Yah know, here is an idea that could be fun, we turn the vault 111 area into a fort. A minuteman base that overlooks the region. If we build it up over time when we get our hands onto vertibirds on top of the artillery its going to be a epic fort that protects the entire region. At least up to starlight drive in. Which should be our major trading hub leading into the commonwealth itself.
 
[] Plan: finish the basics
-[ ] Combat lessons (0/50): 1 Die
-[ ] Construct basic defenses (0/50): 1 Die
-[ ] Clear debris (0/75): 1 Die
-[ ] Minuteman Laser Rifle (37/75): 1 Die
-[ ] Loot Concord (0/50): 1 Die
-[ ] Establish talks with local settlements (0/100): 1 Die

So here's my idea for the turn, basically finishing the basics and what we started last turn. I could change the operations dice to Tenpines so it can be finished next turn if people want.
 
There is also a robotic disposal junkyard across the pond. With a big ass robot we could take control and use as a defense unit for a settlement, but also unlike in the video game we could use it as a scavenge point for robot parts.
 
[] Plan: finish the basics
-[ ] Combat lessons (0/50): 1 Die
-[ ] Construct basic defenses (0/50): 1 Die
-[ ] Clear debris (0/75): 1 Die
-[ ] Minuteman Laser Rifle (37/75): 1 Die
-[ ] Loot Concord (0/50): 1 Die
-[ ] Establish talks with local settlements (0/100): 1 Die

So here's my idea for the turn, basically finishing the basics and what we started last turn. I could change the operations dice to Tenpines so it can be finished next turn if people want.

why are you looting concord? even if you want to spend operations dice on getting resources, recruiting settlers to get the second dice is going to get us better return when we can spend 2 dice on looting per turn and its not like we are currently desperate for more of them

I think getting shelter for our settlers is incredible important too
 
why are you looting concord? even if you want to spend operations dice on getting resources, recruiting settlers to get the second dice is going to get us better return when we can spend 2 dice on looting per turn and its not like we are currently desperate for more of them
We only get the benefit if we complete the project, so we would likely not get the extra settlers. And next turn I want to get started on Tenpines, so I wanted something that had even odds of being done in a turn.
 
[] Plan: KISS
Martial: 1 Dice
-[] Combat lessons (0/50): 1D
-[] Training with Preston (43/50): Autocompletes this turn.
Infrastructure: 2 Dice
25R
-[] Construct basic defenses (0/50): Cost 25 resources per dice. 1D
-[] Clear debris (0/75): (Random debris cleared. Gives 132 resources once complete.) 1D
Research: 1 Dice

-[] Minuteman Laser Rifle (37/75): (Unlocks Hand-Cranked Laser Rifle.) 1D
Operations: 1 Dice

-[] Recruit Settlers (0/100): (Recruits Settlers to settlement. Gives +1 Operations dice) 1D
Diplomacy: 1 Dice

-[] Talk with Settlers DC 20:
--[] Mama Murphy

Martial only has the 1 action atm.
Infra, get some defenses and clear debris for some resources.
Research, complete the laser rifles.
Ops, Get more dice.
Diplo, talk to someone, I went with mama Murphy to see if she has any 'visions' for us.
 
Combat lessons is the only option, so that's a no-brainer.
If we take resource-using options this turn, we're going to run out of resources, so I'd rather see an infra die spent on clearing the town.
Keep working on the laser rifle is fine
Recruit settlers, tenpines bluff is fine, but loot concord probably gets us a shot of resources that we'll need if we're not taking infra dice on clearing the town
Alternately, we could trade food/water for resources with diplomacy; then we can recruit settlers with ops


The world will be a mashup of what we see in the games and their real life locations.

I live about a fifteen minutes northwest of Concord and I always get a kick out of the "creative interpretations" that the Fallout 4 devs made. Still, I think they got the feel of the area right. Too bad it's an alternate timeline so there's no Storrow Drive in the Boston proper area with its low bridges for trucks to get stuck under.
 
We only get the benefit if we complete the project, so we would likely not get the extra settlers. And next turn I want to get started on Tenpines, so I wanted something that had even odds of being done in a turn.

wait, why start on tenpines next turn?

either you think its urgent so we need to do it this turn or its not and we can wait, its not like theres ever going to be a time where recruiting more people is free
 
If we take resource-using options this turn, we're going to run out of resources, so I'd rather see an infra die spent on clearing the town.
Keep working on the laser rifle is fine

the thing with resource taking options is that once we run out we can just spend all of our dice on clearing debris and well end up with the same amount of resources at the end but well have useful stuff sooner.

for example:

we have 100 resource

we can:
2 dice at 50 resources on useful stuff this turn and spend 2 dice to get 50 resources next turn

or spend 1 dice at 50 resources on useful stuff this turn and 1 dice on getting 50 resources and do the same on the next turn

we end up with 100 resources at the end of both plans but the first plan will get us the useful stuff sooner
 
wait, why start on tenpines next turn?

either you think its urgent so we need to do it this turn or its not and we can wait, its not like theres ever going to be a time where recruiting more people is free
I feel it's moderately urgent but I'm not willing to leave sanctuary defenseless, so tenpines will just have to survive a week of being harassed by raiders while we try to train people.
 
wait, why start on tenpines next turn?
Because I wanted to get the defenses done first. That way the quest would start after turn 4 but if people wanted it earlier I could get started on it now.

the thing with resource taking options is that once we run out we can just spend all of our dice on clearing debris and well end up with the same amount of resources at the end but well have useful stuff sooner.
Removing debris also has a chance of discovering the secrets of Sactuary like the cellar and the drug lab.
 
