Settlements



Settlements is one of the overhauls introduced in Horizon.

Horizon expands your Settlement building experience to a whole new level. Settlements can now reach the state "Successful Settlement" which will enhance your Settler motiviation and thus will grant many options to send Settlers out on a Mission to gather Junk and Components. To higher your available Settler Missions you have to advance your Settlement even further to a Tier called "Settlement Community". You can even attract Tenants (Non-visible Settlers) who can help generate income for your settlements by paying rent AND able to work in Factories thus support your Production in general. En top of that some Settlement locations will lead to specific building options like: a Seawater Extractor available within a settlement connected to Seawater. Enjoy!

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.

Settlement Options Menu



 * Auto-Assignment: ON/OFF
 * Job Assignment Messages: SHOWN/HIDDEN
 * Production Summary Messages: SHOWN/HIDDEN
 * Factory Summary Messages: SHOWN/HIDDEN
 * Ingredients Consumed Messages: SHOWN/HIDDEN
 * Use Supply Lines: ON/OFF
 * Show current build budget for this settlement
 * Increase build budget for this settlement
 * Decrease build budget for this settlement

Settler Recruitment Options

 * 1) Recruitment Station (Vanilla Option)
 * 2) "Settler Recruitment Radio", gained from specific events via Mailbox (Settler will spawn instantly)
 * 3) "Refurbished Synth", build your own Synth (Gen 1 & 2) at the Tech Lab

Advanced Settlement Statistics
New settlement statistics have been added, which add more depth to settlement communities and progression
 * Stability: How well the settlement is doing overall (see more on this below)
 * Wellness: How healthy your settlers are on average (see more on this below)
 * Sanitation: Is your settlement being cleaned up of unhealthy garbage
 * Sewage Treatment: Does your settlement have a working sewage system
 * Heating: Does your settlement have functioning heating or hot water (either count)
 * Refrigeration: Does your settlement have any working refrigeration units

BETA NOTE: This system is NOT complete yet. Some of these statistics aren't fully used yet, but are planned to be in upcoming patches.

Population & Happiness


When a settlement reaches it becomes known as a Successful Settlement.
 * 15 Settlers and
 * 75% Happiness,

Successful Settlements are used to determine different bonuses and features:
 * increases the amount of Settler Mission Slots
 * increases certain settlement bonuses: Production Limit

General

 * primarily correlates with providing for the needs of the settlers
 * each Settler requires/needs: 1 Food, + 1 Water, +2 Defense, +1 Bed
 * Each need (food, water, beds, and defense) accounts for 20 happiness thus allow a maximum of 80 happiness
 * reaching 100 happiness requires stores, decorations, certain production buildings and others that increase happiness, as well as pets
 * Details for "Vanilla Calculation" see here: Happiness
 * Recruitement: Happiness = +0.5% for every happiness above 60% (100% happiness = +20% chance)
 * Having high happiness and/or high wellness will attract a few extra tenants
 * Recreational Parks: Requires 400+ Bonus Happiness

Stability
This new workshop statistic determines how balanced each settlement is
 * not having enough food, water, beds for settlers will decrease it (per settler)
 * smaller settlements (under 15 settlers) can never fully reach 100% stability
 * Happiness under 75% loses stability (even moreso under 65%, 55%, and 45%)
 * Wellness under 75% loses stability (even moreso under 60%, 50%, and 40%)
 * Stability stops dropping at 10% (which is really bad anyway)

Wellness
This new workshop statistic determines how healthy settlers are in each settlement. Wellness has huge influence in Tenants and thus will higher your Tenants population and Vendor Credit income.

