Operation

Operations are the ability to claim sites around the map and use them for settlement resources, utilities, or progress.

* Claimable operation sites vary in size, upgrade costs, and what they provide
* Operation sites have a usable toolboard object which will bring up the menu system
* Claiming most sites requires clearing enemies from the area and/or completing certain FO4 quests
* Most upgrades at sites provide bonuses to various resources
* To activate production in the area, you need to upgrade the site with materials and then activate it on the menu
* Allocating resources per "Tier" is a 1-time investment, and does not require any further upkeep costs
* Upgrading tiers is done through a factory-style recipe, which shows you all the material and perk requirements
* All materials are automatically taken from your master workbench and/or your character's inventory
* Once you allocate resources to upgrade the site's "Tier", they are permanent (no refunds!)
* When you activate a site, it will usually add settlers and/or robots/turrets, plus other decorations to the site
* Some sites also clean up garbage on the floors/streets or add new structural changes

There are 2 types of Resource Yields that Operations can give: Production Bonuses -- some site bonuses add to your settlement production potential, and Recovery Bonuses -- some site bonuses are essentially "free" and don't require settlement production upkeep.

## Recovery Bonuses

Recovery Bonuses are produced every standard production cycle and go to your standard designated production container. Recovery Bonuses do not require any upkeep of materials per production cycle (i.e. they are "free")

* Recovery Bonus: "Junk Recovery" - Recovers random junk items
* Recovery Bonus: "Vault Recovery" - Recovers random vault-related items\*
* Recovery Bonus: "Parts Recovery" - Recovers random appliance/machine parts, with a small chance for a legendary part
* Recovery Bonus: "Educational Material Recovery" - Recovers Educational Material
* Recovery Bonus: "Chemical Products Recovery" - Recovers various Chemical products (chems, meds, materials, etc.)
* Recovery Bonus: "Nuclear Material Recovery" - Recovers Nuclear Material
* Recovery Bonus: "Business Income" - Various currencies and items gained from shops and businesses[*info needed*]
* Recovery Bonus: "Expedition Bonus" - This is added directly to your Expedition Bonus (same as Expedition Camps provide)

If you want to check your total bonuses, you can see them in the Production Management menu under "Recovery Bonuses (Passive)"

## Operation Sites

### Thicket Excavations

* You can now claim this site for a bonus yield to Mining (all Ore types) and Concrete production
* This site can not be claimed until the water is drained
* This site can not be used until the nearby area is cleared of hostiles
* You must first upgrade the site using the menu
* Tier 1: Deploys 3 FERRETs and 1 Settler in the area
* Tier 1: Increases all Ore Mining by +0.5 and Stone Yards by +4
* Tier 3: Deploys 3 more FERRETS and 1 Turret in the area
* Tier 3: Increases all Ore Mining by another +0.5 and Stone Yards by +4
* Activating the site will add a claim flag plus other decorations
* Fixed a vanilla stuck spot where you can jump into the fence near the trailer and get stuck inside

### Big John's Salvage

* You can now claim this site for a bonus yield to Steel and Junk production
* This site can not be used until the nearby area is cleared of hostiles
* You must first upgrade the site using the menu
* Tier 1: Deploys 2 FERRETS and 1 Settler in the area
* Tier 1: Increases all Steel Yards by +4 and Junk Recovery by +1
* Tier 2: Deploys 2 more FERRETS and 1 Turret in the area
* Tier 2: Increases all Steel Yards by another +4 and Junk Recovery by +1
* Tier 3: Adds +1 Construction Yard
* The settler will salvage/search around the front area
* Activating the site will add a claim flag plus other decorations
* The bugged pipe in front of the building is fixed to have a cap on it

* 2 Common Tool
* 10 Liquid Fuel
 Tier 2
* 2 Common Tool
* 10 Liquid Fuel
 Tier 3
* 8 Common Tool
* 40 Liquid Fuel

### Boston Library

* You can now claim this site for a bonus yield to Educational Material and Junk production
* The claim panel is located in the back administration room
* This site can not be used until the nearby area is cleared of hostiles
* 2 settlers can be activated, which will roam around the room reading and searching
* One of the sleeping bags is moved so its not in the wall anymore
* Activating the site will add decorations (food, boxes, etc.)
* The bugged dead curator is given a proper outfit

* 8 Pipe Weapon Parts
 Tier 2
* 8 Wax

### Weston water treatment plant

* You can now claim this site for a bonus yield to Purified Water production
* The claim panel is located in the last room after you clear everything (near the elevator)
* Each tier adds 1 settler to maintain the site

* 40 Basic Circuitry
* 30 Gears
* 80 Rubber
* 10 Oil
 Tier 2
* 40 Basic Circuitry
* 30 Gears
* 80 Rubber
* 10 Oil

### Corvega Assembly Plant

* You can now claim this site for a bonus yield to Junk, Nuclear Material, and Parts salvaging
* The claim panel is located in the front foyer next to the exit door
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Deploys 2 Settlers in the area
* Tier 2: Deploys 2 more Settlers in the area
* The settlers will search/roam around the front area (they won't go too far into the building)

* 8 Common Tool
 Tier 2
* 4 Common Tool

### Mass Fusion Containment Shed

* You can now claim this site for a bonus yield to Parts and Nuclear Material salvaging
* The claim panel is located in the front foyer
* This site can not be used until the nearby area is cleared of hostiles
* The settlers will salvage/search around the front area (they won't go too far into the building)
* Activating the site will add decorations (food, boxes, a lantern, etc.)

