magnifying glass next to their name) in the world.
One way to tag components is to look at the junk you’ve already got in your inventory (scroll right from the weapons tab – it’s just after “misc”), press a button to switch to “component view”, and then press another button to tag as many as you need from the list. However, since this method only allows you to tag components you already have, a more natural method is to do it in workshop mode: when you come across something you can’t construct because you’re missing a component, press a button to tag what you lack.
If you’re too busy to pick up all that junk yourself, you can get a steady supply of salvage by setting up a scavenging station, which is hidden away under resources > miscellaneous but only requires five wood and three steel to build, plus one settler to actually work. Assign your settler by selecting them in the workshop view and clicking on the scavenging station to set them to work. Apparently, any settler without a job will bring in bits and pieces of junk too.
Oh, and if you need adhesive, which you probably do, follow Rich Stanton’s advice and use a cooking station to make some vegetable starch.
Finally, the most important thing to do if you’re serious about building several thriving settlements is to set up supply lines between them so that your stock is available to all. To unlock this ability you need the “Local Leader” perk, which requires a charisma level of at least 6 (and an overall level of 14 for its second rank, which lets you build stores and workstations in your settlements).
Once you’ve got the perk, you have to set up your supply lines manually: in settlement A, use workshop view to highlight a settler and press the “supply line” button, then choose settlement B from the list (if it’s greyed out that means that settlement has the maximum number of settlers, ie ten plus your charisma level) and off they’ll go. You don’t need supply lines between every settlement; just make sure each is connected to at least one other. To check your network, head to the map on your Pip Boy and press the button for “show supply lines”.
Aesthetics aside, settlements and the objects within serve a functional purpose, fulfilling the needs represented in the bar along the top of the screen in workshop view. To keep your settlers happy and productive, and stop them complaining every time you visit, you’ll want to tailor your construction to maximise each need. Here’s how:
Food and water
This one’s easy. Each settlement needs the numbers next to food and water to be higher than the number of settlers who live there. To increase your food supply, plant crops and assign settlers to manage them. For water, build a few water pumps or – if the settlement is on the coast or contains a large puddle – a water purifier. If you lack the square footage for a farm, supply lines will help, letting your settlers share in the spoils of their neighbours’ hard work.
Settlers won’t care about a lack of power, but some objects, such as water purifiers, require a supply. Power is quantified, and each object has a numerical requirement. Different-sized generators provide a set amount to objects connected to them with wires (one copper each); link them by pressing the “attach wire” button on object A and then again on object B.
Use your generators to power pylons and conduits (power > connectors and switches), which radiate energy in an invisible field around them, useful for powering nearby objects like lights. With the addition of a switch you can control this radiation so the lights aren’t just always on; you can also use things like pressure plates and laser tripwires to control when things like traps receive power.
At first glance, it looks like you just want a settlement’s defence rating to be higher than its population, but you probably want it higher. Raiders and other attackers will target crops and water supplies so, if you can, make sure the number next to defence is higher than the sum of those next to food and water.
Initially you’ll likely rely on guard posts, which only require 10 wood and four steel to build and one settler to manage, but you can get more defence from turrets, the more powerful of which require perks like “Gun Nut” and “Science!” Want to set traps that only hurt your enemies? Place your trap, then wire it up to a powered laser tripwire, and connect a terminal to the tripwire so you can set it to only trigger when a hostile steps through.
Settlers will gripe if they have to share beds (apparently it’s not that kind of game), so make sure you have at least as many as you have inhabitants. To protect against the consequences of mass immigration while you’re away, you might want to bump it up to the maximum of ten plus your charisma level. A sleeping bag works as well as a bed, but settlers won’t be happy if they have to sleep outside so make sure you place them under some kind of roof.
Less immediately quantifiable than the rest, a settlement’s happiness level is often unpredictable, but there are a few things you can do to boost it. For one, make sure you’re looking after the other needs. Some of the stores that you can build, once you’ve unlocked the second rank of the Local Leader perk also add to happiness: trader, food and drink, clinic, and clothing (armour and weapons bring in income but no happiness). You can also please your settlers by carrying out neverending Radiant quests (tune in to Freedom Radio to find out if any settlements need your help) and defending them if they come under attack.
To monitor these needs over your whole network at once, tab across to workshops under the data tab of your Pip Boy and you’ll see a list of all the settlements you’ve unlocked, complete with warning signs for those found lacking in one way or another. Highlight a single settlement to find out which needs need work, and if you manage to get rid of every single warning let me know how you did it: in my game, Sanctuary has one next to happiness despite the fact that, at 83, it’s my happiest settlement, and Greentop Nursery is apparently content with a happiness level of just 45.
