Difference between revisions of "Rise of The Commonwealth Leaders"

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(Commander Traits)
(Commander Traits)
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= Commander Traits =
 
= Commander Traits =
  
<Faction Name> Reinforcements 63 If half or more of your assault force is killed, reinforcements will be sent from that faction.
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== Major Traits ==
Resistance Fighter 65 Outpost/Vassal can no longer be hostily taken over
+
<Faction Name> Reinforcements 63 If half or more of your assault force is killed, reinforcements will be sent from that faction.<br />
Rabble Rouser 62 1 new recruit per day guaranteed
+
Resistance Fighter 65 Outpost/Vassal can no longer be hostily taken over<br />
Seeing Red 66 Increase warrior melee damage substantially on assaults
+
Rabble Rouser 62 1 new recruit per day guaranteed<br />
Enhanced Interrogator 67 "Marks turret locations during an Assault
+
Seeing Red 66 Increase warrior melee damage substantially on assaults<br />
"
+
Enhanced Interrogator 67 Marks turret locations during an Assault<br />
Roboticist 64 Random robots will join assaults as well as defend the settlement
+
 
Master Propogandist 70 Periodic chance to conscript civilians into the soldier ranks
+
Roboticist 64 Random robots will join assaults as well as defend the settlement<br />
Legend of the Fog 71 Guaranteed full morale meter when leading a Far Harbor settlement
+
Master Propogandist 70 Periodic chance to conscript civilians into the soldier ranks<br />
Love Before War 73 Production increased when no guards or warriors are stationed at her settlement.
+
Legend of the Fog 71 Guaranteed full morale meter when leading a Far Harbor settlement<br />
Right-hand Man 79 Boosts control at all Vassals within range.
+
Love Before War 73 Production increased when no guards or warriors are stationed at her settlement.<br />
Mechanical Uprising 72 Robots count as Warriors when calculating the control provided by patrols from this settlement.
+
Right-hand Man 79 Boosts control at all Vassals within range.<br />
For the People 75 The more civilians at the settlement, the more XP the soldiers will gain in fighting
+
Mechanical Uprising 72 Robots count as Warriors when calculating the control provided by patrols from this settlement.<br />
Mutant Superiority 76 Joins all assaults from this settlement himself.
+
For the People 75 The more civilians at the settlement, the more XP the soldiers will gain in fighting<br />
Knowledge Is Power 77 Assaults from this settlement can target even unscouted locations.
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Mutant Superiority 76 Joins all assaults from this settlement himself.<br />
Fight Club 78 Soldiers can reach higher rank from training
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Knowledge Is Power 77 Assaults from this settlement can target even unscouted locations.<br />
Mercenary Band 74 Soldiers recruited to this settlement can come from any faction.
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Fight Club 78 Soldiers can reach higher rank from training<br />
 +
Mercenary Band 74 Soldiers recruited to this settlement can come from any faction.<br />
 
