OUR SITE IS CURRENTLY A WORK IN PROGRESS, THANK YOU FOR YOUR PATIENCE
✦ Overview ✦
A “Player Claimed Area” can be a personal Squatting Claim or a Community - of which comes in four forms. While any location is claimed it’s Loot Spawns will be disabled and items can be picked up by the Claim Holder.
(If this is abused you will get in trouble)
Note: To gain “Participation XP Benefits” that are discussed below, you must actively be a participant of the claim that grants it.
✦ Squatter's Claim ✦
The basic most of claims, this is a zone that is claimed and protected but does not interact with the Community System. It only requires one person to make a Squatter’s Claim, though at GM discretion it might not claim a whole large building.
✦ Overview ✦
The Community System is a more advanced form of claim and allows the user(s) to make use of the various aspects of the system, including NPCs, Passive Production and more. As well if a player joins or hosts a Community Claim they cannot host or join another one.
Note: When caps are asked for you can spend Gold Ingots instead if you wish.
| Types of Community Claims: |
✦ Homestead Claim ✦
The smallest of the Community Claim types, a Homestead is just above a Squatter’s Claim. Able to be placed anywhere, they are versatile but small. Homesteads also have the benefits of having Natural Boones (Passive Resource/Benefits) to them that vary depending on the location. They also gain access to Participation XP bonuses.
NPC Population Capacity: Leader’s Charisma x (Era x 3) + (Player Members x 5)
NPC Population Growth: 1+Player population x (Era/2)
Participation XP: 20 XP per Month
Base Storage: 5 Material
REQUIRES: 1+ Player(s) & a C.A.M.P. item or Settler’s Workbench.
✦ Settlement Claim ✦
The biggest of the Community Claim Types, a Settlement is a set location that gains access to multiple Natural Boones (Passive Resource/Benefits) that vary based on location. Settlements also gain a bigger NPC Population Capacity & Participation XP Benefit.
NPC Population Capacity: Leader’s Charisma x (Era x 5) + (Player Members x 5)
NPC Population Growth: 1+Player population x (Era/2)
Participation XP: 25 XP per Month
Base Storage: 10 Material
REQUIRES: 2+ Player(s) & an unclaimed Settlement Workbench.
✦ NPC Claim* ✦
The odd one out of the Community System, an NPC claim is an NPC created/maintained version of a Settlement. While not gaining the same system of use for players - joining one of these claims does grant the player the same Participation XP benefit that a settlement claim gets.
Participation XP: 25 XP per Month
✦ Outpost ✦
A small NPC led offshoot of a player community, these are a bit more limited in that they cannot make Town Halls and have lesser amounts, cannot gain Boones from location and don't have participation XP.
NPC Population Capacity: (Leader’s Charisma x (Capital Era x Outpost Era)
NPC Population Growth: 1+Capital Era x (Era/2)
Base Storage: 2 Material
REQUIRES: Outpost Office (Facility)
| NPCs: |
NPCs are non-player characters who take up population of a community. As well, they come with a few different statistics to be tracked which can be discussed here.
✦ NPC Type & Species ✦
NPCs come in three types, deciding what resources they need to stay content and some other similar factors. These different NPCs will have different personal morales based on their type and different morales to having them in your community for you.
Types of NPCs:
Settler - Your average community NPC they require Happiness and Safety to be content.
Outlaw - Your more rugged NPCs they require a balance of Happiness and Fear to be content.
Slave - Your "Indentured" NPCs they require Fear and Safety to stop from rebelling.
Species of NPCs:
Human - Your average community NPC they require Happiness and Safety to be content.
Ghoul - Your ghoulified mutant denizens of the wastes. They have basic requirements but can replace either in trade for a radiation resource (Doing both requires two) but they gain -1 to the tier effect as laborers.
Supermutant - Your massive FEV mutated denizens of the wastes. They require 2 food but produce +1 to the tier
based effects as Laborer and Guard professions.
Robot - Your electronic denizens of the wastes. They require 1 Power instead of food/water. Robots also don't care about happiness loss from power generators
Livestock - Your farm animals of the wastes, they require 1 water but feed themselves on grass or similar.
Pet - Your animal friends of the wastes, they require food/water but don't care about happiness, fear or defense.
✦ NPC Profession ✦
NPCs come in a variety of professions that can be assigned to them in order to fit criteria to work at certain facilities and how good they work at such places.
Current Professions:
Guard - Specialized in defensive combat, protect your community.
Hunter - Specialized in collecting animal corpses, feed your community.
Rancher - Specialized in raising and rearing livestock, feed and resource your community.
Butcher - Specialized in improving meats, further your community's food stores.
Farmer - Specialized in growing goods, feed and resource your community.
Herbalist - Specialized in collections of herbs, feed and resource your community.
Laborer - Specialized in menial labor, get tasks done!
Craftsman - Specialized in making things and repairing others.
Lumberjack - Specialzied in collecting wooden goods, feed and resource your community.
Mechanic - Specialized in improving robotic outputs, improve your community's robot efficiency.
Traveller - Specialized in going from one place to another well.
Steward - Specialized in menial and intellectual labor of paperwork and the mind.
Raider - Outward combatants with an eye for stealing.
Slave Driver - Specialized in driving slaves.
Taskmaster - Focused on contracting tasks to get done.
✦ NPC Tier ✦
NPCs start at tier 0 and can go up to tier 3. Each tier taking a rising amount of caps invested to upgrade and must gain prior tiers to go up to the next tier. Note: An NPC must be at least tier 1 to be able to be assigned a profession. (Note: Some Cultural Identities can allow NPCs to go past tier 3 and up to tier 5)
Note: Robots can be upgraded in tier with Active Power Batteries, acting as 5 Active Power per cap. This can also be used to replace cost on community hubs or facilities with a cap cost that is the "payment" for NPCS. (Note: Does not count buildings like town halls)
Tiers & Cost:
Tier 1 - Costs 50 Caps to upgrade
Tier 2 - Costs 100 Caps to upgrade
Tier 3 - Costs 250 Caps to upgrade
Tier 4 - Costs 350 Caps to upgrade
Tier 5 - Costs 450 Caps to upgrade
| Population: |
✦ Current Population ✦
The current population of your Community, this is the pool of NPCs you have to assign to, duties, tasks and other things. They're what makes up the general population of your Community.
✦ Population Growth ✦
Population growth is the rate at which your settlement gains new settlers to their roster. By base this is at a rate of 1+Player population x (Era/2) NPCs every two weeks so long as as needs of the settlement are met and ceases once you hit population capacity. If your Community is in the negatives for it's resources however your population will not grow.
✦ Population Capacity ✦
Population capicity is, as one would expect, the maximum amount of NPCs a Community can have at a time.
Resources are what's needed by NPCs and facilities to operate and while you could hypothetically get some Cram to feed your guys for a single meal you need what is called "Recursive Resources". Note: Each NPC needs a place to live.
✦ Recursive Resources ✦
Those Resources created within the Community System, they are reoccuring and not single time - allowing for continued use and upkeep to needs of the Community.
Be it meats, farmed goods or otherwise you need 1 Food per Non-Robot NPC or Livestock or else they'll become unhappy. This effecting production and counting as "Negative".
Drinkable water, you - like food need 1 unit per Non-Robot NPC or Livestock or else they'll become unhappy. This effecting production and counting as "Negative".
Recurring power, this is gained by generators - this is used to power facilities and acts as an equivilent of Food/Water units for Robot NPCs. Each needing 1 unit of power or else they'll become unhappy. This effecting production and counting as "Negative".
The general safety level of your settlement, this is effected by guardposts, barricades and more and a location's safety is directly set up against oncoming raids and similar attacks.
How happy your community is, this is a generally good vibe with lots to do for leasure and relaxing in their spare time.
Tight defenses and the threat of harm, this can scare people into revolt, fleeing or staying in line...
A recursive amount of generalized resources, this is used for manufacturing goods on a bigger scale of production. Though note that material requires "Storage" to upgrade, this coming from facilities based around such or the community type.
