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And its moderately large.
how do you build at atom cats garage, it's not a settlement. you can craft your gears there but can't supply your settlements by the supply lines.. can you?
plus it's too far to other locations, and there is a high level spawn point just down the road... i remember i was about to die and ruin my permadeath a few times there (after automatron)
but cats are cool anyways
starlight is a good candidate, always has been. too much space to build, just a bit far to action.. too north but still..
I don't know, maybe graygarden is better
Graygarden can be cool for the same reason but the overpass is still connected to the broader wasteland so it doesn't "feel" as secure. It's nice to have only robots there as well so it doesn't feel like people are putting their grubby boots up on my furniture when I'm not around. I think Codsworth would like living there too.
Fairline HIll Estates should have been a settlement. It could've worked really well as a central mid-to-late game location with large pre-war ruins to repurpose. Missed opportunity.
https://www.nexusmods.com/fallout4/mods/66168
I do tend to make Starlight Drive-In my HQ, but i think all valid settlements still have potential depending on how you build them.
https://www.youtube.com/watch?v=M7IZyHmHX6o
I've considered (but never implemented) a "robot pacification" plan where I throw in two or three robots at each settlement to prevent average happiness from crashing and just ignore all settlement needs. Completely separate from my other robot pacification plan implemented in my robot army game, where there's nothing except robots roaming everywhere, keeping the Commonwealth in general under control (or at least showered with bullets).
both are good for making a settlement and connect them with supply lines
though they connect and share resources so long as 1 connects to another through another
for space the spectacle island or vault 81 is best for building ♥♥♥♥
i forgot the name but the one with the gates you gotta answer the guy up front that tortures synths for info it's good for protection as well as the one up north you gotta clear the raider in power armor with the mini nuke launcher it's good for vantage points
However, this means that at any given moment, at least 2 provision units may initiate hostilities with random encounter's and points of interest, breaking immersion. They are technically invulnerable units, but their combat power relies on how you personally gear them. You can also use Automatron robots you built as your supply line units, like a sentry bot with a gattling laser and rocket launcher with the highest armor, which could essentially one shot most vanilla content rapidly with ease.
I made a guide on this years ago, https://steamcommunity.com/sharedfiles/filedetails/?id=558743069
Though this information might not be 100% accurate with patches made since.
The main reason you even bother with this mechanic, is to share the income of adhesive, purified water, junk & caps from 30+ settlements at 20+ settlers per.
!WARNING! The game bugs out after 200ish settlers spread across, and the inventories of too many traders causes the income to break, the game can't calculate the resourcing and then you have to manually visit every location.
Ideally pick one settlement as your main location, all lv3-4 stores, storage for all your meats, plants, drugs, guns, armor, and legendaries, all crafting stations, build a massive defensive concrete wall around the perimeter. Pick a location with the least amount of hostile respawning entities within 100m of the settlement.
Then turn 3-5 other settlements into walled off farm/scrap settlements and run a supply FROM them TO your main settlement.
With Nuka World Raiders, picking the two factions you like, give them each one raider settlement with one 10-20 settler food/water settlement as a vassal, the vassal and raider settlements never get attacked, and you get a massive shipment of chems, 7.62mm ammo and caps back in nuka world stash once a in game week.
If your modding through the main menu mods, ideally getting the camping settlement mod you can just start a settlement ANYWHERE you want, which disables any hostiles which would normally spawn within it's construction bounds and works just like a base game settlement location.
With one of the scrap anything mods, you can really get rid of annoying terrain features and buildings and clutter to build better foundations and walls, imagine removing the jamaica plains buildings and placing a massive concrete tower, or scrapping all the houses in sanctuary hills and putting factories and barns everywhere.
If you look for the GKX Spawner mod, and get the creation club Ambush Kit, you can completely nullify the need for supply caravans, by turning a settlement into your own personal arena, combined with creature capture dlc, you can essentially set spawners for an animal to farm meat off of, build capture pods for the stronger animals, and send out distress signals to fight waves of animals, an infinite supply of meat, and legendary items.
In summary, supply lines suck, they eventually break, they ruin immersion, with dlc and mods you can easily supply yourself through varying methods, craft your own settlement on the ocean, in the glowing sea, up on a suspended highway, safe and secure to do all your trading, turn other settlements into arenas to gather materials from, heck you can even spawn raiders/gunners, capture & enslave them, and repeat farm them for weapons & armor to equip your own settlers with.
Ive never bothered with sim settlements, maybe give that ago if my advice isnt good enough for you.