Fallout 4

Fallout 4

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Fallout 4- Horizon 1.9.3 -- Walk for the Concord Bonus
By skyrim2012
Walkthrough in parts
The game with Horizon primarily creates new constraints to implement an intensive economic simulation, to develop settlements, to gain even more resources for an even faster development. Never got this far in the game so it will be an experiment for me and for others.

The aim of this walkthrough is to expand the company as quickly as possible so that the Concord Bonus can be activated. This Bonus you can only earn after a long development of your stats. You need community development to gain Workstation Level and to get this you have to develop your personal skills.
Nevertheless, the gameplay of the main game should be done as meaningfully and story related as possible. But optimized for unlocking the necessary tech levels and conquering the necessary resources.
   
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Part 0 - Introduction and Settings
Difficulty and Character:
The playthrough is on Legendary/Survival difficulty and with Horizon Desolution Mode enabled.
In addition, no perks are awarded in weapon skills in the settings. This leads to the highest possible combat difficulty.
To compensate for this, the character will be optimized for the use of power armor and a quick save function will be used.
All perks are awarded subordinate to the Technical Development objective.
Revival mode will be shut down to save time.
Basic Settings Fallout, Horizon, Mods:
Fast travel enabled. Because of the task which requires a lot of micromanagement.
Save enabled. I use the mod "Smokeable Cigarettes" for saving and as a last resort to heal from extreme damage.
Alternate start. Skips Sanctuary, This mode also gives Medical History in the Vault to choose from
VAFS Redux – Bullet Time and Manual Critical -for more fun
FO4 Hotkeys – Assignment of all important devices to hotkeys: Focus, Crit, Field Weapon Kit, Flip Lighter, Bomb Menu
For a one-time Re Spec with Level 1, a Re Spec mod is used here “ssk”.

Basic information
The player should refer to the information listed in Horizon Wiki, especially
Operation[fo4horizon.fandom.com]
I have prepared and supplemented the information in tabular form to always have an overview of my possible options according to my technical levels.
Activating Operations as soon as possible will be critical to the entire objective.
Guide /New Player[fo4horizon.fandom.com]:
A very good guide for normal players, but I will deviate from the guide.
This brings a more difficult game play but should speed up my development a lot.

Global Horizon settings
Later in Field kit you can set global options – my recommends:
Salvation Animations – disable
Autosave – enable, Stagger 5min
Kill distance – show
Scrap all from corpses – disable (I want to know what I got)
I can't explain everything in detail here and I hope that the reader has enough knowledge of Fallout 4 to understand everything. But I will try to justify my decisions as precisely as possible.

Hint: Fallout 4 in german language is not clean. All mods insert english context so please forgive me, if not all names are as the should be in original english game.
Part 1 – Character Creation and Game Start
Character Creation
There are 36 SPECIAL points +1 point through the "SPECIAL" book in Sanctuary = 37
My minimal settings will be:
- ST 3 - for Tailering - for soft armor and weapon restriction
- PE 7 - for Technologist
- End 2 - for survival
- CH 9 - for level 3 speech tests (dark red) at success rate of 70%
- IN 9 - essential for me, I need Nuclear Physicist
- AG 3 - enough action points - we're going to lighter builds for extra points
- LU 1 - only minimum - only increases combat properties and randomly slightly better resources
As a medical history, I take “spectacle snake” +1 PE with glasses on the nose ( for PE 8 Ambush Warnings)
That's a total of 35 points - that's why I'll do a ReSpec after finding the book and give 2 points as a PERK differently. So for now maybe take ST 5 at the start

Game Start
After leaving Vault 111 in Sanctuary I first go to the Root Cellar and sleep for 8 hours until around 6:00 p.m. The Skill Book perk should be given to Hunter.
Sanctuary: hunt all radroach, talk to Codsworth, collect the SPECIAL bock and do the ReSpec.
The points over give as perks to Scrapper and Technologist --> Salvaging 40
Scrap enough to build Universal Crafting Station. Take the Techlab to build locksmith tools, Autohacker, Autodealer. Empty your inventory and head to
Red Rocket Station:
Dogmeet will join you, activate workbench, collect a little trash and wait, hunt the mole rats, empty your inventory and go further south to Concord.
Concord: Raider, Speekeasy, Museum, Raider+Deathclaw, Museum
Speak to Garvey - agree to Sanctury but do not go there.
Insert all sellable goods, store trash somewhere. Find Trashcan Carla and be sarcastic for rabatt. Go to Drumlin Diner. Negotiate with Wolfgang, demand money, treat (red) or kill him. Sell all goods and gain money. All that to buy some fruits for planting now.
Back to Concord: clear all the remaining places. . You can probably scrap units with Salvating 60 Limit now, do this but hold some tools over. Collect every thing.
Take the north east route trough hills and forest to Red Rocket, do the cave kill+collect everything Continue to Albernathy farm, get quest, maybe buy fruits – optimally to get 8 tatos for one plant raw, go to Camper -> Wicket shipping → Kill + Collect + Scrap everything.
Travel back to Sanctuary. Repair Sanctuary with the switchboard - Tier 3 – 12 bed.
Build water, fruits, security. You will be tired, very hungry and thirsty. Sleep and drink what available- food will come soon.
You now are or will be shortly (I was after 5 h:00min ) at level 4 - 7 perks over.
Part 2 - First Achievements
Next Goal: Workstation Technology Level 1 - for Resource Station to enable supply lines
Level Up - 4 perks:
Marketeer, Inspirational for Workstation Trading Level
It's Science, Leadership for Workstation Technology Level
Demolition --- for disarm mines and collect them
These are all perks on the route to increase your workstation level, increase Salvaging skill or gathering resources. So look for them in the Tech lab. Save 3 perks for level 5.
I could train 3 steps of Workstation Trading Level 2 (Trade 10, Trade 20, Leadership 40)
With this level you could do a lot of operations, but you have no supply units now.
Also no resources for technology level available now.
Set up a small production of supply in Sanctuary before you proceed.
Don’t forget to build the recruitment tower in Sanctuary.

