From 5dba262b81c0705240ce664b7a69d2428bb69c1b Mon Sep 17 00:00:00 2001
From: RickGrymes <81042907+RickGrymes@users.noreply.github.com>
Date: Sat, 25 Jul 2026 09:01:16 -0500
Subject: [PATCH] Add Wasteland Settlers scenario
Introduce a new starting scenario for independent wasteland settlers. It defines the starting pawn mix, arrival method, starting gear and caps, optional ballistic weapons support, and custom scenario flavor text for a trade-focused colony start.
---
1.6/Defs/ScenarioDefs/StartingScenarios.xml | 66 +++++++++++++++++++
.../TraderKindDefs_FCP_Caravan_Traders.xml | 9 +--
2 files changed, 67 insertions(+), 8 deletions(-)
create mode 100644 1.6/Defs/ScenarioDefs/StartingScenarios.xml
diff --git a/1.6/Defs/ScenarioDefs/StartingScenarios.xml b/1.6/Defs/ScenarioDefs/StartingScenarios.xml
new file mode 100644
index 0000000..8980f1c
--- /dev/null
+++ b/1.6/Defs/ScenarioDefs/StartingScenarios.xml
@@ -0,0 +1,66 @@
+
+
+
+
+ FCP_Scenario_Wastelander_Settlers
+
+ No faction, no flag, no patron - just a handful of settlers with a caravan guard and a trade instinct, looking for a stretch of ground nobody else has claimed yet.
+
+ Independent wasteland settlers strike out to build a home of their own.
+
+
+
+ GameStartDialog
+ It is the year [FCP_Year]. No NCR contract, no Legion banner, no Brotherhood patrol watching your back - just a caravan, a trade route that dried up, and a decent-looking patch of dirt.\n\nOut here, that's as good a start as any.
+