* 4 Common Tools
* 4 Lead
* 1 Advanced Filter
 Tier 2
* 4 Common Tools
* 4 Lead
* 1 Advanced Filter

### Vault-Tec Regional HQ

* You can now claim this site for a bonus yield to Vault Item recovery
* The claim panel is located in the storage basement room
* This site can not be used until the nearby area is cleared of hostiles
* The settlers will salvage/search around the storage room
* 1 extra legendary feral ghoul has been added to the building
* The elevator door in the basement is fixed so there isn't any polygon flickering

* 4 Common Tools

### Mass Chemical

* You can now claim this site for a bonus yield to a Chemical Factory and Chemical Products
* The claim panel is located near the back door
* Tier 1: Deploys 2 Settlers in the area
* Chemical Products can randomly yield all sorts of chemical-related components, with a rare chance of most chems
* When you activate Group 1, it will remove all super mutant garbage, corpses, blood, and the radiation hazard
* If you dismiss Group 1, it will put back all the default garbage
* The glitchy flickering windows/walls are fixed
* The backdoor area is properly fixed up now
* The fire barrels have a light source now

* 4 Common Tool
* 40 Liquid Fuel
* 150 Steel
* 30 Glass
 Tier 2
* 8 Tableware
* 40 Liquid Fuel
* 40 Rubber
* 4 Kitchen Tool
 Tier 3
* 4 Precision Tool
* 20 Basic Circuitry
* 10 Oil
* 20 Copper

### Boxing Gym

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located near the door
* Tier 1: Deploys an announcer and a manager
* Tier 1: Deploys 2 Robots to fight each other!
* Tier 2: Increases Business Income by +1
* Tier 2: Adds 5 patrons
* Tier 2: Increases Business Income by +1

* 20 Basic Circuitry
* 4 Common Tool
 Tier 2
* 40 Field Supplies

### Prost Bar (AKA Cheers!)

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located near the office door
* Tier 1: Recruits 1 Settler to work the bar
* Tier 1: Adds 2 bar patrons
* Tier 2: Recruits 1 Settler to serve drinks
* Tier 2: Adds 2 bar patrons
* Fixed a number of misaligned walls and objects
* The jukebox is now facing the correct way
* All the vanilla candles/lanterns are now off or removed by default (which made no sense)
* Activating Tier 1 adds all the candles back and turns the lanterns on
* Activating Tier 1 removes the corpses and a lot of debris, and replaces the pool table with a decorated one

* 10 Kitchen Tool
* 30 Tableware
 Tier 2
* 10 Kitchen Tool
* 30 Tableware

### Cambridge Campus Diner

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located behind the counter

* Tier 2: Deploys 1 Settler to work the counter
* Tier 2: Increases Business Income by +1
* Tier 2: Adds 1 patrons
* Tier 4: Increases Business Income by +1
* Tier 4: Adds 1 patrons
* Activating the site removes the corpses and some debris

* 10 Kitchen Tool
* 30 Tableware
 Tier 2
* 10 Kitchen Tool
* 30 Tableware

### South Boston Factory

* You can now claim this site for a bonus yield to Parts Factories and Random Parts
* The claim panel is located near the door
* Tier 2: Deploys 1 Settler to work and 1 Settler guard
* Activating this site cleans up some of the foliage and hazards, and adds a few objects

* 4 Common Tool
* 40 Liquid Fuel
* 150 Steel
 Tier 2
* 8 Tableware
* 40 Liquid Fuel
* 40 Rubber
 Tier 3
* 4 Precision Tool
* 20 Basic Circuitry
* 10 Oil

## Operation Town

### Concord

Take. Back. Concord.

* You can now claim parts of Concord, area by area, and rebuild Concord into a livable town for citizens
* There are 5 claimable zones for Concord: NW, NE, SW, SE, Central
* The people who move into Concord are a mix of militia, workers, and tenants
* Tenants in Concord will add to your total settlement Tenant population
* NOTE: Concord DOES disable pre-combines for some cells. In the future I'll see about optimizing this, however, I get a solid 60 fps in that particular area, so author personally doesn't see that area as a big concern yet.

When you upgrade areas:

* It will remove a lot of debris and garbage
* It will add doors, windows, lamp posts with lighting, and other decorations
* Some of the larger holes in the streets get filled in with gravel
* A small scaffolding fence is placed around the civic access entrance
* In the 4 outer zones it will add guards, turrets, and random tenants
* In the 1 central zone it will add up to 3 different shopkeepers, random tenants, and other npcs
* The npcs added will wander around the immediate area and perform various animations

Each Concord zone has different requirements per Tier:

* Zone 1: Northwest (Closest to the Red Rocket)
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Junk Recovery Bonus

* Zone 2: Northeast
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Junk Recovery Bonus

* Zone 3: Southwest
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +5 Research Bonus

* Zone 4: Southeast
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Parts Recovery Bonus

* Zone 5: Central (The commercial district)
* Tier 2> Upgrade Available: +1 Business Income Bonus
* Tier 4> Upgrade Available: +1 Chemical Products Bonus
* Tier 6> Upgrade Available: +1 Business Income Bonus

Bonus: If all 5 zones have an active Tier-6 upgrade:

* Upgrade Available: +5 Expedition Bonus