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Solved Can't I use a trade route to "fuel" my outpost?

karmamuscle

New Member
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21
Hi,
I just started using Conqueror with the Minutemen pack and have a problem.

My Outpost is Red Rocket and I've setup Abernathy and Sanctuary as suppliers.
However, my food is not entirely covered, 7 NPC's in my Outpost but only 4 food is brought in.
Abernathy has 16 food surplus, so should be doable.

Can't get any further, since I get the rations pop up all the time.

- Karmamuscle
 
There's a breakdown in the wiki on how the warrior needs can be best managed.

A few questions though:
1. Are Abernathy and Sanctuary vassals?

2. Are you using SS agriculture plots or vanilla farms?
 
Thank you for the reply Rites.
No, they are not vassals, I made them myself before making Red Rocket my outpost.
They both use SS agri plots.

Do I need to do an assault and liberate settlements I already have?
 
My Outpost is Red Rocket and I've setup Abernathy and Sanctuary as suppliers.

1. Are Abernathy and Sanctuary vassals?

No, they are not vassals, I made them myself before making Red Rocket my outpost.

First, food and rations are not the same. Each operates according to different game mechanic.

Only SS Agricultural plots produce Rations and only if those plots are in an Outpost or in a Vassal.

The only way to know how many rations your Ag plots at each settlement Outpost/Vassal produce is to check each settlement's report at the War Planners desk. Your Conqueror HUD will show you whether you are producing a surplus or deficit across all your Outposts/Vassals.

If you have a provisioner going from Sanctuary and from Abernathy to Red Rocket it is possible that surplus food will be shared. Can you send a provisioner from a vanilla settlement to an Outpost???

Food is a vanilla need. Rations are a Conqueror specific need.

If you then made Sanctuary and Abernathy vassals, the Ag plots in those settlements would also share and provide rations with Red Rocket. Wages, Rations, and Equipment are only produced by plots within the Outpost/Vassal system. These resources are shared automatically between all your Outposts/Vassals via a virtual supply chain. No provisioners needed.

Vassals will also share food via this virtual supply chain, but will only share up to half of their surplus food production. If Vassal Abernathy produces 18 Food, only up to 9 will be available to feed your recruits.

Vassal Abernathy, if it has any Agriculture Plots, will share all of its surplus rations. But, each civilian in a vassal requires 10 rations. So if you have more civilians in a Vassal than it can produce rations for, there will be no rations to share with your outpost. The help rations themselves before they ration others.

7 NPC's in my Outpost

If you don't mind me asking, for science!, what are each of these 7 doing? I mean what plots are they assigned to? What jobs are each up to?
 
If you have a provisioner going from Sanctuary and from Abernathy to Red Rocket it is possible that surplus food will be shared. Can you send a provisioner from a vanilla settlement to an Outpost???
I don't know if it should be possible or not, but yes, I have provisioners going from Sanctuary and Abernathy to my outpost in Red Rocket.

If you don't mind me asking, for science! what is each of these 7 doing? I mean what plots are they assigned to? What jobs is each up to?
After reading your previous post and realizing that regular settlements don't count towards Conqueror I did some restructuring.

Originally I had 4 working security on martial plots, 1 working commercial, 1 working entertainment, and one free soldier.
Took 1 from guard duty and made him an agri plot, that fixed the lack of rations and immediately I got 2 more volunteers.

Now I lack both in rations and caps, so I won't get any more volunteers.

Then I deleted all my level 3 martial plots hoping to free up enough volunteers to get a vassal.
But alas the game doesn't care and they are still assigned guard duty even without the martial plots.
https://imgur.com/bzLOgJs
 
Yeah, that is the biggest problem with starting up using a faction pack, they don't get the initial 15 units that you get through Jammer's storyline, so you have a harder time to get started in the first place.
 
Originally I had 4 working security on martial plots, 1 working commercial, 1 working entertainment, and one free soldier.
Took 1 from guard duty and made him an agri plot, that fixed the lack of rations and immediately I got 2 more volunteers.

So you've got 9 recruits, now? That's pretty good.

Then I deleted all my level 3 martial plots hoping to free up enough volunteers to get a vassal.
But alas the game doesn't care and they are still assigned guard duty even without the martial plots.

Can you roll back a save to before you deleted those level 3 plots? No big if you can't.

Nine recruits is a good number to work with. I'd recommend, for science! going into the Conqueror menu and switch auto change role to off.

