In a lot of ways Fallout 4 feels very familiar to its predecessor – you’re still wandering a ruined US shooting mutants and collecting stuff. However, one significant improvement is the ability to tidy up parts of this disorderly wasteland and make them liveable. Popular with players who like simulation and resource management games, and compulsory if your chosen path through the main plot involves siding with the Minutemen, settlement building is a major part of Bethesda’s newest role-playing adventure.
However, while the system is impressive, the interface is fiddly. If you find yourself several hours into the game and wanting to rebuild your first few hamlets from scratch, you may have a laborious process ahead.
To mitigate that risk, make sure you learn the basics of building with this handy four-part guide.
1. Set-up
The settlements system is a major part of Fallout 4, and it’s clear the designers don’t want you to miss it. Unless you’re especially contrary, you’ll likely stumble into the quest that introduces settlement building in your first day out of the vault.
On returning to your pre-war home, your robot Codsworth will recommend you check out nearby town Concord, where you’ll run into a group led by a man called Preston Garvey. Fulfil their request to take them to your hometown, which they call Sanctuary, and one of them – Sturges – will teach you how to turn the derelict manifestations of your character’s painful memories into objects and resources useful for post-apocalyptic life: beds, water, food, and defences.
You switch from adventurer to builder through the workshop menu. To access it, find and activate the settlement’s red workshop or use the shortcut command (hold down the “change view” button), an on-screen reminder for which is a handy way to tell if you’re in an editable area.
The workshop view provides stats for your settlement along the top of the screen, with any that are low highlighted in red, and construction categories along the bottom. You’ll need to spend some time getting used to what goes where, especially as you unlock more objects – but Sturges’ requests are easily found: beds come under furniture, water and food under resources, and defences under defence.
On selection, you’ll see a ghostly version of the object appear in the world. Move your cursor around until it lights up, which shows there’s enough space to place it, and you can set it down. Thankfully you can move objects after you’ve placed them, so if you notice you’ve placed your guard post facing into rather than away from the town you can just pick it up and turn it around.
Once you’ve figured out the basics of object placement, no doubt you’ll have loads of ideas for the kinds of settlements you want to build. The only limit is your imagination. Oh, and the inbuilt settlement size limit. And the raw materials. Which brings us to …
2. Supply
The most immediate method to gather the components needed to construct the various objects that make up a settlement is to scrap what was there when you arrived. You can’t scrap everything, but systematically removing every broken toilet and fallen tree from a clearly demarcated area is one of the most satisfying feelings I’ve ever had in video games. It even makes a good noise.
Some settlements, however, don’t have enough of their own supply of raw materials, especially when you want to build more than the basics. The next step is to gather junk when you head out on quests, which, when transferred to the workshop (press “store all junk” to do this as quickly as possible), can be automatically broken down into components during construction.
Those who played Fallout 3 will be used to selective looting when clearing a building of raiders or super mutants, but in Fallout 4 the useless has become useful, so start picking up those broken lamps and ashtrays. You could level up your strength stat to make sure you can carry as much as possible, maybe with the addition of the “strong back” perk and some grilled radstag, but if you want to be more discerning and gather only what you need for your current project, you’ll want to learn how to tag components so that objects containing them are highlighted (with a little magnifying glass next to their name) in the world.
One way to tag components is to look at the junk you’ve already got in your inventory (scroll right from the weapons tab – it’s just after “misc”), press a button to switch to “component view”, and then press another button to tag as many as you need from the list. However, since this method only allows you to tag components you already have, a more natural method is to do it in workshop mode: when you come across something you can’t construct because you’re missing a component, press a button to tag what you lack.
If you’re too busy to pick up all that junk yourself, you can get a steady supply of salvage by setting up a scavenging station, which is hidden away under resources > miscellaneous but only requires five wood and three steel to build, plus one settler to actually work. Assign your settler by selecting them in the workshop view and clicking on the scavenging station to set them to work. Apparently, any settler without a job will bring in bits and pieces of junk too.
Oh, and if you need adhesive, which you probably do, follow Rich Stanton’s advice and use a cooking station to make some vegetable starch.
Finally, the most important thing to do if you’re serious about building several thriving settlements is to set up supply lines between them so that your stock is available to all. To unlock this ability you need the “Local Leader” perk, which requires a charisma level of at least 6 (and an overall level of 14 for its second rank, which lets you build stores and workstations in your settlements).
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Once you’ve got the perk, you have to set up your supply lines manually: in settlement A, use workshop view to highlight a settler and press the “supply line” button, then choose settlement B from the list (if it’s greyed out that means that settlement has the maximum number of settlers, ie ten plus your charisma level) and off they’ll go. You don’t need supply lines between every settlement; just make sure each is connected to at least one other. To check your network, head to the map on your Pip Boy and press the button for “show supply lines”.
