Thanks for this great mod. It made the building aspect of Fallout 4 fun and extremely interesting. I enjoyed your mod so much, I have some suggestions.
1. An option to replace supply lines with trade routes. This option would bring a new level of immersion and a new balancing act element to Sim Settlements. It would work as followed: In Vanilla resources pass from one settlement to another along any unbroken chain. Most players either use a hub system or loop system when setting up their supply lines. With a trade caravan system enabled, pass-through would not work anymore. For example, if you have Sanctuary connected to Red Rocket and Red Rocket connected to Starlight Drive In, all three share resources in vanilla, under the trade caravan system, Sanctuary and Red Rocket would share resources, Red Rocket and Starlight Drive-In would share resources, but Sanctuary and Starlight Drive In would not share resources unless a direct trade caravan line was set-up between the two settlements. Trade caravans can also generate caps for a settlement. The more trade caravans a settlement has connected to other settlements, the more caps it generates.
2. An option to make settlers mortal and buildings can take damage from attacks requiring repairs, or be completely destroyed requiring for them to be rebuilt. This option would be another immersion option. I feel like attacks on settlements in vanilla is more annoying then fun or a challenge because there is no risk factor element to them. However, if this option is implemented, for balancing purposes, please allow up to, two settlers to be assigned as guards to provisioner.
3. In the Fallout 4 universe they have Codsworth, he would be like a personal Wikipedia source. The settlers would have the knowledge to put together better building teams when creating their settlements, especially since steel and wood is abundant. With wood, the settlers would be able to build structures more resembling the old Wild West. With steel, heck, they could literally rebuild anything, at least patch-up the existing structures they occupy. The building system doesn't feel like you are actually rebuilding the commonwealth, it just seems like a building aspect tact on to FPS RPG game, in my opinion.
4. Themed cities for Sim Settlements. This can be accomplished by adding special resource plots to Sim Settlements. If someone decided to pick saw-mill as their special resource, the buildings in the settlement would have a wild west theme. If they picked brick and cement, colonial style. If picked marble and cement, Greco-Roman theme, Ironworks, an Institute / futuristic theme, and etc...
5. Public Works plots. For example, a library would add happiness. Outhouses add happiness, advance showering faculties adds happiness and etc... This would be more for immersion.
6. Equipping you settlers is a freaking tedious process and because they are all named settler, makes it even more frustrating. Not to mention, what's the point? Not like the "raids" on settlements makes a difference. An option to name settlers or Sim Settlements names them through a script would be nice and a tier template auto equip system for settlers tied to the donation system. For example, if a player donates enough equipment and gets the defense bonus to 100, at 100, it unlocks tier 1 auto-equip for settlers. Farmers get a better gun, provisoners get better armor, guards get better armor, merchants get better dapper clothes, etc.. Every 100 could be a different tier. Horizon Z-Architect system tried something similar, but it wasn't settlement wide, only settler wide, which still made the system very time consuming.
7. The settlement system, as I said before, seems tact on. If it wasn't for your mod, I would have ignored the system all together. There seems to be a lacking RPG element to the settlement system and a lacking reward system. I purpose, which I am sure has been purposed before, faction based blueprints for ROTC. Brotherhood, Institute, Raiders, Ghouls, Minutemen, and the faction that never gets any love, mutants. Each faction based system could have unique elements. For example, to get settlers in the Brotherhood settlements, they need to be recruited; for Institute, built; for raiders, the player needs to go out in the commonwealth and get slaves; etc... But, for immersion reasons, non similar faction settlements can't be connected through the supply line. For a rewarding and RPG element to the settlement system, possible unique endings for the game depending on the players choice. For example, if the player sets up competing settlements, one of the ending could be, "The commonwealth is in constant state of flux. Will it ever know peace?" If the player had the settlements all ghouls, the ending could be, "The Ghouls finally have a safe place to call home and are constantly keep working on a way to cure their condition of going feral. Etc...