Once you’ve got the basics down, here are a few extra features of settlement-building for you to check out:
Don’t make the same mistake I did and limit yourself to building shelters only where the ground is flat. Under structures > wood > floors there’s a very handy “shack foundation” (12 wood, three concrete) that you can sink into the ground to provide a flat surface on which to build. You might need to connect some stairs so your settlers can reach the elevated side, but they usually snap into place quite nicely.
Scattered across the Commonwealth are five issues of a magazine called Picket Fences, each of which unlocks a new kind of object for you to construct. If you want to be able to populate your settlements with things like potted plants or patio furniture, keep an eye out.
Rack them up
There are so many different kinds of magazines to collect that you may want to proudly display them in your chosen home. To do so, find the magazine racks (one screw, four steel) under furniture > shelves and transfer your collection across. You may need to build more than one.
You can do the same with any bobbleheads you find with the bobblehead stand (three screw, four steel, three fibreglass) under furniture > miscellaneous.
Crops, guard posts, scavenging stations, and stores all require assigned settlers to work. In large settlements like Sanctuary, however, it can be difficult to find settlers when you need them. Build a bell (four wood, four steel), which is found under resources > miscellaneous (I guess because in Fallout 4 people are a resource) and ring it to gather a crowd before you.
Finally, despite your best intentions to provide them with a safe and comfortable environment and a productive occupation, your settlers still sometimes look like they’d rather be anywhere else. You might not be able to put smiles on their faces, but you can make them look a little less dejected by putting them in nicer clothes. Just ask them to trade, and you can give them a fashionable suit or hat, pressing “equip” to force them to wear it. Or, you know, equip them with some decent armour and a weapon so they’ll be a bit more useful next time the raiders come. Just get rid of those rages – they’re so last-apocalypse.
4 settlements fallout
15 Best Settlements In Fallout 4, Ranked
An interesting mechanic in Fallout 4 is the ability to assist the Minutemen in reclaiming the Wasteland via the creation of settlements for other wastelanders to live in. With enough elbow grease, players can carve out a mini-empire in the Commonwealth that will provide a steady supply of caps, supplies, items to buy, and even military assistance in battle.
RELATED: 10 Things You Missed In Fallout 4: Far Harbor’s Map
Among all of the settlements that are obtainable in the game, there are some that rise to the top in terms of what they can offer the player. Whether it’s a defendable area, land for crops, or pleasing aesthetics, here are the best settlements in the game.
Updated By Benjamin Baker On February 3rd 2020: When constructing your empire in the wastes of the Commonwealth you are going to need to build up a ton of settlements. In fact, it’s easy to say that having more than ten settlements is in your best interest to maximize caps flow, item production, and give yourself helpful waystations of your own design. So for those looking to truly conquer the Boston area here are some additional settlements to keep in mind.
15 Warwick Homestead
The Warwick Homestead is an abandoned waste treatment plant converted into a settlement. The main building is rather large and with some clever use of staircases and walkways it can make for an interesting and highly defensible location.
There is also a decent amount of farmland and the Warwick family will have a few Gourd plants already in place. As awful as it sounds to make a home out of a waste treatment plant, the Warwick Homestead is actually a decent place to house your allies and produce food.
14 Kingsport Lighthouse
The Kingsport Lighthouse has a medium sized building area, but already comes with a lighthouse, home, dock, and a small area for farmland. It also has natural defenses in the way of the ocean and rock ledges, this forces attackers to come either by the dock or the driveway, easy points to defend without having to be there.
Granted it may not be the largest or most impressive settlement, but it is sustainable and a great contribution to your empire. Build the defenses, assign scavengers, build farms, and connect it to your trade routes.
13 Finch Farm
The Finch Farm is rather unimpressive when you acquire it. There’s a water pump, cooking station, small cottage for a family of four, and a small plot of land with crops already in place. You’d be forgiven for slapping a few farmers and defenses in place and moving on, but there’s untapped potential here.
RELATED: The 10 Best Builds For Survival In Fallout 4, Ranked
The building height extends up to the overpass above, meaning with a set of staircases you can extend your settlement up to this vantage point for additional housing, granting access to the streets above, and incredible defenses. In the end it doesn’t compare to others on this list, but it can look impressive if you want it to.