A byproduct of nuclear power nad post-war genetic changes. This resource can be used used in place of food or water for ghouls and if vast in amount can cause sickness and even ghoulification in human NPCs.
Facilities are structures, workshops and grounds of use made to perform tasks, create items or resources and similar. Sometimes these require to be manned by an NPC and others are self running.
| Era 1: |
✦ Small Junk Generator ✦
Size: 1x1x1 Block(s)
Requires:
-Scrap Metal x64
-Small Metal Plate x8
-Rubber x16
-Copper x32
-Fuse x8
-Small Parts x64
-Car Battery x3
Produces: +2 Power, -1 Happiness
✦ Medium Junk Generator ✦
Size: 3x4x4 Block(s)
Requires:
-Scrap Metal 2x64
-Large Metal Plate x16
-Rubber x32
-Copper x64
-Fuse x16
-Small Parts 2x64
-Generator Parts x1
Produces: +5 Power, -1 Happiness
✦ Electric Generator ✦
Size: 1x1x1 Block(s)
Requires:
-Electrical Generator x1
Produces: +6 Power. -1 Happiness
✦ Solar Generator ✦
Size: 1x1x1 Block(s)
Requires:
-Solar Generator x1
Produces: +5 Power
✦ Atomic Generator ✦
Size: 1x1x1 Block(s)
Requires:
-Atomic Generator x1
Produces: +8 Power, -2 Happiness
| Era 2: |
✦ Large Junk Generator ✦
Size: 3x5x5 Block(s)
Requires:
-Scrap Metal 3x64
-Large Metal Plate x32
-Rubber x64
-Copper 2x64
-Fuse x32
-Small Parts 3x64
-Generator Parts x2
Produces: +10 Power, -2 Happiness
✦ Wind Turbine ✦
Size: 6x5x9 Block(s)
Requires:
-Scrap Metal x64
-Scrap Wood 2x64
-Chain x16
-Rubber x16
-Copper x32
-Fuse x16
-Small Parts 2x64
-Generator Parts x1
Produces: +2 Power
✦ Large Wind Turbine ✦
Size: 1x7x15 Block(s)
Requires:
-Scrap Metal 3x64
-Large Metal Plate x64
-Scrap Wood 2x64
-Chain x32
-Rubber x32
-Copper x64
-Fuse x32
-Small Parts 4x64
-Generator Parts x2
Produces: +7 Power
✦ Fusion Generator ✦
Size: 1x4x3 Block(s)
Requires:
-Scrap Metal 5x64
-Large Metal Plate 3x64
-Chain x8
-Rubber x64
-Copper 3x64
-Fuse x64
-Small Parts 5x64
-Generator Parts x2
-Fusion Core x1
-Nuclear Material x64
Produces: +20 Power, -3 Happiness
| Era 3: |
✦ Geothermal Generator ✦
Size: 1x4x3 Block(s)
Requires:
-Scrap Metal 9x64
-Large Metal Plate 6x64
-Chain x32
-Rubber 2x64
-Copper 4x64
-Fuse 2x64
-Small Parts 6x64
-Generator Parts x4
-Geothermal Access Location
Produces: +20 Power
✦ Wasteland Reactor ✦
Size: 1x4x3 Block(s)
Requires:
-Scrap Metal 9x64
-Large Metal Plate 6x64
-Chain x32
-Rubber 2x64
-Copper 4x64
-Fuse 2x64
-Small Parts 6x64
-Generator Parts x3
-Fusion Core x2
-Nuclear Material 3x64
Produces: +50 Power, -10 Happiness
| Era 4: |
| Era 5: |
| Era 1: |
✦ Farm Plot ✦
Size: 15x15 Block(s)
Requires:
-Fertilizer x64
-Associated Crop x32
-Farmer x1-3
Produces: Farmer Tier x 3 Food, Food Item Production
✦ Water Collector ✦
Size: 3x3x3 Block(s)
Requires:
-Plastic x64
-Scrap Wood x32
-Small Parts x16
Produces: +2 Water
✦ Water Filter ✦
Size: 3x3x3 Block(s)
Requires:
-Scrap Metal x64
-Steel x16
-Fission Battery x1
-Small Parts x16
-Power x1
Produces: Can be attached to a water resource to gain +2 Happiness but -1 Water.
✦ Irrigation Ditch ✦
Size: 3x2x10 Block(s)
Requires:
-Fertilizer x64
-Effort x10
-Water X(Effect Farm Plot/Ranch x1)
Produces: Can connect a body of water to a farm plot or ranch to increase their food production by +1
✦ Outhouse ✦
Size: 3x3x5 Block(s)
Requires:
-Concrete x16
-Metal Pipe x2
-Scrap Wood x64
-Scrap Metal x32
-Small Parts x16
Produces: +1 Food production for a farm or garden for each 5 people using the septic tank (Max of 10). Also gains 1 Fertilizer Spawn.
| Era 2: |
✦ Herbal Garden ✦
Size: 5x5 Block(s)
Requires:
-Fertilizer x32
-Glass x16
-Herbalist x1
Produces: +1 Food, Herb Item Production (Choose: Herb Patch, Dry Herb Patch or Cave Herbs)
✦ Radioactive Garden ✦
Size: 5x5 Block(s)
Requires:
-Fertilizer x32
-Scrap Metal x16
-Nuclear Material x32
-Herbalist x1
Produces: +2 Food, +4 Radiation, Herb Item Production (Choose: Radioactive or Cave Herbs)
✦ Lumber Yard ✦
Size: 10x10 Block(s)
Requires:
-Lumber Axe
-Scrap Wood x64
-Small Parts x32
-Lumberjack x1-3
Produces: +2 Material & Lumber Loot x NPC tier per Lumberjack
✦ Water Well ✦
Size: 3x3x3 Block(s)
Requires:
-Concrete x64
-Scrap Wood x32
-Small Parts x16
-Laborer x1-3
Produces: Laborer Tier+1 Water per assigned Laborer
(Not effected by seasonal water effects)
✦ Water Pump✦
Size: 3x3x3 Block(s)
Requires:
-Scrap Metal x64
-Steel x16
-Fuse x20
-Small Parts x16
-Power x1
Produces: Can count as a Tier 2 Laborer for a Water Well or act as a Water Well with such Tier 3 Laborer if attached to a natural water source.
✦ Large Scale Rain Collector ✦
Size: 3x3x3 Block(s)
Requires:
-Plastic 5x64
-Scrap Wood 4x32
-Small Parts x64
Produces: +4 Water
✦ Aquaduct ✦
Size: 3x5x25 Block(s)
Requires:
-Concrete 2x64
-Scrap Wood x32
-Scrap Metal x32
-Effort x15
-Water X(Effect Farm Plot/Ranch x1)
Produces: Can connect a body of water to a farm plot or ranch to increase their food production by +3
| Era 3: |
✦ Moisture Collector ✦
Size: 3x3x3 Block(s)
Requires:
-Steel x8
-Small Parts x16
-Scrap Metal x64
-Small Metal Plates x32
-Fuse x20
-Power x1
Produces: +2 Water
(Not effected by seasonal water effects)
✦ Waterworks ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Metal 3x64
-Large Metal Plate x32
-Rubber x64
-Copper 2x64
-Fuse x32
-Small Parts 3x64
-Power x3
Produces: +5 Water
✦ Water Purifier ✦
Size: 3x3x3 Block(s)
Requires:
-Scrap Metal x64
-Steel x32
-Small Metal Plate x16
-Scrap Electronics x8
-Fission Battery x2
-Small Parts x32
-Power x3
Produces: Can be attached to a happiness equal to the water it produces.
✦ Septic Tank ✦
Size: 3x3x5 Block(s)
Requires:
-Concrete 3x64
-Metal Pipe x16
-Copper x16
-Scrap Metal x64
-Small Parts x16
-Water x1
Produces: +2 Food production for a farm or garden for each 5 people using the septic tank (Max of 20). Also gains 3 Fertilizer Spawn.