 
Minor Traits
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== Minor Traits ==
Trait Name ID Effect
+
Trait Name ID Effect<br />
Racketeer 80 Increase Wages per Commercial Plot
+
Racketeer 80 Increase Wages per Commercial Plot<br />
Greenthumb 82 Increase Rations per Agricultural Plot
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Greenthumb 82 Increase Rations per Agricultural Plot<br />
Salvage-Minded 84 Increase Equipment per Industrial Plot
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Salvage-Minded 84 Increase Equipment per Industrial Plot<br />
Financial Manager 86 Provides +30 Wages
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Financial Manager 86 Provides +30 Wages<br />
Logistics Officer 88 Provides +30 Rations
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Logistics Officer 88 Provides +30 Rations<br />
Quartermaster 90 Provides +30 Equipment
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Quartermaster 90 Provides +30 Equipment<br />
Silvertongued 92 Reduces Soldier Wage Requirements
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Silvertongued 92 Reduces Soldier Wage Requirements<br />
Waste Averse 94 Reduces Soldier Ration Requirments
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Waste Averse 94 Reduces Soldier Ration Requirments<br />
Primal Fighter 96 Reduces Soldier Equipment Requirements
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Primal Fighter 96 Reduces Soldier Equipment Requirements<br />
Just Cause 98 Reduces Civilian Ration Requirements
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Just Cause 98 Reduces Civilian Ration Requirements<br />
Tinkerer 101 Reduce Equipment required per robot
+
Tinkerer 101 Reduce Equipment required per robot<br />
Seedy Connections 103 Reduce control required for Commercial plots
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Seedy Connections 103 Reduce control required for Commercial plots<br />
Prepper 105 Reduce control required for Agriculteral plots
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Prepper 105 Reduce control required for Agriculteral plots<br />
Hidden Weapons 107 Reduce control required for Industrial plots
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Hidden Weapons 107 Reduce control required for Industrial plots<br />
Kind-Hearted 109 Reduce control required for Captives
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Kind-Hearted 109 Reduce control required for Captives<br />
Bred for War 110 Increase control provided by Warriors
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Bred for War 110 Increase control provided by Warriors<br />
Strategist 112 Increase control provided by Patrols
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Strategist 112 Increase control provided by Patrols<br />
Authoritarian 114 Increase control provided by Guards
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Authoritarian 114 Increase control provided by Guards<br />
Seasoned Veteran 116 Increase control provided by higher rank soldiers
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Seasoned Veteran 116 Increase control provided by higher rank soldiers<br />
Intimidation Tactics 118 Increase control provided per Warrior via Patrol Links
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Intimidation Tactics 118 Increase control provided per Warrior via Patrol Links<br />
Tight Ship 120 Provides +50 Control
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Tight Ship 120 Provides +50 Control<br />
Speechwriter 122 Provides +5 Morale Boost
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Speechwriter 122 Provides +5 Morale Boost<br />
Problem Solver 124 Provides 2 extra days to get back to assist with defense
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Problem Solver 124 Provides 2 extra days to get back to assist with defense<br />
Dedicated Servant 68 Increase Vassal production
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Dedicated Servant 68 Increase Vassal production<br />
Taskmaster 125 Increase worker production slightly
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Taskmaster 125 Increase worker production slightly<br />
Harrying Scouting 128 Some number of attackers will be picked off at the start of a raid
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Harrying Scouting 128 Some number of attackers will be picked off at the start of a raid<br />
Terrifying Presence 130 Some number of defenders will flee during an assault
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Terrifying Presence 130 Some number of defenders will flee during an assault<br />
Caregiver 134 Increase Field Hospital chance of saving soldiers by 10%
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Caregiver 134 Increase Field Hospital chance of saving soldiers by 10%<br />
Improvisor 136 Battlefield Scavengers have a 10% chance to find additional items
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Improvisor 136 Battlefield Scavengers have a 10% chance to find additional items<br />
Chef 137 Mess Halls provide a stronger buff during assaults
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Chef 137 Mess Halls provide a stronger buff during assaults<br />
Drill Sergeant 138 Traing Yards provides 25% more XP
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Drill Sergeant 138 Traing Yards provides 25% more XP<br />
Retention Officer 140 Prisons can hold one additional captive
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Retention Officer 140 Prisons can hold one additional captive<br />
 
