Settlement Growth and Why

artillery support

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have your Charisma at 10 or 11 and then lower it using drugs/food/drinks and then read the You're S.P.E.C.I.A.L. book in Sanctuary and that will boost your Charisma to 12 max.

Free Junk

Purified Water

Vegetable Starch (5 Adhesive)

Cutting Fluid (3 Oil 1 Steel)

Supply Lines

Caps and Cheap Supplies

This section is for people that know how to access the settlement crafting menu and ensure settlers do not die. You now have food, water, beds, and guns; why did you do this for all these people? Besides the fact that you are a swell person, you will get junk, materials, purified water, vegetable starch adhesives, caps, cheap supplies, starch and *SPOILER*The maximum number of settlers you can have per settlement is 10 + your charisma. You can get 22 settlers if you have 10 Charisma and then get the Charisma bobblehead (totaling 11 Charisma). To get to 12 Charisma you mustIf you want more than 22 settlers you can wear outfits that increase your charisma and take chems that increase your Charisma as well. You will need a generator and a recruitment radio tower to have anyone join your settlement. To craft a generator, go to Power>Generators. Pick whichever generator you can afford to make and slap it down wherever you want. As long as this generator is turned on it will infinitely generate the power level that it said next to the generator you chose. Under Power>Miscellaneous is the recruitment radio tower. Place this somewhere near your generator (or far away you rebel). To connect your tower to your generator have your settlement crafting menu open, look at the generator, click ‘Space’ and then look at your tower and click ‘Space’ again. By default the recruitment radio tower is turned on. If you switch this off then settlers will not join your settlement (green light means on, red light means off).Any settler not assigned to a job – crops, guard post, stores, or other assignable stations – will slowly but surely add some junk/materials to your Workshop. If you assign your settler to a scavenging station found in Resources>Miscellaneous then that settler will find more/better junk/materials. Being assigned to a scavenging station does not prevent caps being gained from a settler assigned to it. I have not tested to see what settlers are actually gathering for me. I have so many different materials and types of junk it is hard to tell when things are added. Settlers assigned to these stations tend to wander with their guns out for a speedy defense reaction time (info thanks to Mr. Ripper)!Purified water is placed in your Workshop’s aid tab every once in a while in settlements with more water than is needed. These waters can then be brought with you to be used for healing, you can use them with crops to make vegetable starch for adhesives,you can sell these for good money! It is a little silly, but this a major way to make caps using settlements. I go into more detail on this in the next section.If you manually harvest fruits/vegetables from your plants and then store them in your Workbench (or have them on your person) you can go to your settlement’s cooking station (Sanctuary’s is near the bridge entrance by default) and you can cook up some vegetable starch. The requirements are:• Three pieces of mutfruit• Three pieces of tato• Three pieces of corn• One bottle of purified water (which you can get bulk of as mentioned above)When setting up new settlements I always seemed to be shot of oil for my turrets. I wondered why that would be the component that I needed the most of all the time. I finally realized the amount in the world is so limited because you canThe requirements are:• 2 Acid• 8 Bone• 2 Purified Water (helpful yet again!)• 3 steelThe Cutting Fluid gives you a 1 steel return on your 3 invested along with 3 oil.When a supply line connection is made between two settlements the junk and plantable crops stored in both Workshops are available at both settlements. According to [Dolt] Ewokz, excess food and water from one settlement is used to supply other settlements that lack that resource. This will turn the food or water icon green in the settlement lacking a resource and cause happiness to rise (or at least stop it from falling). If you have a supply line from settlement A to B then settlement B to C then settlements A, B, and C all have A, B, and C’s junk available for building and crafting. In order to make a supply line you need to have your Charisma to level 6 and then put one point into the Local Leader perk.READ THIS BEFORE TRYING TO MAKE A SUPPLY LINE: once you give someone a destination they are a pain to make into a settler again and they count as one of your settlers at the ORIGIN settlement. Some named settlers cannot be assigned to a supply line. Be sure to not make the main settlement quest giver into a Provisioner or you will be chasing them around the map in order to return settlement quests (info from Mr. Ripper)! I have two ideas on how to do supply lines. Either make one settlement all supply line people (Provisioners) or take one person from each settlement and use them to connect to your supply line web. **UPDATE** According to -TWI- Malakeh, “In order to unnassign a supply line you need to find the provisioner coming back to the settlement go in workshop mode and assign them to do another job.”To make someone into a Provisioner you pull up the settlement crafting menu, look at a person, click ‘Q’, and then pick their destination.Summary: Hold ‘V’, look at a settler, click ‘Q’, select destination. Two connected settlements can access the junk of both settlements. If you link A->B and B->C A,B, and C all share.In order to build stores you need to have your Charisma to level 6 and then put two points into the Local Leader perk. Under the Stores tab you can select from many stores to build. There are three tiers of each store type and in order to build the third tier you need to have the Cap Collector perk and 3000 caps (quite and investment).The trader tier 1 is the cheapest store that starts at 300 caps and some supplies. The most expensive store is 3000 caps. The more expensive the store, the more money it generates. I have no exact numbers. To have a store function you must assign a settler to it. That settler will then sell items related to the type of store you built. Aid and Ammo are sold cheaply at your own stores especially with two points into Cap Collector which makes stores a very valuable resource.Making caps over time is based on how many people you have NOT ASSIGNED to any job. This is why I so strongly recommended using any turrets in the earlier sections of my guide. At the end of my guide I go into detail about how to un-assign a settler. Long story short: remove everything they are assigned to. Happiness also plays some role in the amount of caps generated. Caps are placed in the Misc section of the Workshop at the settlement the store is in. You will need to go tosettlement individually to get caps. If you have stores in settlements A and B then A’s caps are not in B’s workshopyou have a supply line between the two. Being assigned to a scavenging station does not prevent a settler from generating caps. I believe they are still considered un-assigned settlers.