Now it's time to elaborate on some key issues:
Throughout the game you will have a massive shortage of nuclear materials.
You can't buy or find enough of it either.
Therefore we need the Nuclear Physics. Together with Demolition 40 you can disassemble nuclear bombs. We go hunting for suicide bombers. I would even go so far as to reload if he should blow himself up. We definitely need the bombs.
At the beginning you have to find them- in Gorskis Hut- there is a bomb building kit with about 76 nuclear materials.
Operations: We need the nuclear revovery bonus from the Tier 2 expansion of the Mass Fusion Shelter - Workstation Trading Level 2 as soon as possible.
Shortages
For large parts of the game you will increasingly need the following raw materials:
Leather - therefore do not sell anything that leather supplies
Science Papers - always buy, for research progress
Basic Circuits, Adhesive, salt shaker, nuclear materials, lequid fuel – always buy
And most importantly we need supply kits
You get these according to the food/water/power rating.
So don't forget power -- you should go for the last turbine to not waste any liquid fuel
later use the big ones or if no other possibility exist use some solar panels.
Maximum Supply kits
You will get 40 in Maximum + 10 for every Expedition Camp+ 20 do any Settlement and 40 for Farm Settlement. THIS maximum is your guideline of investment.
Build as much as you need to always stay at the possible maximum. But don’t over invest. The raw materials could be needed somewhere else.
From workstation technology level 2 on you can upgrade the first settlement. Try to build specialists as soon as possible if supply kits are at maximum.

Given all this information, there is only one logical way to go:
1. North and pick up the noodle soup → important Wild Tarberry- search and collect 3 pieces north of Sanctuary → go West to the Trash Handler and kill all raiders -> go South and harvest everything -> Gorski's hut → get the bomb kit → unload all at Sanctuary and gear up
Part 3 – On my way to Tenpipes Bluff and back - Workstation Technology Level 1
I have switched to Cosworth to earn his Perk.
On the 1st round I met a dog friend. I couldn't help but buy the dog for 250- It looks cool when Dogmeat and Yunkjard Dog play together in Sanctuary,
The dog brings 5 military points. It's fun- but not so good for my cash value- I'am broken.
I am back in Sanctuary- Level 5 - 6h:45min
For now I could level up to Workstation Technology level 1 (Science 20).
I use this to build 2 – resource center vouchers one for Red Rocket and for Starlight Drive-In
Carla sold a Advanced filter- I have to find some radiation protection soon.

Level 5 perks: Scrapper(2) and Technologist (2) -- > Salvaging at 88 – can scrap more automates now
Metalworking at 26 – can repair T45 armor
Engineering at 45
Nuclear Physics → longer use with fusion cores

I added scopes to my pipe rifle and pipe bold action rifle, added a recon scope for the laser musket.
Don't use fusing cells- use the heavy ones only- its a sudden death for most enemies, especially when you are in trouble. They are also the best turret killer.
You can't do anymore now- you have not the necessary materials.
The fusion core is probably empty now and you have to continue without power armor for the next time.
The 2. round trip will go:
North to Junkyard → Satellite Station Oliviera → Thenpines → Bedfort Station → Starlight Drive In -> take all goods together and go to Sanctuary for the upgrade.
From Sanctuary I go around the lake on the east and north side- some raider, some animals and a lot of plants to harvest.
Collected and harvested all the available loot on my way to the north, including all the animal nests.
Let the Sentry Bot clear out the enemies outside Oliviera Station.
Cleaned the station, I did this a hundred times before. I need 10min for the enemies and 20min to collect all the goods. Simple sniper action. I had to staff >200 kg outside in the Weapon station
In Oliviera don't miss the mini nuke and the fusion core
leaving with Level 6 – 8h:15min

Further North - clear the Junkyard, Talk to the Settlers of Tenpipes Bluff, get the next power armor in the railway waggon and then collect the rest in Oliviera.
Follow the road towards Bedford Station. Kill all the ghouls at the train station.

