Sim Settlements Vanilla Leaders

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I will start this review with a disclaimer: from the start, I’ve played this game with mods. None of the mods I use are game breaking, or cheat-y, but it IS fairly well modded. A map upgrade, extra songs on the radio, SIM settlements, some better textures, etc. Playing the game for the first time so long after it initially came out means that I was able to find out what everyone else’s biggest complaints about the vanilla game (such as settlements being pointless) were, and find the mods that addressed those issues. If you have, do, or will play without mods or different mods, your mileage may vary.

*Minor spoilers follow*

Fallout 4 Sims Settlement Leaders

First, I really liked being able to see what the Fallout world was like, if in a very limited way, before the war. Sure, there have always been glimpses of what the past was like in previous games, but I enjoyed actually being there for a few minutes. Nuclear war breaks out, and you take shelter in your vault, where you and the family are cryogenically frozen. Some amount of time passes, and you are thawed out but still locked in your pod. You witness some people open your spouse’s pod, take your baby, and kill your spouse when they resist, then you are re-frozen. You eventually thaw out, and go looking for your baby/ revenge.

I still can't select them from the Manager desk Is there a specific load order for this mod? A sim settlements addon pack containing 22 vaultthemed interior plot plans, 2 city planner desks, 4 flags, and several vaultspecific features. Sim settlements rise of the commonwealth at fallout 4. If you're not able to activate the city plan on the desk, be sure you are on version 3.0 of sim settlements.

As soon as you leave the vault, you are free to go wherever, and do what you want. However, most people I think will likely do what I did, which is to follow the objectives… at first. So you go back to your old house, for some reason, and shockingly the kidnappers did not take your baby there. You do however run into your old housekeeping robot, who eventually directs you to a nearby town. Once you head there, you fight some raiders to help out the first faction most people run across: the Minutemen. You also get your first suit of power armor here. After this quest finishes, you find out they haven’t seen anyone with a baby (although I’m not sure why, after finding out I’ve been frozen, my character assumes that the kidnapping JUST took place and my baby is still an infant).

Today we take a look at a new and revolutionary mod, Sim Settlements totally overahauls the functionaltiy of Fallout 4 settlements. The holotape is on the one table in the room. The idea is to help you spend less time worrying about mod files, so you have more time to enjoy your modded game. ⭐ ハードカバー 写真集 風景. Quotes are not sourced from all markets and may be delayed up to 20 minutes. Information is provided 'as is' and solely for informational purposes, not for trading purposes or advice. Simplex is the fiat/crypto market leader that pioneered global fiat onramps using a bank card. Simplex Banking offers wide payment accessibility to the digital asset community.

It’s from this point that the game really throws you into the “do whatever” frame of mind. Preston, the Minuteman suggests that you might find some information in Diamond City, while he and the other survivors are going to go establish a settlement in your old town. If you escort him, you start getting quests to upgrade the settlement, then to go help other settlements, and so forth. If you head to Diamond City, you will encounter some bad guys along the way, probably unlock some new locations, and probably get some more quests as well. Either way, the Commonwealth is now yours for the exploring.

I will NOT be writing a full review for this game for a few reasons. First, as I mentioned in the intro, my game is modded, so my experience is going to be different than anyone who doesn’t have the same exact mods. Second, and more importantly, much like Skyrim, Fallout is full of options, and it’s up to you which ones you take, and how you approach them. There are just SO many side missions, and locations out there. And each one is only as in-depth as you want it to be. Here’s an example (spoilers, again):

I took one of many optional “go help this settlement” missions, and as usual, the people in need directed me to go take out some raiders that were harassing them, who in this case were headquartered at a local mine. First, I spent a good deal of time outside of the mine, because I decided I wanted the power armor that one of the raiders was wearing. So I systematically (and stealthily) took out all of the other raiders. Then I positioned myself along his patrol route, and hid in the shadows with my stealth boy ready. Once he got to me, I activated my stealth, then followed behind him so that I could pickpocket the power core out of his suit, forcing him to exit it. This mine, by the way, is named after the company that owns it: Dunwich Borers. Haha, I chuckle to myself, because I am a Lovecraft fan. Download Smog Discography Rar Downloads.

