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How about an money sink?

Icaro Lino Dias

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In the bethesda games its always prety quickly to get rich, at some point you dont ever bother to search for it...
With sim settlements this can change! As a mayor, you could have some mechanics to counter that! An optional thing to expend all those caps! Like... some edicts! Some examples:
- "Overtime pay" : You pay 1000 caps, and all work plots of that settlement will have a plus X% increased producion for an week
- "Harvest Festival": You pay X caps, and this settlement gains +20 happines for one week
- "Night Watch" : You pay X caps, and your settlement gain +20 defense at night and +5 happiness for some days
And so other things, an Edict to acelerate the construction (if you play with realistc build time), some others more specific, like "Farming subsidies" to increase only the food production... and others that mix the effects with other effects and cost...

and MAYBE some others VERY expensive that give permenat small bonus to the settlement... like "Merchant guild" (Increased the max caps of the merchants, or give a better batter for the player, or a better inventory... I dont know)...

And last... would be cool to have an small plot to be the mayor office where you have this options, and maybe the place where the tax caps go...? I dont know... What you guys think?
 
woot pre-war cash. I always have a safe in my main settlements just for it. hope one day its useful again hehe. that and my charge card!
 
I dont know even if its possible, but I just tought of an Safe where your tax money go to you to collect after, and about the plot level, I guess that every level unlock more useful and expensive "edicts" options...
 
i dunno, any money sink with returns in profits is a terrible money sink.
back in morrowind i had that farming mod and one money sink i enjoyed with buying guards, slaves, things to help the farms survive but none of them ever really made more than they were worth but they made things more satisfying knowing you earned it all. then i got a home buying mod, and my money sink re-opened.

so maybe we could have a slave market and a guard hiring plots? guards being basic settlers but with much better combat capability where as slaves would be settlers but with bomb collars, saves you waiting for new settlers to arrive, etc but could serve raider settlements farming needs?

then we could go about getting "rich plots" which basically cost a crap ton of caps but can be set as settler usable or not, set to require a key to enter and exit but most of all function as a player home if set to one (which replaces bed with one settlers cant be assigned to but still gives well rested.)

then to put the icing on the cake, a new set of turrets and power generators which are basically the same as the normal ones but give 4 times the output, have 4 times the health+damage+defences and less power requirement (1) but costs a good chunk of caps to pay for the "upgraded parts" and these would be "deluxe grade" which helps with the convenience of less turret spam, less generator spam etc.

thoughts?
 
i dunno, any money sink with returns in profits is a terrible money sink.
back in morrowind i had that farming mod and one money sink i enjoyed with buying guards, slaves, things to help the farms survive but none of them ever really made more than they were worth but they made things more satisfying knowing you earned it all. then i got a home buying mod, and my money sink re-opened.

so maybe we could have a slave market and a guard hiring plots? guards being basic settlers but with much better combat capability where as slaves would be settlers but with bomb collars, saves you waiting for new settlers to arrive, etc but could serve raider settlements farming needs?

then we could go about getting "rich plots" which basically cost a crap ton of caps but can be set as settler usable or not, set to require a key to enter and exit but most of all function as a player home if set to one (which replaces bed with one settlers cant be assigned to but still gives well rested.)

then to put the icing on the cake, a new set of turrets and power generators which are basically the same as the normal ones but give 4 times the output, have 4 times the health+damage+defences and less power requirement (1) but costs a good chunk of caps to pay for the "upgraded parts" and these would be "deluxe grade" which helps with the convenience of less turret spam, less generator spam etc.

thoughts?

The return wont be in caps profits, the "Safe" ideia its about the tax money that you already recive, but where a bit more "imersive"... The money sink ideia was about you spend money for some minor permanet boosts or big limited time boosts... Like when you create a new settlement and your food output haven't catch up with your pop number yet and you need a boost on production for few days... Or after an raider atack, your happiness took a hit, you drop some caps, promote an harvest festival to cheer up your people.

Your ideias are indeed good, and would be the ideal to be true... But I dont know about the slave bit... I think it could work with the nuka world raider settlements, but for the general settlements would be a little off from the author vision...

But once again I liked that "Upgraded parts" ! Because I cant put laser turrets on my settlements, it cost Fiber optics, and I need that for more ASAM freaking beacons!
 
How's about we become able to pay for build zone expansions or to clear really annoying hills/bumps in the terrain/ruined buildings/random telephone poles etc? :P
 
Maybe, some "orders" could have an extra price... Like to improve farm production for a week you have to pay 200 caps plus 50 fertilizer... To increase construction 400 caps plus (30 steel + 50 wood x pop)... or something like that...
 
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Could pay for a merc/settler 'clearance patrol' of the area around the settlement, reducing the likely hood of an attack on that settlement. Merc being more expensive, but more effective?
How's about paying settlers to go out on a scrap run, rather like that eyebot pod thing, but the patrol will grab more of what you want and some randomised loot as well (targets of opportunity and all that).
 
You could pay tailors and armorers to equip your settlers a certain way. Maybe work uniforms that people take off when their work day is over?

