About this mod
This mod turns the area into a small forest where you'll find a derelict Fort that can be customized providing you have the materials and complete a dangerous hunt.
- Requirements
- Permissions and credits
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Translations
- Spanish
- French
- Mirrors
Repairing the Fort:
- repairs the walls,
- adds 4 guard towers where settlers can be assigned (they provide 2 defense each),
- adds 4 interactive gates where settlers can be assigned (they provide 1 defense each),
- adds lock-down buttons that close the 4 gates for 2 minutes. The 2 minutes limit is here to keep settlement attacks somewhat challenging.
Expanding the Fort:
- adds 4 more guard towers (also 2 defense each)
- adds 1 non interactive gate (also 1 defense but not part of the lock-down mechanism to keep attacks more challenging)
- adds a couple of buildings large enough to place some artillery
Expanding the tower building:
- adds a three story building on top of the existing farm,
- adds a sniper's nest on top of the tower, accessible by an elevator. A settler can be assigned to the nest to provide 1 defense.
- adds 3 wind turbines that provide 4 electricity each. One connector can be found inside the roof of the new building, one can be found outside, under the roof left of the workbench, the last one is also outside, on the electrical tower, and faces the small shop on the left side.
If you wish to do all the repairs and expansion, it will cost 1900 wood and 150 steel.
To help you gather materials you'll find a big lumberjack saw in the shed on the left side of the main building.
When activated, the saw will harvest the surrounding trees and give you 1250 wood... but you'll have to do the small "quest" first.
In addition to the interactive buildings, the derelict Fort already contains:
- A windmill water pump that provides 15 water to the settlement,
- A small building where you'll find a shop that works like a trading emporium.
Known issue:
- The scarecrows can sometimes fall the ground (generally when loading a save in the area). This will solve itself next time the cell is refreshed but, if it bothers you, you can remove each scarecrow by scraping their support poles in workshop mode.