the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Changing a settlements plan

You'll have to spin the first one past IDEK as an enhancement. IIRC Kinggath considers the Logistics Desk to be overpowered. Possibly because it replaces both standard provisioners and Recruitment Station in one job instead of two.

The base cities are designed to be self-sufficient, I think because a player can't be guaranteed to have Local Leader and Provisioner capability. There are some custom cities out there which are more themed as you have described, for players with LL. If you have ideas along those lines, try making them into a city plan - there's a contest to challenge people to develop their own concepts, and they'll be published in a contest pack by the SS team. :)


Just another thought, you say the base settlement will or should be self sufficient. How about this thought, say a settlement will be self sufficient for the first two levels and the third and last level a settlement would have the ability to become specialized either automatically or by your decision as to what type you decide. Of course before you decide a choice menu could pop up on screen giving the positive and negative aspects of each final build. Of course this is just a thought that could encompass possibilities.

Another quick brain wrinkle, should the final build also reflect a progress back towards civilization in the more refined, almost pristine builds reflecting that civilization and skills recovering what was once lost is returning ?
 
Having one plot do multiple things I consider a plus as it creates a smaller footprint in the game. For example creating a commercial or industrial plot that doubles as a residence for the merchant would save space and create better pathing for the NPC.
Smaller footprint, I agree. Especially re the twinning of residence and merchants - that’s been a concept since at least Roman times. We still see these things in the older, smaller (non-mall) shopping areas.

As I understand it, pathing has always been a bit of an issue for the second-story residential plots. It’s not something that I’ve looked into myself, just an aside from others.
 
Smaller footprint, I agree. Especially re the twinning of residence and merchants - that’s been a concept since at least Roman times. We still see these things in the older, smaller (non-mall) shopping areas.

As I understand it, pathing has always been a bit of an issue for the second-story residential plots. It’s not something that I’ve looked into myself, just an aside from others.

perhaps one could make clear access to the stairway going to the second floor be it internal or external but external would go outside the build area designated by the build area for that building. another thought to take up less area is ladders but can a NPC use a ladder? as I know they are incapable of using elevators.

Any suggestions on starting up to create a settlement build, setting up the build program and perhaps any video's created ?
 
Just another thought, you say the base settlement will or should be self sufficient. How about this thought, say a settlement will be self sufficient for the first two levels and the third and last level a settlement would have the ability to become specialized either automatically or by your decision as to what type you decide. Of course before you decide a choice menu could pop up on screen giving the positive and negative aspects of each final build. Of course this is just a thought that could encompass possibilities.
My apologies, I was not clear. I meant that the base cities provided in ROTC are individually self-sufficient so as not to effectively punish players who don’t have Local Leader. Having to continually top up cities lacking food/water manually would be painful.

Having the choice of next-level city upgrade to a specific type would I suspect take a whole new turn of complexity in the programming.
Another quick brain wrinkle, should the final build also reflect a progress back towards civilization in the more refined, almost pristine builds reflecting that civilization and skills recovering what was once lost is returning ?
Sure, that’s what Industrial Revolution is for. Once a city hits L3, change and add stuff as desired. There’s a lot of RP questing stuff hidden in there to discover too.
 
perhaps one could make clear access to the stairway going to the second floor be it internal or external but external would go outside the build area designated by the build area for that building. another thought to take up less area is ladders but can a NPC use a ladder? as I know they are incapable of using elevators.
From what I’ve seen there is clear access and ladders. I’m not technical enough to explain why the issues.
Any suggestions on starting up to create a settlement build, setting up the build program and perhaps any video's created?
There is a mod with instructions, etc for how to create cities. A bunch of PDFs and extra tools - look at my Project Blueprint Menu post that’s stickied in here for ideas on the goodies available.

I’m on a mobile so can’t point to nexus urls or the like.
 
L1, 5 power, 10 floor-tiles radus around the plot:
82CAA6D4-4B7D-4208-9A34-2F868D3F25E8.jpeg
L2, 10 power, 16 floor-tiles radius around the plot:
44286DB7-725A-4B40-AE1D-F0E639D75BD0.jpeg
L3, 20 power, 20 floor-tiles radius around the plot:
862AEE31-5697-47F1-8DD3-70F1164AF276.jpeg
Much more work to be done. Then an interior plot, and finally a more powerful advanced industrial plot.

Inside:
6F282BA2-27A4-47C1-A5C7-1DABE7F529CC.jpeg
—edit—
It should also radiate power depending upon what’s connected. The power values above are what it generates by itself.
 
Earlier basic version. The two lights up in the sky are powered by the Tesla Power plot.
72C1309A-5BCB-4CC6-90C6-98DEB601E331.jpeg
 
L1, 5 power, 10 floor-tiles radus around the plot:
View attachment 3629
L2, 10 power, 16 floor-tiles radius around the plot:
View attachment 3630
L3, 20 power, 20 floor-tiles radius around the plot:
View attachment 3631
Much more work to be done. Then an interior plot, and finally a more powerful advanced industrial plot.

Inside:
View attachment 3632
—edit—
It should also radiate power depending upon what’s connected. The power values above are what it generates by itself.

What could be "connected" to boost the tile radius ? What could be "connected" to decrease the power of the Tesla tower ? Will the "player" be able to boost the power tile range once it reaches level 3 to power any buildings they build ? Will you need to create tesla tower "receivers" for the "player to use so they will have no need to string wires or build power plants ? Will the Tesla Tower have connection nodes that you can wire/connect regular power plants possibly to the tower itself?

Just a few thoughts that hopefully will help or ideas that will give you that "eureka" moment !!!
 
It’s here.

Re your question about Spectacle Island - I shouldn’t have missed that - I hear that it is being worked on, no idea about the release date though.
 
Im guessing their dealing with the fact that the game wont load the entire island at the same time which would limit the settlement options also is their any way to generate 5mm ammo because the 2 ammo plots dont do it
 
Top