✦ Pipeworks ✦
Size: 1x1x30 Block(s)
Requires:
-Metal Pipe x64
-Scrap Metal x64
-Small Parts x64
-Flow Pump x1
-Water X(Effect Farm Plot/Ranch x1)
Produces: Can connect a body of water to a farm plot or ranch to increase their food production by +7
✦ Flow Pump✦
Size: 3x3x3 Block(s)
Requires:
-Scrap Metal 3x64
-Steel x32
-Fuse x20
-Small Parts x64
-Power x1
Produces: Can be used to move water
✦ Rock Breaking Yard ✦
Size: 15x15 Block(s)
Requires:
-Concrete 2x64
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Picaxe x5
-Laborer x1-3
Produces: +Material eqal to combined Laborer Tier, -1 Happiness.
| Era 4: |
✦ Quarry ✦
Size: 35x35 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Pickaxe x10
-Shovel x5
-Laborer x1-5
Produces: +Material equal to combined laborer tier and +Laborer Amount * 10 daily Concrete.
✦ Mine ✦
Size: 15x15 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Pickaxe x10
-Shovel x5
-Laborer x1-5
Produces: +Material equal to combined laborer tier and +Laborer Amount * 10 daily ore (type depending on location).
✦ Farm Field ✦
Size: 35x35 Block(s)
Requires:
-Fertilizer x64
-Associated Crop x64
-Farmer x1-6
Produces: Farmer Tier x 3 Food, Food Item Production
| Era 5: |
| Era 1: |
✦ Ranch Field ✦
Size: 25x25 Block(s)
Requires:
-Recursive Water per Animal x1
-Livestock x1-5
-Rancher x1
Produces: +Rancher Tier * (Livestock they tend * 2) Food, Byproduct depending on livestock, Fertilizer
[Note: Radchickens, Rabbits & RadRoaches only count as (Lovestock they tend) not (Livestock they tend * 2)]
✦ Hunter's Hut ✦
Size: 10x10 Block(s)
Requires:
-Scrap Wood x64
-Small Parts x32
-Hunter x1-3
Produces: +(2 * (Combined Hunter Tier+1) Food, Hunted Good
| Era 2: |
✦ Dog Kennel ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Wood 2x64
-Small Parts x32
-Chain x4
-Concrete x10
Produces: +1 Dog (Pet NPC) per community growth up to 4 dogs, +2 Happiness. (Note: Dogs can't have professions or used in places like lounges, quartermasters, etc.)
✦ Cat Tree ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Wood x16
-Stick x16
-Duct Tape x8
-Twine x32
-Cloth x5
-Small Parts x32
Produces: +1 Cat (Pet NPC) per community growth up to 5 cats +1 Happiness per cat. (Note: Cats can't have professions but can used in places like lounges, quartermasters, etc.)
| Era 3: |
✦ Guard Dog School ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Wood 2x64
-Small Parts x32
-Chain x4
-Concrete x10
Produces: Upgrade 1 Dog per community growth from a normal dog pet into a guard dog who each produce +1 Defense, if said guard dog is partnered with a guard NPC their Defense Bonus becomes +2 each.
✦ Horse Stables ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Wood 5x64
-Small Parts x64
-Concrete x10
Produces: Gain +1 Happiness per horse in settlement, up to 7 horses can be effected.
| Era 4: |
✦ Saddle Manufacturer ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Wood 5x64
-Small Parts x64
-Concrete x10
-Material x1
-Laborer x1
Produces: Create 1 leather saddle per day
| Era 5: |
| Era 1: |
✦ Community Hub ✦
Size: 25x25 Block(s)
Requires:
-Scrap Metal 3x64
-Scrap Wood 3x64
-Concrete x32
-Small Parts 3x64
-Caps x1,000
Produces: +10 Population Capacity - only one community hub per community BUT you can spend 1,500 caps to upgrade it and gain the bonus again. Each upgrade increasing in price by +25% the last upgrade.
✦ Provisioner Station ✦
Size: 15x15 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal x32
-Small Parts x64
-Traveler x1
Produces: Can connect a Provision line to another Community, allowing for you to send them resources as wished. One line per Traveler Tier.
| Era 2: |
✦ Tax Collection Office ✦
Size: 10x25 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal x32
-Cloth 2x64
-Small Parts x64
-Steward x1-3
Produces: +5 Caps per NPC taxed, Tax Collectors can tax 3*Tier NPCS. -1 Happiness. Each NPC can be taxed multiple times but gain an additional -1 Happiness per increased taxation.
✦ Toturer ✦
Size: 15x15 Block(s)
Requires:
-Concrete x32
-Scrap Wood 3x64
-Scrap Metal x32
-Chain x16
-Butcher/Guard x1-3
Produces: +Combined Tier Fear, +3 Defense, -2 Happiness
✦ Graveyard ✦
Size: 25x25 Block(s)
Requires:
-Concrete 2x64
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Steward x1 or Player x1
Produces: +5 Happiness (Only toward resolving negative happiness), +1 Fear.
✦ Undertaker's Quarters ✦
Size: 15x15 Block(s)
Requires:
-Concrete 2x64
-Scrap Wood 5x64
-Scrap Metal x64
-Small Parts 3x64
-Laborer x1
-Graveyard Facility to be attached to
Produces: Increase Graveyard's output by +NPC Tier * 2 Happiness (Only toward resolving negative happiness), +1 Fear.
✦ Public Punishment Site ✦
Size: 15x15 Block(s)
Requires:
-Scrap Wood x64
-Scrap Metal x32
-Small Parts 2x64
Produces: +5 Fear
✦ Town Hall ✦
Size: 30x30 Block(s)
Requires:
-Scrap Metal 5x64
-Scrap Wood 7x64
-Concrete 5x64
-Small Parts 3x64
-Steel 2x64
-Caps x5,000
-Steward x1-3
-Player Population of 4+ or NPC Population of 50+
Produces: Gain a second Cultural Identity, cannot gain effects of multiple. You also gain +5 Maximum Population per combined tier of the Stewards.
| Era 3: |
✦ Infrastructural Exports Company ✦
Size: 25x25 Block(s)
Requires:
-Scrap Metal 4x64
-Scrap Wood 5x64
-Concrete 4x64
-Small Parts 4x64
-Steel x64
-Caps x500
-Steward x1
-Travels x1+
Produces: Acts like a Provisioner Station but allowing to the transport of facilities made at one community to another per Traveller Tier assigned to a route.
✦ Aspen Valley Caravan Company Waystation ✦
Size: 5x5 Block(s)
Requires:
-Scrap Metal x64
-Scrap Wood 3x64
-Concrete x32
-Small Parts x64
-Caps x500
Produces: Gain access to a AVC Co. Caravan to allow fast travel to and from your settlement.
✦ Outpost ✦
Size: 25x25x25 Block(s)
Requires:
-Scrap Metal 8x64
-Scrap Wood 8x64
-Concrete 5x64
-Small Parts 10x64
-Steel 2x64
-Caps x500
-Steward x1
Produces: Create an outpost, a sort of NPC controlled community under your control
✦ Inquisition Hall✦
Size: 25x25x25 Block(s)
Requires:
-Scrap Metal 2x64
-Scrap Wood 2x64
-Concrete 2x64
-Small Parts 3x64
-Caps x100
-Guard x1-5
Produces: Create fear equal to combined NPC tier & +Defense equal to the amount of assigned guards.
| Era 4: |
✦ Propaganda Office ✦
Size: 25x25 Block(s)
Requires:
-Concrete 2x64
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Steward x1
Produces: Either +5 Fear & -5 Happiness or +5 Happiness and -5 Fear.
✦ Public Commons ✦
Size: 25x25 Block(s)
Requires:
-Concrete 2x64
-Fertilizer x64
-Scrap Wood 3x64
-Scrap Metal x64
-Small Parts x64
Produces: +4 Happiness, +5 caps to tax total.
