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Old Post Industrial Revolution Tech Tree Discovery *SPOILERS*

Kenenji

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Kinggath told me it was cool if we all co-operated on figuring out the Industrial Revolution Tech Tree together so here's what I got:
Also let me know if you've discovered anything else and I'll try to update the list.
I need help figuring out what the tech dependencies are for some of the higher tier industries

Note: to upgrade, their stockpile requirement and possible tech dependency needs to be met as well as the 5 in-game day waiting period

Edit: Lystraeus made a great spreadsheet.

Iron Mine - stockpile: 50 Mined Ore (can be mix of any)
----Steel Mill - stockpile:400 Steel, requires Lumber Mill to upgrade
--------Tool and Die Shop (Allows lvl4 farms, makes tools?)
--------Munitions Factory (Makes ballistic ammo)
----Nuclear Enrichment Facility - stockpile: 200 Nuclear Material, requires Hazmat Processing to upgrade
--------Nuclear Arms Factory (-20 water, -20 power, -50 happiness, makes mini nukes, MIRV launchers and fatman launchers)
--------Nuclear Power Plant (+150 power, -30 happiness)

Community Well - stockpile: 50 Dirty Water
----Brewery -stockpile: 200 Beer (makes beer and happiness. Drink from a tub!)
--------Distillery (makes better liquor and +50 happiness)
--------Chem Factory - requires Medical-Grade Plastics to upgrade (makes jet)
----Pumping Station -stockpile: 200 purified/dirty water (+30 water)
--------Hydration Research Lab (Not sure what this does, only got 1 bottle of Nuka-Melon from it)
--------Filtration Plant - requires Coal Mine to upgrade (+50 water)

Lumber Mill - stockpile:100 Wood
-----Coal Pit - stockpile:200 Coal Lump
---------Flare Factory (Makes flares, not sure about signal flares though)
---------Coal Power Plant (+50 power, -30 happiness)
----Paper Mill - stockpile:200 Paper (Makes paper(cloth))
--------Magazine Press (Makes perk magazines)
--------Local Newspaper (Allows crafting of newspaper stands and makes New Bugle newspaper)

Oil Well - stockpile:50 oil
----Crude Refinery - stockpile: 100 Processed Fuel
--------Fuel Depot (Increases tax income by 10%, not sure what else)
--------Microfusion Garage - requires Tier 3 Nuclear
----Plastics and Polymers - stockpile:200 Plastic
--------Medical-Grade Plastics (Makes sterilized plastics (misc item cant sell), and happiness)
--------Advanced Weaponry Facility - requires Microfusion Garage to upgrade

Scrapyard -stockpile: 100 scrap (mix any)
----Crusher - stockpile: 160 Aluminum + 40 scrap (e.g. 160 Aluminum + 40 wood)
--------Hazmat Processing (I'm guessing makes nuclear material)
--------Remelting Facility - combine any amount junk with 3 processed fuel in fuel tank for 1.5x material
----Scrap Processing - stockpile:??? (generates uncommon materials)
--------Tech Salvagers (generates rare junk)
--------Military Salvagers (generates random weapon mods and grenades)
 
Last edited:
I have these 3
Community Well> Pumping Station> Filtration Plant (+50 water)
Oil Well> Crude Refinery> Microfusion Garage
Oil Well> Plastics and Polymers> Advanced Weaponry Facility
 
Here's mine:

*Most buildings use electricity, defense, and create "types" of about -10 or -15 unhappiness (not sure if noise-unhappiness affects houses in the vicinity, or is settlement-wide)

Tier 1

Community well
- produces/stockpiles dirty water
- provides water

Sawmill
- produces/stockpiles wood
- hazard: circular blades hurt you

Scrapheap
- produces/stockpiles selection of common scrap

Oil well
- produces/stockpiles oil

Iron mine
- produces/stockpiles mined ore (components are concrete, steel, some lead/gold/nuclear material)
- secret: can enter the mine to find extra ore, and some hired helpers

Tier 2

Brewery
- Community well 1
- produces/stockpiles beer, and a single bottle of each Gwinett & Ice Cold Gwinett flavour
- provides happiness

Pumphouse
- Community well 2
- produces/stockpiles dirty and purified water
- provides water

Papermill
- Sawmill 1
- produces/stockpiles paper

Coalmine
- Sawmill 2
- produces/stockpiles coal lumps

Crusher
- Scrapheap 1
- produces/stockpiles raw scrap components

Scrap recycler
- Scrapheap 2
- produces/stockpiles selection of less common scrap

Refinery
- Oil well 1
- produces/stockpiles processed fuel (required for Remelting Facility secret)

