altasilvapuer
Well-Known Member
- Messages
- 166
EDIT: Original posts removed in favor of final images.
Kingsport Trading Post trades primarily in the weapons and gear popular with militaristic groups, like the Gunners or Minutemen, operating throughout the Boston area. While a relatively small trading post, even at Level 3, it is poised to easily grow into something much more imposing, given the right direction. Given the limited 15-settler size of this settlement, I tried to achieve something that was at least borderline profitable/operational with room to expand on systems that can take the extra settler load.
There are multiple empty locations for plots of various sizes scattered throughout the settlement, including one intended to be a Player Home, though it is not pre-decorated. Some of the Designer's Choice plots were also specifically chosen for the facility to place more plots atop or inside them.
Without further adieu, The Nuka-Cap Tour™:
1. On a dreary morning in October, our crew of tenacious traders lands on the shore beneath the lighthouse. The Children of Atom clearly do not know how to maintain a settlement and must be swept from the site. This simple lighthouse will become a beacon of safe passage for the flow of goods, weapons, and, most importantly: caps.

2-3. The lower docks
Built largely during level 2, these docks are shielded from the South by a capsized barge and from the North by the remainder of the dockyard. The view you see is from the doorway of the concrete bunker above, now repaired. The crane has been lifted from the seas and put to work atop the bunker aiding in the hauling of cargo up the cliff face. As word of the settlement's wealth spread, ships from up and down the coast have arrived, carrying their varied and sundry wares. At the furthest reaches of the dock lies a massive ship recently pulled into port (Level 3) from some unknown - and distant - land rumored to lie to the East, across the vast sea.


4-6. As the settlement grew, however, space within the walls of the port increasingly came at a premium. Crammed into the safety of the towering scrap, the buildings have soared upwards to dizzying and questionable heights and safety. A narrow alley bridged by walkways even more precarious than the structures marks the only way up the cliff (unless, of course, you fancy a ride in a container full of potentially-hazardous cargo).



7. Travelers who climb the winding stairs will find themselves quickly before one of Kingsport's oldest and wealthiest establishments: Dead End Liquors. In a town full of drunken sailors and traveling gun-runners, the Dead End provides a welcome respite and "a cure for all what ails ye." The upper floors provide cheap, if seedy, accommodations for the many travelers who pass through.
For the truly brave and stupid, rumors also about that Dead End is soon to open a shooting gallery across the alley from its main entrance, because what says "Wasteland" better than booze & bullets?

8. While Kingsport is primarily a port, as the name suggests, it does also lie on an important trade route connecting the Greater Boston Area with the newly (re)discovered Acadians to the North. The main Southern approach along the Pre-War road is guarded by a stern guard and lit by a now-disused crane. Just inside this gate, one will find more-permanent residential areas to the left, a thriving industrial sector to the right, and the remains of the Pre-War caretaker's home in the center, now converted to a beautiful hotel with a functional subsistence garden out front.

![Entrance - Right Lane [Updated].jpg Entrance - Right Lane [Updated].jpg](https://simsettlements.com/site/data/attachments/5/5537-b9eca6b5ca6676acdf208bb48037c64c.jpg)
10. City Overview with locations of markers and plots.
A few notes:
Man, this settlement was a whirlwind!!
-asp
Kingsport Trading Post trades primarily in the weapons and gear popular with militaristic groups, like the Gunners or Minutemen, operating throughout the Boston area. While a relatively small trading post, even at Level 3, it is poised to easily grow into something much more imposing, given the right direction. Given the limited 15-settler size of this settlement, I tried to achieve something that was at least borderline profitable/operational with room to expand on systems that can take the extra settler load.
There are multiple empty locations for plots of various sizes scattered throughout the settlement, including one intended to be a Player Home, though it is not pre-decorated. Some of the Designer's Choice plots were also specifically chosen for the facility to place more plots atop or inside them.
Without further adieu, The Nuka-Cap Tour™:
1. On a dreary morning in October, our crew of tenacious traders lands on the shore beneath the lighthouse. The Children of Atom clearly do not know how to maintain a settlement and must be swept from the site. This simple lighthouse will become a beacon of safe passage for the flow of goods, weapons, and, most importantly: caps.

