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Poll

Headquarters (Poll)

  • Maintenance building 38
  • Medical building 120
  • Training facility 11
  • AIT Classroom 5
  • 2025-08-16
  • 174 votes
{'title': 'Headquarters (Poll)', 'choices': [{'text': 'Maintenance building ', 'votes': 38}, {'text': 'Medical building', 'votes': 120}, {'text': 'Training facility', 'votes': 11}, {'text': 'AIT Classroom', 'votes': 5}], 'closes_at': None, 'created_at': datetime.datetime(2025, 8, 16, 15, 4, 30, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 174}

Content

Pretty soon, the headquarters will be receiving its next building! What do they unlock?

KEEP IN MIND! This doesn't mean these buildings wont appear in the future, just which one will come first.

~~~~~~~~~~~~~~~~~

(Things produced, repaired, taught, or trained by the below buildings are not attached to the HQ in any special way, meaning they can be sold or gifted with no issues)

Maintenance building - Objects under fifty pounds can be submitted and will slowly repair themselves. Repairs can be sped up by including spare parts or scrap. Also adds new Combat Engineer specialization for soldiers

Medical building - Slowly generates extra medical supplies (up to and including stimpaks), can be sped up by being fed medical supplies (blood bags, medical tools, small bits of medical equipment.) Also adds Combat Medic to specialization for soldiers

Training facility - can be used to add a buff to Strength, Endurance, or Agility. You can only have one at a time, it costs a day of difficult training to get, and another day of training to switch.

Advanced Individual Training Classroom - Can be used to provide a buff of Perception, Intelligence or Charisma. You can only have one at a time, it costs a day of studying to get, and another day of studying to switch.

Comments

DrettTheBaron

Medical items are always going to be the most important in almost any post-apocalyptic world. Especially Fallout with all that radiation, mutated plagues and such. It's also a very valuable trading item

Yunru

There's no competition. As much as I'd love combat engineering, medics literally save lives.

Urbane_Bomber

A combat medic is to hard to pass up. Imagine how much goodwill having a medic is in the horizon verse.

Xanex44

Medics keep people alive. And that is critical when every person counts.

Miguel Garcia

Stimpaks almost make a combat medic superfluous. A way to repair mostly destroyed robots or tech (possibly by partially disassembling to make each part fall under the weight requirement) would be invaluable They could even start a business where they have people send them the broken component of the equipment and then send back a working part. Officially, because they milled a new part based on the old one

Caiban

Medical would be the best, but if its a "bad roll" i guess training or maintence is also a thing. If you get some electrician or other staff with the maintence building maybe thst would be even as good as the medical one. Not because he needs the building but if he has staff that can craft stuff like welding metal pallisades and stuff like that it would be an imense help in making the HQ safer

david potts

i say the Maintenance building is the better pick due the free repair, even gear they get can be slowly repair and lets say get a shit ton of weapons and armor or power armor then all you need to do recruit the locals and boom one new city due to free repairs and never having a weapon break down or armor turning to dust. Even free ammo too, just bring in bad ammo put in a repair order to repair the ammo and boom repaired ammo

Nameless

Yeah having a medic on hand is just to much of an important thing to take. Maintenance is also important but we can’t maintain manpower or prevent deaths without combat medics. They will keep people in the fight as well with stim packs and a never ending supply of rad away, stim packs and other medical items would be invaluable. Med-X for acting as pseudo morphine. And not to mention depending if it counts or not water cleaning tablets. Or genuine medication in the forms of dealing with sickness, infections and other various issues plaguing both worlds. While the combat engineer would be nice it’s limited in terms of capabilities as we don’t need heavy fortifications right now. Let alone need to blow stuff up for major attention. While yes repairing objects would be great it’s not as much of a priority as not dying from cholera or radiation which is a constant risk in fallout.

HYP3R

Having them all be medics is too OP

Artman

I went combat medic, maintenance is nice but with the 50 pound restriction it’s only ok. Now if you can break down a robot, motorcycle, armor etc. into pieces and after repairs reassemble them?

Robert Meta

Thats not how it works. When new soldiers are created, connor will have the option of making them a medic

HYP3R

That makes a lot more sense! Gotta give him a hard time in the power building phase lol