You can now manage the recruit's role by interacting with each and using their Conqueror sub-menu.

For best morale you want 2 warriors per other role. You'd want 6 warriors and 3 other roles.

You've got 1 Commercial-- this recruit stays a worker
You've got 1 Ag plot-- this recruit stays a worker
Add 1 Industrial plot--make whoever works it a worker via the Conqueror Sub Menu that pops when you interact with the recruit.

You've got 1 Rec plot--this recruit stays a warrior.

If you could roll back to when you had 4 martial Plots:

1 stays a Guard
Change the guards at the other 3 martial plots to warriors.

(this a defense focused set-up)

What will this set up get you?

First it maximizes morale, which will mean that your Comm/Ag/and Industrial plots will produce more w/r/e. Because they are worked by workers you'll squeeze the most out of them that you can.

Because you have one of each resource plot you'll be producing the same amount of each resource. Unless the Commercial and Ag are already leveled. If so, when the Industrial gets to the same level as the others, your production will be balanced. (With 3 workers you'll always have a bit of an Equipment surplus: workers don't use up equipment.)

The rec plot warrior will help turbo charge morale. If you have a free warrior or recruit to spare, make another rec plot--make sure you have a mess hall, funeral pyre, or training yard, etc.

4 martial plots should give you a decent amount of defense. You'll get the same amount whether these plots are worked by guards or warriors. If you make them warriors, they'll be able to both go on attacks and provide your settlement defense when they aren't out busting heads

I would change at least 3 of these to warriors and leave one as a guard. That would give you 5 warriors for 4 workers/guards. Not exactly perfect but close to right ratio for best morale. Since it's HQ you might even go ahead and change the last guard to a warrior, too. This would give you 6 warriors and 3 workers--perfect ratio.

edit: In the long haul, you'll want any recruit assigned to a Conqueror martial plot (Armory, field hospital, etc.) to be a guard. As far as regular Martial Plots go, I assign a warrior or a guard depending on my current situation in regards to the role ratio.

If you can't roll back to the 4 Martial Plots or don't want to, there are two other options: one depends on turning auto role change off so that you fine tune things on your own and the other doesn't.

1. (this is a recruitment focused set-up) Still add an Industrial plot worked by a worker. You've already got 1 Comm and 1 Ag worked by workers.

Then add 1 more of each: 1 Commercial, 1 Ag, 1 Ind. This second set of plots you will have worked by warriors. The first set will still be worked by workers. This second set of three won't produce as much as the first set but they will produce some and you'll be able to recruit again.

You've still got 1 guard on a Martial Plot and 2 Rec plots worked by warriors. I think that's nine recruits accounted for. If you change the guard to a warrior, your ratio is perfect. If you don't, it's close.


2. (This is an auto role change made me do it setup.) To get this all in order without setting auto change role to off and managing roles yourself, you would need your Outpost to have this set-up:

1 Comm plot (worker)
1 Ag plot (worker)
1 Industrial plot (worker)
1 Martial plot (guard)
5 Recreation plots (warriors)
This would give you 5 warriors/4 others (3 workers and 1 guard) again not perfect but close to perfect ratio. You'll probably have to wait until the work plots level before you can recruit again.



You'll be lacking in food I think in every one of these scenarios. Any deficit can be made up by donating food to the City Planner desk donation box.

I'd also like to note that this second case is the only configuration with auto change role "on" that will give you both balanced resource production and be anywhere close to the right morale ratio.

But alas the game doesn't care and they are still assigned guard duty even without the martial plots.

With auto change role on, plots manage your roles. If you want recruits to be/stay warriors you have to give them recreation plots.
 
Last edited:
Thank you Bullyrook. <3
The Auto Manage Role as OFF got the ball rolling. I played a few hours last night and got a couple of vassals.
Now I just need to find a good Outpost to Vassal ratio, beds seem to become an issue quite quickly. :)

A note about manually assigning roles, if anyone reads this and can't get the conqueror menu on NPCs, turn off QuickTrade by registrator2000.
That mod disables that menu.

Thanks again to Rites and Bullyrook for helping me solve this. <3
 
Yeah, that is the biggest problem with starting up using a faction pack, they don't get the initial 15 units that you get through Jammer's storyline, so you have a harder time to get started in the first place.
Yeah, I had a slow initial going with Enclave Liberators faction pack. I tend to be a build freak and that compounded problems
 
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