 
Weaknesses
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== Weaknesses ==
 
Trait Name ID Effect
 
Trait Name ID Effect
Lassez-Faire Capitalist 81 Reduce wages per Commercial Plot
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Lassez-Faire Capitalist 81 Reduce wages per Commercial Plot<br />
Mechanical Appetite 83 Reduce rations per Agricultural Plot
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Mechanical Appetite 83 Reduce rations per Agricultural Plot<br />
Weapons Snob 85 Reduce equipment per Industrial Plot
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Weapons Snob 85 Reduce equipment per Industrial Plot<br />
Greedy Pockets 87 Reduce wages by -30
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Greedy Pockets 87 Reduce wages by -30<br />
Hefty Appetite 89 Reduce rations by -30
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Hefty Appetite 89 Reduce rations by -30<br />
Butterfingers 91 Reduce equipment by -30
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Butterfingers 91 Reduce equipment by -30<br />
Mercenary Attitude 93 Increase soldier Wage requirements
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Mercenary Attitude 93 Increase soldier Wage requirements<br />
Motherly Instinct 95 Increase soldier Ration requirements
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Motherly Instinct 95 Increase soldier Ration requirements<br />
Technology Hoarder 97 Increase soldier Equipment requirements
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Technology Hoarder 97 Increase soldier Equipment requirements<br />
Arm the People 99 Civilians require a small amount of Equipment
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Arm the People 99 Civilians require a small amount of Equipment<br />
Overly-Empathetic 100 Increase captive Ration requirements
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Overly-Empathetic 100 Increase captive Ration requirements<br />
Shoddy Mechanic 102 Increase Equipment required per robot
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Shoddy Mechanic 102 Increase Equipment required per robot<br />
Miser 104 Increase control required per Commercial plot
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Miser 104 Increase control required per Commercial plot<br />
Raiderphobia 106 Increase control required per Agricultural plot
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Raiderphobia 106 Increase control required per Agricultural plot<br />
Paranoid 108 Increase control required per Industrial plot
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Paranoid 108 Increase control required per Industrial plot<br />
Hotshot 111 Reduce control provided per Warrior
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Hotshot 111 Reduce control provided per Warrior<br />
Short-Sighted 113 Reduce control provided per Patrol
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Short-Sighted 113 Reduce control provided per Patrol<br />
Distracting 115 Reduce control provided per Defense
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Distracting 115 Reduce control provided per Defense<br />
Agist 117 Reduce control provided by higher rank soldiers
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Agist 117 Reduce control provided by higher rank soldiers<br />
Lax Attitude 119 Reduce control provided per Warrior via Patrol links
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Lax Attitude 119 Reduce control provided per Warrior via Patrol links<br />
Rebellious 121 Increase control requirement
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Rebellious 121 Increase control requirement<br />
Unsettling 123 Reduce morale
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Unsettling 123 Reduce morale<br />
Grueling Manager 69 Reduce Vassal production
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Grueling Manager 69 Reduce Vassal production<br />
Hedonistic 126 Reduce worker production slightly
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Hedonistic 126 Reduce worker production slightly<br />
Overprotective 127 Reduce max number of soldiers that can go on assaults by 1
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Overprotective 127 Reduce max number of soldiers that can go on assaults by 1<br />
Fragile Appearance 129 Additional attackers will join raids
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Fragile Appearance 129 Additional attackers will join raids<br />
Boastful 131 Additional defenders will show up to defend assaults
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Boastful 131 Additional defenders will show up to defend assaults<br />
Easy Target 132 Raids can occur more frequently here
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Easy Target 132 Raids can occur more frequently here<br />
Bloodlust 133 Morale has a lesser effect on production
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Bloodlust 133 Morale has a lesser effect on production<br />
Unsanitary 135 Reduces chance of field hospital saving soldiers by 10%
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Unsanitary 135 Reduces chance of field hospital saving soldiers by 10%<br />
Undisciplined 139 Training Yards provide half their normal XP
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Undisciplined 139 Training Yards provide half their normal XP<br />
No Mercy 141 Prisons will not capture additional Captives
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No Mercy 141 Prisons will not capture additional Captives<br />
  
 
= Leaders and Commanders =
 
= Leaders and Commanders =

Revision as of 16:15, 11 October 2019

Leader Traits

Major Traits

Bot Finder -- Occasionally recruits robot settlers
Brotherhood Ally -- Brotherhood of Steel defends the settlement
COA Ally -- Children of Atom defend the settlement
Engineer -- Increase Advanced Industrial plot production rate
Experienced Mayor -- City upgrades much faster
Hunter -- Greatly reduces food needs of the settlement
Institute Ally -- The Institute defends the settlement
Investigator -- Increase the rate Advanced Industrial buildings are discovered
Lifebringer -- Agricultural plots produce more food
Logistics Expert -- All plots upgrade faster
Mad Scientist -- Recruits an extra settler daily; 25% chance a random settler dies daily
Makeshift Armorer -- Increase the amount of defense provided by equipment donations
Minutemen Ally -- Minutemen defend the settlement
Minutemen Officer -- Many new settlers will be trained as Minutemen
One Mutant Army -- Always wins raids when the player is away
Rabble Rouser -- Guarantees at least one new recruit every day
Railroad Ally -- The Railroad defends the settlement
Robot Moral Officer -- Removes the happiness penalty of robot settlers
Trainer -- Increases the defense provided by Martial Plots
Truthseeker -- Synths can no longer infiltrate the settlement population

