Town Control
Town Control (TC for short or Town Guarding which is another alias) is a feature of the game that is only available for player-controlled factions (Gangs that possess a base). It gives them the ability to take control of one of the six so called un-guarded towns in the north of the worldmap.
Influence
When some faction is in a TC-enabled town, their mere presence, if it meets a certain condition (needs to have a certain number of people present, with sufficiently gear), increases influence in town and decreases influence of other factions, higher influence unlocks more options for the dominant faction.
You gain more influence points per member if their equipment is better. Letting other people mine in the local mine (if there is one), will get the currently influencing faction a boost in influence depending on how much that person mined from the mines. This reward is only given if that person leaves the town safetly. If the person is killed before, no influence bonus is given.
Action | Influence required |
---|---|
Receiving rewards | 5 |
Better rewards | 15 |
Hire Militia | 25 |
Enact Laws | 50 |
Town | Who to talk to (Town leader) | Number of people required to gain influence |
---|---|---|
Gecko | Harold. | 4 |
Modoc | Jo (In the General Store). | 4 |
Redding | Sheriff Marion (In the Sheriff Office). | 4 |
Klamath | Slim Picket (In Trapper Town). | 4 |
Broken Hills | Marcus (In front of the FLC bank). | 4 |
Den | Metzger, in slavers headquarter | 4 |
Militia
A militia is a small force that helps the faction protect the town from hostile factions trying to take it over. The militia react either when the faction goes the town leader and speaks to him, claiming control, or one from the controlling faction attacks someone, they will then assist them as good as possible.
The militia in every town works the same, when you hire a militia NPC, a random level is picked, random equipment (ranging from knives to rocket launcher), they are giving unlimited ammunition, and of course it's not possible to loot them. Another thing, which differentiaties militia from other NPCs, is that they are assigned random perks. It's also possible to assign a list of friendly factions that they will consider friendly. This list can be edited at the town leader, and is reset when a new faction takes control.
When a militia dies, there's a small chance that it will respawn instead of disappear.
The cost per militia is currently 500 caps. After successfully taking town it's possible to recruit 8 militia and 1 more for each (real life) hour town is hold up to 20.
Note: Militia can't be recruited in Klamath and Modoc.
Reward
Rewards are now being payed out hourly, in both caps and special items per town. The amount of caps gained per hour will increase. Some of the items given out are unique for each town. Some towns will naturally be more attractive, as there's more valuable resources there.
All rewards are bigger with higher influence.
Town | Base caps | Reward in items |
---|---|---|
Klamath | 150 | Golden Gecko Pelt, Gecko Pelt, Rope, Nuka-Cola, Cigarettes |
Modoc | 450 | Brahmin hide, Meat Jerky, Nuka-Cola, Cigarettes |
Gecko | 550 | Electronic parts, Nuka-Cola, Cigarettes |
Den | 220 | Rope, Jet, Nuka-Cola, Cigarettes |
Redding | 1000 | Gold Nugget, Jet, Nuka-Cola, Cigarettes |
Broken Hills | 1000 | Uranium Ore, Nuka-Cola, Cigarettes |
Additionally some ammo is provided, depending on the amount of influence.