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Suggestion Civilian and population suggestions

TheKeviebear

New Member
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2
I really like the idea and interactions of civilians and I'd like to see more of them in my games. Would it be possible to have an option local per settlement that tells it to recruit settlers, civilians, or both. I also found that civilian doctors when talked to immediately open up trade instead of offering medical services which makes me sad cause then settlements don't have full functions of a city.

Regarding population can we have the ability to manually set and override the population limit of each settlement in game?

Finally I always had this idea but I can never get it to work but would it be possible to instance a settlement or a part of a settlement? It would be really cool to see something like Oberland station have walls built up and the only way to get in is through a gate that loads you into another cell. This would be amazing for performance and allow us to have incredible settlements without the crashing.
 
Industrial city add-on has a plot that ignores population limit.

There's also a setting in the holotape that ignores your charisma for population calculation.
 
A warning about high population settlements though (no matter what they are: Raiders, Settlers, Civilians, Robots, etc) is that the game really bogs down. It's not SS, or Conqueror, it's the game itself.
I have a screaming rig and I like big settlements. By the time I hit the mid-40's level bracket I usually have about 15 Settlements (Outposts and Vassals) built up. Each has 20 to 30 occupants. My main Outpost may have 45 to 50.
The game just starts to crash, no matter where I am or what I'm doing. It's not just in settlements, or going into our out of dungeons; it's anywhere.
The AI that controls settlers is weak. Brittle, may be a better word? There's a reason why Bethesda limited the number of settlers possible to 20 max. Sure, they put in ways to go over that max, but that limit is there for a reason.

So, I guess this is just a warning to grow your population carefully and knowing that each little peep you add is another straw on the camel's back.
 
More to your original post:
I also found that civilian doctors when talked to immediately open up trade instead of offering medical services which makes me sad cause then settlements don't have full functions of a city.
The Civilians don't have the same dialog as regular settlers. This really shows when they're running Commercial plots.

Finally I always had this idea but I can never get it to work but would it be possible to instance a settlement or a part of a settlement?
There are some serious modding tricks to make this happen, but it's not easy and I have no clue how to do it. Vault 88 and The Mechanist's Lair are basically instanced settlements; dungeons turned into cities.
There are some SS Plots that will take you into a small instanced cell when you go it. One I remember is a mine. Freaked me out the first time I went in. I won't spoil it for you. :)

But a whole settlement must be wicked hard to do or I would expect to see piles of such mods on the Nexus.
 
Finally I always had this idea but I can never get it to work but would it be possible to instance a settlement or a part of a settlement?
There are some serious modding tricks to make this happen, but it's not easy and I have no clue how to do it. Vault 88 and The Mechanist's Lair are basically instanced settlements; dungeons turned into cities.
There are some SS Plots that will take you into a small instanced cell when you go it. One I remember is a mine. Freaked me out the first time I went in. I won't spoil it for you. :)

But a whole settlement must be wicked hard to do or I would expect to see piles of such mods on the Nexus.

I never modded in my life but my gut feeling says you are wrong about how hard it would be. Or how rare really. Not saying it would not have some complexity but it seems to me to be an amalgam if common-ish things.

I’ve seen quite a few mods use instances. Some for quests in new locations, some for player homes, some just to make more interiors. And people have made mods to turn existing in game locations into settlements so my guess is it’s possible to make it happen in a controlled instance too.

As for why there aren’t more mods like that on the nexus, the real question is why would you do a mod like that (as a modder I mean)? There are already a bunch of settlements in game and mods to get more spots into settlements, why would you do a mod with an interior settlement? In a game where all other (non-dlc) settlements are on the outside map, that you can see your construction from afar... You’d do it only if you needed something specific, something that can only be accomplished (or at least is remarkably better) with an instance settlement. And I don’t think there are a ton of reasons why someone would need that.

Maybe I’m wrong about that, it truly is only my best guess based on human nature.

But now that I’ve laid out the logic of why make one... I’m kind of hoping SS does that at some point. A new, unique, instanced settlement created by SS, for SS. I’m kind of curious what they would come up with as a design...
 
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