Decrease
Not having ... Wellness stops dropping at 10% (which is really bad anyway)
 * enough food, water, beds for settlers will decrease health conditions (per settler)
 * any Doctors decreases Wellness by 30%
 * any Sewage Treatment decreases Wellness by 5%
 * any Sanitation decreases Wellness by 5%
 * any Water Purification Units decreases Wellness by 10%

Increase
TEASER: Wellness will be accounted for in other systems (possibly v1.9)
 * Settlements with any amount of Heating will gain a bonus of +5%
 * Settlements with any amount of Refrigeration will gain a bonus of +5%

Tenants
Tenants are non-settlers who can help generate income for your settlements by paying rent
 * Tenants buildings can be found in Architect > Leasing
 * Leased Small Residences
 * Leased Large Residences
 * Tenants are NOT visible and do not walk around your settlements (which is the whole point of the system)
 * Residential Tenants do NOT count towards the settlement beeing a "Successful" community
 * Residences come in different sizes, including small townhouses and medium/large apartment buildings
 * Medium/Large residences (like apartment buildings) come with a light attached
 * Residences have a maximum amount of tenants allowed, but tenants will move in and out based on settlement conditions (i.e. just because you have 3 apartment buildings, doesn't mean they can will fill up)

Maximum Potential

 * 60 total tenants in a recreational or trading community
 * 48 total tenants in other communities

Community
Settlements can be declared as a "Settlement Community" once they reach specific goals: NOTE: A settlement can only be declared as one type of Community.


 * The exact requirement numbers are listed in the "Display Local Settlement Statistics" panel in the Command Table.
 * Different communities unlock more mission slots for different jobs.
 * If the requirements for multiple communities are met, the settlement becomes the community with the highest "priority".
 * Community type can be manually set from eligible ones in Command Table.

Settlement Communities unlock "Settler Missions" and/or "Mission Slots": Mission Slots determine how many settlers assigned to each job can be deployed on missions.

You can deploy Settlers on missions to bring you back useful supplies. Every Settler Mission determines the quality of rewards and highers Settler Skill.

To assign Settler on Missions build job stations (Mission Jobs) at settlements found in: Architect (Basic Production > Mission Jobs).

Doctors & 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)

Progression: Commonwealth Strength
NOTE: This rating isn't used for anything yet, but will be in the future
 * This is an overall rating for how large and successful your entire Commonwealth empire is doing
 * Displayed in the Command Table on the main menu
 * Different stats increase this rating by different amounts:
 * Total Population = +0.1 per settler
 * Total Population above 100 and Happiness of 95%+ = +20
 * Total Population above 100 and Happiness of 85%+ = +10
 * Total Population above 100 and Happiness of 75%+ = +5
 * Successful Settlements = +2 each
 * Communities = +5 each
 * One of every Community = +80

Settlement Size
DEVELOPER NOTES ON SETTLEMENT SIZE: - 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:


 * 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.

Warning! At a certain point "Settler Population" will wear on your Hardware thus start to lag! Be adviced this a Vanilla problem. If your average Population is hunderds of settlers you may want to 1) Disable Recruitment via the "Recruitment Station" for any Settlement you have and 2) start dismissing Settlers to some point.

Remove Settlers
If you want to remove/dismiss Settlers that is not currently possible. However there is a way to do it without turning your Settlers (in all settlements btw) hostile against you.
 * type "tai" into Console to disable the AI
 * eliminate 1-by-1 and make sure its done via 1-hit and no more (!)
 * afterwards type "tai" again to re-enable the AI

Warning! Settlers will turn Hostile if it takes to long or to many hits dismissing them!

Assign Settlers

 * Assignments should be more accurate to the exact settlement (There used to be a chance that 2 close settlements (like Red Rocket and Sanctuary), could count each other's resources, but it will now check to make sure each station is inside the settlement.)
 * Placing job stations or resources very close to the border of settlements may not work
 * Very long distances between similar stations may not work for totaling up resources. Most settlements are fine, ex: if you place stuff on each end of Sanctuary, it should be fine. Whereas a place like Spectacle Island could have problems if you place stuff too far apart
 * Settlements very close to each other can still occasionally have incorrect assignments (I fixed this so it should usually work fine)

Vanilla



 * Horizon changes the appearance of many settlements, fixed bugs, adds new areas and structures and adds even new buildings.
 * Some settlements lack any plants (f.ex. Graygarden)

Crops
While farming is hard work early on you may want to make a run through out the Commonwealth to collect Crops (Harvesting, Trading).

Seawater
NOTE: First building a Seawater Extractor and second creating a Work Order (Production Manager) is inevitable in gaining Seawater and Salt!