The quarry is an interesting option when you are close to Tech level 2. That's why it comes later.

Follow the rail to the South and conquere Starlight Drive-In as your next settlement
Part 4 – Settlement Development
How to develop a new settlement?
1. Put the Resource Station Voucher in the workstation
2. Build the Resource station, set supply line to Sanctuary
3. Set scrapping station-- and in most cases scrap all.
4. If there is no building- I build an architect building – in most cases the tavern, in same special cases the warehouse strip with 10 bed for the same price
2. set 6 beds if not already in the settlement
3. build 10+3 water
4. Build at least 10 food if possible or do this later as fast as possible.
5. set defenses for 20 military count
6. at WS Technology Level 2 build a Rescue station - now you will have a Expedition Camp
7. Build a Farming workbench until all slots are open.
8. If you need the settlement for your game control build a universal crafting station.
This costs some resources so I build this very rare at the beginning.
Mostly only in Starlight DriveIn and in Oberland Station.

Thw strategy is to have the most possible Expedition Camps and send all the new settlers to only one community in development until they have 15 settlers there. Do this in settlements which have more than 5 settlers. But be careful to have work for the settler to hold your happiness high enough.

My strategy at the beginning is now changed and in accordance of the importance of the Specialist
1. Industrial community—Sanctuary Hills – Build technicians
2. Starlight Drive-In -- Research Outpost, build all possible buildings and engineers, but let it stay as a Expedition Camp as long as you have not enough raw materials to expand
Why here? I have the feeling all the enemies like it to raid here more often than elswhere.
2. Farming Colony - Greygarden --- Robots don't do anything else. They talk too much and never trade as Vendors
3. Oberland station- in the long way- Recreation Outpost -- the only settlement with enough space for this.
4. The Slog-Military Outpost – thats what logic would say. But there is a story for later.
Summery:
The thing is exactly this: You have a limit on specialists. This limit should be on mission all time. To do this you need resources, Tools, supply, fishing route etc. So build this type first what you can supply. To build new specialists you need rare resources, education papers or oil. So be carefully not to build the wrong type.
According Importance 3 technicians in Industrial City and 2 engineers in Research outpost are most important All other after that.


Nets steps:
I did all this before to Starlight Drive-In. I got a recruitment radio for 1 settler in the post office so I have a new working settlement.
My Level 6 perk goes to Demolition Man(2) – I have Explosives 47 now and can disassemble Mini Nukes wich gives 40 nuclear material- I had 1 nuke to disassemble.

After checking all my options I decides to build the Summon Wilson device and the Leaderchip 40 – Tech level Upgrade to 1.5
Wilson will carry and help me with supply in case I forget aboot it. So this is important to build as soon as possible.
Dremlin Diner- sell some cloths - use Autodoc to heal and Rad reduction
Albernaty Farm - deliver the amulette-- get your 4th settlement
- Build the settlement as written before
Sanctuary Hill -optimise supply kit production now at +32 supply kits
I can do nothing else- I need a lot of liquid fuel and some 50 supply kits for next steps.
Part 5 - The way to Corvega
There are 3 routes to Corvega - all start at Starlight Drive-In
1. Go east and south to avoid Lexington -- this is fast and easy but has not additional gain
2. Go straight to Lexington, cross it and go into Corvega trough the sewage – a lot of fights with gouls and raiders and some additional raw materials – the most difficult Corvega fight
3. I always prefer the Western route - Take the road to the south, save the settler from the rats at the junkyard and recruit him, Concord Introduction/Save Test, get the Stockton caravan quest, go south, find the elevator and use the Highway to reach Corvega → Sniper the Raiders from the Highway, and than take the lower main entrance → the easy way to do Corvega.

Lets start the next adventure at level 6 and 11h: 20min in the game after a long sleep – well rested and well fed.
I leave Sanctuary for Concord and can activate Concord 1 / Tier 1- that gives 5 tenants and income
South of Starlight at the junkyard area I could save the settler from the mole rats and recruited him to Starlight
I got some bad hits from a charged Ghoul at the abandon tractor Last parts of power armor.

