Fallout 4 put much more focus on the construction and maintenance of settlements than previous games in the franchise did. All across the map are locations where people are struggling to survive, and by using the materials they acquire on their travels, players can help them out with fortifications, supplies, and decorations.
They can also be handy locations for the player, especially in survival mode. This game mode requires constant sources of food and water and safe spaces to sleep, rest, and save one's progress. Settlements are the main places to get those things, so players must build them to suit myriad needs. There are over thirty settlement locations in the Commonwealth, but these 10 are optimal for a survival playthrough.
10 Sanctuary Is Set Up Well, But Too Far Away
A Good Home Base When You Can Fast Travel
The most commonly used settlement among all Fallout 4 players is Sanctuary, and for good reason. It's the original home of the Sole Survivor, and likely the first available settlement the player will come across. It's next to Vault 111, where the game starts, and holds plenty of starting gear and usable work benches for crafting. There's even an associated quest to get the place up and running for the refugees from Quincy.
It remains a straightforward base to set up and defend in survival mode, and is helpful during the first stages of exploring the map. But the main thing that keeps Sanctuary from being any higher on this list is its location. It is in the northwest corner of the map, very far from Diamond City, Goodneighbor, and every faction hub. For that reason, it's pretty inconvenient as a home base once players venture south of the Charles River. Still, it's a good place for players to start out.
9 Covenant Requires A Bit Of Setup To Secure
A Well-Fortified Base With A Dark Past
Covenant is a bit further south and much more centrally located than its predecessor. It's probably the most well-defended settlement by default, a small collection of houses surrounded by concrete walls and mounted turrets. It comes with a farm, a shop, and even a Mr. Handy named Deezer, who sells lemonade.
Initially, Covenant can only be entered once players complete the SAFE test, a modified version of the GOAT test from Fallout 3, devise by the residents of Covenant to root out synths.
But Covenant is only available as a settlement once players complete "Human Error," a quest that will see them either condone the brutal experiments Covenant's leaders perform on potential synths or massacre the entire population. It's a useful and fortified position to lock down, but comes with some heavy moral baggage. On top of that, the settlement is rather small, making it difficult to customize.
8 Jamaica Plain Is Small But Valuable
A Well-Positioned Locale In The Southern Commonwealth
Another smaller settlement is Jamaica Plain, the remnants of an old town centered around a secure vault of old-world treasures. Players who successfully enter that vault and claim its goodies can set up shop in the ruined buildings atop it, which provide good vantage points for defense. The area lacks any natural amenities, but it's well-situated for exploration of the southern area of the map, where safe spots to rest and save are scarce.

10 Fallout 4 Locations Worth Revisiting In Your Next Playthrough
A lot of Locations in Fallout 4 that are worth revisiting the next time you play through the story from the beginning or going back to the world.
The open parking lot area of Jamaica Plain provides enough space to build and decorate some shelter, and the nearby treasure cache gives the area some flavor. But this settlement faces some similar problems to Sanctuary, given how far it is from the center of the map. It's necessary to have a base in the southern Commonwealth, but it's not ideal for a main headquarters.
7 The Slog Is A Pretty Unique Farm Setup
A Ghouls-Only Tarberry Farm
The Slog's name betrays its usefulness as a settlement. It's the ruins of an old public pool, turned into a tarberry farm run entirely by ghouls. The ghouls here are friendly and welcoming, and a few unique NPCs even have some interesting dialogue. It can be unlocked as a settlement as part of the Minutemen questline, and provides a good source of food and water.
It's also well-located for exploration of the eastern side of the map, directly in the middle of the eastern landmass. Its main cons are its small size and lack of any natural defenses, making it hard to protect. But it's a great settlement to add to your supply lines, and is well worth acquiring, especially in survival mode.
6 Egret Tours Marina Is Already Established As A Holdout
Sharing This Space With Another Survivalist
Egret Tours Marina is another good option in the southern area of the Commonwealth, particularly as a staging point for trips into the Glowing Sea. It's an old marina with several buildings to act as cover and adjacent to the Charles River, providing a source of water. It's also already an established fort, as someone lived there prior to the Sole Survivor's arrival: Phyllis Daily, a hardened survivalist.
Phyllis believes she is a synth, and therefore does not trust herself. In reality, she is likely suffering from some kind of trauma related to the death of someone named Samuel.
Phyllis has decked the place out with mines, making the initial approach of the settlement risky, and may become hostile if she feels threatened by the player. But she can be convinced to stand down and even share the settlement, and her aid in a fight can be helpful. Turning the marina into an armory and supply depot on the way to the Glowing Sea provides a good forward operating base for players headed out that way, and Phyllis will ensure it is well-defended.
5 The Starlight Drive-In Is Large And Well-Centered
Good For Building A Settlement From The Ground Up
A popular choice among players in and out of survival mode is the Starlight Drive-In, primarily for how much space it affords for construction and its nature as a blank slate. The Drive-In is located in the northwest section of the map, though closer to Diamond City than Sanctuary and fairly close to a trading post, the Drumlin Diner. It's free to acquire once players take out the infesting mole rats, so it can become a headquarters very early in a playthrough.