✦ Proxy State House ✦
Size: 25x25 Block(s)
Requires:
-Concrete 5x64
-Scrap Wood 10x64
-Scrap Metal 10x54
-Small Parts 10x64
Produces: If you have another player agree to be the figurehead of a community (Settlement or Homestead) you can act as it's leader as if you were running it as a second settlement with your Charisma in mind.
| Era 5: |
✦ Accomodations ✦
Size: 10x25x25 Block(s)
Requires:
-Scrap Wood 6x64
-Scrap Metal 4x64
-Concrete 2x64
-Small Parts 2x64
-Metal Pipe x16
Produces: Gain +1 Happiness per 2 NPCS, 1-4 NPCs assignable. But up +1 Happiness per person if hooked up to pipeworks and flowpump to a water source or septic tank.
✦ Special Acommodations ✦
Size: 10x25x25 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Concrete x64
-Small Parts x64
-Metal Pipe x8
Produces: +1 Special Population
✦ Robot Depot ✦
Size: 5x15x15 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal 5x64
-Concrete 3x64
-Small Parts 3x64
-Scrap Paper x16
-Power x2
Produces: Gain +10 Special Population cap, but this can only be used by built robots (not recruited ones)
✦ Slave Pens ✦
Size: 3x10x10 Block(s)
Requires:
-Scrap Wood 2x64
-Scrap Metal 2x64
-Small Parts 3x64
-Chain x16
Produces: Gain +5 Special Population cap, but this can only be used by slaved gotten via a Slaver HQ or personally captured.
| Era 1: |
✦ Scavenger Yard ✦
Size: 25x25 Block(s)
Requires:
-Scrap Wood x64
-Scrap Metal x32
-Small Parts x64
-Laborer x1-3
Produces: +2 Material & Produces Scavenged Goods (Choose: Trashcan, Dumpster, Junk Pile, Scrap Metal, Construction, Office, Pantry, Kitchen, Fridge, Bedroom, Bathroom, Living Room, Medical, Garage, Storage, Smokes, Prepper Stash, Trunk, Engine or Robot Scrap) per npc and per tier
✦ Butcher Shop ✦
Size: 15x15 Block(s)
Requires:
-Scrap Wood 2x64
-Scrap Metal x32
-Small Parts x64
-Butcher x1-2
Produces: +1 food per butcher to Slaughter Livestock/Hunter's Hut food production
✦ Lounge ✦
Size: 25x25 Block(s)
Requires:
-Scrap Wood x64
-Scrap Metal x32
-Small Parts x64
-Steward x1-3
Produces: +Happiness equal to Steward Tier*Non-Guard NPCs (Up to 5 per Steward)
| Era 2: |
✦ Doctor's Office ✦
Size: 15x15 Block(s)
Requires:
-Concrete 2x64
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Stimpak x5
-Doctor's Bag x3
-Bandage x12
-Splint x3
-Steward x1 or Player x1
Produces: +4 Happiness, NPCs will be healed after injuries much quicker.
✦ Chem Den ✦
Size: 15x15 Block(s)
Requires:
-Concrete 2x64
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Med-X x5
-Psycho x3
-Chemical x12
-Jet x3
-Steward x1 or Player x1
Produces: +5 Happiness, +3 Fear, NPCs can randomly gain chem effects during encounters.
✦ Store ✦
Size: Pre-existing building/trade site w/ secure storage
Requires:
-Caps x1,500
or
-Caps x1,000
-Steward x1
Produces: Customizable Vendor NPC, limit of one per player
✦ Farming Office ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Gardener" Job for players where players can gain additional herbs at the cost of capability and you can potentially but that from them, as well you gain +1 Food. Note you're limited on your Contracting Facilities depending on your era.
✦ Gardening Office ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Farmer" Job for players where you can pay players to perform a task of following a patrol in trade for gaining a +3 Food and trade in their effort. Note you're limited on your Contracting Facilities depending on your era.
✦ Food Drive ✦
Size: 15x15x10 Block(s)
Requires:
-Concrete x64
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Typewriter x1
-Power x1
-Laborer x1-4
Produces: +Combined NPC Tier * 3 Food.
✦ Slave Drive ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 2x64
-Scrap Metal 2x64
-Concrete x64
-Small Parts 3x64
-Scrap Paper x32
-Raider x1-5
Produces: Slavers can "drive" 3*Tier slave NPCS. -1 Happiness. Each NPC can be driven multiple times but gain an additional -1 Happiness per increased taxation. Each time a slave is driven their are upgraded a tier up to the settlement's maximum.
| Era 3: |
✦ Guild Office ✦
Size: 15x15x15 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Typewriter x1
-Writable Holotape x10
-Power x1
-Steward x1
Produces: Can contract non-guard NPCs out to other communities.
✦ Open Market ✦
Size: 35x35 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Plastic 3x64
-Small Parts x64
-Cloth 4x64
-Caps x100
Produces: +1 Food, +1 Water, +2 Happiness, -2 Defense, Small non-player controlled shops will appear.
✦ Trading Post ✦
Size: 3x3x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 3x64
-Concrete 2x64
-Small Parts 2x64
-Cloth x32
-Scrap Paper x64
-Power x1
-Steward x1
Produces: NPC Traders will stop at your settlement & +5 to the effectiveness of your caravans
✦ Munitions Workshop ✦
Size: 3x3x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 3x64
-Concrete 2x64
-Small Parts 2x64
-Cloth x32
-Scrap Paper x64
-Gunpowder x64
-Lead x64
-Copper x32
-Material x2
-Power x1
-Craftsman x1-3
Produces: Choose an ammo, Gain a daily loot of that per combined Craftsman NPC tiers * X depending on rarity.
Basic Ammo (x4)
.22lr, 9mm, .38, .32, EC
Decent Ammo (x3)
10mm, .45acp, 20g, MFC
Moderate Ammo (x2)
5mm, 5.56, .357, 12g, FCP
Rare Ammo (x1)
.45-70, .44 Magnum, Plasma Cartridge
✦ Warehouse Office ✦
Size: 5x5x5 Block(s)
Requires:
-Storehouse to attach this to
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Warehouse Worker" Job for players where you can pay players to perform a task of following a patrol in trade for gaining a +3 Storage and trade in their effort. Note you're limited on your Contracting Facilities depending on your era.
✦ Medical Office ✦
Size: 5x5x5 Block(s)
Requires:
-Doctor's Office to attach this to
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Medical Aid" Job for players where you can pay players to perform a task of following a patrol in trade for gaining a +2 Happiness, -2 Fear and trade in their effort. Note you're limited on your Contracting Facilities depending on your era.
✦ Handyman Office ✦
Size: 5x8x8 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Handyman" Job for players where you can pay players to perform a task of following a patrol in trade for gaining a +1 effect of up to 3 linked facilities and trade in their effort. Note you're limited on your Contracting Facilities depending on your era.
✦ Trade Coordinator ✦
Size: 5x15x15 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Typewriter x1
-Writable Holotape x10
-Steward x1
-Traveler x1-3
Produces: Creates Material equal to combined traveler tiers.
✦ Glassblower ✦
Size: 15x15x15 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Concrete 2x64
-Small Parts x64
-Steel x32
-Craftsman x1
Produces: Allows builds to be given glass windows at the cost of glass. (8 Glass items per placed glass)
| Era 4: |
✦ Caravan Station ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 3x64
-Concrete 2x64
-Small Parts 2x64
-Cloth x32
-Scrap Paper x64
-Power x1
-Steward x1
Produces: Gain the ability to send out "Caravans" More info on MISC. (COMING SOON)
✦ Raider Dispatch ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 3x64
-Concrete 2x64
-Small Parts 2x64
-Cloth x32
-Scrap Paper x64
-Power x1
-Steward x1
Produces: Gain the ability to send out "Raiding Parties" More info on MISC. (COMING SOON)
✦ Slaver HQ ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal 5x64
-Concrete 3x64
-Small Parts 3x64
-Scrap Paper x16
-Power x2
Produces: Gain 3 Population growth in the form of slaves
✦ Collar Workshop ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Wood 2x64
-Scrap Metal 2x64
-Small Parts 3x64
-Chain x16
-Material x1
-Craftsman x1
Produces: You can spend x64 caps via this station to equip a slave with a collar, which gives one of two effects: Shock Collar - -2 Revolt, -2 Happiness or Bomb Collar - -3 Revolt but +2 Fear
✦ Masonry Guild ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Steel x32
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Mason" Job for players where you can pay players to perform a task of following a patrol in trade for their effort and gaining the settlement -10% cost on Concrete for building facilities.