Level 7 Covenant – 12h:00 min with Codsworth – I have stolen all things
Elevated Camp-side –> to the East to Corvega
I am low on ammo
-only 6 pc. 5.56mm go with some 0.30 first – this will be difficult
-some .308 for most distant targets
- 150 pc .38 for the pistole has to do the rest
and some fusion for the laser musket

Corvega - all 13 lost souls outside delivered - Level 7 - 12h:42min
Ready to go inside- I have done this a lot most easy is the lower main entrance. Walk slowly forward and kill anybody who is coming to you. I had to summon Wilson more than once.
Finished still at Level 7 after a long sleep at 13h:34min.
In Corvega most of the metal materials are now static. This is new in V1.9. Some aluminium is the best you can get.
I could activate the Corvega production bonus Tier 1 - +1 Junk Recovery, +1 Parts Recovery
Still no supply for other things.
Part 6 - Back to Starlight Drive-In - Workstation Technology Level 2
I did not get much liquid fuel, not much ammo- .38 and shotgun is good against normal ghouls. So I go hunting ghouls in Lancaster and do the Super Dooper market. Hunting Level is at 38.56 -could be better.
Fades Glory Laundromat – Salvaged 15 Laundromat
Level 8 – 14h:08min
Important: don’t miss the wild tarberry in the pool and there is a mini nuke in a Pulowski mini vault nearby.
Lexington pharmacy, Lexington apartments and as last building the Super Dooper Market.
I always take the front entrance of the market and activate the protector bot.
In the supermarket I have always a good time – you know, the funny windows ghouls.
Got a lot of basic circuits and some nuclear materials. Also a new trading and production cycle.
Its time to go home 15h:04 min. But I need to visit the Auto-doc at Drumlins Diner first.
Walking trough Concord I could activate
Concord 2 / Tier 1 – that gives 5 tenants and income
After some very long sleep in Sanctuary let's start the next Upgrades.

I'm buying the engineers 20 – and are now at Workstation Technology Level 2

This is the first important milestone in the business development plan
With max 5 settlers, a rescue station, 10/10/20 in food/water/ defence your settlement will become an Expedition Camp and gives bonus for max supply kits and new slots for specialists.
Now is time to decide what we do after we got Tenpined Bluff.

With 5 settlement and 4 Exp Camps I can send 6 militia and 5 technicians on mission.
We have to boost supply kit production for this.
1. We need Oil → Locking for the best oil resource → 3 oil extractors
2. Build a turret in each settlement → Gives >20 defence without settlers
3. Send free settler to farm or
4. send other free settlers to Sanctuary

We will develop Sanctuary as an Industrial Park. Now at 12 people

Scanning for resources shows all oil outputs are around 0.11–0.19
This not what I need. One of the settlements always has a score around 1.15 oil

To count for Industrial Park I build 3 technicians and 3 craftsman = 6x5% = 30%
I build a Construction Depot +5%
1 could also build a Parts Factory +15%

Got a Food and Drinks vendor for +40 happiness and also two outhouse and a Giddyup Buttercup
all to boost happiness >75.

Preston wanted to go for the Castle, but I disagreed. So I got the Sunshine Tiding and the Oberland task to do.

This is not on the path to the fastest development, but I used the 2 available Perks for Survival and Tailoring. Should be spend better, but I need upgrades:
All weapon with scopes, Eyeware and power armor helmet with a scouting visor, better radiation protection, better armor for my clothing.

After this I discovered a new problem – I’m very short one steel - the upgrades did use all what I had. So I had to buy a 100 steel package and sold all available values and all cloths and scraped all parts with steel.
Part 7 - Sunshine Tiding, Federal Stockpile, Elevated Gunner Camp
I would prefer to go for additional Operations. But I need more raw material first.
That why we go on this tour. Don’t forget a resource station voucher.
Sunshine Tiding will become an Expedition Camp soon.

In the Stockpile are a lot raider with good armor scrap. I take the main entrance.
Much easier in there, than out. There is a Stealthboy and a Mininuke.

In the Elevated Gunner Camp- at the end of the road is an expert level safe.
This got me Level 9 (19h: 00min (3-4 hour idle time are in he bocks now )
The Perk will have his use at Level 10.

I got an invitation from Drumlin Diner and recruited the son to Sanctuary and also send some other settler there so the 15 settler are full.
Stopped the recruitment at 15 but build additional beds >20 Beds for some special guests later.

I got my first Community.

Still not enough raw materials. Scraped all inventory for steel, sold every thing, got another 100 steel package.

But could build at least a small refinery +15% industrial count
Also the Sunshine Tiding has a oil rating of 1.18 -> 2 Oil extractors now

I have only 80 from 90 supply kits because of not enough power.

Where to find steel? In the BOXING hall in the Galleria!

Now its time for the next expedition to enable some Operations. Start 20h:13min
Part 8 to the Mass Fusion Containment Shed
I start at the Drive-In and go north to Thicket Excavations. This could become an operation.

If Sully dosn’t speak to you - there is a bug in a mod loaded after horizon. I reinstalled Horizon to get in in last position and the quest works well.

For closing the valves I put on a gas mask and 2 rad-x for a radiation resistance 230 and did speed swimming - some 2-3 Rad/s are still active.
I’m not sure, if the Level 12 restriction from vanilla is still in the game. We will visit again at the end of the tour after 24 hours.

Going east to the Skylane Crashside and cleared also the Gunner elevated camp nearby.
The Crashside has a hidden stash with a lot of ammo.