I Hated Fallout 4's Settlement Building, But It Needs To Stay
Fallout 4's settlement building was a good idea that was poorly executed leading to frustration, so there needs to be improvement for future games.
The Drive-In is one of the bigger settlement areas in the game, mainly consisting of a parking lot players can turn into anything they want. There's plenty of room to build shelters, merchant stands, and more, and really provides the player with a good sandbox. There is a small radioactive crater in the center, but if Megaton could build around something like that, then so can you.
4 Graygarden Requires Very Little Upkeep And Has Massive Benefits
A Robot-Run Farm To Feed Your Settlers
Graygarden might be the most useful farm in the game, largely because it is fully automated. The place is run by ten Mr. Handy robots, one of which even doubles as a merchant, and none of which require food or water to stay functional. It may be a bit lonelier than the other settlements, but it is certainly the most productive by default and can be easily acquired by completing the quest "Troubled Waters."
Sources of food like this are invaluable in survival mode, and the Mr. Handy bots are no slouches when it comes to defending their home, either. There may not be much room to build at Graygarden, but what it can do to feed other settlements and supply the Sole Survivor with rations is unmatched.
3 Hangman's Alley Is Optimal For Its Placement On The Map
Directly In The Middle Of The Action
Undoubtedly, Hangman's Alley is the best-positioned settlement in Fallout 4. It is in the middle of the central area of the map, extremely close to Diamond City, Goodneighbor, the Institute, and the Railroad HQ. It's also pretty easy to acquire, requiring players to take out some raiders and steal their camp. Beyond its location, Hangman's Alley doesn't offer much: it's small, claustrophobic, and surrounded by danger.
But there's no understating the usefulness of a settlement in this exact spot in survival mode. It's among the most dangerous places in the Commonwealth, so being able to save there is crucial. It's also an area where the game is prone to crashing, where progress can be lost in the blink of an eye, so being able to save frequently is all the more important. Plus, it makes spending thousands of caps on a home in Diamond City completely unnecessary.
2 The Castle Holds The Best Potential For A Powerful Fortress
The Stronghold Of The Minutemen
The Castle is the perfect example of what a faction headquarters should be: large, impressive, fortified, and centrally located. It's much closer to the game's important locations than somewhere like Sanctuary, and it is the largest settlement available in the base game, meaning players can do a lot in of making it their own. The courtyard provides plenty of space for traders and crops, and the walls provide excellent shelter and cover.

Fallout 4's Most Divisive Faction Finally Recieves A Major Upgrade
While The Minutemen may be one of the most derided factions in Fallout 4, a new mod aims to make them significantly more useful throughout the game.
The fact that the Castle comes pre-equipped with its own armory and artillery makes it even better, and it's actually quite enjoyable to arm the place to the teeth in preparation for several major battles. On top of that, it just feels cool to make the Castle into the player's headquarters when they are running the Minutemen, like they really are the general of a Commonwealth-wide militia.
1 Bunker Hill Is Home To Many Trade Caravans
Taking Advantage Of The Local Economy
But there's no beating the location and the economic opportunities of Bunker Hill. This settlement is built around the titular landmark and is the home base of several trade caravans, who will all visit frequently. Access to merchants is crucial in any Fallout playthrough, but especially in survival mode, where travel takes so much longer.
That's not even mentioning Bunker Hill's walls, well-manned defenses, and access to an incredibly tall lookout tower. It's one of the more unique settlements in the game, so it makes sense that it takes a fair bit of work to acquire and will only be available after a sizable chunk of the game's story is complete. Still, once players get access to this settlement, it becomes the best in all of Fallout 4.
Your comment has not been saved