So I enter the mine and make my way towards the raider leader for the quest. On my way, I come across a computer terminal, and after checking it out, I find out that the mining company is shady and didn’t care about safety at all. There’s also a note asking the foreman of section one to come down to section four, marked urgent. I fight my way further into the mine, and the rumbling and shaking increase. I get to section two, and there’s another terminal. Among the other files there’s a message for the foreman of section two to ALSO come to section four, urgent. Huh. Okay, I think, so the raider leader will be at station four. Except I find the raider leader at the section three terminal. And then I find a door leading to (presumably) section four, which is chained up.

At this point, I’m really curious, so I continue on. I open the door, and there is a series of blinding flashes as circuit breakers blow… some sort of power surge, I guess? The shaking and rumbling continue to increase. I find a bunch of feral ghouls in this area, and have a few moments where there are some visual… oddities. I keep seeing things, like I’m in a different place. I get to section four and… nothing. Huh. I look around, and there’s a holotape, with some vague entry about the other foremen “suspecting something”, and “our goal is almost achieved”. I pass through one last door, and some more feral ghouls attack me, but these ones are named, with the names of the foremen. And the chamber they’re in has a hole filled with highly radioactive water. I happen to have a hazmat suit, so I put it on and go for a dive. At the bottom I find a partially excavated giant face, presumably some sort of statue, and an altar (among other items) a sacrificial dagger. The story is never fully explained, or spelled out, but there was some sort of conspiracy to awaken some sort of Lovecraft-ian dark god, complete with human sacrifice and everything. Was the dark magic real? Did that explain my visions? Or was it brought on by gas or something down in the tunnels?

This is the sort of thing I ADORE from a game. Backstory and depth that are left to YOU to discover. They didn’t hide it behind super complicated or difficult tasks, I didn’t have to do anything un-intuitive to find it. Just, if I was willing to put in the time to explore, and see where the threads of a hint of a story took me, I was rewarded. This was not the only such instance. There have been several times where, if I took my time, and investigated the world around me, I found some cool stuff, which always made the world seem a little more deep, and varied, and lived in. It wasn’t always a series of emails and holotapes like in the mine… sometimes it was just how a skeletal corpse was positioned, the items I found on or near a body, a nametag, etc. The common thread though, was that if I rushed through, I missed a lot, and if I took the time and indulged my curiosity, I was rewarded.

This sort of slow, patient gameplay is not for everyone. I do not know how interesting the game would be to people that like to run through every encounter and every location. If that’s your preferred play style, then you may not get a lot out of this game. But for me, after thirty five hours, I am not even CLOSE to being done with this game (compared to the previous games I’ve reviewed where once I hit the thirty-ish hour mark I would rush towards the end because I was ready to be done). And I only have the base game, I don’t even own any of the DLC yet. This game was definitely worth my money and my time! I am stopping the official review here, but I may add more as an addendum as I progress through the main story.

Final Update:

I managed to get eighty three hours into this game before I lost all motivation to play. And it was not a subtle, gradual thing. Every day I looked forward to playing, and I got to a point where I made a manual save so that I could pursue the ending for each faction. Choosing at random, I first did the Railroad. Once I finished that, I loaded back up at my earlier save and did the Institute. And then… I just had no desire to do any more. I tried turning it back on to do another faction, and I just sat there doing nothing. I think a large part of the problem was that nothing was challenging anymore. My character build was awesome, and I got to a point where legendary sentry bots and legendary alpha deathclaws were trivial. Master locks and computer terminals were nothing to me. Sure, I could have increased the difficulty, but artificial difficulty for difficulty’s sake does not appeal to me (which is why I could not care less about trying Cuphead).

So I’m done, and ready to move on to the next game on my list. I had a LOT of fun with Fallout 4, much as I did with New Vegas. I would have considered this one to be money well spent even if I had paid full price for it. Considering that I got it on sale for $15, it was one hell of a steal. Adobe amtlib dll crack.

  • 1Leader Traits
  • 2Commander Traits
  • 3Leaders and Commanders

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

Sim Settlements Vanilla Leaders

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

Commanders are similar to the Leaders system introduced with Rise of the Commonwealth, but allow you to assign certain NPCs to manage Outposts and Vassals in order to gain benefits.
The benefits provided by commanders are generally all focused on the Conqueror mechanics.
Each companion has a unique set of traits to give you benefits in your Outposts or Vassals when you aren’t traveling with them.

