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Settlement perks
Every perk a settlement can have and what it changes, in the game's own wording. Where a perk shows a range, the game picks a value in it.
Starting perks: positive 15
A settlement can start with these when you take it over.
| Perk | Effect | In game |
|---|---|---|
| Algae farm supplies food | +10,000–30,000 productivity | Increases productivity |
| Anomaly scanner | -10,000–30,000 u/day maintenance | Decreases maintenance costs |
| Automated climate shields | -30,000–50,000 u/day maintenance | Decreases maintenance costs |
| Bounty scanner | +10,000–30,000 productivity | Increases productivity |
| Cartography drones | +10,000–30,000 productivity | Increases productivity |
| Educated citizens | +3–4% citizen happiness | Improves citizen happiness |
| Electromagnetic hotspot | +10,000–30,000 productivity | Increases productivity |
| HypnoDrones | +50,000–100,000 productivity | Increases productivity |
| Interstellar signal array | +10,000–30,000 productivity | Increases productivity |
| Plentiful nanobots | +10,000–30,000 productivity | Increases productivity |
| Propaganda broadcast array | +2–3% citizen happiness | Improves citizen happiness |
| Robot butlers | +4–6% citizen happiness | Improves citizen happiness |
| Salvage drones | +10,000–30,000 productivity | Increases productivity |
| Spacetime anomaly shielding | -10,000–30,000 u/day maintenance | Decreases maintenance costs |
| Well-groomed citizens | +4–6% citizen happiness | Improves citizen happiness |
Starting perks: negative 35
Drawbacks a settlement can start with.
| Perk | Effect | In game |
|---|---|---|
| Built on cursed ground | -4–6% citizen happiness | Reduces citizen happiness |
| Built on fault line | +30,000–50,000 u/day maintenance | Increases maintenance costs |
| Built on sand | +50,000–100,000 u/day maintenance | Increases maintenance costs |
| Choking air | -2–4% citizen happiness | Reduces citizen happiness |
| Citizens are all clones | +5–10% Sentinel attention | Increases Sentinel attention |
| Dancing is banned | -4–6% citizen happiness | Reduces citizen happiness |
| Frequent tremors | +50,000–100,000 u/day maintenance | Increases maintenance costs |
| Full of parasitic eggs | -3–5 population capacity | Occasional population loss |
| Gravitational anomalies | -2–3 population capacity | Occasional population loss |
| Haunted | -4–6% citizen happiness | Reduces citizen happiness |
| Highly radioactive | +30,000–50,000 u/day maintenance | Increases maintenance costs |
| Intermittent lighting failures | +10,000–30,000 u/day maintenance | Increases maintenance costs |
| Lazy citizens | -30,000–50,000 productivity | Decreases productivity |
| Leaking pipes | +30,000–50,000 u/day maintenance | Increases maintenance costs |
| Legacy nanobots | +2–3% Sentinel attention | Increases Sentinel attention |
| Localised cognitohazards | -30,000–50,000 productivity | Decreases productivity |
| Localised gas outbreaks | -2–4% citizen happiness | Reduces citizen happiness |
| Localised quicksand | -2–3 population capacity | Occasional population loss |
| Many spiders | -4–6% citizen happiness | Reduces citizen happiness |
| Network of thought police | -4–6% citizen happiness | Reduces citizen happiness |
| No pets allowed | -4–6% citizen happiness | Reduces citizen happiness |
| Poisoned water | -30,000–50,000 productivity | Decreases productivity |
| Poorly decorated | -2–4% citizen happiness | Reduces citizen happiness |
| Prototype building materials | +30,000–50,000 u/day maintenance | Increases maintenance costs |
| Pungent food cannery | -2–4% citizen happiness | Reduces citizen happiness |
| Repressive atmosphere | -1–2% citizen happiness | Reduces citizen happiness |
| Rude citizens | -2–4% citizen happiness | Reduces citizen happiness |
| Signal blackspot | -30,000–50,000 productivity | Decreases productivity |
| Sinister AI overlord | -4–6% citizen happiness | Reduces citizen happiness |
| Targeted by thieves | -10,000–30,000 productivity | Decreases productivity |
| Trade network failing | -30,000–50,000 productivity | Decreases productivity |
| Uncultured | -1–2% citizen happiness | Reduces citizen happiness |
| Undrinkable water | -2–3 population capacity | Occasional population loss |
| Unlucky | -2–4% citizen happiness | Reduces citizen happiness |
| Worm infestation | +30,000–50,000 u/day maintenance | Increases maintenance costs |
Blessings 2
Granted or lost through settlement events.
| Perk | Effect | In game |
|---|---|---|
| Blessed by the … | +4–6% citizen happiness | Improves citizen happiness |
| Cursed by the … | -1–2% citizen happiness | Reduces citizen happiness |
Other perks 30
Perks a settlement gains later. Many have names the game picks at random.
| Perk | Effect | In game |
|---|---|---|
| Air of decay | +10,000–30,000 u/day maintenance | Increases maintenance costs |
| Atmosphere of suspicion | -1–2% citizen happiness | Reduces citizen happiness |
| Bone recycling unit | -30,000–50,000 u/day maintenance | Decreases maintenance costs |
| Citizens in a cult | -2–4% citizen happiness | Reduces citizen happiness |
| Colourful paintwork | +3–4% citizen happiness | Improves citizen happiness |
| Constant static noise | -2–4% citizen happiness | Reduces citizen happiness |
| Creeping, Spreading Glass | +2–3% Sentinel attention+50,000–100,000 productivity | Do not drink the water |
| Factory has sleep pods | -1–2% citizen happiness+50,000–100,000 productivity | Increases productivity |
| Foreboding atmosphere | -2–4% citizen happiness | Reduces citizen happiness |
| General listlessness | -30,000–50,000 productivity | Decreases productivity |
| General unease | -2–4% citizen happiness | Reduces citizen happiness |
| Generous overtime | +4–6% citizen happiness+30,000–50,000 productivity | Increases productivity |
| Hostile spy suspected | -30,000–50,000 productivity | Decreases productivity |
| Infrequent doom mists | -3–5 population capacity | Occasional population loss |
| Intermittently hexed | +30,000–50,000 u/day maintenance | Increases maintenance costs |
| Malfunctioning electronics | +30,000–50,000 u/day maintenance | Increases maintenance costs |
| Mandatory brain implants | -1–2% citizen happiness+50,000–100,000 productivity | Increases productivity |
| Name varies | -10,000–100,000 u/day maintenance | Decreases maintenance costs |
| Name varies | +2–6% citizen happiness | Improves citizen happiness |
| Name varies | +20,000–100,000 productivity | Increases productivity |
| Name varies | +2–6% citizen happiness-10,000–30,000 productivity | Improves citizen happiness |
| Name varies | -1–6% Sentinel attention | Decreases Sentinel attention |
| Name varies | +20,000–100,000 productivity | — |
| Name varies | +1–5 population capacity | Increases population |
| Pioneer Spirit | +3–4% citizen happiness+30,000–50,000 productivity-30,000–50,000 u/day maintenance+2–3 population capacity | Prepared for anything |
| Public artworks | +3–4% citizen happiness | Improves citizen happiness |
| Quarantined explorers | +30,000–50,000 u/day maintenance-3–5% Sentinel attention | Cognitohazard containment facility |
| Sense of doom | -2–4% citizen happiness | Reduces citizen happiness |
| Targeted by scammers | +10,000–30,000 u/day maintenance | Increases maintenance costs |
| Unionised workforce | +4–6% citizen happiness | Improves citizen happiness |