12 Starlight Drive-In
This former drive-in movie theater is now an empty parking lot with several rusting cars and barrels of radioactive waste. Those cars and the radioactive barrels can be scrapped for valuable resources to give you a large flat surface upon which you can build the base of your dreams.
It’s perfect for large scale housing to stack survivors on top of each other. It also makes a great location for your Power Armor collection to be displayed proudly in a personal gallery.
11 Egret Tours Marina
Egret Tours Marina may seem like a terrible place for a base given the run down buildings and random encounter spawn point (the latter meaning this place will be under attack often). But it’s valuable for both you as the player and your empire with the right setup.
This base is flowing with water to be produced and shipped to other settlements and it’s proximity to the Edge of the Glowing Sea makes it a great staging point for adventures into this dangerous territory. Focus on defenses, pumping clean water, set up some workshops and a trading post or two for supplies, and you have a strong outpost.
This tiny town is a great settlement for the player almost as soon as it’s obtained. There are walls surrounding the entire settlement, lots of inhabitants, and a robot named Deezer who, on a daily basis, provides a can of Deezer’s Lemonade that heals 50 hit points.
The reason it ranks so low is that the settlement is one of the smallest in the game and there are already houses in place, which means it’s not very customizable. Plus the nifty gun turrets on the walls are a one-time thing, as they can’t be replaced once destroyed.
9 The Mechanist’s Lair
Part of the Automatron add-on, The Mechanist’s Lair is a great settlement in terms of usability and unique aesthetics. It's the home of the infamous Mechanist, who sought to pacify the Commonwealth with her robots. This lair of hers acts as the perfect camp for those with a little role-playing flair.
RELATED: 10 Tips For Fallout 4 Survival Mode
This underground base has a secret entrance that can house those playing as a mad genius or villainous type. Admittedly, it will have to be supported by another settlement as it cannot grow its own food, but the robotic factory has a great atmosphere for darker characters.
8 Sanctuary Hills
The former home of the Sole Survivor prior to the nuclear holocaust can once again be their home as they embark on a quest to find their kidnapped son. While it will never live up to its former glory, players can rebuild Sanctuary Hills into a makeshift post-apocalyptic suburb straight out of the Rick And Mortyepisode "Rickmancing The Stone."
Logistically, it has lots of space for the population and decent farmland, but it ranks low because defending it might be a problem with so many access points. Not to mention it’s a little depressing to live there considering the death of your spouse and neighbors.
7 Echo Lake Lumber
This former lumber mill is one of the larger settlements in the game and makes for a great base. It does require a lot of work to clear out the garbage, but this nets a ton of wood and other materials for building, so it’s definitely worth it.
There’s a hedge that provides a natural wall, lots of space for farming, and the main building is more than sufficient for housing settlers. It’s a solid settlement that can be self-sufficient and easy to defend after cleaning it out and getting everything set up.
6 Bunker Hill
This settlement is a great place to hole up and survive a siege. It’s surrounded by a sturdy wall with a large door barring entrance to hostiles. It also has a large obelisk standing in the front, but unfortunately, it doesn’t permit any construction on top.
One of the best perks with this settlement is the steady supply of caps from trading that the town already engages in. After securing it and without any investment, the player immediately has a supply of passive income, making it one of the better settlements to obtain, even if you don’t want to build or use it.
This quirky settlement easily makes the top five for just how useful and customizable it can be. The Graygarden comes with a team of Mister Handy robots busily harvesting and maintaining a greenhouse. In addition to the pre-built garden is the fact that the robots themselves require no water or food to sustain themselves. This means that all of that food can be used by the player, sold to merchants, or used to sustain settlements that aren’t self-sustaining.
Another perk to this settlement is that the highway above it is part of the building area. So creative players can build a massive staircase leading up to it and incorporate that space into the settlement.
4 Vault 88
This unfinished vault can be obtained by the player and serve as a new underground home. It’s a vast space that rivals the biggest settlement in the game and can be tailored for any purpose. The quest to obtain this vault also gives the player access to prototype technology that can improve settlers' lives and make the job of maintaining a network of settlements much easier.
RELATED: Fallout 4: 10 Secrets To Uncover In Vault 88
Unfortunately, because of the limitations in building sizes in the vanilla version of the game, the space in Vault 88 can’t fully be utilized. Although, this can easily be circumvented with some light modding to make an epic underground base.