✦ Sawmill ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Steel x32
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Sawmill Worker" Job for players where you can pay players to perform a task of following a patrol in trade for their effort and gaining the settlement -10% cost on Scrap Wood for building facilities.
✦ Metalworks ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Steel x32
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Metalworker" Job for players where you can pay players to perform a task of following a patrol in trade for their effort and gaining the settlement -10% cost on Scrap Metal for building facilities.
✦ Foundry ✦
Size: 15x15 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x32
-Small Parts x64
-Material x5
-Laborer x1-5
Produces: Create combined Craftsman Tier & 3 Steel per day.
| Era 5: |
| Era 1: |
✦ Guard Station ✦
Size: 0 Block(s)
Requires:
-Guard x1
Produces: +1 Defense
✦ Guard Post ✦
Size: 3x3 Block(s)
Requires:
-Scrap Wood x32
-Scrap Metal x32
-Small Parts x16
-Guard x1
Produces: +Guard's Tier of Defense, +1 Fear
✦ Police Monitoring Post ✦
Size: 3x3 Block(s)
Requires:
-Scrap Wood x32
-Scrap Metal x32
-Small Parts x16
-Guard x1
Produces: +Guard's Tier of Fear, +1 Defense
✦ Fence ✦
Size: 2x25 Block(s)
Requires:
-Scrap Wood or Scrap Metal x32
-Small Parts x16
Produces: +1 Defense
| Era 2: |
✦ Wooden Gate ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Wood 5x64
-Small Parts 2x64
-Chain x16
-Guard x1-2, +Defense = Guard Tiers
Produces: +3 Defense
✦ Reinforced Gate ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Metal 5x64
-Small Parts 2x64
-Chain x16
-Concrete x32
-Guard x1-2
Produces: +6 Defense, +Defense = Guard Tiers
✦ Log Walls ✦
Size: 2x25 Block(s)
Requires:
-Scrap Wood 2x64
-Small Parts x16
Produces: +2 Defense
✦ Junk Walls ✦
Size: 2x25 Block(s)
Requires:
-Scrap Wood x32
-Scrap Metal x32
-Small Parts x16
Produces: +3 Defense
✦ Upgraded Walls ✦
Size: x x x Block(s)
Requires:
Cost of the resulting Wall - cost of existing wall
Produces: Stats of the resulting wall
✦ Flame Trap ✦
Size: 2x2x2 Block(s)
Requires:
-Scrap Metal 2x64
-Surgical Tubing x64
-Adhesive x64
-Scrap Electronics x64
-Rubber x64
-Empty Tank x2
-Small Parts x64
-Makeshift Flamer x1
-Diesel x5
-Car Battery x1
Produces: +2 Defense, When triggered cause Makeshift flamer's DMG in a forward 5 block line.
✦ Barracks ✦
Size: 10x25 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal x32
-Cloth 2x64
-Small Parts x64
Produces: +1 happiness per non-robot guard, up to 10.
✦ Training Grounds ✦
Size: 15x15x15 Block(s)
Requires:
-Concrete x62
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper x64
-Small Parts x64
-Power x2
-Steward x1
Produces: Gain the ability to spend 100 caps to upgrade NPC stat pool. Then an upgrade NPC can be upgraded into a specialty stat pool for an additional 250 caps.
✦ Outfitter ✦
Size: 10x25 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal 2x64
-Scrap Paper x32
-Small Parts 2x64
-Power x1
-Material x3
-Laborer x1
Produces: Non-Robot Guards start out with leather, raider welp or security armor.
✦ Pipe Arsenal ✦
Size: 10x25 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal 2x64
-Scrap Paper x32
-Small Parts 2x64
-Power x1
-Material x3
-Laborer x1
Produces: Guards can start out with a basic pipe or laz'gun.
✦ Lesser Robotic Supply Plant ✦
Size: 10x25 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal 2x64
-Scrap Paper x32
-Small Parts 2x64
-Power x1
-Material x3
-Mechanic x1
Produces: Robot Guards can start with a Factory or Scrap core plating and Laser Modual, Mr. Handy Buzzsaw or Mr. Handy Laser.
✦ Mercenary Company ✦
Size: 15x15x15 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Typewriter x1
-Writable Holotape x10
-Power x1
-Steward x1
Produces: Can send Defense like a provisioner to another community & can contract guard NPCs out to other communities.
✦ Guard Contracting Office ✦
Size: 5x10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Typewriter x1
-Writable Holotape x10
-Power x1
-Taskmaster x1
Produces: Creates a "Guard Duty" Job for players where you can pay players to perform a task of following a patrol in trade for gaining a +3 Defense and trade in their effort. Note you're limited on your Contracting Facilities depending on your era.
✦ Ballistic Turret ✦
Size: 2x2x2 Block(s)
Requires:
-Ballistic Turret Husk x1
-Scrap Metal x16
-Scrap Electronics x32
-Copper x16
-Power x1
-Material x1
Produces: +5 Defense
✦ R.D.F. Ready Room ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 3x64
-Small Parts 4x64
-Cloth 2x64
-Scrap Paper x64
-Power x1
-Guard x1-5
Produces: +3 Defense & Allow for a once a day deployment team
| Era 3: |
✦ Powered Gate ✦
Size: 7x5x5 Block(s)
Requires:
-Scrap Metal 4x64
-Large Metal Plate x32
-Steel x64
-Small Parts 3x64
-Rubber x64
-Copper x64
-Fuse x16
-Chain x20
-Power x5 (Directly Tied)
-Guard x1-2
Produces: +9 Defense, +Defense = Guard Tiers
✦ Stone Walls ✦
Size: 3x25 Block(s)
Requires:
-Scrap Wood x32
-Concrete 3x64
-Small Parts x16
Produces: +4 Defense
✦ Metal Walls ✦
Size: 2x20 Block(s)
Requires:
-Scrap Metal 3x64
-Steel 2x64
-Small Parts x64
Produces: +5 Defense
✦ Quartermaster ✦
Size: 3x3 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Oil x32
-Small Parts x64
-Power x1
-Steward x1
Produces: Cause non-robot guards to gain +1 to their effect when it's based on their own tier. Can effect non-robot guards up to the Quartermaster NPC's own tier*4
✦ Mechanist ✦
Size: 10x10 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal x64
-Scrap Electronics x32
-Rubber x32
-Oil x32
-Small Parts x64
-Power x3
-Mechanic x1
Produces: Cause robot guards to gain +1 to their effect when it's based on their own tier. Can effect robot guards up to the Mechanist NPC's own tier*4
✦ Armory ✦
Size: 10x25 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal 2x64
-Scrap Paper x32
-Small Parts 2x64
-Power x1
-Material x10
-Laborer x2
Produces: Guards start out with rusteater, light metal or prospector armor.
✦ Arsenal ✦
Size: 10x25 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal 2x64
-Scrap Paper x32
-Small Parts 2x64
-Power x1
-Material x10
-Laborer x2
Produces: Guards start out with scav rifle, laser rifle, caravan shotgun or 10mm SMG.
