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Stores and Merchants
Fallout 4

Stores and Merchants

Discover how to build and manage various stores and merchants in Fallout 4, including requirements, costs, and benefits for Trading, Armor, Weapons, Food, Clinic, and Clothing shops.

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Discover how to build and manage various stores and merchants in Fallout 4, including requirements, costs, and benefits for Trading, Armor, Weapons, Food, Clinic, and Clothing shops.

In Fallout 4, building and managing stores and merchants is crucial for settlement development and income generation. These establishments require specific materials, perks, and sometimes a minimum settlement population to function. Each store type offers unique benefits, contributing to settlement happiness and providing a steady income of bottle caps.

  • Trader Stores: Trading Stand, Trading Shop, Trading Emporium. These generate income based on population and increase settlement happiness.
  • Armor Stores: Armor Stand, Armor Shop, Armor Emporium. These produce income based on population.
  • Weapon Stores: Weapon Stand, Weapon Shop, Weapon Emporium. These produce income based on population.
  • Food and Drink Stores: Drink Stand, Bar, Restaurant. .
  • Clinic Stores: First Aid Station, Clinic, Surgery Center. .
  • Clothing Stores: Clothing Stand, Clothing Shop, Clothing Emporium. .

Store Requirements and Costs:

NameMaterials NeededPrerequisitesNotes
Trading StandWood (5), Bottlecap (300), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Makes settlements happier. Requires assigned worker.
Trading ShopWood (5), Bottlecap (600), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Makes settlements happier. Requires assigned worker.
Trading EmporiumWood (5), Bottlecap (1500), Steel (3)Rank 2 - Cap Collector, Rank 2 - Local LeaderProduces income based on total population. Makes settlements happier. Requires assigned worker.
Armor StandWood (5), Bottlecap (500), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Requires assigned worker.
Armor ShopWood (5), Bottlecap (1000), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Requires assigned worker.
Armor EmporiumWood (5), Bottlecap (3000), Steel (3)Rank 2 - Cap Collector, Rank 2 - Local LeaderProduces income based on total population. Requires assigned worker.
Weapon StandWood (5), Bottlecap (500), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Requires assigned worker.
Weapon ShopWood (5), Bottlecap (1000), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Requires assigned worker.
Weapon EmporiumWood (5), Bottlecap (3000), Steel (3)Rank 2 - Cap Collector, Rank 2 - Local LeaderProduces income based on total population. Requires assigned worker.
Drink StandWood (5), Bottlecap (250), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Makes settlement happier. Requires assigned worker.
BarWood (5), Bottlecap (500), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Makes settlement happier. Requires assigned worker.
RestaurantWood (5), Bottlecap (1500), Steel (3)Rank 2 - Cap Collector, Rank 2 - Local LeaderProduces income based on total population. Makes settlement happier. Requires assigned worker.
First Aid StationWood (5), Bottlecap (600), Steel (3)Rank 2 - Local Leader, Rank 1 - MedicProduces income based on total population. Makes settlement happier. Requires assigned worker.
ClinicWood (5), Bottlecap (1200), Steel (3)Rank 2 - Local Leader, Rank 1 - MedicProduces income based on total population. Makes settlement happier. Requires assigned worker.
Surgery CenterWood (5), Bottlecap (1800), Steel (3)Rank 2 - Local Leader, Rank 1 - MedicProduces income based on total population. Makes settlement happier. Requires assigned worker.
Clothing StandWood (5), Bottlecap (200), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Makes settlement happier. Requires assigned worker.
Clothing ShopWood (5), Bottlecap (400), Steel (3)Rank 2 - Local LeaderProduces income based on total population. Makes settlement happier. Requires assigned worker.
Clothing EmporiumWood (5), Bottlecap (1000), Steel (3)Rank 2 - Cap Collector, Rank 2 - Local LeaderProduces income based on total population. Makes settlement happier. Requires assigned worker.

Level 4 Workshop Merchants:

MerchantCategoryRequired StoreMin PopulationNotes
The ScribeArmorArmor Emporium10Met during Random Encounter “Workshop Armor Vendor”.
Doc AndersonClinicSurgery Center20Met during Random Encounter “The Walking Wounded”.
Ann HargravesClothingClothing Emporium-Found in Vault 81.
Ron StaplesFood & DrinkRestaurant20Met during Random Encounter “Time to Party”.
Vault-Tec RepGeneralTrading Emporium-Found in Goodneighbor.
RyleeGeneralTrading Emporium-Met during Random Encounter “Rylee the Trader”.
Holt CombesGeneralTrading Emporium-Found in Vault 81.
Smiling LarryWeaponsWeapon Emporium30Met during Random Encounter “Smiling Larry”.

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