3 Abernathy Farm
At first glance, there’s not much to this settlement. It’s a simple farm built around an electrical pylon. But this humble farm sports the highest building limitation in the game: a whopping 20 stories for the player to build in.
Even for those without the ambitions of building a 20-story fortress, it’s a fully-functioning farm with tons of land for even more crops. With a wall and modest defenses, it’s a great source of food for your network of settlements.
2 The Castle
As the empire of settlements expands, it’s only fitting the player should live in a castle. Once cleared of Mirelurks, this fortress of stone serves as the perfect base that comes with beds, medical facilities, an electrical system, an industrial water purifier, and a stash of turrets.
It’s perfect for those who want something premade and ready to go, and it's highly defensible once the holes in the wall are repaired. The only reason it doesn’t rank higher is that it’s already close to its build limit and doesn’t allow for much customization. But who needs that when you have a castle!
1 Spectacle Island
Easily the best settlement in the game is this massive private island. Once the beacon is turned on, it wards off Mirelurks, and power is supplied by a ship generator. It also boasts the largest amount of square footage and has a decent height limit, giving lots of creative potential.
Admittedly, it does take a lot of work. There’s a lot of garbage, much of it underwater, and very little infrastructure apart from free power. But given the size and the natural defenses provided by the ocean, it can make the perfect location for players to build their own private island paradise or wasteland fortress.
NEXT: Fallout 4: The Pros And Cons Of Each Faction
Chorizo and the amigos in Far Cry 6 aren't helpful and only hurt the story and world Ubisoft has tried to build.
Read NextAbout The Author
Starting with a secret copy of Warcraft II on his parent’s Windows 95, Ben has developed a lifelong obsession with video games. Drawn to darker and more horrifying games, he enjoys diving into the lore, secrets, philosophies, and complex characters found in those grim worlds. His only hope is there are other odd balls out there who are also attracted to the writhing things found in the digital void.
From the ashes of atomic fire rose new factions to rule the wasteland, each with their own iconic locations to call home. The Minutemen have The Castle, The Brotherhood of Steel have the Prydwen, And The Institute has MIT. Now it’s your turn to begin forging your path in the Commonwealth with settlements!
Settlements are a key component in Fallout 4 that offer the player a means to let their creativity run wild by building up war torn ruins into beautiful homes for themselves and friendly NPCs. They allow you a safe place to rest, re-arm, or otherwise just show off your artistic side. Whether it be a small village of wooden shacks, to a massive metal fortress with laser turrets on every wall, Fallout 4’s workshop gives you the tools to shape the wasteland to your liking.
How to Unlock Settlements?
The first settlement each player will encounter is Sanctuary Hills, the player character’s home before the war as seen in the intro phase. Fresh out of the vault, you can start building right away by finding the red workbench that is located at all settlements. After interacting with it you’ll be able to access “Workshop Mode” by holding down the button/key used to adjust your player view by default.
It is highly recommended that you complete the quest When Freedom Callsby saving Minuteman Preston Garvey and company from Raiders (and a little surprise toward the end of the quest) in the town of Concord down the road from Sanctuary. Doing so gives you the opportunity to unlock more settlements in the future by completing Minutemen (MM) side quests.
Afterwards, Preston and the other survivors will make their way to Sanctuary Hills and begin the side quest Sanctuary. A character named Sturges will request numerous tasks of you to make Sanctuary livable for him and the rest of the new settlers you saved, such as constructing beds and planting food. This side quest should help familiarize you with the settlement mechanics that will be covered in this guide.
Setting Up and Maintaining Settlements
With each settlement you come across you’ll want to start off by gathering as much raw materials to build things as possible by “scrapping” them. Scrapable items can range from a screwdriver on the ground, to an entire building: the possibilities are endless! While doing so, be sure to scan the settlement for natural resources such as plants and water sources.
There are 5 essential components to creating a well-oiled settlement:
The amount necessary for each of these 5 things is co-dependent on the number of settlers you have in each individual settlement. A deficiency in any of them results in low happiness among settlers.
Feel free to go through the list and check out each guide we have prepared for you. We promise not to bog you down with unnecessary information — within each guide you see above is an overview of essentials and some useful insider tips.
Oh, and you will also need to know how to assign settlers.
Now, let’s discuss what settlement locations are available to you and how to unlock them!
In the base game of Fallout 4, there are exactly 30 potential settlement locations throughout the commonwealth. Obtaining these settlements can be as easy as walking up to the workbench and activating the settlement while others may require you to do a quest, kill the current residents, or have certain conditions fulfilled in order to make it available to you.
