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How to HQ

Stormtraveler

Member
Messages
70
I feel kind of stupid asking this, but is there a tutorial on how the construction on how to HQ works. I got a few things done by just messing around with it, but I do not understand how it works. The short tutorial in game was too short & I am confused on how to do it. I do not see a way to go back & look at the in game tutorial as it might help. I see the options for manage & cleaning, but I dont understand what the manage does, & does cleaning mean they get rid of all the trash & debris, or should I do that. Any help would be appreciated.
 
If you get 500 flat per agreement and each person in logistics gets 2 agreements then what's the purpose of having people with the high appropriate SPECIAL stat in logistics?
It isn't "each person can make 2", each Supply Agreement costs 5 points worth of the Logistics bar at the top, and the size of that bar is the combined Endurance stat of everyone in the department.
 
It isn't "each person can make 2", each Supply Agreement costs 5 points worth of the Logistics bar at the top, and the size of that bar is the combined Endurance stat of everyone in the department.
So I screwed around with it and figured out a couple of the problems I was having with my Logistics totals. So you maximum logistics scrap is equal to the Total Endurance of people in Logistics X100 I tested this, with just Lupe its 1k (she has 10) add somebody with 3 end and it goes up to 1300, ect ect.
 
Well, I'm not much to complain, but the HQ has broken my nerves. Running the HQ started to be confuse at first only to get irritating after a few hours of game. For example, only reading this section I've found the way to reach the numbers needed for the damn "scrap logistics" (add workers in Logistic dept).
I'm in the part that you need more settlers, then more rooms must be builded. I add two more. But I can't recruit cause a message say me I got not space in the HQ! ¿Bug?
The "tutorial" in game is only usefull to reach the door of the counter intuitive world of HQ. Then, you're abandoned to your fate.
I still try to figure how to use the info in the HQ hud. There're things you can't build cause you don't fill conditions, but at the same time, is not clear how the heck you can fill them.
If there is any post or website out there detailing how to manage the HQ after the "tutorial" and i missed it, please tell me where it is, otherwise i'm going to need psychic powers to proceed, thanks guys.
 
Overall you first make sure you have enough living space (this is the annoying part) (one of) by cleaning suitable rooms and building living quarters in their place. What rooms are suitable, you mostly find out by experimenting, but there's a few on the first floor near comm hub. You can also turn your player quarters into one for 6 people if you have room costs off in the holotape. I'd suggest that if you don't wanna bother. Then recruit more people. To not get your HQ bloated with useless people, I'd suggest recruiting those with good stats (strength for facilities, end for logistics, charisma for admin, perception for engineering). Either companions or uniques or those who sit on training plots in your settlement for ages. I found that getting some for facilities and logistics (more supply agreements = more scrap logistics) first is better. A couple for admin to start some policies and overwork them (also start paying them so they work more and even like it, and also to get more scrap logistics). Then some more facilities and some engineers for upgrades.
P.S. Ideally every living quarters should be a massive dorm to conserve space (this might bite us in the ass later, at least in story terms, but who cares), but bigger rooms want more materials and more scrap logistics. At first, 2-people rooms are fine but you'd need a few of them. On top of the HUD in the left corner you can see your max workers for HQ (and next to every department - how many can work there, this depends on jobs you have for them, they come from building rooms they can work in, like supply closets, bathrooms, offices...)
 
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Overall you first make sure you have enough living space (this is the annoying part) (one of) by cleaning suitable rooms and building living quarters in their place. What rooms are suitable, you mostly find out by experimenting, but there's a few on the first floor near comm hub. You can also turn your player quarters into one for 6 people if you have room costs off in the holotape. I'd suggest that if you don't wanna bother. Then recruit more people. To not get your HQ bloated with useless people, I'd suggest recruiting those with good stats (strength for facilities, end for logistics, charisma for admin, perception for engineering). Either companions or uniques or those who sit on training plots in your settlement for ages. I found that getting some for facilities and logistics (more supply agreements = more scrap logistics) first is better. A couple for admin to start some policies and overwork them (also start paying them so they work more and even like it, and also to get more scrap logistics). Then some more facilities and some engineers for upgrades.
P.S. Ideally every living quarters should be a massive dorm to conserve space (this might bite us in the ass later, at least in story terms, but who cares), but bigger rooms want more materials and more scrap logistics. At first, 2-people rooms are fine but you'd need a few of them. On top of the HUD in the left corner you can see your max workers for HQ (and next to every department - how many can work there, this depends on jobs you have for them, they come from building rooms they can work in, like supply closets, bathrooms, offices...)
Thanks a lot, bud! For your time and kindness.
Anyway ... I feel very disappointed with CH2 at this point.
Whereas in Chapter 1 you could choose between going crazy with settlement management or just enjoying the story, in Ch2 we have the HQ as a bottleneck.

