Settlements

Just as the base game, Fallout: FROST allows for maintaining settlements, but introduces some substantial changes to their mechanics.

Survivors will lose the benefits of the wanderer perk, if they own one or more settlements.

## Overview

Most of the settlements known from the base game are available in FROST, but allmost all of them will require killing their current, mostly peaceful inhabitants before the Survivor can operate their workshop.

Settlers can be attracted using a recruitment radio beacon, and will still bring the ocassional Brahmin.

FROST does not officially support the Fallout 4 Workshop add-ons, with the Nexusmods mod page noting, that only the add-ons required should be enabled, but not listing the Workshop add-ons as required.

Additionally, the following changes are introduced:

* All **plantable food** items have been **replaced** **by glowing and brain fungus**, both of which **do not provide nourishment**
* Many workbenches and stations have changed perk requirements (see the Changes to settlement objects section), which includes the recruitment radio beacon now requiring Local Leader rank 1
* Some settlement objects require finding their respective schematics, before the Survivor can build them

## Changes to settlement objects

While some settlement objects will require the Survivor to find the respective schematics before being able to build them, the objects below do not require them.

## Selected settlements

### Coastal Cottage

Hostiles in the vicinity need to be neutralized before the workbench can be taken. Has a trading survivor nearby.

### Country Crossing

Hostile inhabitants need to be killed in order to take the workbench. No crops.

### Croup Manor

Hostiles in the vicinity need to be neutralized before the workbench can be taken.

### Covenant (The Compound)

Covenant has been rechristened to The Compound.

Hostiles in the vicinity need to be neutralized before the workbench can be taken, which includes the turrets guarding the walls.

### Egret Tours Marina

One hostile inhabitant needs to be killed in order to take the workbench.

### Finch Farm (Driftwood Shack)

Hostile inhabitants need to be killed in order to take the workbench. Has a few harvestable, regrowing razorgrain plants.

Finch Farm may ocassionally be referenced to as "Driftwood Shack", with a notable example being the workshop overview in the Pip-Boy.

### Fort Independance

Friendly inhabitants, the workbench can be taken after cleaning out hostiles. The inhabitants will not be available as settlers, but will defend their position against hostiles.

This settlement no longer has a pre-existing clinic store.

### Greygarden

**Can not be taken as a settlement**, due to the workbench no longer being present.

One of the current inhabitants is willing to trade, though.

### Hangman's Alley

Hostile inhabitants need to be killed in order to take the workbench. Entering Hangman's Alley can only be entererd through picking a novice locked door, unless one of the defenders opened one of the doors, or the Survivor is willing to enter the settlement using the roofs.

### Jamaica Plain

Clearing out the hostiles present will allow taking ownership of the settlement.

Survivors not intending to own the settlement, but wanting to clear out the area nonetheless should not use the cooking station present in the church building, as this will inadvertently assign the settlement to them. See the known bugs page for details.

### **Outpost Zimonja**

Has an electric generator for 3 total power. Also has 2 Tato plants and 2 Carrots.

### Sanctuary Hills

Hostile Ghouls and one Survivor have to be neutralized before the workbench can be taken. Sanctuary Hills has all workbenches, and therefore ideal for low-level player characters who can't craft workbenches themselves. **Vault-Tec rep** can be recruited as a companion.

### Spectacle Island

Hostile creatures can be rendered non-aggressive by activating a radio signal tower, after providing power to it from the generator in a beached ship. The workbench will be available afterwards.

### Taffington Boathouse

Hostile inhabitants need to be neutralized before the workbench can be taken.

### The Slog

Has three settlement workers and a handful of harvestable, regrowing carrots. Can be taken without killing the workers by neutralizing the hostiles in the vicinity. The workers will retain their "Worker" labels, but function as settlers.

Survivors should take note, that the carrots can not be "repaired" if damaged during an attack, as FROST only provides brain and glowing fungus as plantable and thus repairable crops.

## Tips and Tricks

* Buddy, stored in the Shamrock taphouse, can be ordered to move to a Survivor controlled settlement, providing for an easily accessible and replenishing source of ice cold beverages and mobile fridge.
* Some of the remaining merchants will trade in shipments of building material, like wood, steel, concrete and others. This includes traders in player settlements.
* While the Fallout 4 Workshop add-ons may cause bugs, and are not officially supported by FROST, some of the objects introduced by them can provide for substantial benefits:
	+ Mortars provide for an excellent way to clear the weather and get rid of rain-induced ambient radiation using weather shells for annoyed Survivors, or those seeking to sleep.
	+ Pommel horses and weight benches provide an exclusive AGL +1 or STR +1 bonus if used by the Survivor. Both are found in miscellaneous furniture in the build menu
	+ Square, wall-mounted sinks (found in miscellaneous furniture in the build menu) will provide purified water for bottling, while dinking directly from them will still yield dirty water, only.

## Notes

* Players wanting to sustain their settlers by using plantable crops may want to check the mods for FROST page for available mods.
* Using the three Fallout 4 Workshop add-ons (Wasteland Workshop, Contraptions Workshop and Vault-Tec Workshop), while not oficially supported by FROST, may introduce undesirable balancing issues. Check the Mods for FROST page for available mods.

## Bugs

* Some settlements may be assigned to the Survivor even without them manually activating the workbench. Please see the known bugs page for more details.
* Some workbenches can not be activated, even after clearing out hostiles. This may be a result of vanilla pre-conditions like sucessful completion of a quest still being in effect for the respective workbench.