It is strongly encouraged to actively complete Minutemen quests as they unlock a significant amount of the settlements in game. These quests will typically require you to assist settlements both old and new in things such as rescuing settlers or killing hostile entities.
- Size: Large
- How to unlock: No requirements. Simply locate the workbench and begin building!
For Fallout 4 players both old and new, Sanctuary is one of the most popular “main base” settlements.
With a vast size, open space, bounty of natural recourses, and far distance from the war-torn area that is downtown Boston makes Sanctuary a very safe and appealing area for players to come home to after a long trek through the Commonwealth filled with blood, bullets, and radiation. If you are a newcomer to Fallout 4, it is highly recommended to use Sanctuary to learn and experiment with the vast amount of features found in the games workshop mode.
Red Rocket Truck Stop
- Size: Small
- How to unlock: Kill the molerats infesting the settlement. No other requirements!
Located south east of Sanctuary on the road leading into Concord. There is a power armor station in the garage by default and a chemical lab in the back of the station. You can also find the iconic K9 companion Dogmeat here!
- Size: Medium
- How to unlock: Complete the quest “Returning The Favor”. If you’re feeling lazy, you can also just kill the Abernathy family residing at the farm.
Located south of Sanctuary Hills and Southwest of Red Rocket Truck Stop. There is a large number of crops here that you can harvest and plant in other settlements!
Sunshine Tidings Co-op
- Size: Large
- How to unlock: Clear out the feral ghouls infesting the settlement or complete a MM quest
Head far south of Sanctuary over the lake. This is a large abandoned pre-war commune with plenty of open space to build. Watch out for the ghouls!
Starlight Drive In
- Size: Large
- How to unlock: Clear out the molerats infesting the settlement or complete a MM quest.
Located southwest of both Sanctuary and Red Rocket. This bombed out drive in theatre is an ideal player base for it’s open space, large size, and natural water source in the center of the settlement. (Be sure to scrap the radioactive barrels contaminating the water first!)
Ten Pines Bluff
- Size: Small
- How to unlock: You must complete a radiant side quest given either by the MM or the residents themselves. Or you know, just kill them?
Located east of Sanctuary Hills. There are some crops at this location you can harvest. The overall smallness makes this settlement more appealing as a farm or pitstop for the player.
- Size: Medium
- How to unlock: Complete the quest “Troubled Waters” given by the robots or a MM quest.
You can reach Graygarden by travelling Southwest of Starlight Drive In. The main component of this settlement is a crop filled greenhouse filled with a large amount of crops that you can harvest. This is an ideal location to farm food. Did we mention that all the residents are robots?
While you can destroy the robots, it’s strongly discouraged. when unlocking this settlement, you’ll already have several resident robots available to assign to crops and other resources.
- Size: Small
- How to unlock: Complete a side quest given either by the current residents or the MM. Yes. You can kill them too.
A small railway checkpoint located south of Graygarden. With a small building perimeter, is recommended to build vertically if you decide to utilize this settlement. A small field of crops is also housed here.
- Size: Small
- How to unlock: Complete a MM quest in which you’ll have to kill the resident raiders, or go there without Preston Garvey’s blessing and kill the raiders yourself. Either way, someone is dying.
A raider hole located in the Boston ruins southwest of Oberland. The premade fortifications make this settlement easily defendable, though it lacks much building space and natural resources.
Egret Tours Marina
- Size: Medium
- How to unlock: Phyllis can give the settlement to you through a speech check about her late grandson. Or you can just kill her. You never really know if someone is a synth.
A river dock south of Hangman’s Alley with a clearly visible water source. A hermit named Phyllis is the sole resident. She believes she might be a synth.
- Size: Small
- How to unlock: Complete a radiant quest from the residents or a MM quest. Sorry Grim Reaper, but you can’t kill this man and his kids this time
A tiny farm run by a father with his children located south of Egret Tours Marina. It ain’t much but it’s honest work!
- Size: Small
- How to unlock: Wipe out the raiders or complete a side quest for the RAILROAD faction.
A vertical settlement just north east of Ten Pines Bluff A friendly power armor clad raider and his raider friends live here. Why not go and say hello?
- Size: Small
- How to unlock: **SPOILERS** After entering Covenant, begin the quest “Human Error” by talking to Honest Dan. You have a choice to free or continue to imprison a synth named Amelia. Either results in unlocking the settlement. WARNING: if you free Amelia BEFORE talking to Honest Dan, you will render the settlement UNOBTAINABLE; even if you wipe out the settlers.