Somehow I missed my direction and walked to the south and ended at Milton Memorial Hospital. That’s a good opportunity to hunt for a mutant suicider and for the first encounter with synths. They deliver good materials .
Mass Fusion Containment Shelter is northeast from there. It is very radiated - with my last 2 RAD-X clear it and set
Operation Tier 1 for 1 part recovey and
Operation Tier 2 fo 1 nuclear material recovery rate
– exact what we need.
Not sure if recovery is a bonus of existing production or a stand alone gain. I still can only see no nuclear material recovered.

Into the north you can see the General Atomics Galleria.
I hacked some robots there for self destruction - no one cares - and collected a lot of goods.
Steel is in the sports hall in some dumbbells.

Than I followed the lake Quannapowitt to the North to Outpost Zimonja.
What a surprise- there is an exciting military base now in the game coming with Horizon v1.9.

IF you can defeat Boomer you get entry. Let’s not spoil it for you. Do it. Its great.
I set up Zimonja as a settlement but I could not lay hand on the base with scrapping.
Its too authentic done for this. I only cleared the garbage. In this base is more steel than I could probably use for a long time.

But now it’s unavoidable Outpost Zimonja military base will become my Military Outpost.

This trip was not for cheap, most of my power armor is gone, my radiation is sky rock high and my health at 15%.
Part 9 - Further upgrades - Workstation Tech Level 2.5
My character became level 10 - I have 6 perks to spend

The Workstation Tech Ballistics 40 is finished → Workstation Tech Level now 2.5

Because I reached the skill salvaging 120
- Now I could spend a training session every trading cycle → Workstation Salvating 4
- I can salvage vehicles → most useful appliance
- I can gain addition 46 skill points from practising so no scrapper or technician is needed.

6 perks go in MEDIC 3x, Chemist 3x -- all around 75 now --need 90 for next upgrade Point
I can increase medicine by crafting first aid but I can increase chemistry only by crafting Radaway with purified water what is still not available → needs Water Purification next.
Well this can only happen with WS Tech Level 3.
That is all done in the Outpost for now,

Back in Sanctuary
I disassembled 2 Mini Nukes -> 80 nuclear materials, build a Large ARC Furnate +30 Points
and 3 oil pumps +15 Points and I got my Industrial Park finished with 110 Industrial rating.

Build the missing oil pump in sunshine, build an engineer and some research in Starlight Drive-In
Send all possible settler to Zimonja
Next developments will be into the military in Outpost Zimonja.

I traded away all parts with a value of 2 or more and scrapped all the other clothings.
Than carefully restocked all possible tools, build the next devises like disposable turrets,
food, medicine, got some sleep and had a good meal.

Ready for next adventure. Going for Graygarden and Overland (1T:2h:10min)
Part 10 - To earn the Water Purifier – task failed
In Concord I established
Concord 1 / Tier 3 – 5 Tenants + 1 Junk Recovery Bonus
Travelled to the Drive-In. Send all the free settlers to the north and follow the railway to the west.
I parked the power armor because I hope to get a new one within no time.

With now Level 10 a random encounter can be difficult- if they get you by surprise.
Some raider did a good work on me - before I got the new armor in the train -

A Jalbert Brothers I got to greedy – in many cases there is a stealth boy in the safe.
There is also a nuke between the radiation barrels and I got very radiation poisoned.

It is of no use to walk further so I got to return and heal BUT than I remembered something:
THE SWITCHBOARD

There are radiation protection suites and 2 fusion cores and some Synths, .56 ammo in the turrets and a lot other stuff.
With Horizon you have tools and can open every key or every terminal even at mastery level.
So I did the Switchbord and harvest much material. Its more easier now than with the RR quest.

If someone ask why the Switchboard? I do only know 1 other place to get a hazard suite and that is far away. And we will definitive face more radiation. I should have done this before Thicket Excavations or Jalbert Brothers.

I also harvested in Lexington garages what I missed last journey.
Could also salvage the first cars. Unpacking in Starlight Drive-In and healing at Drumlin Diner Auto-Doc.

By this time Codsworth got 100% affinity and I need a new companion. Preston Garvey is on his own duty and wont speak about joining me. I have to hast to Diamond City now and recruit Piper.

So the journey now will go back to Graygarden, to Overland and into the city. Take Dogmeat for this with me. Codsworth does some farm working in Sanctuary. But he does not count as a settler for the limit. Thats why the extra beds there.
Part 11 - Diamand City / Piper - 10 Settlements
I got my DEAL in Greygarden and with CH 9 and success I got 300 cups. Got the water treatment quest too.
At Oberland Station I got the raider task - Back Street Apparel.
I killed the mole rats in the cave east of Oberland and visited Farmers Market.
Encountered some “raider against mutant fight” and harvested all of them.

