Of all the things to survive the Great War, the technological marvels of computing and robotics is probably one of the greatest marvels. Terminals still guard doors from being opened by prying scavengers, Pip-Boys allow for a powerful computer to wrap around your wrist, and robots still perform their duties even over two centuries. And for most people in the Commonwealth, it may as well be magic.
But you know better. You know how they work. How they tick. How to build robots out of scrap, or to program a new piece of software for terminals. Heck, even AI can be in your wheelhouse! And with all this knowledge, caps are not that far behind. All you need is the proper place to set up and build.
--
So, where are you setting up shop? Remember that you will start at least six months before canon, and possibly more. Where you set up shop can have rippling butterflies across the fields of Canon.
[] RobCo Sales and Services Center/Future Mechanist's Lair - What you thought you'd found was a simple shop for RobCo brand terminals and robots. But a bit of digging found that this place housed a much bigger Pre-War facility that hosts all that you'd need to build robots, terminals, and plenty of other things! It also hosts jail cells, a brain extraction wing, and a whole lot of fresh Pre-War robobrains, along with all the notes the people here have on the robobrains. (Extremely Affects Automaton)
[] General Atomics Factory/Galleria - A functioning robot facility that's mostly ready to go, you can build General Atomics robots of various specifications! Furthermore, you've managed to find the ID of the director of the General Atomics Galleria, and have managed to get them on your side! This has interesting implications… (Affects Automaton)
[] Robotics Disposal Site East 09B - A junkyard where plenty of robots have been left. There's a a lot of almost ready to go bots you can get ready. Also weird and strange robots you don't recognize right off the bat, including a prototype Sentry Bot that is fully functional. What unique things can you find underneath the rubble? Of course, setting up manufacturing may be a bit difficult at first glance… (Can Affect Out of Time)
[] Saugus Ironworks - As far as creating robots and terminals go, you'll have to work a lot to get ready to start building. But these forges can easily turn scrap into new metal, which will make the metal your products use a lot stronger, not to mention a lot shinier. And you can scrap things quickly, and in greater quantity. But manufacturing leaves a lot to be desired to start with. (Affects the Existence of the Forged)
[] Electrical Hobbyist Club/Neon Flatts/??? - In your travels, you found an escaped A.I. named S.N.O.W. You followed her to the Electrical Hobbyist Club, and allowed her to transfer to her Synth body, gaining a copy of S.N.O.W. You now have an apartment, a way to transfer an AI to Synth and Robot bodies, and a place to modify electronics. Soon after, the original AI, now named Yuki, came to you with a key to a place with plenty of Institute technology. The two of you explored it… (Modified Creation Club. Affects the Quest Neon Winter. Semi-Mystery Box)
[] Commonwealth Games - Somehow, you've stumbled upon an old gaming company you loved as a kid while cruising the Glowing Sea. You remember spending plenty of time before the war, just playing them on your Terminal. Maybe, just maybe, you can bring them back to the Commonwealth. All you have to do is harness the remains of the Glowing Sea. (Original, inspired by Creation Club. Your race is locked to Intelligent Glowing One)
[] Dunwich Robotics - Well, this is interesting. You've found a robotics facility buried in the south-eastern part of the Commonwealth. These robots… these computers… they're quite powerful! You've taken some time to reverse engineer them, and now you know how to make them! Now, if you could just ignore all the hallucinations you've been having recently. (???)