Plastics and Polymers
- Oil well 2
- produces/stockpiles plastic

Steel mill
- Iron mine 1
- produces/stockpiles steel
- hazard: molten steel hurts you

Nuclear Enrichment Facility
- Iron mine 2
- produces/stockpiles nuclear material
- provides -30 unhappiness
- hazard: intense internal radiation
- requires Hazmat Processing


Tier 3

Distillery
- Brewery 1
- produces drinks
- provides happiness
- secret: drinkable booze tub which says "you feel shameful" after imbibing

Chemical plant
- Brewery 2
- produces jet, claims to produce "military-grade chems"
- provides -20 unhappiness
- requires Medical-grade plastics

Hydration research lab
- Pumphouse 1
- secret: a single bottle of nuka-melon, with a unique drink animation, that boosts movement speed for a short time

Local Newspaper
- Papermill 1
- provides happiness
- secret: terminal unlocks newspaper stand, which you can craft in all owned settlements to receive New Bugle editions

Magazine Press
- Papermill 2
- provides unhappiness
- secret: new perk magazine that boosts swim speed +10%

Hazmat Processing
- Crusher 1
- provides -30 unhappiness
- hazard: mild internal radiation
- unlocks Nuclear Enrichment Facility

Remelting Facility
- Crusher 2
- secret: insert a type of scrap into the furnace, 2 processed fuel into the top-up tank, and push the button. Scrap is broken down into component scrap at 1.5x profit

Military salvage
- Scrap recycler 1

Tech salvage
- Scrap recycler 2
- claims to produce rare scrap
- secret: mild insult when selected via ASAM sensor

Medical-grade plastics
- Plastics and Polymers 1
- claims to produce medical-grade plastics
- provides 20 happiness
- unlocks Chemical plant
- secret: entrance contains decontamination arch
 
Great thread, thank you. Personally I don't agree with this "keeping it all secret" strategy. In RL I work as a planner in manufacturing (and I used to play the X-BTF space games and a zillion other industrial sims), and not having any data when designing infrastructure is a bit of a problem lol.

I am not keen on chucking stuff up and waiting to see if something nice will happen, then ripping it out and replacing with more random stuff to see again if something nice will happen.
 
Great thread, thank you. Personally I don't agree with this "keeping it all secret" strategy. In RL I work as a planner in manufacturing (and I used to play the X-BTF space games and a zillion other industrial sims), and not having any data when designing infrastructure is a bit of a problem lol.

I am not keen on chucking stuff up and waiting to see if something nice will happen, then ripping it out and replacing with more random stuff to see again if something nice will happen.
The driving force behind Sim Settlements is that your settlers are the ones doing all of the building, so you never know what they're going to come up with. Keeping it secret is part of the Bethesda open world game charm of discovering new things constantly as you play.

That said, I am working on a means of getting the technology tree in the game in a visual form for people who prefer to have a lot more control over what their settlers are doing and aren't interested in the discovery aspect.
 
Does the community well continue to produce water if it switches to the brewery upgrade?
 
I miss the Mine when it becomes a Steel Mill. Always liked going down there for some reason. Maybe keep a small entrance and make the zone inside bigger when it upgrades. Would make for a great dungeon with respawning molerats or roaches
 
Does the community well continue to produce water if it switches to the brewery upgrade?
Mine does not. But who wants water, when you have beer! There is another path for water however that should.
 
I actually think I'm going to change the water tree so that no matter which way it upgrades, you always keep the previous level's water production. Will make for better gameplay for people who want to keep upgrades on automatic.
 
Question: When you say that Steel Mill requires Lumber Mill to upgrade, does the Lumber Mill have to be in the same settlement or can be it be in any settlement?
 
The requirements all do have to be in the same settlement at the moment (a mechanic for sharing knowledge will come in a future update).

BTW, the requirements in this thread are all community experimental knowledge that hasn't all been confirmed yet- i'll be confirming with a new in-game tool as soon as it's finished.
 
Does the Tool and Die shop unlock level 4 farms for only the settlement it is built in?
Yes, only the settlement you build it in. Not all mods support it either. Sim Settlements and Wasteland Venturers definitely do.
 
Yes, only the settlement you build it in. Not all mods support it either. Sim Settlements and Wasteland Venturers definitely do.
Ah, darn. Wonder if there would be any chance in the future of provisioners being able to spread that kind of thing among settlements. So if Nordhagen Beach is attached to your fully upgraded Sanctuary by supply lines it gets access to the upgrades because the provisioner is supplying the tools.
 
Has anyone figured out the level 2 scrap processing upgrade requirements yet? I've tried placing like 600 pieces of scrap in the stockpile and it's still not upgrading. Wondering whether it needs a specific type of scrap or component?
 
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