Engineering quest (Fallout 4)

[X] Plan Pharma and Contract
-[X] Production
--[X]10x Rocket Launcher for contract sale (-8000)
--[X]1x Radio for shop use (-50)
--[X]1x Radio for sale (-50)
--[X]3x Refurbished Computer for sale (-1500)
-[X] Begin Construction: Pharma Workshop I (-1500) (1 Turn)
-[X] Research (1000 RP)
--[X] Basic Vacuum Tubes (400/400)
--[X] Stimpacks (100/100)
--[X] Solar Power (500/1200)
-[X] Meet with Robert Bloch
--[X] Hire Him
-[X]Explore/Visit
--[X]Jekyll

Yeah, from the structure of the hiring action, I'd say we're probably not getting Bloch's research until next turn.

Everyone needs a health potion.
Bad idea to become a drug kingpin here and now. There is already a gang in charge and we are just one guy with barely any cred.
And if we run out we get blame=death.
Well, yes. Obviously we're not intending to be a drug kingpin. This is SV and I never imagined the thread was ever going to take that route. That said, there's a small quest in New Vegas where you actually need a dose of Hydra to heal a wounded NCR soldier in... I think it was the infirmary of Camp Forlorn Hope. If you don't have a dose (and the guaranteed spawn inside the infirmary falls through the floor), that soldier dies no matter your Doctor skill. So it's one of the addictive drugs that has actual life-saving uses in the Wasteland. Mentats, meanwhile, are not really depicted as a recreational drug in the wasteland, but rather something that the wasteland's rare scientists, doctors and other intellectuals sometimes end up addicted to because they need the mental performance boost to do their jobs better. Unlike Jet or Psycho, which quickly turn their users into addicted wrecks or roid-rage psychos, Mentats and Hydra are addictive drugs that can actually be helpful to making the wasteland a better place, if used with appropriate caution. Should we still avoid them just because of their addictive aspects, or should research and make them alongside other products and hope the good outweighs the bad?
 
Last edited:
Should we still avoid them just because of their addictive aspects, or should research and make them alongside other products and hope the good outweighs the bad?
I wouldn't priotize them. Not till we are at a stronger standing business wise. We can only produce 15 items a quarter. But I wouldn't mind making them to keep them handy.
Perhaps altogether in a first aid kit?

@midnight77
Can you add timed ammo research and possibly other things to the motor and canons? Timed ammo is the only unique thing I can think of at the moment as it'd let the user make the things fragment in the air over head or past the walls for more damage and to circumvent walls and defenses.
Can you throw up a First Aid kit? After so many items have been researched anyway. Sell them as a bundle if the stim packs are as good as I've heard.
 
Last edited:
I wouldn't priotize them. Not till we are at a stronger standing business wise. We can only produce 15 items a quarter. But I wouldn't mind making them to keep them handy.
Perhaps altogether in a first aid kit?
Building Pharma Workshop I will give us 50/Q production (probably restricted to pharma). The building requires no power and takes only a single turn to complete. If we're allowed to build it this turn, we probably should, because otherwise we're spending 3000 budget a turn employing a researcher whose products we can't make. Personally, I was thinking we would only manufacture that useful addictive stuff for reputable contracts: town doctors, merchants with a law-abiding reputation, or whatever the local equivalent of the Followers of the Apocalypse is (if there is one). But yeah, researching the important medical stuff first is probably the safe bet... but probably shouldn't hold off on those until the plague cure is researched.

Also, this talk about Fallout drugs tickled a few brain cells and reminded me of a couple more "advanced" craftable drugs in New Vegas and Fallout 4:
Rocket - Basically a more powerful, combat-drug version of Jet, with better effects but no additional addiction chance (unlike say Ultrajet, which is intentionally designed to make addicts)
Steady - Addictive combat drug for marksmen. Reduces weapon sway when aiming. Might be useful for other jobs requiring steady hands (Not actually craftable by the player... but the improvised appearance of the item suggests it's wasteland-made, not scavenged pre-war stock)
Psychojet - Powerful combat drug combining damage increase, speed increase and damage reduction. Combines Psycho and Jet in a single dose, and conjures up a Med-X effect despite not having Med-X in the ingredients.

