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CROUP MANOR TRADING Co.
What if Theodore Croup had worked towards rebuilding his family's wealth rather than trying to teach his feral relatives how to use salad forks? The Manor could be patched up and extended, a trading post built, traders (provisoners) sent out, plenty of mercenaries hired and defences built to guard the tasteful boundaries, food grown and leisure areas built to support the staff, workers hired to generate water, power and items to trade.
The Croup family name will be respected and powerful once more!

Croup manor can accommodate up to 12 settlers housed in 11 residential plots and a single bed in the guard room.
Defences consist of 3 martial plots, 10 turrets and 8 guard generators.
There are 4 Industrial plots (1 advanced) producing water, power and trade goods (and allowing for level 3 martial plots)
The main store is a lvl 3 trader stand (allowing for lvl 4 traders), there is also 1 commercial plot and 1 recreational plot found in the rest area.
Food is produced by 2 agricultural plots (1x 3x3, 1x Int)
Packs used are: Wasteland Ventures 1 & 2, IDEK's Logistics station, Ohno's Windfarm, and Brae's Defences.
Maintenance is just in the black,the paranoid owner uses nearly all their profits for defence.

The Manor's defences have good line of sight on the main approaches, especially the front gate. The old monument has been turned into a bunker, complete with artillery for breaking up those raider buildups.

The Master bedroom suite.

The kitchen is equipped with working cooker and chem station.

The main workshop has workbenches and planning desk.

For those who get stuck at the bottom of the cliff or need a quick alternative entrance or exit we have a staircase down (covered by turrets and guards of course).

The greenhouse helps keep the guard in coffee. Power is supplied by wind turbines which have maintenance access ladders for those with a head for heights.

The manor's livestock has it's own sheltered accommodation. This wing of the manor has workshops on the ground floor, 2 floors of barracks for the workers and guards and extra walkways and stairs to ensure everyone can get about the building without getting lost or stuck.
Level 3 save file: https://www.dropbox.com/s/4xo346fi3reqzyo/Croup_Lvl3_NDCowdy.fos?dl=0
What if Theodore Croup had worked towards rebuilding his family's wealth rather than trying to teach his feral relatives how to use salad forks? The Manor could be patched up and extended, a trading post built, traders (provisoners) sent out, plenty of mercenaries hired and defences built to guard the tasteful boundaries, food grown and leisure areas built to support the staff, workers hired to generate water, power and items to trade.
The Croup family name will be respected and powerful once more!

Croup manor can accommodate up to 12 settlers housed in 11 residential plots and a single bed in the guard room.
Defences consist of 3 martial plots, 10 turrets and 8 guard generators.
There are 4 Industrial plots (1 advanced) producing water, power and trade goods (and allowing for level 3 martial plots)
The main store is a lvl 3 trader stand (allowing for lvl 4 traders), there is also 1 commercial plot and 1 recreational plot found in the rest area.
Food is produced by 2 agricultural plots (1x 3x3, 1x Int)
Packs used are: Wasteland Ventures 1 & 2, IDEK's Logistics station, Ohno's Windfarm, and Brae's Defences.
Maintenance is just in the black,the paranoid owner uses nearly all their profits for defence.

The Manor's defences have good line of sight on the main approaches, especially the front gate. The old monument has been turned into a bunker, complete with artillery for breaking up those raider buildups.



The Master bedroom suite.

The kitchen is equipped with working cooker and chem station.

The main workshop has workbenches and planning desk.

For those who get stuck at the bottom of the cliff or need a quick alternative entrance or exit we have a staircase down (covered by turrets and guards of course).

The greenhouse helps keep the guard in coffee. Power is supplied by wind turbines which have maintenance access ladders for those with a head for heights.

The manor's livestock has it's own sheltered accommodation. This wing of the manor has workshops on the ground floor, 2 floors of barracks for the workers and guards and extra walkways and stairs to ensure everyone can get about the building without getting lost or stuck.
Level 3 save file: https://www.dropbox.com/s/4xo346fi3reqzyo/Croup_Lvl3_NDCowdy.fos?dl=0
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