3. Satisfaction
Aesthetics aside, settlements and the objects within serve a functional purpose, fulfilling the needs represented in the bar along the top of the screen in workshop view. To keep your settlers happy and productive, and stop them complaining every time you visit, you’ll want to tailor your construction to maximise each need. Here’s how:
Food and water
This one’s easy. Each settlement needs the numbers next to food and water to be higher than the number of settlers who live there. To increase your food supply, plant crops and assign settlers to manage them. For water, build a few water pumps or – if the settlement is on the coast or contains a large puddle – a water purifier. If you lack the square footage for a farm, supply lines will help, letting your settlers share in the spoils of their neighbours’ hard work.
Power
Settlers won’t care about a lack of power, but some objects, such as water purifiers, require a supply. Power is quantified, and each object has a numerical requirement. Different-sized generators provide a set amount to objects connected to them with wires (one copper each); link them by pressing the “attach wire” button on object A and then again on object B.
Use your generators to power pylons and conduits (power > connectors and switches), which radiate energy in an invisible field around them, useful for powering nearby objects like lights. With the addition of a switch you can control this radiation so the lights aren’t just always on; you can also use things like pressure plates and laser tripwires to control when things like traps receive power.
Defence
At first glance, it looks like you just want a settlement’s defence rating to be higher than its population, but you probably want it higher. Raiders and other attackers will target crops and water supplies so, if you can, make sure the number next to defence is higher than the sum of those next to food and water.
Initially you’ll likely rely on guard posts, which only require 10 wood and four steel to build and one settler to manage, but you can get more defence from turrets, the more powerful of which require perks like “Gun Nut” and “Science!” Want to set traps that only hurt your enemies? Place your trap, then wire it up to a powered laser tripwire, and connect a terminal to the tripwire so you can set it to only trigger when a hostile steps through.
Beds
Settlers will gripe if they have to share beds (apparently it’s not that kind of game), so make sure you have at least as many as you have inhabitants. To protect against the consequences of mass immigration while you’re away, you might want to bump it up to the maximum of ten plus your charisma level. A sleeping bag works as well as a bed, but settlers won’t be happy if they have to sleep outside so make sure you place them under some kind of roof.
Happiness
Less immediately quantifiable than the rest, a settlement’s happiness level is often unpredictable, but there are a few things you can do to boost it. For one, make sure you’re looking after the other needs. Some of the stores that you can build, once you’ve unlocked the second rank of the Local Leader perk also add to happiness: trader, food and drink, clinic, and clothing (armour and weapons bring in income but no happiness). You can also please your settlers by carrying out neverending Radiant quests (tune in to Freedom Radio to find out if any settlements need your help) and defending them if they come under attack.
To monitor these needs over your whole network at once, tab across to workshops under the data tab of your Pip Boy and you’ll see a list of all the settlements you’ve unlocked, complete with warning signs for those found lacking in one way or another. Highlight a single settlement to find out which needs need work, and if you manage to get rid of every single warning let me know how you did it: in my game, Sanctuary has one next to happiness despite the fact that, at 83, it’s my happiest settlement, and Greentop Nursery is apparently content with a happiness level of just 45.
4. Sundries
Once you’ve got the basics down, here are a few extra features of settlement-building for you to check out:
Foundations
Don’t make the same mistake I did and limit yourself to building shelters only where the ground is flat. Under structures > wood > floors there’s a very handy “shack foundation” (12 wood, three concrete) that you can sink into the ground to provide a flat surface on which to build. You might need to connect some stairs so your settlers can reach the elevated side, but they usually snap into place quite nicely.
Picket Fences
Scattered across the Commonwealth are five issues of a magazine called Picket Fences, each of which unlocks a new kind of object for you to construct. If you want to be able to populate your settlements with things like potted plants or patio furniture, keep an eye out.
Rack them up
There are so many different kinds of magazines to collect that you may want to proudly display them in your chosen home. To do so, find the magazine racks (one screw, four steel) under furniture > shelves and transfer your collection across. You may need to build more than one.
You can do the same with any bobbleheads you find with the bobblehead stand (three screw, four steel, three fibreglass) under furniture > miscellaneous.
The bell
Crops, guard posts, scavenging stations, and stores all require assigned settlers to work. In large settlements like Sanctuary, however, it can be difficult to find settlers when you need them. Build a bell (four wood, four steel), which is found under resources > miscellaneous (I guess because in Fallout 4 people are a resource) and ring it to gather a crowd before you.
