the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

NDCowdy reinforcing the good guys at Red Rocket for January 2019

NDCowdy

Well-Known Member
Patreon Supporter
Messages
742

Attachments

  • 1 Approach.jpg
    1 Approach.jpg
    599.3 KB · Views: 306
  • 2 Ariel.jpg
    2 Ariel.jpg
    704.2 KB · Views: 296
  • 3 Beacon & Barrack ext.jpg
    3 Beacon & Barrack ext.jpg
    693.7 KB · Views: 275
  • 4 Barrack Int.jpg
    4 Barrack Int.jpg
    628.3 KB · Views: 260
  • 5 control.jpg
    5 control.jpg
    525.5 KB · Views: 257
  • 6 med bay.jpg
    6 med bay.jpg
    434.3 KB · Views: 252
  • 7 mess.jpg
    7 mess.jpg
    412.4 KB · Views: 246
  • 8 food and drink.jpg
    8 food and drink.jpg
    546.2 KB · Views: 244
  • 9 power, water and dogs.jpg
    9 power, water and dogs.jpg
    677.7 KB · Views: 249
  • 10  workshops.jpg
    10 workshops.jpg
    370.8 KB · Views: 266
Last edited:

RayBo

Well-Known Member
Moderator
Patreon Supporter
Community Rockstar
Support Team
Vault Librarian
Messages
2,291
It's got to be Minutemen for me, being a habitual good guy. Going to build the Minuteman Fort that protects the approaches to the city of Sanctuary.

oh - good lord. This question is tearing me apart!

I don’t know that I can play a bad guy?

As much as Preston and Marcy get on my nerves and wanting to play the new mechanic I just don’t know?

I can not see myself raiding the Abernathy’s, the ladies at Oberland or the old folks at Greentop. oh, just heart breaking thinking of hurting wiseman or holly!

Such a hard choice!
 

NDCowdy

Well-Known Member
Patreon Supporter
Messages
742
Fort Red Rocket finally complete. Had to go back and simplify things after going overboard and having problems with the dreaded triangle of death. Not a showstopper, aimed more for a practical Minuteman fortified outpost.
1 Approach.jpg
The Gate Martial plot needs to be a 'Gate' type or you won't get in or out, I built it as Cpt Coots checkpoint, but their are plenty of others that should work.
2 Ariel.jpg
The plan uses plots from Industrial Revolutions, IDEK's logistic station, Cpt Coots, Vault-tec Tools, Uituit's Junktown, Y1 pack, & Altairp's Animal Farm.
The plan can accommodate up to eleven settlers, kept low to avoid crashing.
The Beacon lookout tower features safety climbing ladders, a good viewpoint and a good spot for the recruitment beacon.
3 Beacon & Barrack ext.jpg
The barrack blocks are on the roof and feature 11 residential plots, modern ablutions and laundry facilities.
4 Barrack Int.jpg
Overlooking the parade ground, by the front gate can be found the city planners desk.
5 control.jpg
The garage offices have been turned into a medical bay.
6 med bay.jpg
The fort's Mess provides meals and recreation.
7 mess.jpg
There are 4 industrial plots (2 internal, 2 external) allowing the fort's 3 martial plots to fully upgrade.
10  workshops.jpg
There is only 1 agricultural plot (a brahmin plot by default) it is intended that the fort will import food from other settlements.
8 food and drink.jpg
Power and some water production is eventually provided by a steam generator in the forecourt (some water is expected to be imported).
9 power, water and dogs.jpg
 
Last edited:

WetRats

Well-Known Member
Moderator
Patreon Supporter
Community Rockstar
Verified Builder
Wiki Contributor
Messages
825
Really strong commitment to the theme.
These Minutemen are standing tall!

And excellent use of ladders!
 

Rhaevyn

Member
Messages
48
OMG, ND you're exactly like me, I want to play Conqueror really bad, but my innate nature, which actually loves raideresque themes, gore, rust and the lot, still cannot be intentionally evil or harmful. Such a quandary.
 

WetRats

Well-Known Member
Moderator
Patreon Supporter
Community Rockstar
Verified Builder
Wiki Contributor
Messages
825
I started building this Plan last night.

Looking forward to exploring as it levels.
 
Top