DevinJam Posted January 6, 2020 Share Posted January 6, 2020 Ive been lately looking to build more ideal settllements. making them not fancy but lore friendly. (so not every settlement has nice prewar looking buildings or vault and institute furnishing.) i use Woodys waistland and Thematic and practical mods to keep the homes looking like shacks with some comfortably. i also dont put electricity in every settlement. only Graygarden, Warwick farm, do i do good electricity, settlements right next to a river i use water mills to conduct electricity. i do this because i think electricity should be rare until a bit after the main quest line is complete. So i have been building based off of what each settlement needsFood (right now im having a bug were my crops are nonassignable and being forced to use the Northland mod to provide meat and just meat. so all my settlements are choice chops thanks to a bug.)Water - im using a windmill and raincollectors for water Woodys puts up the windmill and PWR (passive watersources mod) in bigger settlements i put up a water tower and the few electric i might use a pump.Shelter- i use settlement transfer mod so i use prefebs and modify them mostly. this is not every case. I also use fireplaces as in Fallout Lore there was a massive winter at one point. the games dont seem to play on seasons but its good to imagine this if your not useing a season mod.Waste disposal- the fact is humans poop and pee, they need at least a outhouse and compost pile (dont have anything for a compost pile but put up trashcans)Hygiene - Everyone needs a place to bath.Beds - i try to build so that they have double beds, even though one settler sleeps at a time do to mechanics it still counts as both in the over all.Security - the game grants this basically as yes but you need guards and Police.Keatchen - it isnt fun to cook for 22 people or more so each family having there own stove (i use the non crafting one), and place to store food.IDEAL SETTLEMENTSThe ideal part of my idea goes beyond basic needs and takes care of basic social needs.The most important jobs are.Clinic - every settlement needs a doctor pure and simple.Preacher - Humans are naturally tend to worship something even Atheist hold a set of beliefs and principles that cause them to desire to gather in that shared belief. this is a social psychological need. i build churches in every settlement to meat this need, been planing on making each settlement a different core religion, Non-religion and/or denomination matching RL Boston so Atheist, Unitarian, Catholic (Abby of the Road), Presbyterian, Church of Christ, Episcopalian, Orthodox and Evangelical. Im considering how i might do Juidism, Hubology, Buddism and Children of Atom or if i even should go that far all out. Im using the Church of Atom mod.Mayor- Northland diggers has a tax collector and i use that as a mayor, i dont use sim settlements so i cant take advantage of their Mayor Mod.Police- I havnt found a working Jail but i can build jail cells, and for police i just assign a guard to a chair rather then the vanilla guard post i am not sure what mod adds this.Scraper- for some reason i cant place a scavenger in my settlements it isnt on the build menu. but Northland Diggers has several different resource stations to build.Important Food Jobs- With mods crop farming isnt the only way. Northland diggers adds Fish Butchers and Beef Butchers. i also got a hunting mod as well. this adds verity to the food.School - i havnt started adding schools yet because the only mod that gives children well tends to give to little or to many to a given settlement. id rather have more control over how many kids are there but i do have the school desk mod, and if you have children and want them to develop you will need this. if i do im going to build schools in larger settlements.Mail- in the game caravans are used to deliver mail. i think having a mail system beyond that is important for communication across the commonwealth so i useally use Northland to build a postman.Guard/torrent/robot defense. (realistically you would have Guards and a limited amount of Torrents, i find this hard to build in game to a realistic level but were i can worry less about the settlement being attacked. i find rushing to settlements defense all the time interrupts a lot of game play.)Undertaker- people die, they need to be buried somehow. Stores- Food store, Weapons, General trading, Armor and Clothing. these four stores are the most practical, you need a Weapons and Armor store in the wasteland for defense otherwise people have no way to gain better weapons, or in some cases non at all. Clothing is practical as not everyone is going to spend time making their own cloths if their working all day in other areas. Food Store- it is important to have a place to buy or get food as not everyone is growing it. General Trading is importiant for the over all economy.Most importiant Job Job for Social issues.Walls - Walls is something i havnt been adding just because it can add to many parts and slow down transfer time but realistically every settlement would have barriers of some sort to make defending the settlement easier. idealy as well there should be one tower for someone to be able to look out a long distance and spot trouble ahead of time. this part isnt feasible with every settlement in the game even with a mod expanding the build area.IDEAL BUT NOT IMPORTANTBank - I add this for game play fun and realistically is the one thing that would not be there until after the main quest.Barber- people would normally cut there own hair but having a Barber shop adds a lot to the social faberic of a community. sometimes for the worse.Recreation - People need to chill when they live in stressful environments and kids need to play. right now im not too worried about this as i put in a Church, Cafe', and in bigger settlements with electricity use the singing settler mod. Also larger homes have living rooms.VERITYAs i go back and redo my settlements with this in mind i want to start thinking about how to add verity so not every settlement is the same. for my Murkwater settlement for instance i put in a moonshine distillery and a place that looks like it makes lamp oil. i want each settlement to have a unuiqe resource it concentrates on like that. Link to comment Share on other sites More sharing options...
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