Settlements should have been improved or erased all together.
Some ideas (hope the modders will make something similar):
1.Make a settlement management interface.
2.Make some quest givers (real quest givers not blank shoot that, kill this missions)
3.Make the settlements populated and transited by either new characters that give out quests which appeal to the evolution of the settlement.
4.Create settlement "types".
I've noticed that the game tells you that if you produce a lot of water in a settlement, you can provide water to the others but I think that it didn't work in my game, can anyone confirm this?
My point is, it would be cool if for example other than the usual "Farm", "Water Town" and so on there would be settlements where you can for example make
Training camp Town: A settlement where the residents don't have to work the land since the other villages provide water and food for them but instead they can: A) Provide security for the other villages or act as an emergency bodyguard in case of an attack. (Long distance settlements might be out of their reach so it would be a good idea to make them more 'central'.) B) Send them out on scavenging missions. (Weapons, Armor, Junk needed for settlements would appear into your inventory.) C) Hire them out for dangerous missions in exchange for caps or other deals that may help your town network thrive. They would also be your character's militia and so on. The equipment you provide them with and training ( some buildings, programs etc would help ) will show how good they are and how much success chance they have. All those missions would take place off-screen.
Factory Town: Those settlers would be the industry part of your ... [ Settlement Country?? ]
If you build and secure a settlement and give it this role, the people over there would craft weapons, armor, mechanisms and basically other things in demand out there in the commonwealth. The production could come out in two ways: a "Production Meter" similar to happiness,water, defense etc that allows your production towns to boost the following
"Market Town" or it could provide the player with items from lame ones up to legendary depending on the town's production power.
Chem Town and "Vice City": Similar to the Factory town this one would specialize in crafting chems ( healing or fallout drugs) and it would influence the production bar and happiness (happiness results may vary) and also provide you with items from time to time. Also, in this town or another one, the player could establish gambling venues, bars, housing & hotel services so that settlers would show up and stay there or visitors would simply migrate and emigrate in and out of your town to make it feel more alive and dynamic. Oh... and prostitution.
Technology Towns: Production town specialized in science. You would need this town set up in order to be able to produce turrets and other advanced defense system. (Those turrets are OP anyway compared to the attackers)
Residential Settlements: Those settlements would exist to house some of your citizens, which consume the goods your other towns produce, work and fluctuate between towns and be protected by bodyguard towns so everyone is connected. It could have 'a jack of all trades' system. Some guards, some merchants, a few "artisans" too.
Market Town: Same as the Bodyguard Town, the citizens here won't bother with farming or stockpiling water. (Not on such a great extent at least, some small scale production would exist.)
The Market Town would be filled with merchants, market stalls, NPC's haggling, buying and selling to each other and fluctuate in and out of the city.
The economical hub of your network would be the Market Town. The size of all your settlements influence it directly and so do other quests you've done so far in the world and in each of the other settlements you own.
Consequences:
Those choices would also influence the world. Relationships with factions and locations would change depending on them.
FO4 is kind of non logical when it comes to this kind of stuff and the lines are kind of blurry so I will also give examples based on past locations/factions in the FO universe.
Negative:
- You build 2 "Vice & Chem" Towns and New Reno takes notice so they try to destabilize your trade routes, sabotage or deal out a direct attack on those or on other towns in your network.
- You max out your Technology town to the point where you can tamper with Synths. (Imagine how cool that would be combined with my earlier scenario in which in FO4 you are a Synth and this would allow the scientists you gather to be able to replicate synths based on the examination of your body.) >> Institute attacks.
Mixed: - Some raider groups take notice of your success and start attacking you OR some raider/tribal/etc groups consider joining you. You can choose to eliminate or annex them based on quests/choices.
Positive: Based on some of the 'internal' quests you have chosen what kind of policy your settlements have and decided house in your "Residential Towns & Others" and to be tolerant of all races, ghouls and even pacifist supermutants. (Something like Broken Hills) So the 'minority' groups would try to join you. Don't know...would the Followers of Apocalypse fit here?
So that's how I would have done it
. Sorry for typos or grammar mistakes.