Diamond City
The Diamond City guards blamed me for being late in the battle against the super mutants. I still could collect all the leftovers there.
If you are in power armor you should go for Hangman's Alley. Simply walk over the roof from the mutants house to the north, sniper all the raider and jump down. Done.
Enable the settlement and make it an Exploration Camp with no settler.
Do the Piper story at the gate, steal all thing at the Mayors Office and the Upper Stands.
Visit Valentines Office, Give Sheffield a Nuka Cola and send him to Hangman's Alley.
Do the Quest with Pembroke and Cooke with Dogmeat not Piper.
With CH 9 - I visited Cooke alone, took his offer, murdered the Triggerman and Nelson and some how ended with the chems and the money.

Cleared all of the raider in Back Street Apparel, walked to Hangman for a check and run back to Diamond City. Steal what ever possible without getting caught before doing the interview and invite Piper. Take the quest Painting the Town.
I would have done more here, but I got a distress call from Outpost Zimonja for a big ghoul horde.

Military Outpost - calculations
So Zimonja has 15 settler, but very low happiness, I build 2 vendors, 10 milita, 3 farmer

After some time when I understood the calculation I had to change this.
The calculation for the Military Outpost is 10 militia each +5% put to 50% and 100 defense = +50%. A Community needs 5 settler and at least 75% happiness and it is done.
This costs a lot of basic circuits. To be honest I made the calculation after I had done it.
This are the calculation for Tech Level 2
1 turret gives 12 defense for 8 BC
1 guard post gives 2x8 defense +6 defense for the guard = 22 defense
1 decoy gives 12 defense but needs advanced circuit
1 guard dog gives 6 defense but needs a license
This is my final, not optimal solution:
15 settler - 10x militia, 3x vendor + farming on auto farm (+20).
2x guard posts= 44 + 3 turrets=36 +2 decoy=24 + 1 dog=6 for 110 defense at the cost of 48 basic circuits. I put a heater and a Gittyup there and still happiness is 64%.
But this settlement is done now.

10 Settlements at level 11
After this interruption I’m going back on truck.
I made the Weston water treatment plant quest for Graygarden.
Sniper the suicider to get his nuke! Weston could become an operation at Tech Level 3.
If you need help inside: Shut down the turrets, always close all doors, jump up the carrying beams, sniper and bomb.

Get Graygarden and make in your Farming Colony
I set 3 robots to farm mutaberry and 3 robots to be Hunter -- 40% Farming
I had a lot of micromanagement to do. I jumped again trough all settlements and send all possible one to Graygarden, got 15 settler but happiness 50%
With 2 outhouses, 1 fireplace, 3 vendors and 6 people into new farm raws for 100% farming the happiness will rise up soon. This settlement is done also.
Calculation of Farming Colony: 2 hunter- each 5% =10%; 9 crop raws- each 10% =90%

I talked to the Oberland crew and got the settlement.
Oberland area is a complete new modeled prewar logistic and trading area with massive space in
different levels. You have also access to water.
That’s why it is a good space for a Recreational Park in the long run and for fishing. It is not salt water here.
Be carefully this is a facility with surprise. Don’t scrap everything.
I moved into the facility and set the settlers to entertainer. Setup a good automated defense.

Lesson learned story: I got a distress call from Hangman alley
1. Always set a fast travel target to a god position- before you leave a settlement
2. Always take your weapon with you, better with ammo- before you travel
I jumped with only a -25% pipe pistol and some.38 ammo in the middle of a large group of raider.

These are the statistics at this moment
3 Communties with 45 setlter and 7 Expedition Camps with 15 settler



Part 12 Workstation Technology Level 3 now
To go from Level 2 to Level 3 you need 2 upgrade points. One is done, I’m at 2.5, so it’s time to think about the next one.
My options are:
Upgrade with medicine 90/chemistry 90
My skill here is now Chemistry 79 ans Medical 83,70 – to force this higher I would need a lot of purification water – not in production until Tech-Level 3
To gain this upgrade I have to invest 2 perks.
Upgrade with settler skill Workstation Engineering Level 3
I need Power Units- not available before Tech-Level 3
Upgrade with settler skill Workstation Craftmanship Level 3
I need only 2 research papers – Earning 4 per cycle -- So I will wait for this.

I also need Trade Level 3
Next Upgrade Trading 60 is available after I invest the perk (L11) in Marketeer(2)
and there is a workshop training for Trade Level available. It consumes all my research but in the end I get Workshop Trading Level 3.
Now I should have a higher income from Vendors, new options in the Market Trader and new operations - according my list 5 tenants in 2 of Concords areas
More income. But this delays the Tech Level 3 a lot.
There is also a settler training for Salvaging available.

Let’s go for operations now:
I will need 600 vendor credits so I used all trades to sell 1x concrete , 2x tato, 1x wood =+480
Concord 2 Tier 2 +5 tenants- settler Militia Level 2 – maybe because of the military investments
Concord 3 Tier 1 +5 tenants
Concord 4 Tier 1 +5 tenants
Corvega Tier 2 +1 Nuclear Recovery, +1 Junk Recovery

Now the direction is clear- I have to Level up and to boost research. For this, there is an operation bonus in the Boston Library.