There were also a few others I came across, like Party Time Mentats and Slasher, but the crafting recipes for those had Mojave-exclusive plants among the ingredients, and honey mesquite trees and banana yucca plants probably shouldn't be found in the post-nuclear climate of the British Isles.
 
@Martenzo
@midnight77
What are the parameters of building or aquiring new building? How much does it cost? Does it take out anything from our savings or production or research or free time?
How do I account for this expansion?
I think now is a good time to expand for us and our pharmacist. But I don't know how to add that to my plan.
 
So, whats the local politics like? Is there a organized leadership? Petty gangs? Or are we in a place like Goodsprings with no one in charge?
 
Huh, as long as that gang isn't to morally bankrupt and there's no legitimate or 'civilized' government nearby how do you guys feel like supplying them with weapons and supplies so we can kickstart ourselves? If they are like the Kings (doubtful but its a possibility) then it wouldn't too bad a decision.

Whatever the case though we'll need to set up some turrets or drones as well as some better armor for us. Cant have the golden goose defenseless after all.
 
Iirc they buy most of our supply already.
We need to run into their leader or quarter master or something to network them a bit.
 
What are the parameters of building or aquiring new building? How much does it cost? Does it take out anything from our savings or production or research or free time?
How do I account for this expansion?
The costs of building new buildings are in the "Possible buildings" tab of the info document. In the tech tree tab, there is a Power section, matching the power buildings, but nothing else seems to require research. According to the Assets tab, Jekyll currently has 1/20 slots filled with our Weapons Workshop I.
 
The costs of building new buildings are in the "Possible buildings" tab of the info document. In the tech tree tab, there is a Power section, matching the power buildings, but nothing else seems to require research. According to the Assets tab, Jekyll currently has 1/20 slots filled with our Weapons Workshop I.
I only got an Android phone. Did not realize that I needed to swipe. Give me a moment to adjust my plan.

Edit: @Martenzo
I put in a PW II. Pricy atm but we'd be able to squeeze it I think. Especially if the stuff being made is sold before we hit negative money. I'd like to do a II Workshop for our self but that'd be too much immediate drain on our cash flow. What do you think?
 
Last edited:
I put in a PW II. Pricy atm but we'd be able to squeeze it I think. Especially if the stuff being made is sold before we hit negative money. I'd like to do a II Workshop for our self but that'd be too much immediate drain on our cash flow. What do you think?
Sadly I don't think that'll quite work out. PW II requires 2 power, which would need 2x Steam generator in the absence of any other generator tech. Granted, your plan could still afford that, because A) Steam generators are really cheap to build and B) PW II takes 2 turns to build, so we could probably hold off starting generation building until next turn. But even then, it would mean you need to drop some or all of the extras from production. I don't know what the penalties would be if we built a building but can't provide it with power. All the Workshop I versions require 0 power, though, which is why I went with PW I for my plan.

Regardless, the money costs for your modified plan:
12500 Initial Budget
-8000 10x Rocket Launcher
-3000 PW II
Next Turn: (-1200) 2x Steam
1500 Budget Remaining, 5 production remaining
-1050 Derleth Gun Option
-50 Derleth Radio Option
-300 3x Personal Water Filter
-800 1x Rocket Launcher for Sale
-650(Gun)|350(Radio) Budget Remaining

Yeah, trying to get all the extras past filling the contract would put us quite deep in the red before we get any profits back, if Derleth picks the gun option. When exactly stuff is getting sold to make our money back is a question for Midnight. We don't even know for sure if profits will come in before we have to pay upkeep costs, since we've never spent ourselves down to 0 with production in a single quarter yet. And I really don't want to find out if going overbudget with a plan gets us involved with loan sharks or anything else like that.
 
