Recruitment Station

The  replaces the vanilla Recruitment Radio Beacon and let's you attract new settlers to that settlement and also lets you change the Recuitment Limit. The Building is available in the new Architect Workshop Menu in the Utility Tab.

Recipe

 * Basic Circuitry 6
 * Ceramic 4
 * Crystal 1
 * Rubber 1
 * Steel 15

Buildings
Limit: 1 per Settlement

General

 * Located in Architect > Utilities
 * Limit: 1 per Settlement
 * Does not work with Recruitment Radio
 * Requires power, and being turned on to work
 * you can mount a Power 2 Battery which attaches automatically to the 
 * Each day it adds +1 chance for a settler (in the timescale addon a "1 day cycle" is 16 hours instead)
 * Each chance is based on different factors such as: available food/water/beds, happiness, and tech/trade levels
 * Every time you visit the settlement, it checks to see if there are any possible settlers to recruit for that settlement
 * Up to 30 chances can be stored at one time (i.e. 30 days)
 * A maximum of 10 settlers can be recruited at one given time
 * You can see your current recruitment statistics for that settlement by using the station (The menu shows your global and local population)
 * You can turn the station on/off from the station menu
 * Unlike the vanilla radio beacon, it does not require you to open your workshop mode for it to correctly recruit settlers
 * The vanilla radio beacon will remain intact, in case other mods use it, or you prefer that one
 * If you try to place a station in a settlement along with a vanilla beacon, it will be disabled and give a message
 * If you try to place a station in a settlement along with another station, both will be disabled and give a message

Daily Chance

 * Base chance = 10%
 * Available food for a new settler = +10%
 * Available water for a new settler = +10%
 * A bed for a new settler = +5%
 * 2 available Defense for a new settler = +5%
 * Workshop Tech Level = +1% for every level above 1
 * Workshop Trading Level = +1% for every level above 1
 * Happiness = +0.5% for every happiness above 60% (100% happiness = +20% chance)

NOTE: - 1 Recruitment Cycle = 16 hours - 16 hour (in-game) = 48 minutes (real-time)

Hidden Chance

 * Recruitment receives a hidden +25% chance for the first settler for each settlement (shares the same flag as the vanilla beacon)
 * Recruitment receives a hidden +25% chance for the first 10 settlers recruited from Horizon stations (globally)
 * If the population is full, it will now show 0% chance to recruit

Recruitment Limits














"If you plan to make lots of settlements, my recommendation for the max settlers you should want in each settlement is 15-20 (maybe 25 max if your system can handle it). There's a few reasons for this:"

- zawinul


 * 1) In FO4 (even without Horizon or any mods), having more than 25 settlers in every settlement starts to cause extra lag and other workshop problems
 * 2) Having 15 settlers is the current goal required to make a "Successful Settlement"
 * 3) Settlements are roughly balanced around having 15 people available for workers, guards, jobs, etc.
 * 4) Progression bonuses won't provide anything special above 15 settlers per settlement
 * 5) You can now increase your global population (and utilities) by adding "Tenants", which don't add extra NPC lag

NOTE: Remmoneded Settlement Size is 15 Settlers BUT this doesn't mean you have to stop at 15, just realize there's a point where lots of NPC's will start to wear on your performance.

"[...]Honestly, its not a good idea to have more than 30 settlers. you start to run into lag, script problems, etc. if anything, there needs to be a lower limit.. [...] ideally, less settlers doing more important stuff equals less lag, less scripts, less hassle, less workshop problems, etc. instead of requiring 10 settlers just to do food, or something."

- zawinul

Essential Settlers
This new system adds an immersive way to make your Settlers essential (not killable by even you)
 * By having at least 1 doctor in the settlement, you can toggle the option (per settlement)
 * This option can be found in the "Local Settlement Stats" menu, from the Command Table or Recruitment Station
 * This option is OFF by default, even if you qualify for it, so you need to turn it on
 * This option is not global, and only works PER settlement
 * If a doctor is no longer available in a settlement, the option will eventually turn off at certain times
 * (in the future I may allow a global option to automatically turn it on based on the doctors, but for now I'd like to keep the system like this first)

Choose Community

 * once a Settlement reach specific goals it will be set automatically to a community
 * you can change that settlment manually to another community if the requirements are set

Other Recruitment Options
Next to using a Recruitment Station for attracting Settlers you have 2 other options available:
 * for specific events (Mailbox) you will receive a "Settler Recruitment Radio" allowing you to instantly spawn a settler
 * its also possible to Deploy a "Refurbished Synth" (Tech Lab) as a Settler