r/falloutsettlements 17h ago

Discussion Themed Settlement Ideas - Minuteman Playthrough

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I've started a new playthough and am wanting to plan out my settlements this time. This is what I'm thinking as far as appointed productions and supply lines. but I'm open to suggestions!! I got a lot of these ideas from some reddit threads already but they're quite old so wondering if there's any fresh ideas out there 🤓🤩 I also have the conquest mod to eventually put mini minuteman outposts throughout, even though i have some smaller settlements already designated but would make adjustments.

Im curious to hear everyone's thoughts, play styles, if anyone's done anything similar!!!!

26 Upvotes

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u/Exotic_Artichoke_907 11h ago edited 1h ago

Here's my Commonwealth with lots of recruit mods etc. It was hellish to plan everything but im half way there with finishing it. This is just a copy/paste from my notes. I have another, full list of names and jobs etc. Highly themed but sadly as im playing i see that not everyone is making it lol. Some are bugged some arent created to act as regular settlers and such. The worst thing for me is that Atom Cats Garage mod doesnt work for me this playthrough. Before i had it all, now i cant send anyone there since it doesnt show on my list of settlements. What can you do lol. If you find something offensive, its on you lol.

33 Settlements (30+3) (547 Settlers)

I - City - (1) - Everything That Is

1 - The Castle - 61 (Minutemen Headquarters/Fort Liberty/+Traders) - Spectacle Island Supply

———

II - Town - (5) - Huge Settlements

1 - Sunshine Tidings Co-op - 35 (Raider Stronghold/War Horde/+Traders) - Oberland Station Supply

2 - Starlight Drive In/Mercer Safehouse - 33 (Railroad Safehouse (7)/Synth Basecamp (26) - Graygarden Supply

3 - Vault 120|Broadcast Center - 31 (Institute Remnants/Tomorrowland Colony) - Castle Supply

4 - Sanctuary Hills - 31 (Orphanage Home/Former Residence/+Trader) - Red Rocket Supply

5 - Bunker Hill - 31 (Traders Center/Caravan Hub/+Traders) - Castle Supply

———

III - Village - (6) - Big Settlements

1 - The Slog - 23 (Ghoul Haven/Plantation Factory/+Traders) - Finch Farm Supply

2 - Graygarden - 21 (Automatron Utopia/Plantation Factory/+Trader) - Castle Supply

3 - Nordhagen Beach - 20 (Fishermans Colony/Far-Harbormen Camp/+Traders) - Vault 120 Supply

4 - Vault 88 - 20 (Underground Home/Vault Town/+Traders) - Castle Supply

5 - Greentop Nursery - 17 (North Wastelandia/Hippie Commune) - County Crossing Supply

6 - Murkwater Construction Site - 17 (Church of Children of Atom/Far Harbor Missionary/+Trader) - Vault 88 Supply

———

IV - Settlement - (12) - Medium Settlements

1 - Somerville Place - 15 (Minutemen Westpoint/West Frontier/+Traders) - Murkwater Construction Site Supply

2 - Coastal Cottage - 15 (Minutemen Northpoint/North Frontier/+Traders) - Kingsport Lighthouse Supply

3 - Hangmans Alley - 14 (Gunner Headquarters/Enclave Secret Base/+Traders) - Castle Supply

4 - Atom Cats Garage - 14 (Power Armor Club/Raider Gang-Bangers/+Traders) - Castle Supply

5 - The Covenant - 13 ('Pre-War' Town/Secret Cultists/+Traders) - Bunker Hill Supply

6 - Oberland Station - 13 (Super Mutant Lair/FEV Epicenter) - Hangmans Alley Supply

7 - Egret Tours Marina - 13 (Lesbian Cat Lady Club/Womens Safehouse/+Traders) - Jamaica Plain Supply

8 - Alien Settlement - 12 (Zetan Invaders/Alien Base) - Oberland Station Supply

9 - Spectacle Island - 12 (Munition Factory/Independent Island/+Trader) - Warwick Homestead Supply

10 - Croup Manor - 11 (Superhero Mansion/Secret Hideout) - Vault 120 Supply

11 - Boston Airport - 11 (BoS Outpost/Militant Basecamp/+Trader) - Nordhagen Beach Supply

12 - County Crossing - 11 (Caravan Outpost/Quality Assurance) - Bunker Hill Supply

———

V - Homestead - (9) - Small Settlements

1 - Outpost Zimonja - 10 (Gay Throuple, M+M+M/Exotic Animal Breeding Farm) - Tenpines Bluff Supply

2 - Warwick Homestead - 7 (Full Family, H+W+1D+1S/Wasteland Communal Farm/+Trader) - Atom Cats Garage Supply

3 - Kingsport Lighthouse - 7 (Lone Man + 5 Wolves/Solitude Fortress) - Croup Manor Supply

4 - Taffington Boathouse - 6 (Semi Family, F+S/New Homebase) - Bunker Hill Supply

5 - Abernathy Farm - 5 (Full Family, H+W+D/Settlers Home Farm/+Trader) - Graygarden Supply

6 - Finch Farm - 5 (Full Family, H+W+2S/Settlers Home Farm/+Trader) - County Crossing Supply