Amongst the ruins of the commonwealth southwest of Starlight Drive In is an ordinary gated community. With friendly smiles all around, delicious lemonade made by the local Mr. Handy, and absolutely zero dark secrets, this neighborhood is a perfect space for your player character to call home! …. Or is it?
- Size: Small
- How to unlock: Kill the bloodbugs infesting the settlement or complete a quest from the MM or Railroad
A beautiful irradiated lakeside home east of Covenant. Make sure to bring some bug spray (or a gun) because the bloodbugs are out tonight!
- Size: Medium
- How to unlock: Complete a quest for the residents or the MM.
A settlement housing a greenhouse northeast of Taffington Boathouse. A perfect settlement to farm food and rest your head!
- Size: Medium
- How to unlock: Complete a quest for the local ghouls or for the MM.
A bombed-out swimming pool with some friendly ghouls working on their tan. The swimming pool makes for a good water source and area to grow tarberriers!
- Size: Small
- How to unlock: Complete the quest Out of the Fire, or a MM quest.
A small dysfunctional family farm south of The Slog. Watch out for random hostile encounters! A raider gang known as “The Forge” is close by.. and let’s just say, they really love eating BBQ.
- Size: Medium
- How to unlock: Complete a side quest for the residents or the MM
Southwest of Finch Farm is- you guessed it. Another farm! This settlement houses a pair of settlers and tons of mutfruit crops by default. So get to harvesting!
- Size: Medium
- How to unlock: Kill the vacationing raiders or complete a Railroad quest.
A raider hole with a beautiful view of the irradiated ocean! Perfect vacation spot for the family.
- Size: Medium
- How to unlock: Eliminate the “residents” of the settlement or complete a quest for the Railroad.
A settlement north east of The Slog with a lighthouse and a dock to catch mirelurks! After 200 years the lighthouse is still shining bright. You should go up their and switch the bulb out though.
- Size: Small
- How to unlock: Wipe out the feral ghouls (bring a lot of ammo) or complete a Railroad quest.
A beautiful ocean side manor South of Kingsport Lighthouse. Limited space and an unscrappable building limits the imagination for this settlement. But hey, it’s nice to look at and you can host all of your radiation raves here.
- Size: Small
- How to unlock: Complete a quest for the residents or for the MM.
An actual beach house! (shack) A perfect place for farming and soaking up the radiation
- Size: Medium
- How to unlock: Wipe out the feral ghouls or complete a Railroad quest.
This urban settlement East of Egret Tours Marina not only houses a ton of feral ghouls, but also a legendary treasure! Can you find it?
Murkwater Construction Site
- Size: Medium
- How to unlock: Clear out the Mirelurks and their queen
Located south of Jamaica plain is a bombed-out construction site located in a swamp. Be careful as there are a sizeable amount of Mirelurks roaming the area. Perfect settlement for misunderstood Scottish ogres.
- Size: Large
- How to unlock: Complete the quest Building a Better Crop for the residents or a quest from the MM and Railroad
Southeast of Jamaica Plain is a farm and water treatment plant managed by Roger Warwick (or is it?). Flat open space perfect for building and harvesting.
- Size: Large
- How to unlock: Complete a Railroad quest and Eliminate the mirelurks and their majesty the Mirelurk queen (or king depending on level). Explosive would be useful in this situation. A lot of them.
South of the island is a boat you can take to reach this massive open settlement space where you can let your imagination run wild! But before you can do that, grab your fat-man launcher and get ready to fight a massive beast of a monster; a mirelurk queen!
- Size: Large
- How to unlock: Complete the Minutemen quest “Taking Independence” and the follow up, “Old Guns” to unlock the crafting stations.
The fallen base of the Minutemen north east of Jamaica Plain. It is occupied by Mirelurks and their queen. The Castle is a heavily fortified settlement with artillery pieces and a lot of open space to build. If you’re going to be king (or queen) of the commonwealth, you’re going to need a castle!
- Size: Medium
- How to unlock: Complete the quest “The Battle of Bunker Hill”
The famous battle site from the American Revolution! Bunker Hill houses a large trading post attracting caravans and raiders alike. Perfect place to rest in the war-torn commonwealth.
- Rare calla lily
- Buchanan cars
- What is dbsync
- Free roblox wallpapers
- Ds3 starting class calculator
- Florist meadville pa
- Husky adoption miami
- Tarot card 50
- Tides inverness