[X] Plan Living Not Surviving
-[X] Private Jun Long, Commonwealth Minutemen (50/150): Jun has requested to join the Minutemen after hearing about what happened to Acton. When you asked him why, he merely stated he wanted to help protect the settlement to the best of his ability. He told you that when Quincy fell his and Marcy's son died, and after that he went into a small depressive spiral. But after coming to Sanctuary, getting training from you, and hearing about Acton, he's come to a conclusion: if he doesn't want to lose Marcy too, he'll join the people that have helped him many times before. You, of course, acquiesce. However, joining the Minutemen is the first step in his journey, he now needs to be trained further than what you've taught everyone in Sanctuary. You get the feeling you'll be busting out your inner Drill Sergeant a lot. (94+10)
-[X] Expand farm (33/100): With a basic farm set up, the next possible step is to expand it. A larger size, along with more varied crops, will give you even more of a surplus for trade and growth. (Settlement produces more food. Cost 25 resources per dice.) (99+10
Omake)
-[X] Minor refurnishing (0/25): The survivors of Quincy have claimed several houses, and those houses require some form of furnishing. They aren't required, but more comfortable furnishings will help alleviate the mood in Sanctuary Hills. (More comfortable beds, tables and chairs, and other basic necessities of homes. Cost 10 resources per dice.) (40)
-[X] Better pipe pistol designs (0/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs. (62)
-[X] Recruit Settlers (0/100): You need more people, both for Sanctuary Hills and for the Minutemen. Recruiting passing settlers is the only way you can think of that will increase numbers for both. (Recruits Settlers to settlement. Gives +1 Operations dice) (61+10
Omake)
-[X] Establish talks with local settlements (1/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.) (94)
Private Jun Long, Commonwealth Minutemen (50/150): Jun has requested to join the Minutemen after hearing about what happened to Acton. When you asked him why, he merely stated he wanted to help protect the settlement to the best of his ability. He told you that when Quincy fell his and Marcy's son died, and after that he went into a small depressive spiral. But after coming to Sanctuary, getting training from you, and hearing about Acton, he's come to a conclusion: if he doesn't want to lose Marcy too, he'll join the people that have helped him many times before. You, of course, acquiesce. However, joining the Minutemen is the first step in his journey, he now needs to be trained further than what you've taught everyone in Sanctuary. You get the feeling you'll be busting out your inner Drill Sergeant a lot.
94 + 10 + 50/150 = 154/150 - 4 over
After Jun asked you to join the Minutemen, you accepted. However, when he did, you immediately set about to training him harder than you've trained everyone else. He was put through an intense training regime, the same one you had in your time in the army, to get him up to both your and Prestons' standards.
Jun, being the one to have asked, took to this training like a fish to water. And that showed in him picking up the things you were training into him like a sponge. He was able to clear a building on his lonesome (using one of the unused houses and a pipe pistol) and with you and Preston, among many other things.
By the end of the week, Jun was ready to be fully initiated into the Minutemen. Compared to your time in the army, it was a quick affair, as there were barely any actual pleasantries and the like, but you wrote up a quick initiation ceremony that would work for now.
With Jun trained and kitted out with one of Sturges' first batches of reconstructed laser muskets, along protective clothing, the settlement's security has risen.
Overflow assigned to subsequent projects.
Expand farm (33/100): With a basic farm set up, the next possible step is to expand it. A larger size, along with more varied crops, will give you even more of a surplus for trade and growth. (Settlement produces more food. Cost 25 resources per dice.)
99 + 10 + 33/100 = 142/100 - 42 over
While your current farm is great, it could always be better.
You began this week by first establishing where you could expand the farm to, making note that you'd have to tear down several picket fences to expand into various back lawns of other houses. Then, you began setting up additions to the fences to make sure they were stronger, so nothing could get into your farm and ruin the crops within.
It then took a bit longer to gather the required seeds to plant, but you were able to in the end.
Sturges even suggested building a greenhouse so that you could have food production even in the dead of winter. You liked his idea, so you decided to write it down and see if you could get to it later.
And to top it all off, you were even able to find some mutated chickens. You weren't quite sure why they were where you found them (just along the other side of the riverbank), but you were glad anyways that they were there. As thanks to them, you now had a source of food and eggs… after making sure that the food was safe to eat, of course.
All in all, this week was very good for farm construction.
Minor refurnishing (0/25): The survivors of Quincy have claimed several houses, and those houses require some form of furnishing. They aren't required, but more comfortable furnishings will help alleviate the mood in Sanctuary Hills. (More comfortable beds, tables and chairs, and other basic necessities of homes. Cost 10 resources per dice.)