Question QM, are there any quest mods thrown in on top of what you already have installed? (Cannibal of Concord, Sim Settlements 2, Depravity, etc.)
 
[X] Plan Training Montage
-[X] Combat lessons (0/50): You have just got to train these survivors in combat. It'd help lessen the chances of losing against raiders and mutants, and will give a basis for extra training later on. (Settlers of Sanctuary Hills better prepared for hostile encounters.) 1 Martial Dice
-[X] Training with Preston (43/50): Since Preston and yourself were the only Minutemen in the Commonwealth (to your knowledge), you needed to establish an understanding between yourselves. And, as your former Drill Sergeant has proven with you and your former squad, that type of understanding goes a long way between dying in a random ditch and surviving to tell the tale. (Establish basic understanding of Preston, Preston comes to understand you better, Preston is now better at fighting than before.) Autocompletes this turn.
-[X] Construct basic defenses (0/50): While your town was still open to any who can come waltzing in from across Sanctuary's bridge or from the Vault you exited, you aren't safe. Constructing some basic walls and guard posts in those locations will make you far safer. (Defenses established, Sanctuary Hills more resistant to invasions. Cost 25 resources per dice.) 1 Infra Dice
-[X] Clear debris (0/75): Debris clutters the streets of Sanctuary Hills. From fallen trees to wrecks of cars to scraps of buildings being flung across the street into other buildings. Clearing this material away will give you extra materials to work with, and will clear away more areas to walk around. (Random debris cleared. Gives 132 resources once complete.)
-[X] Minuteman Laser Rifle (37/75): Sturges has taken an interest in the laser rifles used by the Minutemen. He wants to know if he can get a hold of one of them and see what makes them tick, along with if he could construct more. (Unlocks Hand-Cranked Laser Rifle.) 1 Research Dice
-[X] Bury skeletons (0/25): While you may not have known all of them, they still need a proper burial. (The skeletons finally have a proper burial.) 1 Operations Dice
-[X] Establish talks with local settlements (0/100): 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.)1 Diplomacy Dice

Martial just do the choices we are given, combat lessons to help Sanctuary Hills be prepared for hostiles and finish training with Preston.

Construct Basic defenses so that when we start leaving Sanctuary Hills and performing operations that it can protect itself. Clear debris for more resources and we have more room in the settlement for expansion, just look cleaner.

Finish what we started with the minuteman laser rifle. Next turn I'll probably do power generation.

For ops, I think everything else is too ambitious. We haven't completed training with Preston for synergy in expeditions. The people are undefended in case of attack, and we don't have enough of a surplus to be too ambitious with recruitment. Clean the skeletons for morale boost.

Begin talks with local settlements now that we have something to trade.
 
[X] Plan: Prepare for the Future
-[X] Combat lessons (0/50): You have just got to train these survivors in combat. It'd help lessen the chances of losing against raiders and mutants, and will give a basis for extra training later on. (Settlers of Sanctuary Hills better prepared for hostile encounters.) 1 Dice
-[X] Clear debris (0/75): Debris clutters the streets of Sanctuary Hills. From fallen trees to wrecks of cars to scraps of buildings being flung across the street into other buildings. Clearing this material away will give you extra materials to work with, and will clear away more areas to walk around. (Random debris cleared. Gives 132 resources once complete.) 1 Dice
-[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.) 1 Dice
-[X] Minuteman Laser Rifle (37/75): Sturges has taken an interest in the laser rifles used by the Minutemen. He wants to know if he can get a hold of one of them and see what makes them tick, along with if he could construct more. (Unlocks Hand-Cranked Laser Rifle.)
-[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)
-[X] Establish talks with local settlements (0/100): 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.)

Get the basic things for survival in order, recruit settlers because more dice are incredible valuable and establish talks because we need to establish ourselves
 
Question QM, are there any quest mods thrown in on top of what you already have installed? (Cannibal of Concord, Sim Settlements 2, Depravity, etc.)
I'd have to play through a few of the ones I have installed (and plan to install) in order to get a full feel on what is possible. For the ones you've listed, I haven't installed them though I am familiar with a few of them. I may install them later if I feel they'd be interesting to add. Sim Settlements 2 may be possible.
 
[X] Plan Training Montage

It makes sense to get on basic training so we can have at least effective teamwork.
 
Omake fodder
[X] Plan Training Montage

the montage will continue…

Also what is our Omake stuff?
If you're asking what omakes I'd possibly like to see, then:

1. Sturges being frustrated with his laser musket project while slowly going insane.
2. Nora's Funeral.
3. The construction of the farm... with Marcy Long.
And anything else you can think up.

Or if you're asking whether omakes will give you extra things or boost progress... Then yes, yes they will.

Omakes are always welcome, I say.
 
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