2-3. The lower docks
Built largely during level 2, these docks are shielded from the South by a capsized barge and from the North by the remainder of the dockyard. The view you see is from the doorway of the concrete bunker above, now repaired. The crane has been lifted from the seas and put to work atop the bunker aiding in the hauling of cargo up the cliff face. As word of the settlement's wealth spread, ships from up and down the coast have arrived, carrying their varied and sundry wares. At the furthest reaches of the dock lies a massive ship recently pulled into port (Level 3) from some unknown - and distant - land rumored to lie to the East, across the vast sea.


4-6. As the settlement grew, however, space within the walls of the port increasingly came at a premium. Crammed into the safety of the towering scrap, the buildings have soared upwards to dizzying and questionable heights and safety. A narrow alley bridged by walkways even more precarious than the structures marks the only way up the cliff (unless, of course, you fancy a ride in a container full of potentially-hazardous cargo).



7. Travelers who climb the winding stairs will find themselves quickly before one of Kingsport's oldest and wealthiest establishments: Dead End Liquors. In a town full of drunken sailors and traveling gun-runners, the Dead End provides a welcome respite and "a cure for all what ails ye." The upper floors provide cheap, if seedy, accommodations for the many travelers who pass through.
For the truly brave and stupid, rumors also about that Dead End is soon to open a shooting gallery across the alley from its main entrance, because what says "Wasteland" better than booze & bullets?
[Designer's note: This is/would be a recreational plot potentially added for Level 3 and/or a "Level 4" expansion on the grounds from which this shot was taken. I'm on the fence with whether to keep it in Level 3, as I had to go with a different location for my primary Recreation plot and technically lack the settler to man a new one within the allowed 15.]

8. While Kingsport is primarily a port, as the name suggests, it does also lie on an important trade route connecting the Greater Boston Area with the newly (re)discovered Acadians to the North. The main Southern approach along the Pre-War road is guarded by a stern guard and lit by a now-disused crane. Just inside this gate, one will find more-permanent residential areas to the left, a thriving industrial sector to the right, and the remains of the Pre-War caretaker's home in the center, now converted to a beautiful hotel with a functional subsistence garden out front.

![Entrance - Right Lane [Updated].jpg Entrance - Right Lane [Updated].jpg](https://simsettlements.com/site/data/attachments/5/5537-b9eca6b5ca6676acdf208bb48037c64c.jpg)
10. City Overview with locations of markers and plots.
A few notes:
- This Settlement is designed with the potential to be able to grow beyond Level 3 with Player guidance. The numbers in Orange indicate areas I designed or planned to accommodate plots of varying sizes for the player to place. I tried to make a clear distinction throughout the levels between plot spaces that would be used (generally filled with construction materials) and plot spaces that were intentionally empty (either nothing there at all or filled with random storage junk, robot bits, etc).
- There are beds at Red (a) and (b) that are currently marked as Player Beds in Levels 2 & 3. Residential Expansion can be easily accommodated by (re-)replacing them with Settler Beds, as they were in Levels 0 & 1.
- Plots Yellow-4 and Blue-5 are not currently occupied due to the 15-Settler limit. Ditto to Purple-2, which may/may not make the final cut, anyway. I was still waffling as of taking this picture.
- None of the non-plot work objects are currently assigned. The vendor was to be a lower-level thing, but I ended up not using it. I left it for now for a 'Level 4' expansion to the city plan at the player's direction. The martial objects are more for eye candy than actual use, but could be similarly-used.
- Grey-B1/2/3 are similar to the Orange markers in that there's nothing currently there. They're thematically designed like lookout posts and would accommodate a 1x1 Martial Plot, so I marked them in Grey. I could probably plop a 'Guard' Blue Man in each, but essentially ran out of time from starting so late.

Man, this settlement was a whirlwind!!
-asp
Last edited: