'tis easier to destroy, than to create. So, I can't see 'restore lands' being viable. At least, not within a couple centuries time of work. But. I can see restoring PORTIONS of it. yes, survivors will, at first, have to scrape by (as we see in game - very realistic). But much of the infrastructure is still there, files can be restored, information reclaimed and made useful. So, factories can be rebuilt. Recycling technologies would be most useful, to 'clean up' and make use of materials already at hand (already refined). I'd love to see the following mods: (love some of the ones mentioned above, may re-state for emphasis, noted with **) Most of these would likely be best tied to higher level Perks, also unlocked by certain level of progression in quest-line, character level.... 1) Greenhouses (already have at least 2, in game). That way, you'd no longer be as limited on space (as some settlements are). Build a tower, turrets on sides, greenhouse on top - people and resources are now almost fully protected within a very small footprint. a) Same style as current Greenhouse b) expand upon current in-game potted plants, perhaps? 2) ** Repair, restore, or even UPGRADE Nick a) I've not completed story, but suspect quest-line with Nick leaves him dangerously damaged b) technologies can be salvaged or bought from Institute 3) Some plants/fungi apparently neutralize radioactivity - can expand upon that to purify small zones. Or simply to create a self-sustaining, renewable source - greenhouse purification, perhaps? (glowing fungi, anyone?) - no more radioactive fresh produce, 'k ? 3) ** higher levels of building structure Stage 1: current. Stage 2: Improved building panels (no more see-through walls or roofs) Stage 3: Advanced building objects (wired internals, indoor plumbing, functioning and non-broken appearing tubs/showers/sinks/appliances) Stage 4: 'Futuristic' building panels / objects - as in, near pre-War technology, without the greed/bloodthirsty/inhuman corporate styling. (exploding 200+ year-old defunct cars??) 4) ** Less restrictions on Settlement Population (21 cap raised to...? 50? 100?) 5) ** Settlers more automated a) pick the veggies and store them for me! b) assign settler to cookfire/stove - cook recipes (limited by available supplies) c) assign settler to Salvage (salvage junk items, etc stored in Workbench - reduce clutter) d) assign settler to Maintenance (repair damaged items - turrets, etc) e) assign settler to 'Water' - bottle water (limited by number of empty bottles supplied) 6) Additional levels of recycling available - goodness knows, there's VAST quantities of salvage out there! half-destroyed buildings/cities, defunct vehicles, dead trees a) addition of advanced workbench - Recycling Building b) assign settler(s) to Recycling Building to generate raw materials as determined by assignment (3? 5? more settlers maximum to building)