40/25 - 15 over
And, since you now have the basics of the basics established, you feel that you can start investing more into the non-essential stuff, like furniture in the houses.
First of all, you began finding all the mattresses, chairs, bed frames, and tables that survived the war. If they did, you and the settlers began placing them in the homes they claimed. If there weren't any left, you began constructing some where you could.
Next, you began giving out a few candles so people could light their homes in the middle of the night.
And finally, you were able to find several books and board games that people could hold in their homes for some form of entertainment. Though, everyone mostly preferred the books.
After refurnishing everyone's homes a bit, you've found that everyone, including yourself, were feeling far better now.
Overflow assigned to subsequent projects.
Better pipe pistol designs (0/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs.
62/100
With his laser musket project complete, Sturges has turned his attention to a suggestion of yours; making your own pipe weapons.
He completely agreed with you that the pipe weapons you've commonly found were both useless as long-term weapons, but also quite dangerous in general.
As such, he began not with an already existing design, as no single pipe weapon was the same, but from scratch.
He started by designing the very basic mechanisms. From the firing mechanism, to the trigger, to the magazine release, to the weapon housing.
Sturges' first designs were promising. However, he's told you several times that he was having issues with jamming issues, recoil control, and the firing mechanism. You agreed, after testing one of the prototypes yourself.
As such, Sturges will need to have more time to design the entire thing. And even then he may find more issues that he'll have to fix.
Recruit Settlers (0/100): You need more people, both for Sanctuary Hills and for the Minutemen. Recruiting passing settlers is the only way you can think of that will increase numbers for both. (Recruits Settlers to settlement. Gives +1 Operations dice)
61 + 10 = 71/100
Now that Sanctuary was self-sufficient in food, water, and had enough defenses to protect itself, you felt that now you can begin actively searching for new settlers to join your settlement.
Over the week, you've had people find themselves in the area. Several came up and spoke to either you, Jun, or Preston - depending on who was guarding the main gate to the settlement.
Those people then began spreading word of your settlement, which attracted many more people. Eventually, a singular trader, who went by the name 'Trashcan Carla' (for whatever reason) came to the settlement. While you didn't have anything to trade at the moment, she still marked your settlement on her map as a possible place to come to to trade things.
While not many have actually decided to join, the word of your settlement spreading should eventually attract someone new.
Meanwhile, you've noticed that several of the people traveling to your settlement have taken interest in the ruins of Concord. Whether due to the ruins and the possible loot in them or due to it mostly being clear of most dangers in the wasteland, you're not quite sure.
However, you've noticed a single man continuously coming back to the Sanctuary area from traveling. While he hasn't spoken to you much, you have the feeling he may be interested in joining the settlement.
Establish talks with local settlements (1/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.)
94 + 1/100 = 95/100,
Autocompletes next turn
Compared to the Acton Incident, your next forrays into settlement diplomacy were far better.
First of all, you were able to get into contact with a small family farm to the south. The Abernathy's were quite accepting of you, even after a somewhat hostile first introduction. Though, after talking to them, you quickly got the feeling that they were having issues.
When you asked, they told you they were having issues with some raiders to the northeast, based out of what they believe to be the old USAF Satellite Station. They also told you of the death of their daughter, and the theft of a locket from her body.
While you never promised them anything, you thought that you could maybe retake the locket and get it back to the family, though that would take time for you to do.
Another settlement you've come across is the settlement of Assabet, named after the river of the same name. It lies between Acton and Concord, and is based out of the old MCI-Concord facility. Which most likely means many of the people there probably had ancestors who used to be prisoners in the facility… which had many implications on their own.
Anywho, the settlement was quite welcoming when you traveled there, letting you stay for a while before you traveled back to Sanctuary. From what you could gather, Assabet was a town that sat along the trade route between Acton and elsewhere in the Commonwealth, but the destruction of Acton has caused recent issues to begin plaguing the town.
Those were the two settlements you were able to establish some rough contact with, with the most interesting one at the moment being Abernathy farm due to the possibility of you being able to help them. It will take more time to get any official contact and dialogue going between you and them - most especially Assabet - but that is time you so far have.
QM Note:
So can we recruit the fallout 4 companions like Nick Valetime And Piper
For some, you will be able to make them fully-fledged Minutemen. Others, such as Nick and Piper, will be unique people you can interact with.
Anyways, here's the outcome. I'm going to get working on the next turn's stuff, but for now I'mma let y'all discuss the outcomes of this turn here. See y'all when I post the thing.