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Finally, despite your best intentions to provide them with a safe and comfortable environment and a productive occupation, your settlers still sometimes look like they’d rather be anywhere else. You might not be able to put smiles on their faces, but you can make them look a little less dejected by putting them in nicer clothes. Just ask them to trade, and you can give them a fashionable suit or hat, pressing “equip” to force them to wear it. Or, you know, equip them with some decent armour and a weapon so they’ll be a bit more useful next time the raiders come. Just get rid of those rages – they’re so last-apocalypse.
So this is my second play through and I am avoiding Concord at all cost to avoid Preston (he's soooooo annoying). So, I've been playing for a while now and I decided I would liberate the Castle myself (not very hard). I killed the queen and cleaned up all living Mirelurks, activated the work bench, turned on the power, activated the Radio Beacon, turned on the Water Purifier in the back, ect, ect. I have about 6-7 settlers and everything seemed fine. So, I left and came back a few day latter thinking the settlers would clean up the place (remove MireLurk eggs, clear away all the debris and just clean up in general) but, that’s not happening. The place still look like [censored].
How do I clean up the Castle?
Fallout 4 Powering Up The Castle
Since Fallout 4 launched back in 2015, the community has been very busy indeed, and not just with surviving the apocalypse. No, the community has been busy creating some of the most impressive and best Fallout 4 settlements we've ever seen. Whole communities of builders have been taking to the various social media platforms to show off what they've made. Designs are growing ever more inspired and elaborate, and thanks to user-created mods, and Bethesda’s own extensive DLC releases, apocalypse architects have more options at their disposal than ever.
We’ve picked out some of the very best Fallout 4 settlements around for you to admire. Perhaps you’ll even want to recreate them in your own Commonwealth - though you’ll need to set aside more than a few evenings, we reckon…
Looking for help with Fallout 4? Then check out our guides:
- Fallout 4 cheats: all the Fallout 4 console commands
- 15 essential Fallout 4 tips to know before you play
- The best Fallout 4 mods for Xbox One, PS4, and PC
Castle Walls
Let's start simple, as lots of people have spent lots of time simply trying to turn back the nuclear clocks by recreating what once stood. The most obvious (and popular) candidate is the Castle, once known as Fort Independence. As TornadoATP here demonstrates, using the concrete foundation blocks (found, improbably, in the wood section of the settlements menu) is the way forward, and fills the gaps rather nicely. In fact, concrete foundations are probably the most important settlement element going as they're one of the few objects that are allowed to clip into the ground, meaning you can use them to even out gaps caused by undulating terrain.
The Castle Complex
And here's what happens when you fill in the rest of the Castle. Jakenburch has made a fortress of the fort, reinstating the artillery, setting up enough turrets to cut through a Raider army and making the whole place self-sufficient. Best of all, see that little balcony inside the tower built around the radio mast? That houses a fully-stocked bar (that no Settler will use because the boring denizens of the Wasteland never take time off). Speaking of radio masts, they usually signal how high you can build, meaning settlements with extra-large antennas can be built taller than others - it's worth looking out for before you start spending scrap on some doomed skyscraper. Outpost Zimonja is a good place to start for those with lofty ambitions.
Spectacle Island Pier
Spectacle Island comes with the game's largest building area and, apparently, its highest built limit, meaning it's one of the most versatile locations going. Exonar has gone outwards instead of upwards, building a seaside shanty town complete with a nostalgic, no doubt toxic, high-rad pier. Spectacle Island is one of the tougher settlements to unlock (and don't read on if you consider the explanation a spoiler). You have to travel to a sunken ship, flip a switch, then either fight an onslaught of Mirelurks (including a Queen and, possibly, a Legendary Deep King) or run to the nearby radio tower and activate a pulse that scares them off. Worth it, though.
Jamaica Plain Market
Sometimes, you just want a bit of Old World charm, which is why _atsu turned Jamaica Plain into a lovely little urban town centre, hustling and bustling like you'd hope for. It's a properly planned town, rather than a loose collection of shacks huddled around a big phallic symbol made of light panels like everyone else makes. For me, the triumph here are those strings of light bulbs, lending the whole place a Christmassy feel. The creator agrees - apparently getting the notoriously fickle placement right took about three hours per four wires worth of bulbs. I won't be doing that, then.
Red Rocket Bar and Grill
![Castle Castle](/uploads/1/2/3/7/123711171/835176272.jpg)
Some of my favourite builds are where players have just committed to an idea, rather than trying to make as much as possible. Where I saw a floating impossi-town, Time_for_Stories saw a homely restaurant, and made a genuinely inviting place of the early game gas station. It's the attention to detail I love here - al fresco and interior dining areas, the Mutfruit plants used to give it a garden feel, the statue on the stairs. I would eat here, if I didn't know it was definitely selling Bloatfly tartare and staffed by people whose arm might fall off into my sandwich.