Sadly I don't think that'll quite work out. PW II requires 2 power, which would need 2x Steam generator in the absence of any other generator tech. Granted, your plan could still afford that, because A) Steam generators are really cheap to build and B) PW II takes 2 turns to build, so we could probably hold off starting generation building until next turn. But even then, it would mean you need to drop some or all of the extras from production. I don't know what the penalties would be if we built a building but can't provide it with power. All the Workshop I versions require 0 power, though, which is why I went with PW I for my plan.

Regardless, the money costs for your modified plan:
12500 Initial Budget
-8000 10x Rocket Launcher
-3000 PW II
Next Turn: (-1200) 2x Steam
1500 Budget Remaining, 5 production remaining
-1050 Derleth Gun Option
-50 Derleth Radio Option
-300 3x Personal Water Filter
-800 1x Rocket Launcher for Sale
-650(Gun)|350(Radio) Budget Remaining

Yeah, trying to get all the extras past filling the contract would put us quite deep in the red before we get any profits back, if Derleth picks the gun option. When exactly stuff is getting sold to make our money back is a question for Midnight. We don't even know for sure if profits will come in before we have to pay upkeep costs, since we've never spent ourselves down to 0 with production in a single quarter yet. And I really don't want to find out if going overbudget with a plan gets us involved with loan sharks or anything else like that.
Well crap. I guess I'll change it to a lvl 1 pharmacy then. Done.
@Carcer
I've modified my plan to include a Pharmacy for our Pharmacist. So you might want to alter your post or just remove everything but the title. The talky system will count Plan titles as full plans.
 
So, I've got a few questions now that we're pulling in enough money to consider building expansions. @midnight77

First: Is there anything we need to do or research to actually get the ability to build/expand our holdings here in Jekyll? Or is it just a matter of paying the listed cost to begin construction?
Second: Is building the preceding building necessary in the various building chains, or can we go straight to the advanced buildings if we have the money for it? For example, if we had the money and power available, could we build a Pharmaceutical Workshop III straight away in 4 turns, or would we have to build I and II first for a total of 1+2+4 turns spend building?
Third: How would ugrading or replacing buildings work, if we start running out of space?
And finally: What's the deal with those ICE engines I see all over the sheet, as a superior variant to things like Diesel, Ethanol or Gasoline? ICE stands for "internal combusion engine", and diesel, ethanol and gasoline engines are all examples of internal combustion engines. What is it that makes those "ICE" things distinct from the other internal combustion engines listed? Because the implication that the others are external combustion engines (meaning: old-timey steam engines, where you stoke an open fire under a closed system of water pipes to generate steam power) using rather dangerous and explosive liquids for fuel instead of coal or wood seems rather silly.

Sorry it took a while to answer.

1. No, just pay the cost.
2. Building the preceding buildings is not necessary.
3. You'd pay the difference n price, i.e. if a building cost 1000 and the next 3000, you'd only have to pay 2000.
4. I had them be superior to diesel just as an upgrade method. It's not realistic, but I need another step.
 
Sorry it took a while to answer.

1. No, just pay the cost.
2. Building the preceding buildings is not necessary.
3. You'd pay the difference n price, i.e. if a building cost 1000 and the next 3000, you'd only have to pay 2000.
4. I had them be superior to diesel just as an upgrade method. It's not realistic, but I need another step.
Good to know. I was wondering if we'd be stuck at whatever the 20 slots end up being or if there was a resale value.
 
4. I had them be superior to diesel just as an upgrade method. It's not realistic, but I need another step.
Fair enough. In terms of fluff, I suppose I could think of them as the very last generation of pre-war tech in fossil fuel efficiency and performance, while the others represent earlier technologies roughly in-line with late 20th/early 21st century engines. Thanks for answering.
 
Back
Top