Major Traits

Dedicated Servant -- Increase Vassal production
Enhanced Interrogator -- Marks turret locations during an Assault
Fight Club -- Soldiers can reach higher rank from training
For the People -- The more civilians at the settlement, the more XP the soldiers will gain in fighting
Knowledge Is Power -- Assaults from this settlement can target even unscouted locations.
Legend of the Fog -- Guaranteed full morale meter when leading a Far Harbor settlement
Love Before War -- Production increased when no guards or warriors are stationed at her settlement.
Master Propagandist -- Periodic chance to conscript civilians into the soldier ranks
Mechanical Uprising -- Robots count as Warriors when calculating the control provided by patrols from this settlement.
Mercenary Band -- Soldiers recruited to this settlement can come from any faction.
Mutant Superiority -- Joins all assaults from this settlement himself.
Rabble Rouser -- 1 new recruit per day guaranteed
<Faction Name> Reinforcements -- If half or more of your assault force is killed, reinforcements will be sent from that faction.
Resistance Fighter -- Outpost/Vassal can no longer be hostily taken over
Right-hand Man -- Boosts control at all Vassals within range.
Roboticist -- Random robots will join assaults as well as defend the settlement
Seeing Red -- Increase warrior melee damage substantially on assaults

Minor Traits

Authoritarian -- Increase control provided by Guards
Bred for War -- Increase control provided by Warriors
Caregiver -- Increase Field Hospital chance of saving soldiers by 10%
Chef -- Mess Halls provide a stronger buff during assaults
Drill Sergeant -- Training Yards provides 25% more XP
Financial Manager -- Provides +30 Wages
Greenthumb -- Increase Rations per Agricultural Plot
Harrying Scouting -- Some number of attackers will be picked off at the start of a raid
Hidden Weapons -- Reduce control required for Industrial plots
Improvisor -- Battlefield Scavengers have a 10% chance to find additional items
Intimidation Tactics -- Increase control provided per Warrior via Patrol Links
Just Cause -- Reduces Civilian Ration Requirements
Kind-Hearted -- Reduce control required for Captives
Logistics Officer -- Provides +30 Rations
Prepper -- Reduce control required for Agriculteral plots
Primal Fighter -- Reduces Soldier Equipment Requirements
Problem Solver -- Provides 2 extra days to get back to assist with defense
Quartermaster -- Provides +30 Equipment
Racketeer -- Increase Wages per Commercial Plot
Retention Officer -- Prisons can hold one additional captive
Salvage-Minded -- Increase Equipment per Industrial Plot
Seasoned Veteran -- Increase control provided by higher rank soldiers
Seedy Connections -- Reduce control required for Commercial plots
Silvertongued -- Reduces Soldier Wage Requirements
Speechwriter -- Provides +5 Morale Boost
Strategist -- Increase control provided by Patrols
Taskmaster -- Increase worker production slightly
Terrifying Presence -- Some number of defenders will flee during an assault
Tight Ship -- Provides +50 Control
Tinkerer -- Reduce Equipment required per robot
Waste Averse -- Reduces Soldier Ration Requirments

Sim Settlements Vanilla Leaders Vs

Weaknesses

Ageist -- Reduce control provided by higher rank soldiers
Arm the People -- Civilians require a small amount of Equipment
Bloodlust -- Morale has a lesser effect on production
Boastful -- Additional defenders will show up to defend assaults
Butterfingers -- Reduce equipment by -30
Distracting -- Reduce control provided per Defense
Easy Target -- Raids can occur more frequently here
Fragile Appearance -- Additional attackers will join raids
Greedy Pockets -- Reduce wages by -30
Grueling Manager -- Reduce Vassal production
Hedonistic -- Reduce worker production slightly
Hefty Appetite -- Reduce rations by -30
Hotshot -- Reduce control provided per Warrior
Lassez-Faire Capitalist -- Reduce wages per Commercial Plot
Lax Attitude -- Reduce control provided per Warrior via Patrol links
Mechanical Appetite -- Reduce rations per Agricultural Plot
Mercenary Attitude -- Increase soldier Wage requirements
Miser -- Increase control required per Commercial plot
Motherly Instinct -- Increase soldier Ration requirements
No Mercy -- Prisons will not capture additional Captives
Overly-Empathetic -- Increase captive Ration requirements
Overprotective -- Reduce max number of soldiers that can go on assaults by 1
Paranoid -- Increase control required per Industrial plot
Raiderphobia -- Increase control required per Agricultural plot
Rebellious -- Increase control requirement
Shoddy Mechanic -- Increase Equipment required per robot
Short-Sighted -- Reduce control provided per Patrol
Technology Hoarder -- Increase soldier Equipment requirements
Undisciplined -- Training Yards provide half their normal XP
Unsanitary -- Reduces chance of field hospital saving soldiers by 10%
Unsettling -- Reduce morale
Weapons Snob -- Reduce equipment per Industrial Plot