Once again, thanks for the great mod and all you hard work. I really enjoyed it and appreciate it.
1. An option to replace supply lines with trade routes. This option would bring a new level of immersion and a new balancing act element to Sim Settlements. It would work as followed: In Vanilla resources pass from one settlement to another along any unbroken chain. Most players either use a hub system or loop system when setting up their supply lines. With a trade caravan system enabled, pass-through would not work anymore. For example, if you have Sanctuary connected to Red Rocket and Red Rocket connected to Starlight Drive In, all three share resources in vanilla, under the trade caravan system, Sanctuary and Red Rocket would share resources, Red Rocket and Starlight Drive-In would share resources, but Sanctuary and Starlight Drive In would not share resources unless a direct trade caravan line was set-up between the two settlements. Trade caravans can also generate caps for a settlement. The more trade caravans a settlement has connected to other settlements, the more caps it generates.
2. An option to make settlers mortal and buildings can take damage from attacks requiring repairs, or be completely destroyed requiring for them to be rebuilt. This option would be another immersion option. I feel like attacks on settlements in vanilla is more annoying then fun or a challenge because there is no risk factor element to them. However, if this option is implemented, for balancing purposes, please allow up to, two settlers to be assigned as guards to provisioner.
3. In the Fallout 4 universe they have Codsworth, he would be like a personal Wikipedia source. The settlers would have the knowledge to put together better building teams when creating their settlements, especially since steel and wood is abundant. With wood, the settlers would be able to build structures more resembling the old Wild West. With steel, heck, they could literally rebuild anything, at least patch-up the existing structures they occupy. The building system doesn't feel like you are actually rebuilding the commonwealth, it just seems like a building aspect tact on to FPS RPG game, in my opinion.
4. Themed cities for Sim Settlements. This can be accomplished by adding special resource plots to Sim Settlements. If someone decided to pick saw-mill as their special resource, the buildings in the settlement would have a wild west theme. If they picked brick and cement, colonial style. If picked marble and cement, Greco-Roman theme, Ironworks, an Institute / futuristic theme, and etc...
5. Public Works plots. For example, a library would add happiness. Outhouses add happiness, advance showering faculties adds happiness and etc... This would be more for immersion.
6. Equipping you settlers is a freaking tedious process and because they are all named settler, makes it even more frustrating. Not to mention, what's the point? Not like the "raids" on settlements makes a difference. An option to name settlers or Sim Settlements names them through a script would be nice and a tier template auto equip system for settlers tied to the donation system. For example, if a player donates enough equipment and gets the defense bonus to 100, at 100, it unlocks tier 1 auto-equip for settlers. Farmers get a better gun, provisoners get better armor, guards get better armor, merchants get better dapper clothes, etc.. Every 100 could be a different tier. Horizon Z-Architect system tried something similar, but it wasn't settlement wide, only settler wide, which still made the system very time consuming.
7. The settlement system, as I said before, seems tact on. If it wasn't for your mod, I would have ignored the system all together. There seems to be a lacking RPG element to the settlement system and a lacking reward system. I purpose, which I am sure has been purposed before, faction based blueprints for ROTC. Brotherhood, Institute, Raiders, Ghouls, Minutemen, and the faction that never gets any love, mutants. Each faction based system could have unique elements. For example, to get settlers in the Brotherhood settlements, they need to be recruited; for Institute, built; for raiders, the player needs to go out in the commonwealth and get slaves; etc... But, for immersion reasons, non similar faction settlements can't be connected through the supply line. For a rewarding and RPG element to the settlement system, possible unique endings for the game depending on the players choice. For example, if the player sets up competing settlements, one of the ending could be, "The commonwealth is in constant state of flux. Will it ever know peace?" If the player had the settlements all ghouls, the ending could be, "The Ghouls finally have a safe place to call home and are constantly keep working on a way to cure their condition of going feral. Etc...
Once again, thanks for the great mod and all you hard work. I really enjoyed it and appreciate it.