✦ Greater Robotic Supply Plant ✦
Size: 10x25 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal 2x64
-Scrap Paper x32
-Small Parts 2x64
-Power x1
-Material x10
-Mechanic x2
Produces: Produces: Robot Guards can start with a Hefty, Light or Reactive core plating and hand autogun, Laser Modual, Mr. Handy Flamer or Shotgun Modual.
| Era 4: |
✦ Patrol Command Center ✦
Size: 15x15x15 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 2x64
-Scrap Paper 3x64
-Small Parts x64
-Radio Modual x1
-Power x2
-Steward x1
Produces: Can put NPC guards on patrol, adding their tier of defense to the community OR to surrounding areas. Can only send out as many Patrolling Guards as you have players in your community.
✦ Tesla Pylon ✦
Size: 2x3x5 Block(s)
Requires:
-Scrap Metal 2x64
-Small Metal Plates 2x64
-Large Metal Plates x64
-Scrap Electronics x64
-Rubber x32
-Small Parts x64
-Copper 2x64
-Fuse x64
-Power x2
Produces: +2 Defense, in combat all ending their turn within 5 blocks of an active Tesla Pylon take 1d6 SHCK DMG.
| Era 5: |
| Era 1: |
✦ Recruitment Beacon ✦
Size: 3x3x10 Block(s)
Requires:
-Scrap Metal x32
-Steel x16
-Scrap Electronics x32
-Copper x32
-Fuse x16
-Power x2
Produces: +5 Population growth rate - does not stack.
✦ Trigger Plate ✦
Size: 2x2x1 Block(s)
Requires:
-Scrap Metal x3
-Steel x2
-Large Metal Plates x1
-Scrap Electronics x8
-Small Parts x16
-Sensor Modual x1
-Power x1
Produces: Acts as trigger, requires 1 copper per five blocks away from linked triggerable
✦ Trigger Switch ✦
Size: 1x1x1 Block(s)
Requires:
-Scrap Metal x8
-Steel x2
-Small Metal Plates x12
-Scrap Electronics x8
-Small Parts x8
-Vacuum Tube x2
-Power x1
Produces: Acts as trigger, requires 1 copper per five blocks away from linked triggerable
| Era 2: |
✦ Eyebot Pod ✦
Size: 3x5x3 Block(s)
Requires:
-Scrap Metal 3x64
-Steel x64
-Scrap Electronics x32
-Small Metal Plates x64
-Large Metal Plates 2x64
-Small Parts x64
-Copper x32
-Fuse x16
-Eyebot Husk x3
-Power x2
Produces: Eyebot guard x3 who each produce +1 Defense, if an eyebot is partnered with a guard NPC their Defense Bonus becomes +2 each.
✦ Robot Charging Station ✦
Size: 3x3x3 Block(s)
Requires:
-Scrap Metal x64
-Steel x16
-Small Metal Plates x16
-Large Metal Plates x32
-Scrap Electronics x32
-Small Parts x64
-Copper x16
-Fuse x8
-Power x1
Produces: Can create happiness equal to power dedicated times the amount of robot NPCs assigned. (Max of 5 power and 5 npcs)
✦ Transformer ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal x64
-Small Metal Plates x64
-Copper x16
-Small Parts x64
-Fuse x8
-Oil x16
-Power x1
Produces: Generate 150 Active Power per day
✦ Vending Machine ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal x64
-Steel x16
-Small Metal Plates x8
-Large Metal Plates x16
-Scrap Electronics x32
-Small Parts x64
-Copper x16
-Fuse x8
-Power x1
-Material 1
Produces: Creates +1 Happiness per 2 NPCs (Up to 10 NPCs total) It will also create a loot spawn (Choose: Nuka, Sunset, milk or Cigarette) And creates 10 caps per day for the owner.
| Era 3: |
✦ Rad Scrubber ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal x64
-Steel x16
-Small Metal Plates x16
-Large Metal Plates x32
-Scrap Electronics x32
-Small Parts x64
-Copper x16
-Fuse x8
-Rad-Away x10
-RadX x10
-Power x1
Produces: Prevents up to 5 NPCs from suffering from the side effects of the radiation resource.
✦ Irradiator ✦
Size: 2x2x2 Block(s)
Requires:
-Scrap Metal x64
-Scrap Electronics x16
-Small Metal Plates x32
-Large Metal Plates x16
-Small Parts x64
-Copper x32
-Fuse x2
Produces: +Radiation equal to half the attached Generator's Power output.
✦ De-Radiator ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal 3x64
-Steel x64
-Scrap Electronics x32
-Small Metal Plates x64
-Large Metal Plates 2x64
-Small Parts x64
-Copper x32
-Fuse x16
-Rad-Away x5
-RadX x5
-Power x1
Produces: -2 Radiation
✦ Ice Cold Vending Machine ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal x64
-Steel x16
-Small Metal Plates x8
-Large Metal Plates x16
-Scrap Electronics x32
-Small Parts x64
-Copper x16
-Fuse x10
-Power x2
-Material 1
Produces: Creates +1 Happiness per NPC (Up to 10 NPCs total) It will also create a loot spawn (Choose: Nuka, Sunset, or milk) And creates 10 caps per day for the owner.
| Era 4: |
✦ Artisan Hall ✦
Size: 5x5x10 Block(s)
Requires:
-Scrap Metal 3x64
-Steel x64
-Scrap Electronics x32
-Small Metal Plates x64
-Large Metal Plates 2x64
-Generator Parts x1
-Small Parts x64
-Copper x32
-Fuse x16
-Rubber 3x64
-Item Schematic x1
-Power x2
-Laborer x3
-Material x5
Produces: Create a daily output of the associated simple blueprint at the associated time, both based on the schematic.
✦ Power Lines✦
Size: Variable Block(s)
Requires:
Per Block...
-Copper x2
-Rubber x2
Every 20 blocks...
-Small Parts x64
-Fuse x8
-Scrap Wood x32
-Scrap Metal x16
Produces: Can be used to connect power between two locations
| Era 5: |
| Era 1: |
✦ Storage Room ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal x32
-Small Parts x64
Produces: +5 Storage, -1 Defense
| Era 2: |
✦ Storehouse ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Wood 5x64
-Scrap Metal x64
-Small Parts 2x64
Produces: +10 Storage, -2 Defense
| Era 3: |
✦ Warehouse ✦
Size: 30x30x20 Block(s)
Requires:
-Scrap Wood 2x64
-Scrap Metal 9x64
-Small Parts 3x64
-Concrete x64
Produces: +25 Storage, -3 Defense
| Era 4: |
✦ Cargo Yard ✦
Size: 50x50x30 Block(s)
Requires:
-Steel 3x64
-Scrap Metal 15x64
-Concrete 4x64
-Chain x64
Produces: +50 Storage, -4 Defense
| Era 5: |
✦ Effigy ✦
Size: 2x2x3 Block(s)
Requires:
-Bone x64
-Stick x16
-Duct Tape x8
-Concrete x5
-Corpse x1
Produces: +1 Fear
✦ Park ✦
Size: 25x25 Block(s)
Requires:
-Fertilizer 2x64
-Scrap Wood 2x64
-Concrete x64
Produces: +2 Happiness
✦ Plaza ✦
Size: 20x20 Block(s)
Requires:
-Concrete 2x64
-Scrap Metal x64
-Fertilizer x64
Produces: +2 Happiness
✦ Jukebox ✦
Size: 2x2x2 Block(s)
Requires:
-Scrap Metal x64
-Scrap Wood x64
-Small Metal Plate x32
-Large Metal Plate x32
-Scrap Electronics x32
-Small Parts x64
-Copper x16
-Fuse x8
-Blank Holotapes x8
-Power x1
Produces: +1 Happiness, in the future will provide music to a locaiton
✦ Entertainment Center ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal x64
-Scrap Wood x64
-Small Metal Plate x64
-Scrap Electronics x32
-Small Parts x64
-Vacumm Tube x32
-Copper x16
-Fuse x8
-Blank Holotapes x8
-TV x1
-Power x2
Produces: +2 Happiness
✦ Stage ✦
Size: 7x5x6 Block(s)
Requires:
-Scrap Wood 4x64
-Small Parts x64
Produces: +2 Happiness, -1 Fear
✦ Gallows ✦
Size: 7x5x6 Block(s)
Requires:
-Scrap Wood 3x64
-Small Parts x64
-Twine 2x64
Produces: +2 Defensive, +2 Fear
✦ Radioactive Barrel ✦
Size: 1x1x1 Block(s)
Requires:
-Steel x6
-Nuclear Material x64
Produces: +1 Radiation
Workbenches are an important part of production and some can only be truly used well by the extraordinary, the dreamers, the - well the players. These are divided into two categories, Primary & Secondary. A Homestead location can only create up to four Primary Workbenches - settlements can get up to six. There is no limit on Secondary ones.