Conqueror (Commanders)

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

Creations by COOTS

  • Goodfeels: Chiiiil -- Robot Morale Officer, Ex-Farmer, Pacifist
  • Goodfeels: Exterminate! -- Bot Finder, Defender, Synthetic
  • Dogmeat: Roamer -- Trainer, Scavenger, Rebel
  • Dogmeat: Good Boy -- Hunter, Animal Lover, Rebel
  • Deezer: Welcome -- Truthseeker, Party Animal, Synthetic
  • Deezer: Lemonade Tycoon -- Experienced Mayor, Shakedown, Synthetic
  • Ronnie Shaw: United we Stand -- Minutemen, Minutemen Officer, Recruiter, Fun Police
  • Ronnie Shaw: On Your Feet Maggot!! -- Minutemen, Trainer, Military Mind, Overzealous

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)
Sim settlements vanilla leaders of america

Rise of the Commonwealth

  • Ada - Bot Finder, Scavenger, Synthetic
  • Cait - Trainer, Entertainer, Depressed
  • Codsworth - Robot Morale Officer, Handyman, Pacifist
  • Curie - Lifebringer, Enthusiastic, Naive
  • Deacon - Railroad Ally, Ex-Farmer, Synth Sympathizer
  • Hancock - Experienced Mayor, Party Animal, Ghoulish
  • Old Longfellow - Hunter, Animal Lover, Inhospitable
  • RJ MacCready - Experienced Mayor, Mercenary, Lonewolf
  • Nick Valentine - Investigator, Handyman, Synth Sympathizer
  • Overseer Barstow - Mad Scientist, Futurist, Taskmaster
  • Paladin Danse - Brotherhood Ally, Military Mind, Self Doubt
  • Piper - Truthseeker, Recruiter, Rebel
  • Preston Garvey - Minutemen Officer, Recruiter, Overzealous
  • Porter Gage - Makeshift Armorer, Shakedown, Raider at Heart
  • Strong - One Mutant Army, Defender, Healthy Appetite
  • X6-88 - Institute Ally, Futurist, Inhospitable

