Using the PRSTN Model to Rank Settlements

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Published 2024-06-17
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Join as we journey across the Commonwealth, Far Harbor, and Nuka World giving a rating to all of the settlements! By using the PRSTN Scale, designed in honor of Mr. Preston Garvey, we will be determining how easy it is to make a settlement that is nice, and safe. This is done with a ten point rating scale, measuring Proximity, Radiance, Securities, Total Build Area, and Notable Elements.

This video was filmed after the next gen update on PlayStation 5! Soon I hope to upgrade to be able to make better, more immersive content!

00:00 Introduction
00:20 What is the PRSTN Scale?
01:10 Abernathy Farm
01:55 Boston Airport
02:59 Bunker Hill
04:00 Coastal Cottage
04:48 County Crossing
05:39 Covenant
06:35 Croup Manor
07:30 Dalton farm
08:25 Echo Lake Lumber Mill
09:13 Egret Tour Marina
10:15 Finch Farm
11:13 Graygarden
12:20 Greentop Nursey
13:02 Hangmans Alley
13:59 Jamaica Plain
14:57 Kingsport Lighthouse
15:51 Longfellows Cabin
16:41 Murkwater Construction Site
17:28 Nordhagen Beach
18:20 Nuke World Red Rocket
19:25 Oberland Station
20:05 Outpost Zimonja
21:02 Red Rocket Truck Stop
21:50 Sanctuary Hills
23:00 Somerville Place
23:54 Spectacle Island
25:06 Starlight Drive In
26:03 Sunshine Tidings Co-op
26:55 Taffington Boathouse
27:52 Tenpines Bluff
28:42 The Castle
29:40 The Mechanists Lair
30:31 The Slog
31:27 Vault 88
32:23 Visitor Center (National Park Visitor Center)
33:22 Warwick Homestead

#fallout4 #fallout #falloutgame #fallout4nextgen

Best place to build settlements
Best settlement building spots
Best settlements to build

