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Caravan Services |
2+ Settlements, 1 Level 1 Municipal Plot See Caravaneer Stat Effects on the Beacons page. |
Automatically links to other nearby settlements with Caravan Services, Produces +25/+50/+75 Pollution |
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Tax Services |
10 Level 3 Commercial Plots |
The Tax Office collects the Tax Rate on Daily Caps generated by the Settlement that were not spent on Maintenance/Operating costs and deposits that into the Workbench, and remaining Caps go to Virtual Resources. |
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Basic Power Plant |
Complete New Plots on the Block Quest |
Generates +20/+40/+70 Power on the Municipal Grid |
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Advanced Power Plant |
5 Level 3 Basic Power Plants, OR Archon's quest, Pure Energy, Skilled Settler (Intelligence 5 or higher) |
Generates +105/+125/+155 Power on the Municipal Grid (for Settler with Intelligence 5), Defense: -4/-5/-6, Produces +25/+50/+75 Pollution |
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High-Tech Power Plant |
5 Level 3 Advanced Power Plants, Gifted Settler (Intelligence 8 or higher) Assigned |
Generates +180/+220/+290 Power (for a Settler with Intelligence 8) on the Municipal Grid. Defense: -7/-8/-9, Produces +50/+75/+100 Pollution |
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Communications |
2+ Settlements, 1 Level 1 Advanced Power Plant, 5 Level 3 Industrial Plots |
Acts as a Recruitment Beacon, unlocks Caravan pick up services for Mark I and Salvage Beacons, settlers recruited will have better starting stats and increases the chance of settler recruitment by 10%/20%/30% as the plot levels up |
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Power Transfer |
2+ Settlements, 1 Level 3 Advanced Power Plant, or unlocks during Commonwealth Rising |
Shares power grid with other settlements with Power Transfer |
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Basic Water Plant |
Complete New Plots on the Block Quest |
Generates +8/+23/+43 Water |
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Advanced Water Plant |
5 Level 3 Basic Water Plants, Skilled Settler (Perception 5 or higher) Assigned |
Generates +58/+70/+94 Water (for a Settler with Perception 5), Power -3/-6/-9, Produces +25/+50/+75 Pollution |
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High-Tech Water Plant |
5 Level 3 Advanced Water Plants, Gifted Settler (8+ Perception) Assigned |
Generates +96/+116/+141 Water (for a Settler with Perception 8), Power: -9/-18/-25, Produces +50/+75/+100 Pollution |
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Cemetery |
Unlocked by quests: Father Edmund Callum Introduction or Nightingales Introduction, or unlocks when a settler dies from disease (only occurs if Death is set to ON) |
Improves hygiene by +50/+100/+150, cleans up bodies and places their belongings in the workbench, and reduces the chance of disease outbreak due to death. |
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Hospital |
Completing Calling ER, or L2 Clinic and L2 Rare Materials Plots |
Increases natural disease recovery by 50% in the surrounding area (similar to a Caravan's range), cures settlers with known diseases Patients per day = Total hospital workers * plot level |
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Sanitation |
Completing Patient Troubles, or L2 Hospital and L3 Rare Materials Plots, Improved Cleanliness bonus based on the Assigned Settler's Perception Stat, adds +50 per point |
Greatly increases the Hygiene score in a settlement, counteracting pollution. Approximately 1 Sanitation plot will cover the needs of 20 settlers, unless an excessive amount of building based pollution is also present. |