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Old Post Industrial Revolution Tech Tree Discovery *SPOILERS*

Seems no one posted here for a while unless I'm the only one left who doesn't know all the requirements. I'll add some upgrade requirements for scrap processing and crusher after testing for many hours.

Scrap Processing = 120 uncommon rarity components.
Crusher = Compared to what is posted here my testing result is 140 aluminum + 60 common rarity components.

Both of these only accepts raw components, it's intentional I guess since other buildings such as oil well only accepts oil component.
 
Seems no one posted here for a while unless I'm the only one left who doesn't know all the requirements. I'll add some upgrade requirements for scrap processing and crusher after testing for many hours.

Scrap Processing = 120 uncommon rarity components.
Crusher = Compared to what is posted here my testing result is 140 aluminum + 60 common rarity components.

Both of these only accepts raw components, it's intentional I guess since other buildings such as oil well only accepts oil component.

I found I had to have built a plastic and polymers plant in order to get a crusher to upgrade into either hazmat processing or re-melter. I'm not sure if it was time coincidence but the crusher was maxed out for a very, very long time in aluminum and common scrap.

Plastic and polymer didn't seem to capable of upgrading into medical plastics until I had placed another oil well into the settlement even though it was maxed out for a long time. Medical plastics IMO seemed like an inferior entertainment district, cannot do anything with medical plastics :(.

Upgrading nuclear enrichment to nuclear power or nuclear arms requires another mine to have upgraded to either tool and die or munitions, this applies for both nuclear power AND nuclear arms. Both require one or the other.

"Tech Rushing" to nuclear arms facility seems thus to be: 2 oil wells, 2 iron mines, and a scrap heap. The "Tech Tree" for nuclear arms/power seems to be:

Iron mine, Iron Mine, Scrap Yard, Oil well.

Upgrade first iron mine to steel mill, upgrade oil well to plastic and polymer. Plastic and Polymer unlocks Hazmat processing/Re-melter, make hazmat processing. Hazmat processing enables the second iron mine to upgrade into nuclear enrichment. Nuclear enrichment requires the steel mill to get to it's third tier either way in order to upgrade into it's final tier.

I really do think there needs to be a way of towns to share unlocked techs in supply lines. It'd be nice to know what the one building to unlock them all is, to. I know, there is meant to be some surprise but, I'm an unlucky individual and there is a reason I ask for things like this or plan like this. I have no choice in the matter; if I let the game do what it wants with advanced industry I just flat out never get what I'd want and I dont have that much time to trial-error it.
 
I can confirm that 95% of the spreadsheet that Lystraeus posted in this thread is accurate. I'm still working on a good way to get the tech requirements displayed in game so that after you've unlocked something, you understand how it happened. There are lots of limitations about what can be done with the UI, so I'm working against the engine on this.
 
So I had citizen needs requirement turned off, dynamic needs on, and I had 20+ settlers and homes as well as a coal mine (and a coal power plant right next to it) but even after waiting a week in game time with 200+ purified water my pump house just would not upgrade to level 3. I read there is a 5 day wait between upgrades, is there something I'm not seeing?
 
Derp, I've viewed that page before (and I think that's where I read the 5 day gap) so I should have seen that! Ha. Thanks King.
 

Medical plastics does come with a neat secret ;)

Some unlocks may have secondary triggers. I assumed single triggers and approached unlocks scientifically. By trying combinations, I identified the single requirement A for unlock B, then tested at a settlement without A for not-B, then added A to get B. However, there may have been a secondary trigger that was present in my tests. I didn't eliminate all other plots from my experiments. Someone will have to test upgrade lines without any other plots. Including SIMS farms and homes ;)
 
Would it be helpful to add to the spreadsheet of Advanced Industrial/Bugle Building that it will help identify side quests you might have missed.
 
Medical plastics does come with a neat secret ;)

Some unlocks may have secondary triggers. I assumed single triggers and approached unlocks scientifically. By trying combinations, I identified the single requirement A for unlock B, then tested at a settlement without A for not-B, then added A to get B. However, there may have been a secondary trigger that was present in my tests. I didn't eliminate all other plots from my experiments. Someone will have to test upgrade lines without any other plots. Including SIMS farms and homes ;)

I often already have a decontamination arch built though. Unless i want a chem lab I'd rather a central park or a medical max if i did that. Although I could see a settlement with say 3 chem labs in mind. Fact is it's imo rather redundant to have a medical plastics once you get the chem labs. I need a use for those medical plastics, like make them provide 2 plastic, or let medical grade plastics also produce antiseptic or something. Or even improve the quality of medical max stores to make them a tier 4(or just make existing tier 1-3 medical max stores work better and provide more caps), which would also work really well if supply lines could transfer knowledges.
 
Sorry for the stupid question, but what is "processed fuel"? Can it be broken down into oil? I want to produce oil so if upgrading breaks that, I want to avoid it. And I'm on survival so I'd rather not year it down and start over.
 
Sorry for the stupid question, but what is "processed fuel"? Can it be broken down into oil? I want to produce oil so if upgrading breaks that, I want to avoid it. And I'm on survival so I'd rather not year it down and start over.

It counts as 2 oil, the crude refinery is effectively a straight upgrade over the oil well, as it effectively produces twice the oil.
 
So, if I wanted to make a microfusion garage, would I need to have all of the required plots in one settlement, or can they be spread out over a supply chain? I was hoping that I could have multiple microfusion garages (or anything else) without having so many of the requirement facilities.
 
The requirements are per settlement. They don't count in a different settlement, like a supply chain.
 
Am I correct to assume that no starter plots produce power? The only one I'm seeing so far is the AI plot from JtBryant's Utilities (Batteries). Trying to plan out what to build where on a spreadsheet. Thanks!
 
Am I correct to assume that no starter plots produce power? The only one I'm seeing so far is the AI plot from JtBryant's Utilities (Batteries). Trying to plan out what to build where on a spreadsheet. Thanks!
If you are in the planning stages, you might want to read Kinggath's comments in the following post:
https://www.simsettlements.com/site/index.php?threads/lets-talk-balance.1742/#post-13851

He gave a great explanation, farther down on page 1, about his vision of a settlement's growth pattern.
 
I just wanted to thank the researchers and kinggath for not going all "no you no talk!" about it. It's like... an optional meta-gaming for insiders. Reminds me massively of the early mmorpg days when it was still mostly hardcore nerd who wanted to play the RPG more than once a week. =)
Feels cool to have this kind of thread in a "game forum". Carry on!
 
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