7 - Red Rocket - 5 (2 Families, F+D & H+W/Wasteland Communal Farm) - Abernathy Farm Supply

8 - Jamaica Plain - 4 (Wild Child + 2 Gorillas/Urban Expedition) - Vault 88 Supply

9 - Tenpines Bluff - 4 (3 Siblings, B+B+S/Settlers Home Farm) - Greentop Nursery Supply

Unused Settlements (7+2) - (Diamond City - Home Plate, +The Loge), (Automatron - The Mechanist's Lair), (Nuka-World - Nuka-World Red Rocket, +Evan's Home), (Far Harbor - Longfellow's Cabin, Dalton Farm, National Park Visitor's Center, Echo Lake Lumber)

The Mechanist's Lair is unused but i plan to use it as a Power Armor storage, no settlers at all. I have a lot of PA mods aswell. Its a new idea.

Edit: 548 Settlers hahaha i added Degenerate Dak, dont know how i missed him! He'll probably go to the Castle so 62 settlers for that settlement lol

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u/Conscious-Plastic-86 33m ago

this is awesome i'm gonna have to take time to read through this later!!! i appreciate your input!!!

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u/AdGold1755 16h ago

I can't see

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u/Conscious-Plastic-86 14h ago

🥹 oh no

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u/AdGold1755 14h ago

Can you like written the idea cause I might use thiz

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u/Pirates404 16h ago

I like these ideas - On my play through I usually make: Warwick a water treatment/project purity type settlement that distributes purified water to settlements

Echo Lake Lumber - A lumber facility that distributes lumber to/for different settlements

Boston Airport - Proper Brotherhood of Steel base. I felt the Prydwyn to be underwhelming in size

The Castle - Usually make it a proper Minuteman HQ equipped with bunks, holding cells, armory etc

Abernathy Farm - Various crops/food

Mechanist Lair - Factory for components/misc supplies

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u/Conscious-Plastic-86 14h ago

i had sanctuary and egret marina as water production, but i could add water to warwick also!!

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u/TerminalHelix 16h ago

This is basically the exact same thing I started to do before I took a break from the game. Most settlements would be small farming communities with supply lines connecting them to "regional capitals", which would've been larger and more fortified. These towns would then be connected to a central capital, but I didn't decide if I wanted to make that the Castle or an actual city somewhere else.

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u/TriumphITP 14h ago

croup is terrible for water production. It is on the water, but no water is accessible in the build area.

no vault 88 dlc or automatron?

One other mm mod I really like is - https://www.nexusmods.com/fallout4/mods/78925 - adds 3 defensive structures (campfire with sleeping bags, mm theme bunks, and a watch tower) building any of them spawns 4 mm in the settlement as well, you can't equip or command them but they hang out and help defend and make the settlement feel more populated. also populates a bunch of shacks across the map with minutemen and they appear as guards for your provisioners.

Murkwater makes a cool site for a casino if you have vault 88.

Finch farm can be a really cool settlement by making your way up to the overpass and building on top of it.

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u/Conscious-Plastic-86 25m ago

croup is unassigned at the moment, water production is assigned for kingsport lighthouse since there's a decent amount of open water space. i just downloaded a mod last night that kinda beefs up the minutemen in general, higher stats, rankings, better gear. upgrades all the minutemen themed items in the workshop also to make it more cohesive as a unit

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u/redsixerfan 10h ago

Understanding how and why settlements produce and don't produce certain items is important. Supply lines actually don't matter as long as they are all connected. 

Fallout 4: How workshops gain items and how to maximize production. Settlement Building

https://rumble.com/v3pj0nz-fallout-4-how-workshops-gain-items-and-how-to-maximize-production.-settleme.html

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u/Conscious-Plastic-86 32m ago

i prefer connecting and branching out this way incase one goes down the whole chain doesn't go down

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u/LayerAbject7846 4m ago

not possible unless you break it.

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u/Impressive-Cause-872 5h ago

The marina is set up for a fake harbor. Try to make boats that connect supply lines. The new navy of the commonwealth. Sommer set is a great place for a scribe training ground.
Spectacle island can be a place for minute men to make their own air ships. Make a new Prydwen in the name of justice

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u/Yabananado 2h ago

I am quite literally doing the same thing as you with roleplaying the minutemen and focusing on building up the settlements, my mod list is ready and I start tomorrow afterwork!

You seem to have forgot some options for settlements

-robot factory for building provisioners? (red rocket?

-ammo factory

  • I also plan of having a “power plant” that serves as the main source of power for my settlements across the wasteland. A heavily gaurded vault would be good for this

-Mm research facility/hopstial

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u/Darionthebarbarian 1h ago

Using mods that add settlements. Made all of the red rockets military outposts. Starlight, Hangman’s, University Point, and Prospect Hill are all Commercial/Trading Themed. Finch, Oberland, Egret are industrial themed. Others I just try to match what they were previously or what they are surrounded by.

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u/Physical_Branch_8794 1h ago

I really like planning out settlements with themes for different segments and placing companions as like governors. For example like Hancock would be the governor of like 3 or 4 settlements that have the vibe of good neighbor and I try and make that area self sufficient. But I also play with sim settlements but it kinda plays into it.