I go this route from Corvega to Cambridge clear all the ghouls, do the Cambridge police station, find the Cambridge Diner. I need tableware. After my introduction to the Brotherhood I got Level 12 . I traveled to – should be dry now. But it was not. So I had to use the console to changed it. This fight as a sniper is easy. But the Pit fighter and Gladiators are very strong and dangerous. After some problems to find the last enemies I could pay for
Thicket Excavation Tier 1 +0,5 Ore mining +4 stoneyards

And I had also enough research papers to upgrade with settler skill Workstation Craftsmanship Level 3. Finally I have Workstation Technology Level 3 at the beginning of Level 12 and still one perk over.
With this Level 3 will be a lot more business invests possible, new production and other.
Part 13 Boost in Economy is coming
Now with both Techs at Level 3 we will have a big boost in Economy, we will have to spend a lot of raw materials.

Let’s have a look at the GOAL - - the Concord Bonus
Evan in the Horizon Wiki there is no note what the Tier 3 requirements are. Maybe there are also some Tier 4.
What I already know is - we need Trading and Technology Level 4.
Going from L3 to L4 cost 4 upgrade points. So we need to use not ohnly skill Upgrades but also training upgrades.
Every Trading cycle --180 min in my game I got a training licence for one oft them – But I need also resources.
For Trading training:
Fied Supply 20 m Education material 10,, Vendor Credits 200 + Licence
For Technology training
Basic Circuitry 10, Liquid Fuel 10, Nuclear Materials 20, Research Materials 30 + Licence
So we are in need for nuclear material and research material for a long time
And we can not risk to miss a new trading cycle . So enable the popup notes about this in the options.

So I thing this is the line of importance we have to do now:
1. Build all possible research buildings maybe in a 2. settlement
We need research for the next upgrades.
2. Build purifier in places with low happiness
3. Build a sanitation worker in places with low happiness
We need to develop happiness to get 2 more successful communities.

4. Look for a place with good ore yield and build excavators and all other possible buildings for production – a 2. Industrial Park is coming
We need to develop industry and new technicians, we have a lot of slots empty.

5. Open more operations
6. Go for the Library
More recovery bonus

7. Scavenge, do some quests, level up
8. prepare for new companions - Piper is nearly excited of me.


After some micromanagement and adter some production/trading cycles
Concord 3 Tier 3 - +5 Tenants +1 Junk Recovery
Weston Water Treatment Tier 1 +1 Purified Water Rating
Part 14 – Adventure and more Operations
On the way to free Nick Valentine:
Boston Library Tier 1 +1 Educational Recovery
Boston Library Tier 2 +1 Junk Recovery

Vault 114 has a lot of tools and table ware.

After leaving Nick its easy to find Vault Tec Regional HQ east of Halucigen,

So I could finally pay for:
Vault Tec Regional HQ - Tier 1 - +1 Vault Items Recovery
Cheers bar - Tier 1 +1 Business Income Bonus
Cambridge Diner - Tier 1 +1 Business Income Bonus


I ‘m nearly done with operation at the moment -I have to find
Mass Chemical - in Cambridge
Shout Boston Factory - very east at the shore
but best of all would be Big John’s Salvage - in south east.

So lets go first to the Cabot’s House to Bunker Hill and Cambridge.
For Country Crossing I cleaned the training area - they joint the minuteman.
Outpost Zimonja has become a military outpost, Graygarden needs still some time at 65% happiness at the moment I need the big sewage cleaning station for additional 60 hapiness

Max Supply production is up to 150 supply now, Income nearly the same.

Thenpines for industrial upgrade - 3 Technicans , 3 Constructors
Excavators , Chemical production, Construction depot → 14 settler, but 60% happiness

Distributed my Perks- L14 – 4 perks:
Local Leader II – this is special, it opens new functions with Wilson.
Inspirational II
It’s Science II+III
Science and Leadership are my next targets to upgrade Workstation Level

I didn’t find a new fusion core and run out, had to use a lot of nuclear material to build a fusion core
But I found a mini nuke somewhere - I think in Vault Tec Regional HQ

Some Time ago Piper reached 100% affection so I go with Nick now and we follow the main quest.
But I will not go in Fort Hagen now. I first want to open all availlable operations.

I am still at Level 14 and looking for and resources

Finaly - it is a hard fight with mutants. I did it the wrong way. They came all of them at once.

With Nick as companion, I have to do the Winter holoband tour.
As a sniper it’s better to go to Goodneighbours and recruirt McCreedy and do quests there.
After the Fight around Mass Chemicals I promoted to L15 and can use a specialisation.