Minor Traits

Animal Lover -- Increase the chance animals will move into the settlement
Caravanner -- Increase base food production
Charismatic -- Increase the max settlers that can be radio-recruited
Defender -- Increase settlement base defense value
Entertainer -- Recreational plots will upgrade faster
Enthusiastic -- Increase settlement base happiness
Entrepreneur -- Commercial plots will upgrade faster
Ex-Farmer -- Agricultural plots will upgrade faster
Friend of Sheng -- Increase base water production
Futurist -- Industrial plots will upgrade faster
Good Neighbor -- Residential plots will upgrade faster
Handyman -- Reduce maintenance costs
Mercenary -- Increase tax income
Military Mind -- Martial plots will upgrade faster
Optimizer -- Increase the amount of junk collected per Industrial Plot
Party Animal -- Increase settlement base happiness
Promoter -- Increase happiness bonus per Recreational plot
Recruiter -- Increase the chance of recruiting new settlers
Scavenger -- Increase the amount of junk collected each day
Shakedown -- Increase the amount of caps collected from shops
Welcoming -- Increase the number of visitors that will come to the settlement

Weaknesses

Allergies -- Reduce the chance animals will move into the settlement
Communist -- Commercial plots will take longer to upgrade
Depressed -- Reduces settlement base happiness
Embezzler -- Reduce the amount of caps collected from shops
Fun Police -- Recreational plots will take longer to upgrade
Ghoulish -- Reduces the max settlers that can be radio-recruited
Healthy Appetite -- Reduces the base food production
Inhospitable -- Reduces the number of visitors that will ever come to the settlement
Lonewolf -- Decreases settlement base defense
Naive -- Martial plots will take longer to upgrade
Notorious -- Reduce chance of recruiting settlers
Overzealous -- Reduces settlement base happiness
Pacifist -- Martial plots will take longer to upgrade
Raider at Heart -- Agricultural plots will take longer to upgrade
Rebel -- Reduce tax income
Self Doubt -- Increase maintenances costs
Synth Sympathizer -- Increase the likelihood of synths infiltrating the population
Synthetic -- Agricultural plots will take longer to upgrade
Taskmaster -- Residential plots will take longer to upgrade
Technophobic -- Industrial plots will take longer to upgrade
Unimaginative -- Reduce the amount of daily junk collected
Wasteful -- Reduce the base water production

Commander Traits

Major Traits

<Faction Name> Reinforcements 63 If half or more of your assault force is killed, reinforcements will be sent from that faction.
Resistance Fighter 65 Outpost/Vassal can no longer be hostily taken over
Rabble Rouser 62 1 new recruit per day guaranteed
Seeing Red 66 Increase warrior melee damage substantially on assaults
Enhanced Interrogator 67 Marks turret locations during an Assault

Roboticist 64 Random robots will join assaults as well as defend the settlement
Master Propogandist 70 Periodic chance to conscript civilians into the soldier ranks
Legend of the Fog 71 Guaranteed full morale meter when leading a Far Harbor settlement
Love Before War 73 Production increased when no guards or warriors are stationed at her settlement.
Right-hand Man 79 Boosts control at all Vassals within range.
Mechanical Uprising 72 Robots count as Warriors when calculating the control provided by patrols from this settlement.
For the People 75 The more civilians at the settlement, the more XP the soldiers will gain in fighting
Mutant Superiority 76 Joins all assaults from this settlement himself.
Knowledge Is Power 77 Assaults from this settlement can target even unscouted locations.
Fight Club 78 Soldiers can reach higher rank from training
Mercenary Band 74 Soldiers recruited to this settlement can come from any faction.