The developers have put a lot of effort into the mod for free, we all know that, but, at this point, they have forgotten about the playability, something that dooms many games to abandon.

Is crazy we admite there's "annoying parts" in a game. As a videogame grafic artist in my young days know this is a red light blinking.

Just as Bethesda left it up to modders to improve FO4, now it seems that it's left to the players to figure out how the HQ works and cobble together a tutorial that makes the developers' work playable.
At least for me, the fun is playing the game, not figuring out how to play it.
For the first time since the early days of SS1, I am seriously considering abandoning the mod or waiting for it to evolve in support.
I'm not a masochistic, afer a hard day I want to play to enjoy the game not to add frustration.
Thanks again, and sorry for the brick.
 
I mean, you're far from alone in that sentiment, but the team is really trying to make it more enjoyable. Streamlined, easier, working better and all that. It's just a complex system that takes a while to polish and make great. Might take forever before we see that but it's definitely coming. No one wants it to be a torture for the players. The end result, I'd say, is worth all that effort, but I'm probably a masochist so take it with a grain of salt. Still, it feels great (and looks great) when you actually make sense of the whole system, even if many won't go down that road. And the RPG lover in me, if I can call myself that, is having a blast. Definitely brings the roleplay back in the game that forgot about it.
I've come to a point where I've played as much of the mod as humanly possible (without going into testing which is a whole other dimension) so yeah, waiting for chapter 3 :)
If you're not interested in all the technical grind of it, I'd suggest using tgm and just do all projects. And turn override timers on (dunno why I said off). Then bam - HQ mostly done in 2 hours.
 
I mean, you're far from alone in that sentiment, but the team is really trying to make it more enjoyable. Streamlined, easier, working better and all that. It's just a complex system that takes a while to polish and make great. Might take forever before we see that but it's definitely coming. No one wants it to be a torture for the players. The end result, I'd say, is worth all that effort, but I'm probably a masochist so take it with a grain of salt. Still, it feels great (and looks great) when you actually make sense of the whole system, even if many won't go down that road. And the RPG lover in me, if I can call myself that, is having a blast. Definitely brings the roleplay back in the game that forgot about it.
I've come to a point where I've played as much of the mod as humanly possible (without going into testing which is a whole other dimension) so yeah, waiting for chapter 3 :)
If you're not interested in all the technical grind of it, I'd suggest using tgm and just do all projects. And turn override timers on (dunno why I said off). Then bam - HQ mostly done in 2 hours.
I love role playing games, that's not the point. Nor the technological complexity involved in development. It's as simple as that: if you build a system and of course you know how it works, would you please tell others how it goes, instead of them needing to figure it out?



It's not a programming issue, not a bug, not a technical skill issue, just put down on paper how you've planned for the player the game.
 
By "on paper", you mean in game, right? Cause that I'd agree with. Otherwise there's a lot of stuff on wiki. I think the mod tries to tell us most of this stuff, not always well, but it tries. And you're probably right, even if the fallout franchise itself generally disagrees. Took me forever to "learn" fallout 1 without the extensive paper guide and still made a shitty build :')
 
I am doing a fresh play through,and for whatever reason,I can not get Aiden and Jake assigned to their dept head positions.I haven't had this issue in the past,so I have no idea what the problem is.Nevermind,the problem fixed itself thanks to a forced restart.
 
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Can you try unassigning them from facilities first? If they're there? And use either command mode or their desks, I can't remember which worked for me in the end (should be the same). Not that I had any issues ever on PC but on xbox it was a constant pain.
 
Can you try unassigning them from facilities first? If they're there? And use either command mode or their desks, I can't remember which worked for me in the end (should be the same). Not that I had any issues ever on PC but on xbox it was a constant pain.
Part of the issue is there is not an admin job slot on the top bar.When I open the manage employees,it shows Theresa as the dept head,just no dept.On top of that,Theresa is not even in the building now,she took off and went back to the group she started with.I don't know what's going on,but this is just another of several problems I am having this time around.May just have to go back to the beginning and mostly start over.
 
I'm leaning towards this being a mod conflict. So if that's true, starting over means you'll run into it again. Could you post your load order please?
 
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