Power Armour Hanger
Another in the series I like to call, People Who Had My Idea But Way Better, Thanatos- also saw the Red Rocket roof as the perfect place to store power armour. Except I built a sort of pokey bunker, and they made an enormous, multi-level showroom with space for 58 separate suits. It's sort of disgusting how well thought-out this is, from the circular metal pieces giving each station an escape pod vibe, to the toolboxes next to each one letting you store broken parts. Be right back, I'm just burning my settlement down.
![Fallout 4 The Castle Power Fallout 4 The Castle Power](/uploads/1/2/3/7/123711171/422558830.jpg)
Comic Book Store
RockKincaid went to the trouble of finding every single stat-boosting comic book in the game, and it's only right that they honour the rags of yesteryear with an appropriate resting place. In classic nerd fashion, the shop has every magazine stored by title, which I appreciate. It's also got a pop culture memorabilia section, with bobblehead storage, plus the Silver Shroud and Grognak costumes on display, making this the new prime destination for thieves and people with ponytails.
Taffington Boathouse
The delightfully-named Taffington Boathouse by digigur is just so idyllic, a slice of coastal charm in the wasteland. Half farm, half riverside boardwalk, it features a yacht and a huge, paddle steamer-inspired houseboat. Threat of raider attacks aside, Taffington's adorable wooden cabins look like something you'd rent out for a peaceful summer holiday
Flag Waving
It takes an unfathomably large amount of power to use the lightpads, not to mention some very specific resources, and even then you have to connect to terminals to get it to work as you want it to. What I'm saying is that making something like 4chan_r9k's tribute to the land of the free takes an enormous amount of incredibly tedious work. So, you know, kudos. Nice treehouse in the background there, too.
In the Dog(meat) House
How selfish that we all think of how best to make settlements for our own gain? I know my Sole Survivor is committed to creating a better world for all of the Commonwealth's nicest people, so why haven't I followed Hookatore's lead? I stuck Dogmeat out in the Sanctuary rain, while they went all in and made the little guy a home for his house (which looks better appointed than my actual bedroom, by the way). This is by far my favourite of the lot. Magic.
Hidden Vault 2
Doright36’s underground lair deters unwanted visitors with fake radioactive waste, deadly automated defences, and hidden doors. Inside, however, the spacious settlement within is a dream, fully kitted out and ready to cater to every need of its inhabitants. The attention to detail is incredible - with its armory, workshop, pantry, mess hall, bathrooms, living quarters, and even showers, it’s completely believable as the home of an entire wasteland army. Even if there are a few conspicuous Marvel movie references thrown in around the place…
Howl's (Un)Moving Castle
The hermit crab-esque movement of Howl's Moving Castle might not have quite made the move to Fallout 4, but there's no doubt that Imgur user MichaelMartin has captured its essence. Built from a variety of different pieces of Fallout gubbins, it still manages to have all the strange turrets, lighthouse and ship parts jutting out from its hull.
Mire Port
Jordandrenglish’s colourful city, built at the Spectacle Island settlement site, is absolutely huge, featuring a business district, main square, shops and bars, apartments, a power plant, and more, all bathed in pleasing neon glows. The scale is incredible - and the creator admits they only stopped expanding because their PS4 could no longer keep up. Framerate dips seem a small price to pay to get to explore this metropolis.
Sanctuary City
In an attempt to beat all other settlers, NexusMods user grod4L has casually built an entire city as his Fallout 4 settlement. Known as Sanctuary City, grod4L used a plethora of mods to create the stunning settlement, and put them all together using the in-game editor. Impressive. Take a little tour around Sanctuary City on imgur and get ready to catch your dropped jaw.
Scrap the magic Dragon
Towering above Downtown Boston, this Scrap Dragon is a seriously awesome work of scrap. Player kavkavkav created the metallic beast using rusty cars and motorbikes (check out his claws), scaffolding, pylons and other post-apocalyptic metal sources. Just don't try and sleep in this settlement, it doesn't like it.
Columbia from BioShock Infinite
When you can create, why not create an homage to one game inside of another? Well, that's exactly what Fallout gamer GPG Shepard has done in Fallout 4, with the settlement based on BioShock Infinite's floating city of Columbia. And it's utterly perfect, from the statues to the lurid colour scheme. Plus, it's actually built above Boston's lighthouse, just kind of floating there.
Ummm there's an AT-AT behind you
Not only is this a life-size AT-AT, it's also a hotel. Snuggle up to the walls of this Star Wars Imperial walking tank, made entirely by Ops_Specialist, which is actually filled with more home comforts than you'd expect. George Lucas would think it needs more lasers though. Take a look:
Looking for the next great game to play? Then check out our list of the best new games 2019.