shazbot9ee3
Member
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Thanks to @WaningGibbous recommendation to use the City Planner tool to solve a problem, the Castle of the Commonwealth leveled city plan now exists -- if the plan sucks and has wasted your time, please direct your frustrations appropriately. I am still trying to work through some bugs so it's not published yet but it will be -- and will probably still have placeholder elements due to time and experience limitations. Regardless of where I place (last, dead last, or stuck in the starting gate), it's been an interesting exercise -- and with luck, at least one person (me), will enjoy the results. Without further ado, I present:
CASTLE OF THE COMMONWEALTH
Description:
Castle of the Commonwealth, version 1.8, is a multi-level Sim Settlements 2 City Plan for The Castle The level design is intended to illustrate progress from a crumbled past to a meager, new beginning. The decorative elements tell a little story about the true nature of the Minutemen, as interpreted by me of course – primarily playing out on and around the west entry wall but includes some static elements sprinkled around the base.
The core design philosophy was to provide a readily available, accessible, and modifiable base that works with game progression (both vanilla and SS2 chapter 2) and the player with some emphasis on survival mode necessities. For example, the general’s cabin provides easy access to both dirty and freshwater as well as a cooking station.
In terms of game progression, the level design assumes the City Plan will be applied immediately after taking the castle and strives to make Level 1 available as soon as possible (after 3 days ideally) -- Level 0 includes many industrial plots in the courtyard that will be transformed and moved to their final locations with the implementation of Level 1.
The plan provides housing for 18+2 (radioman and Ronnie) and jobs for 18 – accommodations for an artilleryman are left to the player. The plan should work well with the SS2 disease system, provide a surplus to GNN, and be ready for a player-dictated transition to advanced/high-tech plots after Level 3. Note, the recommended SS2 Add-ons are necessary to ensure settlers have the appropriate training available and some assembly may be required.
The plan provides player-modifiable elements, including (1) a basic general’s quarters, (2) the southwest artillery position, (3) a garage with a powered door on the south wall, (4) all open space in the courtyard starting with Level 1 of the plan, and (5) all exterior spaces to the south and east.
The core building materials are from my favorite sets, warehouse and scaffolding, while plot selection pulls heavily from the Wasteland Venturers and some from Junk Town 2.
Select Screenshots: Note, since I am trying to tell a story where L3 is the climax and when contest requirements don't apply, shared media will focus on L0 elements and, occasionally, sprinkle L3 teasers.
CASTLE OF THE COMMONWEALTH
Description:
Castle of the Commonwealth, version 1.8, is a multi-level Sim Settlements 2 City Plan for The Castle The level design is intended to illustrate progress from a crumbled past to a meager, new beginning. The decorative elements tell a little story about the true nature of the Minutemen, as interpreted by me of course – primarily playing out on and around the west entry wall but includes some static elements sprinkled around the base.
The core design philosophy was to provide a readily available, accessible, and modifiable base that works with game progression (both vanilla and SS2 chapter 2) and the player with some emphasis on survival mode necessities. For example, the general’s cabin provides easy access to both dirty and freshwater as well as a cooking station.
In terms of game progression, the level design assumes the City Plan will be applied immediately after taking the castle and strives to make Level 1 available as soon as possible (after 3 days ideally) -- Level 0 includes many industrial plots in the courtyard that will be transformed and moved to their final locations with the implementation of Level 1.
The plan provides housing for 18+2 (radioman and Ronnie) and jobs for 18 – accommodations for an artilleryman are left to the player. The plan should work well with the SS2 disease system, provide a surplus to GNN, and be ready for a player-dictated transition to advanced/high-tech plots after Level 3. Note, the recommended SS2 Add-ons are necessary to ensure settlers have the appropriate training available and some assembly may be required.
The plan provides player-modifiable elements, including (1) a basic general’s quarters, (2) the southwest artillery position, (3) a garage with a powered door on the south wall, (4) all open space in the courtyard starting with Level 1 of the plan, and (5) all exterior spaces to the south and east.
The core building materials are from my favorite sets, warehouse and scaffolding, while plot selection pulls heavily from the Wasteland Venturers and some from Junk Town 2.
Select Screenshots: Note, since I am trying to tell a story where L3 is the climax and when contest requirements don't apply, shared media will focus on L0 elements and, occasionally, sprinkle L3 teasers.
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