| Primary Workbenches |
✦ Weapon Workbench ✦
Size: 2x3x3 Block(s)
Requires:
-Scrap Metal x64
-Large Metal Plate x16
-Small Metal Plate x32
-Small Parts x64
-Empty Tank x1
-Metal Pipe x10
✦ Armor Workbench ✦
Size: 1x2x4 Block(s)
Requires:
-Scrap Metal x64
-Large Metal Plate x8
-Small Metal Plate x16
-Small Parts x64
-Steel x10
✦ Tinker's Workbench ✦
Size: 2x2x5 Block(s)
Requires:
-Scrap Metal x64
-Large Metal Plate x8
-Small Metal Plate x16
-Small Parts 2x64
-Glass x8
-Scrap Electronics x32
-Fuse x1
✦ Chemistry Bench ✦
Size: 2x2x4 Block(s)
Requires:
-Scrap Metal x64
-Large Metal Plate x8
-Small Metal Plate x16
-Small Parts x64
-Glass x32
-Metal Pipe x5
-Fuse x1
-Copper x5
✦ Reloading Bench ✦
Size: 2x3x3 Block(s)
Requires:
-Scrap Wood x64
-Small Parts x32
-Scrap Metal x16
-Small Metal Plate x16
✦ Robot Workbench ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Metal 2x64
-Large Metal Plate x32
-Small Metal Plate x64
-Small Parts x64
-Scrapped Electronic x32
-Copper x10
-Fuse x8
✦ Power Armor Station ✦
COMING SOON!
| Secondary Workbenches |
✦ Butcher Block ✦
Size: 1x2x3 Block(s)
Requires:
-Butcher Block Crafter x1
-Scrap Wood x16
✦ Carpentry Workbench ✦
Size: 2x2x3 Block(s)
Requires:
-Carpentry Kit Crafter x1
-Scrap Wood x16
✦ Sewing Station ✦
Size: 2x2x3 Block(s)
Requires:
-Sewing Kit Crafter x1
-Scrap Wood x16
✦ Surgery Center ✦
Size: 10x10 Block(s)
Requires:
-Scrap Metal x64
-Large Metal Plate x16
-Small Metal Plate x32
-Small Parts x64
-Antiseptic x32
-Chemical x16
-Rubber x32
✦ Hobbyist Workshop ✦
Size: 10x10 Block(s)
Requires:
-Scrap Metal x64
-Large Metal Plate x16
-Small Metal Plate x32
-Small Parts x64
-Copper x32
-Oil x16
-Rubber x32
✦ Design Workshop ✦
Size: 10x10 Block(s)
Requires:
-Scrap Metal x64
-Large Metal Plate x16
-Small Metal Plate x32
-Small Parts x64
-Scrap Paper x32
-Steel x16
-Rubber x32
✦ Guild Hall ✦
Size: 15x15x25 Block(s)
Requires:
-Concrete 2x64
-Small Parts 3x64
-Scrap Wood 2x64
-Scrap Metal 2x64
-Steward x1-8
Produces: +1 Storage per combined Steward Tier + Chosen Effect to the community. Only one Guild Hall can be made per Community per era.
Effect(s):
+1 non-material effects to job Facilities (Max of 3)
+5% to Material effects of job Facilities (Max of 3)
-1 Material Cost for Facilities (Minimum of 1 cost)
-10% Material Cost of Tech Facilities (Max of 2)
+5 Caps per Material Created per day. (Max of 2)
✦ Prospector Station ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Wood 3x64
-Scrap Metal 3x64
-Concrete 2x64
-Small Parts 2x64
-Cloth x32
-Scrap Paper x64
-Laborer x1-3
Produces: +2 Material & Choose a basic crafting component, Gain a daily loot of that per combined Laborer NPC tiers * X depending on rarity. (This counts as an advanced Scavenger Station)
Common Components (x4)
Scrap Wood, Scrap Metal, Small Parts, Scrap Electronics, Concrete, Plastic, Oil, Glass, Flint, Fertilizaer, Leather, Ceramic, Bone, Cloth & Paper.
Uncommon Components (x3)
Adhesive, Rubber, Acid, Chemical, Antiseptic, Ballistic Fiber, Nuclear Material, Gunpowder, Lead, Copper, Aluminum, Steel, Zinc, Silver, Brass, Gold, Primer (Small Pistol), Primer (Large Pistol), Primer (Shotshell), Small Battery, Caps
Rare Components (x2)
Large Metal Plates, Duct Tape, Wonderglue, Coolant, Fuse, Primer (Small Rifle), Primer (Large Rifle), Fission Battery
✦ Sanctum ✦
Size: 15x15x25 Block(s)
Requires:
-Concrete 2x64
-Small Parts x32
-Scrap Wood 3x64
-Scrap Metal 2x64
-Steward x1-8
Produces: +1 Fear per NPC covered, Steward(s) can cover their Tier of NPCs. + Chosen Effect to all NPCs & Players of the community. Only one Sanctum can be made per Community per 2 eras.
Effect(s):
-1/2 Effects from Poisons
-Immune to a chosen Status Effect.
-Immune to Limb Crippling
+5 to rolls within 10 blocks of leader
+10 to rolls within the Sanctum
-Gain one free Medicine or Chem item use per turn.
✦ Shrine ✦
Size: 2x2x2 Block(s)
Requires:
-Concrete x64
-Scrap Wood 3x64
-Leather x16
-Bones x64
-Steward x1-3
Produces: +1 Happiness per NPC covered, Steward(s) can cover their Tier of NPCs * 2. + Chosen Effect to all NPCs & Players of the community. Only one Shrine can be made per Community per era.
Effect(s):
-Immune "Abusing" limits to Bad Trip Rolls for Chems
-Immune to a chosen Status Effect.
+1 DMG Resistance (Max of 2)
+1 Tier Effect to Hunters
+1 Tier Effect to Herbalists
+1 Tier Effect to Farmers
| Spring Facilities |
✦ Flower Gardens ✦
Size: 1x2x3 Block(s)
Requires:
-Scrap Wood x32
-Small Parts x16
-Fertilizer x16
Produces: +1 happiness
✦ Spring Cleaning ✦
Size: 2x2x3 Block(s)
Requires:
-Antiseptic x5
-Laborer x1
Produces: Apply to a facility to gain +1 Happiness for the season
| Winter Facilities |
✦ Burning Heating Element ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal x32
-Small Parts x32
-Steel x5
-Small Metal Plates x16
-Laborer x1
Produces: During Winter, a water source requires a "Heating Element" to work.
✦ Powered Heating Element ✦
Size: 2x2x2 Block(s)
Requires:
-Scrap Metal x32
-Small Parts x32
-Copper x5
-Small Metal Plates x16
-Power x1
Produces: During Winter, a water source requires a "Heating Element" to work.
