Found Societies can be traded with. A form of currency the Societies all recognise are Silver Coins, which can be used to buy or sell goods. Coins can sometimes be found when scavenging locations. Each Society has some unique Resources and special offers, which change once in a few days.
Once a trade deal is struck, the Resources start moving toward your Colony. The further the society is located, the longer the process will take. Resources are added to the Gate storage upon arrival. You can have as many active trades as you have Workers at Trade Centers.
The prices will vary depending on Reputation with a Society. Having a good reputation means lower prices, and lower reputation results in higher starting bid. Reputation can be raised by giving away resources, or accepting a not so favourable deal. Sometimes the Societies will come to the colony's doorstep asking for favours, which is a good chance to gain some good rep.
If you come across a complicated mechanical contraption of unknown purpose, chances are it’s from Junkton. The society is built next to a sizable junkyard dotted with machine shops and metalworks where people spend their days scavenging and constructing parts for their own complicated creations. New and exciting, but often untested, innovations are eagerly shared within the community. The town’s many defenses seem formidable, but whether the makeshift bolt throwers and flame walls actually work is questionable.
Malltown
Founded inside a massive shopping mall. Stores have been converted into apartments and other areas are heavily barricaded to repel intruders. Its inhabitants are well aware of what they have, and they furiously defend their homes. They’re very cautious and even paranoid about letting outsiders inside the mall, as “someone would use the opportunity to unlock the doors for their barbaric friends outside”.
Chemville
The fumes of this massive refinery are guaranteed to give any visitor a headache. Despite their rather hazardous settlement, Chemvilleans are calm and jolly toward outsiders. They gladly offer a taste of their rather “unique” local cuisine with the Crispy Glowroach said to be exquisite.
Rackham
This society does not follow the average shape or form of a settlement in any way. The “town” is more akin to a massive complex of intertwined buildings. The townsfolk are as social as ever, and the concept of privacy seems woefully forgotten here. They are completely open about their operations as well, which include but are not limited to looting, pillaging, trading, drinking and smuggling. As a result of these varied exploits, the society houses many renowned scouts and explorers.
Trinity
A very secretive and suspicious society, wary of strangers in their lands. Visitors are only allowed to see a small inner courtyard with a new closed gate leading to the actual settlement. All walls are adorned with scribblings old and new, gibberish to the uninitiated. Their colonists prefer to cover their heads with heavy cowls and exchange as few words as possible. Caravans, scouts and survivor groups are followed a fair distance to and from the society to make sure none attempt sneaking in.
Little Anvil
The society of Little Anvil is no place for dressing in white. The air is thick with smoke and soot which pours out day and night from its metalworks. The few people that live here are hardy; men, women and children all look like they could uppercut a bear. Many are skilled blacksmiths and engineers, visibly proud of their craft and how it can help one survive in the aftermath.
Sageford
Renowned for their utmost neutrality, the society lures in those who blame extremism for everything that went wrong. Even their combat medics are rumored to heal not only their own troops but those of the enemy as well. People here are reluctant to speak their mind to outsiders. However, they will trade with you—and with your enemies.
Sintown
Depending on your personal view, this place is either a veritable den of sin or the best place on Earth to have a bloody good time. You can forget your worries at the coliseum, the town’s many eateries or with other, more exotic offerings. People there seem to drift onward with a permanent hazy look in their eyes, no concern for tomorrow. Everyone from mercenaries, bandits and survivors alike seems to be welcome to stay as long as their ability to pay permits.
Omicron
One of the most technologically advanced societies in the wasteland. They are keepers of knowledge that otherwise would have been lost in the aftermath. Everyone knows the rumors of their massive underground bunkers, but no one knows what truths have been buried there. They usually have a very indifferent attitude toward others. But if their agendas clash, their adversaries will feel their full wrath.
New Haven
Many who have visited the prosperous New Haven agree there is an odd vibe to it. The society seems to grow at a fast pace, and people there are friendly enough, but something feels off. They produce a large amount of meat, cut into small cubes, often cured, strongly seasoned and then bartered for a good price. The ingredients are supposedly produced by the many talented hunters and fishers in the local area. Colonists here seem thoroughly annoyed by constant queries into the matter.
Lushton
The people of Lushton do their darndest to grow anything and everything in wasteland soil. The settlement is a hodgepodge of greenhouses, fields and miscellaneous containers full of crops, mushrooms and herbs. The townsfolk have quite a few eccentric theories on radiation-powered plantlife, but their horticultural accomplishments are undeniable. One should tread carefully when visiting Lushton, though, as the population can get rather militant in defense of their post-apocalyptic garden.
Coalition
This place feels more like the home of a paramilitary faction, and life there is far from ordinary. The people are organized, disciplined and a bit on edge at all times. Their world is rather black-and-white, and their attitude toward outsiders is notoriously harsh. Although allies are—usually—looked after, enemies are ruthlessly wiped out. Their merchandise and uniforms are often dotted with bloodstains, acting as badges of merit within the society.
Dead Creek
Simple wooden buildings carry an old frontier town feel to them, and colonists here carry arms openly. There is even a big movie theater built on the town square, where they also have seasonal public executions to enforce the law and have fun at the same time. The place is ruled by the self-appointed “sheriff” and “mayor”, who encourage the charade to impose their rule over the settlement.
Hospitalia
Discovering a hospital with working equipment is like finding a unicorn swimming in the fountain of youth. Such a place attracts all kinds of people and the place is surrounded by refugees camping outside their fortified outer walls. The only way in is the monthly citizenship lottery. If you get in, your wounds and illnesses are taken care of, but you must adhere to their rules, and there is no way out.