Minor Traits

Trait Name ID Effect
Racketeer 80 Increase Wages per Commercial Plot
Greenthumb 82 Increase Rations per Agricultural Plot
Salvage-Minded 84 Increase Equipment per Industrial Plot
Financial Manager 86 Provides +30 Wages
Logistics Officer 88 Provides +30 Rations
Quartermaster 90 Provides +30 Equipment
Silvertongued 92 Reduces Soldier Wage Requirements
Waste Averse 94 Reduces Soldier Ration Requirments
Primal Fighter 96 Reduces Soldier Equipment Requirements
Just Cause 98 Reduces Civilian Ration Requirements
Tinkerer 101 Reduce Equipment required per robot
Seedy Connections 103 Reduce control required for Commercial plots
Prepper 105 Reduce control required for Agriculteral plots
Hidden Weapons 107 Reduce control required for Industrial plots
Kind-Hearted 109 Reduce control required for Captives
Bred for War 110 Increase control provided by Warriors
Strategist 112 Increase control provided by Patrols
Authoritarian 114 Increase control provided by Guards
Seasoned Veteran 116 Increase control provided by higher rank soldiers
Intimidation Tactics 118 Increase control provided per Warrior via Patrol Links
Tight Ship 120 Provides +50 Control
Speechwriter 122 Provides +5 Morale Boost
Problem Solver 124 Provides 2 extra days to get back to assist with defense
Dedicated Servant 68 Increase Vassal production
Taskmaster 125 Increase worker production slightly
Harrying Scouting 128 Some number of attackers will be picked off at the start of a raid
Terrifying Presence 130 Some number of defenders will flee during an assault
Caregiver 134 Increase Field Hospital chance of saving soldiers by 10%
Improvisor 136 Battlefield Scavengers have a 10% chance to find additional items
Chef 137 Mess Halls provide a stronger buff during assaults
Drill Sergeant 138 Traing Yards provides 25% more XP
Retention Officer 140 Prisons can hold one additional captive

Weaknesses

Trait Name ID Effect Lassez-Faire Capitalist 81 Reduce wages per Commercial Plot
Mechanical Appetite 83 Reduce rations per Agricultural Plot
Weapons Snob 85 Reduce equipment per Industrial Plot
Greedy Pockets 87 Reduce wages by -30
Hefty Appetite 89 Reduce rations by -30
Butterfingers 91 Reduce equipment by -30
Mercenary Attitude 93 Increase soldier Wage requirements
Motherly Instinct 95 Increase soldier Ration requirements
Technology Hoarder 97 Increase soldier Equipment requirements
Arm the People 99 Civilians require a small amount of Equipment
Overly-Empathetic 100 Increase captive Ration requirements
Shoddy Mechanic 102 Increase Equipment required per robot
Miser 104 Increase control required per Commercial plot
Raiderphobia 106 Increase control required per Agricultural plot
Paranoid 108 Increase control required per Industrial plot
Hotshot 111 Reduce control provided per Warrior
Short-Sighted 113 Reduce control provided per Patrol
Distracting 115 Reduce control provided per Defense
Agist 117 Reduce control provided by higher rank soldiers
Lax Attitude 119 Reduce control provided per Warrior via Patrol links
Rebellious 121 Increase control requirement
Unsettling 123 Reduce morale
Grueling Manager 69 Reduce Vassal production
Hedonistic 126 Reduce worker production slightly
Overprotective 127 Reduce max number of soldiers that can go on assaults by 1
Fragile Appearance 129 Additional attackers will join raids
Boastful 131 Additional defenders will show up to defend assaults
Easy Target 132 Raids can occur more frequently here
Bloodlust 133 Morale has a lesser effect on production
Unsanitary 135 Reduces chance of field hospital saving soldiers by 10%
Undisciplined 139 Training Yards provide half their normal XP
No Mercy 141 Prisons will not capture additional Captives

Leaders and Commanders

Conqueror (Commanders)

  • Brutus: Resistance Fighter, Improvisor, Hotshot
  • Sarah: Seeing Red, Primal Fighter, Bloodlust
  • Jason: Enhanced Interrogator, Chef, Unsettling
  • Torque: Roboticist, Salvage-Minded, Distracting
  • Preston: Minutemen Reinforcements, Just Cause, Raiderphobia
  • Codsworth: Dedicated Servant, Waste Averse, Overprotective
  • Piper: Master Propagandist, Speechwriter, Rebellious
  • Longfellow: Legend of the Fog, Seasoned Veteran, Fragile Appearance
  • ADA: Mechanical Uprising, Quartermaster, Overly-Empathetic
  • Danse: BOS Reinforcements, Drill Seargant, Technology Hoarder
  • Curie: Love Before War, Caregiver, Easy Target
  • X6-86: Institute Reinforcements, Retention Officer, Grueling Manager
  • MacCready: Mercenary Band, Silvertongued, Hotshot
  • Hancock: For the People, Seedy Connections, Hedonistic
  • Strong: Mutant Superiority, Terrifying Presence, No Mercy
  • Nick Valentine: Knowledge Is Power, Problem Solver, Mechanical Appetite
  • Deacon: Railroad Reinforcements, Hidden Weapons, Arm the People
  • Cait: Fight Club, Primal Fighter, Rebellious
  • Porter Gage: Right-hand Man, Racketeer, Unsanitary