✦ Burning Heater ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal x32
-Small Parts x32
-Steel x5
-Scrap Wood x32
-Small Metal Plates x16
-Laborer x1
Produces: Provides heater effect for Laborer Tier * 2 NPCs
✦ Powered Heater ✦
Size: 2x2x3 Block(s)
Requires:
-Scrap Metal x32
-Small Parts x32
-Copper x5
-Fuse x2
-Small Metal Plates x16
-Power x1
Produces: Provides heater effect for 3 NPCs
✦ Snow Melter ✦
Size: 2x2x3 Block(s)
Requires:
-Plastic x64
-Scrap Wood x32
-Scrap Metal x32
-Small Parts x32
-Copper x5
-Small Metal Plates x16
-Power x1
Produces: +5 Water (Does not require a heating element)
| Seasons: |
The various seasons might change how things happen from one season to the next. Various universal effects taking place during the height of their time periods and potentially lasting months at a time. Each season comes with it's woes and bounties and growth of time.
Note: When each season passes you ranch herds will grow, Large Animals gaining a 25% number increase and small animals gaining a 50% increase.
As the snow thaws and the green returns you know spring is upon you!
✦ Budding Life ✦
Ranch animal season growth rates are increased by 25%
✦ Springing Awake ✦
Hunter's Huts now produce +1 Food from their total.
✦ Beauty Upon Us ✦
Each facility that produces happiness now gains 1 more.
TO BE REVEALED AT A LATER POINT
TO BE REVEALED AT A LATER POINT
As the snow falls and the cold truly sets in some things will begin to change in their costs and requirements.
✦ Freezing Waters ✦
Water creating facilities require a heating element alongside them to continue working
✦ Winter Harvest ✦
Farm Plots now produce -1 Food from their total.
✦ Hibernation & Migration ✦
Hunter's Huts now produce -1 Food from their total.
✦ The Cold is in the Air ✦
-1 Happiness per two un-heated non-robot NPC
| Eras: |
While time passes and communities grow they'll enter certain new eras as they go along, reaching milestones and unlocking new things to make.
Your starting point, the only thing required to meet your first era is getting started!
You're begining to be more than just some settlers around some ruins or ramshackle huts. You're starting to catch the eyes of those around you.
Requires:
-Community Hub
-Population of 25+
Perks:
-Capability of 1 Contracting Facility
-Capability of 1 R.D.F. Ready Room
Growing in size, a Wasteland town is a power in an of itself beyond that of a small faction or local power. Growing in population these sites are known to be quite the notable site.
Requires:
-Tower Hall
-At least 2 traveler jobs filled
Perks:
-You can create 1 outpost
-Capability of 2 Contracting Facilities
-Capability of 2 R.D.F. Ready Rooms
Growing beyond the borders of a town you've began to even
Requires:
-Material Storage of at least 50
-Population of 100+
Perks:
-You can create 2 Outpost
-Capability of 3 Contracting Facilities
-Main Capital Cultural Identity applies to all outposts or Proxy States
-Capability of 3 R.D.F. Ready Rooms
TO BE REVEALED AT A LATER POINT
Requires:
-At least 2 trade routes
-Population of 150+
-Material Storage of at least 125
-2+ Outposts Created and in the green
Perks:
-You can create 3 Outposts
-Capability of 4 Contracting Facilities
-Capability of 3 R.D.F. Ready Rooms
TO BE REVEALED AT A LATER POINT
TO BE REVEALED AT A LATER POINT
TO BE REVEALED AT A LATER POINT
TO BE REVEALED AT A LATER POINT
TO BE REVEALED AT A LATER POINT
A community gains the ability to have one Cultural Identity, this granting them a number of boones - though to note you should choose carefully as to change your Community's Cultural Identity has a cost of 5,000 Caps.
✦ Agricultural Community ✦
1. +2 Food per Farm Plot & Herbal Garden
2. Farmers & Herbalist can go up to Rank 5
3. +1 Happiness per 5 Food total not excess
✦ Bureaucratic Administration ✦
1. +2 Caps per Taxed Person.
2. Stewards can go up to Rank 5
3. Resources sent via Provisioners to other Communities gain x1.5 per line
✦ Cult Congregation✦
1. Guards will never flee combat
2. +Unique Facility: Sanctum
3. Fear & Happiness can be combined for either's use
✦ Forester Camp✦
1. x3 Loot from Gardens
2. Lumberjacks & Hunters can go up to Rank 5
3. 1/2 "Forest" costs on all Facilities (Seeds, Wood, Leather, Twine & Rubber)
✦ Gang Hideout ✦
1. Raiders can be used at guards at -1 Tier effect (Min. of Tier 1)
2. Raiders & Slavers can go up to tier 5
3. Facilities that create fear have all produced effects doubled.
✦ Guild Governance ✦
1. +1 Tier effect of NPCs in Material creating Facilities
2. Craftsmen & Mechanics can go up to Rank 5
3. +Unique Facility: Guild Hall
✦ Industrial Center ✦
1. +1 all effects from "Trade Facilities"
2. Laborers can go up to Rank 5
3. 1/2 "Industrial" costs on all Facilities (Scrap Metal, Steel, Copper, Large Metal Plates & Small Metal Plates)
✦ Intellectual Haven ✦
1. 1/2 cap cost to upgrade NPC tiers
2. +1 Power per Power Source
3. NPCs profession change cost is 1/2'd for Rank 1 NPCs and NPCs maintain their rank at only the additional cost of their current rank if they're above Rank 1.
✦ Militant Base ✦
1. +1 Defense per Guard
2. Guards can go up to Rank 5
3. +50% effect from Walls.
✦ Police State ✦
1. +1 Fear per Guard
2. Can use excess Defense or Fear to compensate for lack of Happiness
3. +1 Tier effect per guard in Patrols, R.D.F.s or Mercenary Companies.
✦ Ranch Barony ✦
1. Ranch Fields Gain +1 Food per animal
2. Ranchers & Butchers can go up to Rank 5
3. 1/2 Water Requirements for Animals
✦ Scrap Heap ✦
1. +1 to tier effects from robot NPCs
2. Scavenger Loot gain is doubled
3. +Unique Facility: Prospector Station
✦ Trade Town ✦
1. +25 caps gain for owners of Stores per day & +1 Material from Open Markets
2. +1 Merchant per Era per Person
3. Traveling Merchants are more likely to stop here, gaining you +100 Caps whenever they stop by.
✦ Tribal Village ✦
1. Guard & Hunter NPCs count as both jobs
2. +1 Defense per 3 Effigies
3. +Unique Facility: Shrine
✦ Wasteland Municipality ✦
1. +20 Population Capacity
2. +5 Population Growth
3. Resources gained via Provisioners from other Communities gain x1.5 per line
✦ Water World ✦
1. +1 Water from Water Generation Facilities
2. Water sent by a Provisioners is x1.5.
3. +1 Happiness per 5 Water
The terrain of a community comes from it's biome and surroundings. This "Terrain" is made up of a suffix and prefix that each come with positives and negatives.
✦ Prefixes ✦
Wet-, Increase water gain by +1 per source but happiness outputs from facilities gain -1 (If only creating 1 they are unaffected)
Populated-, Increases population growth by +3 but populace requires 2 defense where/if they would need 1 before.
Overgrown-, Increase food gain by +1 per source but travelers you assign through your region gain +1 food requirement.
Mountainous-, Resources you send out via traveler gain +1 effect but travelers that are send to you gain -1 effect.
Underground-, Gain +1 hapiness per 3 defense but gain +2 to the effects of facilities that lessen happiness.
Greater-, Positive and negative effects of the suffix are doubled.
✦ Either ✦
Barren-/-Barrens, Defense requirments are halved here/if they would be needed but -1 food per producing facility.
✦ Suffixes ✦
-Woodlands, Hunters gain +1 effect to tier bases gain but farmers suffer -1 effect to tier based gain.
-Fields, Farmers gain +1 effect to tier bases gain but hunters suffer -1 effect to tier based gain.
-Cityscape, +3 Population capacity per player in community but farming facilities gain -2 output.
-Ruins, +2 Population capacity per player in community but suffer -2 Population Growth.
-Suburbs, Gain +2 Population Growth but defense facilities gain -1 to their output.
-Compound, Gain +1 defense output of NPCs per tier but make them require +50% happiness where/if they would need it.