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Do I need to start from beginning for Season 2?

Understand the above, but will SS to expansion introduce new components and or features that would be better to have experienced from the beginning of the game in settlement building instead of joining in halfway?
 
Understand the above, but will SS to expansion introduce new components and or features that would be better to have experienced from the beginning of the game in settlement building instead of joining in halfway?
This is what I've been wondering. If new mechanics are introduced, will these change the way I would have built my existing settlements. I flipped a coin and decided to continue on with my current playthrough. If there are enough changes to warrant a restart, I'll decide that once I better understand the content of Chapter 2. Since the stated goal is that this expansion won't require a new game, it seems like a personal choice. Time to toss some coins! (careful you don't hit a witcher with those tossed coins. He's likely to growl.)
 
I've been planning to start a new game specifically because of the mention of new plot types. I like being able to plan my settlements/plots ahead of time.
 
Something to keep in mind is that if there is new plot subtypes etc (such as for the Cleanliness mechanic that has been hinted at), the story wont introduce them until the ch2 content anyway.
 
I wonder what's sanitation do? Like what exactly? FaceMasks and FaceShields oh god they have appeared in game too. Probably Sewage Treatment and Antibacterial Soap or some Research facility for Pathogens etc.

Cemetery? Pet Cemetery? Crematorium? Soylent Green? Oh yes please so they live on inside of everyone "It's not cannibalism if they don't know what's in the mystery milkshake and it comes in different fruity flavors.

Hospitals? Quarantine Zones? So on. I do hope they make it clear how Luck stat works.
 
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I wonder what's sanitation do? Like what exactly?
It's not entirely clear, but kinggath has mentioned in the past wanting to add a second mechanic kind of like Happiness but with actual downsides to not keeping it full. I imagine it'll also act as an additional way to balance plots - stuff like putting a negative Cleanliness value on stuff to make it more risky to use, etc.
Also, the "tech tree" diagram on the wiki did get updated with a new sub-line under Municipal a while back...
Cemetery -> Hospital -> Sanitation wasn't there when that diagram first got published.

But, uh... if you expect them to "make it clear how X works", you are frankly playing the wrong mod; your best bet for that is waiting for the forums to figure it out.
 
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I wonder if insufficient water might have the biggest impact on sanitation for a settlement, and if poor sanitation in turn is what increases the chances of disease. Not having enough water to drink/grow crops means there definitely isn't enough to wash with.

It would be hilarious if you could donate the various bottles of alcohol you find to your Hospital.
 
Honestly, if this Cleanliness/Disease system works even close to how I imagine it will, I will be asking for an MCM setting to turn it off entirely about a week after Ch2 hits if there isnt one already - since it will almost certainly be like Maintenance Costs, more resource costs and more difficulty for no benefit.

(EDIT post-CH2 release: I wasn't too far off in my imagining how it'd work, btw)
 
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