Junk Town

  • Blake Abernathy: Lifegiver, Ex-Farmer, Depressed
  • Lucy Abernathy: Trainer, Enthusiastic, Naive
  • Abraham Finch: Lifegiver, Scavenger, Inhospitable
  • Jake Finch: Hunter, Shakedown, Raider at Heart
  • Vault-Tec Rep: Experienced Mayor, Shakedown, Lonewolf
  • Sheffield: Lifebringer, Party Animal, Self Doubt
  • Marcy Long: Truthseeker, Animal Lover, Depressed
  • Sturges: Investigator, Futurist, Pacifist
  • Mama Murphy: One Mutant Army, Defender, Healthy Appetite -- don't do drugs and she will work
  • Dogmeat: Truthseeker, Defender, Healthy Appetite)

Rise of the Commonwealth

Leaders of the Commonwealth

  • Sturges: Investigator, Handyman, Recruiter, Naive, Overzealous
  • Blake Abernathy: Lifebringer, Animal Lover, Pacifist
  • Connie Abernathy: Shakedown, Depressed
  • Steve Tenpines: Ex-farmer, Pacifist
  • Tiny Tenpines: Scavenger, Pacifist
  • Alice Oberland: Lifebringer
  • Jane Oberland: Scavenger, Healthy Appetite
  • Abraham Finch: Hunter, Defender
  • Jake Finch: One Mutant Army(x), Enthusiastic, Self Doubt
  • Daniel Finch: Mercenary, Overzealous
  • Joseph County: Trainer
  • Jason County: Scavanger, Naive
  • Duke Somerville: Defender, Pacifist
  • Roger Warwick: Truthseeker, Party Animal
  • Julie Nordhagen: Enthusiastic, Self Doubt
  • Hargraves: Entertainer, Pacifist
  • Scribe: Makeshift Armorer, Military Mind, Defender, Self Doubt, Rebel
  • Larry: Truthseeker, Party Animal, Lonewolf
  • Trader Rylee: Investigator, Mercenary, Lonewolf
  • Kessler: Experienced Mayor, Shakedown, Raider at Heart
  • Mr.Greentop: Ex-Farmer, Healthy Appetite
  • Sheffield: Ex-Farmer, Depressed
  • Staples: Entertainer, Healthy Appetite
  • Doc Anderson: Lifebringer, Enthusiastic, Overzealous
  • Rep: Investigator, Futurist, Shakedown, Ghoulish, Inhospitable
  • Wiseman: Experienced Mayor, Enthusiast, Handyman, Ghoulish
  • Deirdre: Shakedown, Ghoulish
  • White: Bot Finder, Enthusiastic, Handyman, Pacifist, Synth Sympathizer.

Nobody's Leaders

  • Connie Abernathy: Abernathy Farm - Makeshift Armorer, Shakedown, Depressed
  • Kessler: Bunker Hill - Experienced Mayor, Shakedown, Synth Sympathizer
  • Abigail Finch: Finch Farm (or Finch Junk Yard, take your pick) - Hunter, Animal Lover, Pacifist
  • Supervisor White: Graygarden - Robot Moral Officer, Futurist, Synth Sympathizer
  • Sturges: Sanctuary - Investigator, Handyman, Pacifist
  • Wiseman: The Slog- Lifebringer, Handyman, Ghoulish
  • Roger Warwick: Warwick Homestead - Institute Ally, Scavenger, Rebel
  • Vault-Tec Rep:Any - Hunter, Scavenger, Ghoulish
  • Sheffield: Any - Investigator, Party Animal, Pacifist

Recruitable Settlers Leader Pack

Settlers of the Commonwealth City Leaders

Sim Settlements Mayors

Ted's Leader Pack

Vanilla Leaders