Mass Chemical Building - Tier 1 : +1 Chemical Production, +1 Chemical Recovery
Part 15 More Adventure - Workstation Technology Level 4,0
48 hours in the game - I continued where I stopped next to Mass Chemical.
First into the AADTSL Regional HQ - Holotape for Nicks quest, mini nuke and stealth boy
Got a kidnapping quest at Nursery Greentop – these quests will fail if you don’t hurry there.
So the north is my next direction. I trained Trading one time fo 3.25
On this way - Satellite Station – Finch Farm –> Ironworks outside inside, but without the Boss- Gunner – The Slog-> Breakheart Shore.
The Kidnapping is in Camp Kendall- in the east of Cambridge
When I finally could add The SLOG to my settlement I reached Level 16.
Now I can spend 6 Perks – 5+1 for Level 15 /16.

This Training Session I used for Technology and achieved Workstation Technology Level 4,0.

Hunting skill at 106.53 only +3,47 to gain. But I need 120 for a Trade Level point so I have to invest on 1Perk >>Hunter II
Marketeer (3) and ( 4) my Trading skull reached 120 also for a Trade Level point
Trade Level a t 3.75 now

Now comes a Trick
With Level 15 you can have personal specialisation.
Only specialisation on track would be Engineering -At 140 skill points I could buy new Technology level
So with Robotic Expert 3 you can enable Combat Engineer as your Primary Specialisation
And this gives you +30 engineering skill points for free. I’m now at Engineering 159 and could instant invest a step into the next Technology Level → now 4.25

Now its time to try to build Power units production
I am already at skill Leadership 140, and workshop engineering III is free. So with enough power unit I have 2 additional upgrade points

Setttlements - 12 settlements now
Sanctuary and outpost Zimonja are communities
Graygarden (Farming) and Tenpipes (Industry) with 15 settler still not at 75 happiness. I build a breakfast station for 10 more happiness.
Supply production is down to120, only 4 expedition camps , settlements are growing over the limit.
Starlight Drive- In 9 settler is going into Research outpost
Oberland 12 settler – is going for Recreational Park.
The Slog 7 settler – will go for trading I have to visit all of them and distribute settler
I build 3 Power Converter in settlements with power.
Game 2D:12h now - the counting is for onlinetime, for writing the guide I also use time.

Going from Hangman’s Alley to Kandell. I think this will deliver much material, before we got to enable operations again.
Part 16 Game routine - Workstation Trading Level is now 4,0
I run out of fusion cores and don’t want have nuclear materials over to build some. So we go without power armor – Nick or Wilson will help me carry

But before any new adventure I will upgrade settlements and operations

Concord 3 – Tier 2 - 5 Tenants
Concord 3 – Tier 3 – 5 Tenants +5 Research
Concord 4 – Tier 2 - 5 Tenants
Concord 4 – Tier 3 – 5 Tenants +5 part production
For other I need more resources

With the next trading cycle training licence I trained for trade again and now
Workstation Trading Level is now 4,0.

It’s time for a summery of the game routine:
1. Adventure / Experience
You go adventure, collect experience and materials, whenever you come into a settlement you check the status, send free settlers to your settlements in development and wait for the end of the trading cycle, eventually you level up. When the trading cycle ends you hurry in a settlement with a universal station.
2. Settlements skill/ Personal development
Initiate the Workstation Skill and the Settler Skill Training. You check your skills if any further level up is available or could be achieved - spend perks if helpful
3. Operation
Check the operation list if there are new Tiers available somewhere, what resources do you need?
3. Resource Pool
Empty your command container, you go into trading routine Market trading and Courier trading and buy /sell materials to get the best out of your special or rare trades and get materials you could use ore need, make money, go into your productions and check the status. Maybe you could gain skill points if producing some goods in the workstations.
4. Settlement well-being
Check the settlements for further optimisation and development, build what ever is available or necessary but always spare the raw materials for the next training session.
5. business goals
Develop a schedule for your next adventure tour.

Some hint here also:
If you have taken the Combat Engineer, you should use your turrets and protectrons.
Buy the device, put it on a hotkey and you can call in Backup in the fight.
A Laser turret is a winner in the Sauron Ironworks Boss fight.

It’s of no use to carrier armor with you if you fight in PA. No other armor is added to the PA defence. Cloth or Combat armor does not count. But you are defenceless if the PA is broken.
So don’t invest in both – develop the best PA you can- like me
or do it complete different- develop tailoring, clothing and combat armor and build some cargo bots

I’m a collector type – I collect all magazine in the storage and I send doubles to the mail outgoing container – they pay me pre war money.
3 Comments
zakkoo 29 Apr @ 2:08pm 
What is Decoy? I cannot find any clue in game.
zxc 18 Aug, 2023 @ 12:47pm 
Is VAFS completely compatible with Horizon?
skyrim2012  [author] 25 Jun, 2023 @ 6:06am 
The game is still running, startet 18.6.2023
The guide will be continued in parts. So feel free to lock again.
There is not much information available from players at WS Level 4 and higher, so I hope it is still well ballanced and without bugs .
I also want to thank the autor zawinul for this wonderfull mod.
Without it I had abandomed the game years ago.