Using the PRSTN Model to Rank Settlements

All Comments (21)
  • @GGReactor
    I sincerely thought this video would get 10 views, I can’t wrap my head around 1k likes. There is much more to come, thank you all so much for watching. I livestream Fallout daily!
  • @saladbucket2528
    The PRSTN Scale is a great idea here, but I think it’s interesting to see how it doesn’t necessarily line up with what folks consider the “best” settlements. I’ve got a theory as to why: 1. The PRSTN Scale values only scrappable resources. You can build all you want at the Mechanist’s Lair, for example, but there’s no way around its inability to provide food and water (due to a lack of dirt to place crops/pumps in). 2. Similar to resources, PRSTN is quantity-over-quality for build area. Coastal Cottage and Murkwater Construction are usually noted for the challenging terrain and normally-unscrappable objects (mods fix that). EDIT: I've got it! In addition to PRSTN, include: E (Ecosystem) - How much life can the settlement support? How much of the build area can be used to farm? Any pre-existing crops to start you on your way? What about bodies of water, since purifiers are more efficient than pumps? O (Obstacles) - How usable is the build area? Is the terrain relatively flat, or rocky and uneven? What unscrappable objects might stand in the way of your layout? With these two we've got a full PRESTON, and it might shore up some of the elements I think the 1.0 might've missed! Also, I think Hangman’s is a little low for security—if you never unchain or unlock two of the three doors in, it’s real easy to make a highly defensible choke point. Great video overall though!
  • Watching this video reminded me that there are waaay more settlements then I remember, and I now have new locations for a Enclave-puppeted Minutemen playthrough.
  • @chrism7395
    I'd add in two extra categories to make it PRESTON: Environment- probability of it being attacked/disrupted (so Hangman and Slog would be low due to the near constant firefights) Opportunity- scope for what the settlement can be used for (farming, space for traders and how useful an artillery is for the area, proximity to quests for fast travel)
  • @funki4896
    Fun fact: originally the S.P.E.C.I.A.L. system was called ACELIPS until somebody noticed the better arrangement
  • @Qwerty45559
    E: Enemy spawn points. Will they spawn outside, or in the middle of the settlement
  • Covenant was always my favorite settlement. Even tho I feel bad for killing that girl synth I still love having named npc with unique dialogue, I feel like it gives so much more life to it.
  • @waterierStone
    TiL bunker hill is a settlement. Game's been out for like 10 years and i still learned something new. I just never really do the quests there.
  • “I got word of another settlement that needs a rating. Here, I’ll mark it on your map.”
  • I really like how you factored in proximity. When I play, I try to think of what's nearby when decorating, like Sanctuary will have an above average amount of vault furniture due to the proximity of Vault 111.
  • I was today years old when I learned you could build on the overpass of Finch Farm
  • @Watermelon086
    I would argue Vault 88 should get a 10 for proximity since it has 3 exits making it close to everything Jamaica Plains and Murkwater Construction Site are as well as Fallons Department Store, West Roxbury Station, Milton General Hospital, and Shaw Highschool
  • Hangman's alley, due to it being centrally located on the map, and it being in boston, means that I very often in my games will make it the trade nexus, the place where all of my supply lines connect, and it's the place where I put all the unique traders in a three-tiered trade Depot. I love turning it into a little city outside of diamond City.
  • @hackspawn1
    some input for changes 1. securities has a different meaning than security, securities is a money/investment thing. 2. for proximity you should focus on traders and scrap 3. security should be based on the enemy spawn location, each settlement has a specific spot where attackers spawn, so I think you should take that into consideration
  • I would have given Hangmans Alley more than a 1 in total build area. You can actually build vertically a good amount here, and I've turned it into 1 big ass 3 floor building before. This... Kinda breaks the settlers pathing though. EDIT: I'd also like to mention I would either add a letter to the acronym(dunno how to make it fit) or just include in proximity strategic military importance. There are several settlements that I would not care for at all, but I have made a point of getting them because of the ability to build artillery on them and rain hellfire down on a nearby target. For example, Sommerville place is really the only good settlement for using artillery in the glowing sea, and hangmans alley covers pretty much all of downtown Boston.
  • @aralornwolf3140
    Hey there! I would like to make a suggestion... when you reveal the PRSTN score, you begin scrolling so fast that the first few locations just can't be observed, even with pausing. I would like if you delayed the scrolling by a second so people, like me, could read it as you scroll down the list. Another thing, most content creators who rate settlements, rate them based on how effective they are as settlements. This means, they don't rate the Mechanist's Lair, as it is meant to be a player base, not a settlement to be used by, well, settlers. Some of the settlements were also designed as player bases first, and settlements second (Hangman's Alley), so that's a consideration as well. As for scrap... it's entirely pointless to use it as part of a settlement's defence score. However, if you go by natural terrain and obstacles... that does matter. They will be negated by enemy spawn points that are within the settlement (they make it difficult to impossible to build proper defences). Then there are spawn points are so far away that the enemy gets lost, forcing the player to wait several minutes for them to arrive or spend time looking for them (Vault 88). This makes it "difficult" to protect the settlement because if you leave without killing them, the game will simply "damage" your settlement in the "automated attack" in your absence. Then there is natural terrain which gives the attackers an advantage, which would make that settlement even harder to defend. Btw, that spa you mentioned for Starlight Drive, you can place a large Water Purifier there, thus giving your settlement easy access to abundant water. Also, Bunker Hill's proximity should be 10... you can't get closer to merchants than... living in a trade hall, lol. If you want to use your PRSTN score in a more thorough way, you should form and express standards as well as define how you use your settlements and form your rating system with those in mind.
  • @damiand6818
    I don't have much to add so mostly commenting for engagement, but was a really cool video. You presented it well, the idea is fun, and the b-roll and everything is nicely put. Look forward to more from ya.
  • This is actually so smart lmao, the Boston Airport is definitely less than a 5 just for being a little airport waiting room though 😂