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A variety of player-owned merchant stores can be constructed after developing a settlement through Minutemen quests or by clearing out occupied settlements, and reaching level 2 in the Local Leader perk. Assigning settlers to some types of store will increase settlement happiness and all store types will produce a profit of caps based on population size (subject to a maximum limit). Caps can be collected from the settlement's inventory by accessing the workbench under Misc.

Types of stores[]

Trading post store

There are a total of 6 types of stores in the settlement build mode each selling different items. There are 3 levels of each type, requiring an increasing amount of caps, materials, and perk levels to build, but also having more caps available for purchases, and having a wider selection of goods in stock.

Stores[]

Store Category Store Type Materials Perk Req. Level 4 Trader Business Hours Caps Medical Services Food and DrinkChems Ammo Apparel Misc Weapons Junk Happiness bonus
Trade (Junk) Trading stand 5 wood, 3 steel, 300 bottlecap, 1 settler Local Leader 2 N/A 8am - 8pm 226 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 10
Trading shop 5 wood, 3 steel, 600 bottlecap, 1 settler Local Leader 2 N/A 8am - 8pm 258 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 10
Trading emporium 5 wood, 3 steel, 1500 bottlecap, 1 settler Local Leader 2, Cap Collector 2 Vault-Tec rep, Tina De Luca, Trader Rylee; due to a bug, Ron Staples unlocks Tier 4 Food & Drink when assigned to a Trading Emporium, not a Restaurant. 8 am - 8 pm 239 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 15
Armor (Apparel) Armor stand 5 wood, 3 steel, 500 bottlecap, 1 settler Local Leader 2 N/A 8am - 8pm Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 0
Armor shop 5 wood, 3 steel, 1000 bottlecap, 1 settler Local Leader 2 N/A 8am - 8pm 390 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 0
Armor emporium 5 wood, 3 steel, 3000 bottlecap, 1 settler Local Leader 2, Cap Collector 2 The Scribe 8am - 8pm 344 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 0
Weapons Weapons stand 5 wood, 3 steel, 500 bottlecap, 1 settler Local Leader 2 N/A 8am - 8pm 254 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 0
Weapons shop 5 wood, 3 steel, 1000 bottlecap, 1 settler Local Leader 2 N/A 8am - 8pm Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 0
Weapons emporium 5 Wood, 3 steel, 3000 bottlecap, 1 Settler Local Leader 2, Cap Collector 2 Smiling Larry 24hrs 347 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 0
Food and Drink (Aid) Drink stand 5 wood, 3 steel, 250 bottlecap, 1 settler Local Leader 2 N/A 8am - 10pm 242 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 15
Bar 5 wood, 3 steel, 500 bottlecap, 1 settler Local Leader 2 N/A 8am - 10pm 240 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 20
Restaurant 5 wood, 3 steel, 1500 bottlecap, 1 settler Local Leader 2, Cap Collector 2 Due to a bug, Ron Staples unlocks Tier 4 Food & Drink when assigned to a Trading Emporium, not a Restaurant. 8am - 10pm 128 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 40
Medical Services & Chems (Aid) First aid station 5 Wood, 3 steel, 600 bottlecap, 1 settler Local Leader 2, Medic 1 N/A 8am - 8pm 522 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 10
Clinic 5 wood, 3 steel, 1200 bottlecap, 1 settler Local Leader 2, Medic 1 N/A 8am - 8pm 243 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 20
Surgery center 5 wood, 3 steel, 1800 bottlecap, 1 settler Local Leader 2, Medic 1 Doc Anderson 8am - 8pm 352 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 30
Clothing (Apparel) Clothing stand 5 wood, 3 steel, 200 bottlecap, 1 settler Local Leader 2 N/A 8am - 8pm 251 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 8
Clothing shop 5 wood, 3 steel, 400 bottlecap, 1 settler Local Leader 2 N/A 8am - 8pm 131 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 10
Clothing emporium 5 wood, 3 steel, 1000 bottlecap, 1 settler Local Leader 2, Cap Collector 2 Anne Hargraves 8am - 8pm 141 Medical services Aid Ammo Apparel Miscellaneous Weapons Junk 15

Notes[]

  • The store's inventory of caps and items refreshes approximately every 48 game hours.
  • The income of caps into the workbench from all stores in a settlement is capped at a total of 50 caps per day.
  • These stores not only provide extra income and (often) settlement happiness, but the Sole Survivor can also buy and sell items here. Higher levels ("tiers") of stores provide a wider selection of higher level and more rare items. Each store provides some certain happiness bonus which is divided by the number of settlers in the settlement.
  • There are unique recruitable NPCs who each allow a specific type of Tier 3 store to operate as a Tier 4 store, with special additional inventory.
  • If one has any food store in the settlement, all your settlers (except guards and barmen) will gather around it every evening for dinner. If there are any chairs near the store, settlers will use them. If there is a workbench near it (for example, a cooking station), settlers will randomly use it during their supper time. To get such an effect one should build objects not far from the store (the store has its invisible active zone around it, similar to conduits and power pylons).
  • Like most stores in the game, all player-created stores will buy items of any item, and are not just limited to buying the category they sell (food, drink, weapons, clothing, etc).
  • Assigning companion-possible people/robots to the stores will make it harder to choose to barter, if at all (due to the limitations of the menu options for interaction).
  • Multiple stores of the same type (e.g. weapon stores) globally share the same inventory of items and caps, whether within one settlement or across all settlements.
    • If an amount of caps is removed from one store of a certain type (e.g. a weapon store) by selling to it, the same amount of caps will be removed from all stores of that type, at all tiers, in all locations.
    • If items are removed from one store of a certain type (e.g. a clothing store) by buying from it, those specific items will no longer be available at any store of that type, at all tiers, in all locations. Higher tier stores may have had additional instances of those same items, which will still be available at higher tier stores (in all locations).
    • If an amount of caps is contributed to one store of a certain type (e.g. a food store) by buying from it, that same additional amount of caps is available - once only - at all stores of that type in all locations.
    • If any inventory items become available to one store of a certain type (e.g. an armor store) by selling the items to it, those same specific items are available to buy (once only) from all stores of that type in all locations.
    • For each store type, the Tier 1 stores have only the Tier 1 inventory; the Tier 2 stores have the Tier 1 and Tier 2 inventory; the Tier 3 stores have the Tier 1, 2 and 3 inventory, and stores with a Tier 4 merchant have the Tier 1, 2 and 3 inventory plus the expert trader's special inventory. All of these inventory collections are shared (pooled) between all stores of the relevant type and relevant tier.
    • For example if removing all caps and all items from a Tier 2 store, then visiting a Tier 3 store, the Tier 3 store will have a small number of caps and items. whereas any other Tier 2 or Tier 1 store will have zero caps and no store items.
    • A minor exception is that traders will offer their own personal items (weapon, ammunition, apparel) for sale, creating slight differences between the inventories of different stores. These are still available even after store items have been sold by another store.
  • The Speech bobblehead increases the caps available to every store (not just player-owned stores) by 100 caps.
  • Level 3 of the Cap Collector perk allows the player to invest an additional 500 caps in each type of store (not just player-owned stores). This can only be done once per type of store, not per physical store, and not per tier of store. The investment then permanently provides stores of that type with an improved purchasing power of 500 caps.
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