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Collecting Taxes and Resources

Pekkape

Active Member
Messages
250
SS2 is new to me, well so is Fallout 4 as well. ;)

I did read in 2 old posts that are 4 years old that you must have 10 lvl 3 commercial plots to spawn the tax collector? Is it still so and where does all the money go when it does? I do guess the quest line will tell me... ;) But I do not mind to know that now really. In all Bethesda games (Daggerfall excluded), the player is extremely poor a couple of levels and after a turning point, we get extremely rich, just look at Starfield where I now have 12G coins, all earned, not a single one added to the player with the console... But I do feel that I do need caps now from the community, not or rather less later.... ;)

I also read in a 4 year old thread that the resources collected are more or less just immersive and there are no real resources collected. is it still so? If it still is so, is there by any chance a mod made for SS2 that really changes that, that resources really get gathered and added to the community for the player to use?

Well I guess we get resources really easy, so maybe it will feel a bit like cheating to get resources from the NPC but in the other way, it sure make sense if the settlers really give the community the right to use the resources that they are hired to collect for expanding the settlements. But I guess the player need to contribute all caps they find in the settlements as what else should all capsules be used for?

It is a bit hard to get rid of gold in any TES game, Daggerfall excluded, as it sure took me 2 years to get afford to buy a house and that house was crap anyway. Did I feel disappointed 1998? :D 2 million gold for a house if I remember correctly with no chests if I recall right and 1 million for a ship. :O I never forget that... ;) Well stuff dropped at the floor in the boat and the house, did stay there at least.
 
Yes that is still the requirement to unlock the "Tax Collector" type. However, some of the Commercial plots do add a trickle of Caps to the Workbench of that settlement - I think using the same formulas as the basic shops you can build from the base game. The Tax Collector will add a percentage of the "Virtual" Caps your shops produce into the Workbench too.
For the other SS2 resources, it's not intended for the Player to ever have access to them directly - mostly because a well built SS2 settlement will be producing resources in the thousands rather than the dozens you can gather yourself. You can eventually unlock the ability to spend those "Virtual Resources" for crafting at special armor/weapons/chemistry/robotics workbenches later in the questline, though - and using this there is indirect ways for you to "withdraw" the "Virtual Resources" but that's not exactly intended, just left there for people to figure out. There is also a subsystem whereby certain plots (mostly in the Industrial type) can expend those Virtual Resources to create goods that you can then buy at Commercial plots - ammunition is probably the one most people would want there, that's available.

Overall the design of SS2 seems to be deliberately done to alter that curve of "player wealth" like you described, and give you more things to spend your pile of wealth on in the later part of the game.
SS2 can be a lot to take in at first, but don't feel bad about asking questions, and don't forget the Wiki is quite well maintained too.
 
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Thanks for the reply. :)

Yes, there is a lot to take in for sure and what you say about the thousands of resources that might be generated have crossed my mind as well. SS2 is just mind blowing and the original settlement system is as well, as I did not knew about it. well honestly, everything about Fallout have passed me unnoticed as I focused at TES for 28 years, but that is also good as I now know what to do the next couple of years for sure. ;) The house building system stuff in Skyrim was cool when we built the first house and later players used the system to build towns and villages, but that system is so extremely static and not as immersive as it is in Fallout for sure. The base system in Starfield are not as cool as this system, not yet, not if noone makes something similar for that game like SS1 or SS2, but I doubt it will be as cool as this. But who knows? I cannot see into the future as I do not use JETs. :D

I do look forward to what the future in the quest line will unlock. :D One step in a time. I played a week now, and have not visited Diamond City yet.... ;) I di had to restart a new char 2 days ago as I first started with SS1, so I thought it was best to flush it and start all over fresh with SS2 after I read about the conflicts, what is compatible or not. I do think I need to be careful what mods I install in the future, so it does not break anything SAS2 related.