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

  • Sturges -- Logistics Expert, Handyman, Synthetic
  • Preston Garvey -- Minutemen Ally, Charismatic, Defender, Communist
  • Mama Murphy -- Lifebringer, Good Neighbor, Pacifist
  • Marcy Long -- Minutemen Ally, Caravanner, Inhospitable, Notorious
  • Jun Long -- Minutemen Ally, Scavenger, Depressed, Self Doubt
  • Dogmeat -- Hunter, Animal Lover, Scavenger, Wasteful
  • Codsworth -- Robot Morale Officer, Caravanner, Taskmaster
  • Blake Abernathy -- Ex-Farmer, Taskmaster
  • Connie Abernathy -- Charismatic, Pacifist
  • Lucy Abernathy -- Friend of Sheng, Naive
  • Paladin Danse -- Brotherhood Ally, Military Mind, Raider at Heart
  • Cait -- Makeshift Armorer, Mercenary, Raider at Heart
  • Jacob Orden -- Experienced Mayor, Good Neighbor, Communist
  • Piper Wright -- Truthseeker, Promoter, Recruiter, Pacifist
  • Sheffield -- Friend of Sheng, Unimaginative
  • Abraham Finch -- Futurist, Notorious
  • Abigail Finch -- Entrepreneur, Pacifist
  • Jake Finch -- Handyman, Rebel
  • Daniel Finch -- Welcoming, Allergies
  • John Hancock -- Experienced Mayor, Good Neighbor, Mercenary, Fun Police, Technophobic
  • Vault-Tec Rep -- Logistics Expert, Entrepreneur, Ghoulish
  • Supervisor Brown -- Bot Finder, Ex-Farmer, Wasteful
  • Supervisor White -- Robot Morale Officer, Good Neighbor, Unimaginative
  • Supervisor Greene -- Engineer, Entrepreneur, Synthetic
  • Trader Rylee -- Investigator, Shakedown, Allergies
  • Deacon -- Railroad Ally, Entertainer, Wasteful
  • Ronnie Shaw -- Minutemen Officer, Defender, Taskmaster
  • Shaun -- None
  • Holly -- Charismatic, Communist
  • Wiseman -- Experienced Mayor, Wasteful
  • Jones -- Ex-Farmer, Technophobic
  • Deirdre -- Caravanner, Notorious
  • Strong -- One Mutant Army, Ghoulish
  • Tina De Luca -- Engineer, Futurist, Naive
  • Nick Valentine -- Investigator, Optimizer, Taskmaster
  • Roger Warwick -- Scavenger, Synth Sympathizer
  • Janey Warwick -- Caravanner, Technophobic
  • June Warwick -- Entrepreneur, Pacifist
  • Anne Hargraves -- Charismatic, Entertainer, Pacifist
  • Doc Anderson -- Lifebringer, Enthusiastic, Healthy Appetite
  • The Scribe -- Makeshift Armorer, Defender, Synthetic
  • Ron Staples -- Hunter Enthusiastic, Shakedown, Lonewolf, Naive
  • Smilling Larry -- One Mutant Army, Scavenger, Healthy Appetite, Taskmaster
  • Jezebel --
  • Curie -- Lifebringer, Friend of Sheng, Pacifist, Self Doubt
  • Swanson -- Makeshift Armorer, Defender, Raider at Heart
  • Robert 'RJ' MacCready -- Experienced Mayor, Mercenary, Communist
  • X6-88 -- Institute Ally, Shakedown, Synth Sympathizer
  • John Somerville -- Handyman, Unimaginative
  • Jason County -- Friend of Sheng, Inhospitable
  • Steven County -- Good Neighbor, Wasteful
  • Matthew Tenpines -- Futurist, Wasteful
  • Caroline Tenpines -- Friend of Sheng, Naive
  • Samuel Greentop -- Ex-Farmer, Technophobic
  • Samantha Greentop -- Charismatic, Pacifist
  • Buddy -- Bot Finder, Entertainer, Wasteful
  • Amelia Oberland -- Optimizer, Rebel
  • Evelyn Oberland -- Entrepreneur, Healthy Appetite
  • Olivia Norhagen -- Good Neighbor, Naive
  • Logan Nordhagen -- Handyman, Synthetic
  • Phyllis Daily -- Ex-Farmer, Synth Sympathizer

Recruitable Settlers Leader Pack

DATA NEEDED

Settlers of the Commonwealth City Leaders

DATA NEEDED

Sim Settlements Mayors

DATA NEEDED

Ted's Leader Pack

  • Connie Abernathy -- Makeshift Armorer, Shakedown, Depressed
  • Kessler -- Experienced Mayor, Shakedown, Synth Sympathizer
  • Abigail Finch -- Hunter, Animal Lover, Pacifist
  • Supervisor White -- Robot Morale Officer, Futurist, Synth Sympathizer
  • Sturges -- Investigator, Handyman, Pacifist
  • Wiseman -- Lifebringer, Handyman, Ghoulish
  • Roger Warwick -- Institute Ally, Scavenger, Rebel
  • Vault-Tec Rep -- Hunter, Scavenger, Ghoulish
  • Sheffield -- Investigator, Party Animal, Pacifist

Wasteland Venturers

  • Bodhi (Warchild's Weapon Store) Leader -- Truthseeker, Party Animal, Rebel

Sim Settlements Leader List

  • Bodhi (Warchild's Weapon Store) Commander -- Fight Club, Silvertongued, Hedonistic

Sim Settlements City Leader

Vanilla Leaders

DATA NEEDED

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