This would be soooo cool:
A commercial plot called "Home Defense Department / Settlement Defense Department / Military Supplies" that has a manequin for Guards (once defense plots exist?) so guards get equipped with versions of the items placed on the manequin. I.e. Army fatigues, Assault rifle, Army helmet, Combat armor chest piece. But ONLY if there are caps in the workshop. (i.e. Taxmoney). The vendor-prices for those items would be taken from that available money.
 
I was looking for this feature as well. Settlements should be costly to run and maintain. Maybe a maintenance tax where if you don't have the caps to cover it, your plots suffer some minor (10%?) degradation for that cycle? Martial plots should cost $ to keep up and running. So all that money being generated by your settlements has a use beyond just adding to my stash. I never seem short of funds, and junk is plentiful, plus loot from enemies. What do I need that extra $ for?
 
How about this: a lot of things, like building in a plot, upgrading a building, etc, require caps. They look in the workshop, then at the bank, if not enough is present, the upgrade/construction is paused until there is money.
Some buildings might even consume some money on a daily basis to operate. Mercenary barracks, for example. If not enough is present, the building shuts down.

It should be balanced in such a way that a small, early settlement can be built with a few caps from the player and run on it's own taxes. A large, high-tech city should require lots of money. Maybe: residential and agricultural plots barely cost anything, but industrial and especially advanced industrial are expensive, and get even more so with each upgrade.

To simplify the whole thing, add a new building: the bank. As soon as you have one, the money at the bank can be used by any settlement. That is, you drop off 5k caps at the bank at the castle, and the plots at sanctuary start upgrading. Any banks will give you access to that shared money container, and the first bank unlocks ATMs, which also allow you to access it, without needing a settler.
Also, as soon as the bank has been built, all taxes go right in there, instead of into the local workshop.

The settler at the bank would be a special trader, who only sells pre-war money, to simulate money changing. The bank could also have an auto-sale container, which sells stuff at half the price you would have got, but still.
 
Just had another, simpler idea: instantly upgrade any plot by throwing money at it.

Like this:
Residential and Recreational: 10k to lvl2, 20k for lvl3.
Martial, Agricultural: 15k to lvl2, 30k to lvl2
Commercial, Industrial: 25k to lvl2, 50k to lvl2
Advanced Industiral: 50k to lvl2, 100k to lvl3
 
There's already a bank mod, BanCo - Bank of the Commonwealth that allows you to create a banking network. I played with it a year or so back and it was nice that it would take the caps out of the workshop for you so you didn't have to spend time going around emptying them when they maxed out production.

I'm not sure how hard it would be to port that to a commercial plot but it would be kind of neat if you could. Especially if you could link the branches in your various settlements.

I'd leave out the robbery and ATM hacking aspects of that mod, really, why do I need to steal caps from my own settlements. Instead I'd make them a money sink by allowing you to deposit caps and for every X caps deposited you increase settlement happiness by Y. So say you deposit 10k caps then your happiness goes up by 5 but those caps gone from your resources for a fixed period of time.
 
Just had another, simpler idea: instantly upgrade any plot by throwing money at it.

Like this:
Residential and Recreational: 10k to lvl2, 20k for lvl3.
Martial, Agricultural: 15k to lvl2, 30k to lvl2
Commercial, Industrial: 25k to lvl2, 50k to lvl2
Advanced Industiral: 50k to lvl2, 100k to lvl3
I think I could actually do that. If I understand it correctly, I just have to call unlocklevel on the plot.
But should I?
Should I put it into ASAM Maintenance Software, or as a standalone mod?
I guess I would have to add the activation option to the plot itself, instead of the ASAM sensor. Or is there a vanilla SS perk which adds activation options to the plot itself?

Finally, what would be good, balanced prices? Probably, Residential < Agricultural < Martial < Industrial < Adv. Industrial. But where to put commercial and recreational?
I think both should be more expensive than Residential. Commercial probably also more expensive than Agricultural. And both cheaper than Industrial.

Maybe like this?
Residential: 5k -> lvl2, 10k -> lvl3
Agricultural: 10k -> lvl2, 20k -> lvl3, 30k -> lvl4
Martial: 12k -> lvl2, 24k -> lvl3
Recreational: 15k -> lvl2, 30k -> lvl3
Commercial: 20k -> lvl2, 40k ->lvl3
Industrial: 30k -> lvl2, 60k -> lvl3
Adv. Industrial: 50k -> lvl2, 100k -> lvl3
 
I love this idea, and here are a couple of thoughts...

1- Too much money.
Yes, this is a common problem in all bethesda games - after a while there is NOTHING for the player to really spend caps on. You can partially mitigate this with some of the scarcity and costing mods which makes prices a bit higher, and caps ...well, more scarce.
(I use rebalancer from nexus - sorry, I can't post links yet).

2 - I would love to be able to donate caps to a "supplier" or "city manger".
I mean, let me just give preston 1000 caps, and the minute men are better supplied.
Or pay caps, and all settlers get a gear upgrade.
Or I can give caps and the water purifiers all upgrade, sooner. etc.
Or the real love (almost impossible to do) would be "here is 10000 caps, fix that Bridge/house/road/etc in the middle of the settlement".


Some of these ideas might be impossible to do, but some might...in limited ways.

(I have another idea, but it is very different, so will post another thread...).
 
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