Do you know why CWSS was redrawn from Nexus, as it sure loooks amazing with working showers, bathrooms and kitchens to use in the old houses or is there a way to get rid of all the old houses, without using the mod scrap it all or disable / markfordelete in the console? Maybe that is part of the quest-line as well? Honestly, I do want to get rid of the original houses but as the Conflict page do not recommend that we use that scrapping mod, I deleted it before I started the new game 2 days ago. Honestly, that mod do require the player to spend hours scrapping stuff and I did had more resources that I thought was immersive and started to feel that I should do some quests instead of trying to clean Sanctuary. :D The right balance is always cool as we can cheat as much as we want with the console, god mode or with cheating mods, but that is not immersive. ;)
 
I can't help you with that other mod, unfortunately, I don't know anything about that.
For what it's worth, there is a subcategory of plots you can eventually get in SS2 called "Sanitation" that is for bathrooms and the like. Even the smallest sized plot (called "1x1" by the mod) doesn't quite fit into spaces like the bathrooms in the houses in Sanctuary though.
 
I did manage to get the CWSS outside Nexus, a re-upload that I found through Google, so I will test it later. :) Cool that sanitation's will pop up. I will take a peek at the WIKI now as there is a lot I wanna know before I ask more questions really.... ;)
 
So i watched all the videos, and all my current questions and wonders did get explained in them and I must say that these videos are extremely well made in a nice phase. Its so common that tutorial videos gest speed up and has many quick cuttings, but these videos have a perfect speed with almost no cuts
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I am new so SS2 and I never used the original. I am now just placing my first plots and I am noticing that the houses will generate taxes.
I already placed down six beds for the games first Sanctuary occupants.

Do I want to scrap those beds and build plot beds in their place?
 
I am new so SS2 and I never used the original. I am now just placing my first plots and I am noticing that the houses will generate taxes.
I already placed down six beds for the games first Sanctuary occupants.

Do I want to scrap those beds and build plot beds in their place?
It's really personal preference for Residential plots in that regard. They only make a tiny amount of "virtual caps", but lategame especially once you get into the Military stuff you do start needing them by the hundreds.
A fully upgraded 'level 3' Residential plot also provides a partial offset to the "pollution" of the settlement, which affects the rate of the Disease mechanic triggering, if that helps. Although that too is only a slight benefit (it's less of a bonus than the 'penalty' generated just by having 1 more settler).
 
As @yaugie helpfully pointed out, there are marginal benefits to using plots vs. beds, but the primary reason is aesthetics. The nice thing about residential plots - be it exterior or interior, is that they automatically decorate themselves and fill out the settlement space. You can certainly manually build build structures, decorate, and plop beds down and achieve much the same result if that's how you'd rather do it, you'd just miss out on a small number of caps and hygiene/cleanliness if using single resident plots.
 
As @yaugie helpfully pointed out, there are marginal benefits to using plots vs. beds, but the primary reason is aesthetics. The nice thing about residential plots - be it exterior or interior, is that they automatically decorate themselves and fill out the settlement space. You can certainly manually build build structures, decorate, and plop beds down and achieve much the same result if that's how you'd rather do it, you'd just miss out on a small number of caps and hygiene/cleanliness if using single resident plots.
Well I am building mainly with SS2 plots but I do choose in more detail what or which plot I will build and where to build it, not random so I only use a single building plan and that is the one in the tutorial. Each settler get access to 3 SS2 plots each and I fill up with various decorations in between, if I think it will fit. I am not using stand alone beds for the settlers at all, only for the player. ;) Building plans are extremely effective to get the settlements up and running extremely fast but using them, I do not feel the same involvement really, so I decided to skip them, except for a single one well I will use one in the Mechanical lair as well and also one at the big Island, that I like a lot.

So what I use from those videos are more the designs of the building blocks like walls, floors and similar, I use them for inspiration. I downloaded loads of different settlement mods so I have a variety of stuff to build with so I can build each settlement so they look proper, as that is what I prefer. ;)
 
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