In this guide we will concentrate on providing a list of all places that can be made into settlements as well as some tips on how to use settlements on the basic level (check out our guide how to power up the house) – as help for you adventuring through Commonwealth. A more in-depth guide will be created that will go into how to build out your settlements and create really impressive structures and configurations.
The one thing I wish I knew at start is that for some of the structures to function (defense and shops) you need to assign settlers to them. Go into the Workshop menu and walk over to a settler. You will now have an option to issue commands to him/her at the bottom of the screen. Now go to the structure that needs a settler manning it and issue the Assign command for the structure to become active. You should also check out our guide on how to establish supply lines between settlements in Fallout 4 on this page.
Nr. | Settlement Info |
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New The latest Fallout 4 dlc Far Harbor brought 4 new settlements. | |
1. | Sanctuary Requirements: none Info: First settlement you will get as part of the main quest. Large buildable area with access to open water and lots of Scrap and existing buildings. |
2. | Red Rocket Truck Stop Requirements: none Info: Just south of Sanctuary has lots of workbenches alreeady available and you find your dog companion here. Lots of scrap available |
3. | Abernathy Farm Requirements: Returning the Favor Quest Info: Plenty of land for you to grow food on. Good spot for a farm because it already ahs some plants and with little investment you can make this your primary food source. Raiders will be of relatively low level as well, which is nice. |
4. | Tenpines Bluff Requirements: Complete the quest at the location Info: Small farm with already established crops. You will have to recruit this settlement as part of an early quest for the minutemen. |
5. | Starlight Drive-In Requirements: Clear the area Info: large area for building and several existing structures |
6. | Sunshine Tidings Co-op Requirements: Clear the area of enemies Info Has some structures and beds already, but also a home for Mr. Handy robot Professor Goodfeels. |
7. | Outpost Zimonja Requirements: Clear the area of enemies Info: Small area with some power structures in place. There’s a magazine here for you to pick up. Overlooks the nearby toxic lake. |
8. | Greentop Nursery Requirements: Complete the quest given at the spot Info: Already existing crops so a good place for food production |
9. | The Slog Requirements: Complete the offered quest Info: Special because its population consists entirely of ghouls. Might be good for Hancock relationship status. It is a framing settlement so crops are abundant already. |
10. | Finch Farm Requirements: Out of the Fire Quest |
11. | Taffington Boathouse Requirements: Kill hostiles Info: Access to water |
12. | Covenant Requirements: Human Error Quest or dispose of the current occupants Info: There is a moral dilemma you will have to face when attempting to acquire this settlement. Other than that, if you keep the occupants you will have access to existing vendors. |
13. | Graygarden |
14. | Oberland Station Requirements: Help the locals Info: existing crops and buildings |
15. | Coastal Cottage Requirements: Kill the hostiles |
16. | Kingsport Lighthouse Requirements: Kill the hostiles Info: Access to large open water, big structure and fun terrain to build on. |
17. | Croup Manor Requirements: Kill the hostiles Info: Beside having a 3 story manor on its premises it is an empty settlement. |
18. | Nordhagen Beach Requirements: Complete the quest at the spot Info: Access to water and plenty of dirt |
19. | Boston Airport Requirements: Shadow of Steel Quest Info: You can’t plant crops here or build anything. You can Scrap a lot of stuff though. If you plan on actually settling this place with people you will have to have food supplied from another settlement. |
20. | Somerville Place Reqs: Complete the quest on the spot Info: Existing crops |
21. | Egret Tours Marina Reqs: Either make friends with or kill Phyllis Daily Info: Water and buildings, also – booby traps. |
22. | Jamaica Plain Reqs: Kill the enemies in the area Info: comes with a big building and its own parking lot – urban dwellers rejoice |
24. | Spectacle Island Reqs: Kill the enemies in the area Info: This area is infested with high level enemies. If you do decide to settle it do it in the late game. Once you do you will have access to open water, somee power infrastructure and huge area to build stuff on. Perfect playground for those that want to build after they went rhgouh most of the game. |
25. | Warwick Homestead Reqs: Complete the quest on the spot Info: Rather large with existing plants |
26. | Bunker Hill Reqs: The Battle of Bunker Hill Quest Info: Centraly positioned and good candidate for base of operations. Comes with vendors and enough infrastructure to support its current population. |
27. | Hangman’s Alley Reqs: Kill the enemies in the area Info: Well protected by walls – not much else. |
28. | The Castle Reqs: Kill the enemies in the area Info: A lot of minuteman quests take place here and it is filled with various pre-existing equipment. Fantastic settlement in many ways. |
29. | County Crossing Reqs: Complete the quest on the spot |
As a player that is not into a lot of micro management you might be wondering how can I use Settlements to improve my character and make my adventuring easier. Here are a few ways.
The whole point is to build shops in your settlement. These shops will generate passive income over time and are a great way not to go broke in the Commonwealth. Initial investment can be a bit steep, but it soon pays off. You have to have two points in the Local Leader perk from the Charisma tree (requires 6 CHA and level 14) to be able to build shops. Once you do that you have to assign a free settler to the shop, for it to become active. Profit will be based on the number of settlers you have.
You can also setup water purification systems in your villages. These will provide a steady supply of purified water, which can be sold for profit or used as a healing item.
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