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Old Post Industrial Revolution Tech Tree Discovery *SPOILERS*

I think I've nailed down the only 'true' dependencies (stuff that requires multiple buildings)
You can get all current tech dependencies with just 5 buildings:

Scrap -> Crusher -> Hazmat Processing
Iron Mine -> Nuclear Enrichment -> Nuclear Arms
Oil Well -> Crude Refinery -> Microfusion Garage
Oil Well -> Plastics and Polymers -> Medical Plastics
Lumbermill -> Coal

They can be started concurrently, but the Scrap path is your #1 early priority, since it locks out the mine at lvl 1 (all other chained dependencies are lvl 2 locks)

Advanced weaponry is king of dependencies, since it requires 3 (everything but the lumbermill and medical plastics.)

All dependencies (not counting direct upgrades of buildings which have dependencies)

Advanced Weaponry (Oil)
Microfusion (Oil)
Nuclear Arms (Mine)
Hazmat Processing (Scrap)

Chem Factory (Well)
Medical Plastics (Oil)

Nuclear Power (Mine)
Hazmat Processing (Scrap)

Steel Mill (Mine)
Lumbermill (Mill)

I've attached an image of the dependency chart I used to figure this out. I can share the draw.io xml file for that separately if anybody wants - .xml attachments are not allowed on this forum.
 

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Put the dirty water back in, I found it mattered more than purified in regard to upgrade speed.

The T1 Community Well doesn't want Purified Water at all. It's upgrade item is what it produces, Dirty Water. It's the T2 Pumping Station that wants both, because it produces both.

When you build an advanced industrial plot, it will prepopulate its stockpile with a few of the items it wants. Aside from a few things like the scrap tree that have categories they look for, plots generally ONLY want more of what they put in there on build and anything else is wasting your resources.
 
I finally got the Medical Plastics Adv. Industrial Building. Very cool. However, when I go inside, the 2nd floor conveyors in clean room are not producing anything. So I checked its inventory/stockpile and its empty. Does the plot produce its own stockpile then eventually, 'production' on the conveyors will start showing up?

I have also read that some of these buildings and/or residential plots get side quests for needs/requirements

As far as I can tell, level 3 advanced industrial buildings do not stockpile resources within the plot's inventory, since the stockpile is only needed to upgrade and level 3 buildings can't upgrade. Anything they produce is deposited directly into the settlement workbench.

Right now the two buildings with side quests are the Hydration Research Lab and the Microfusion Garage. For the Hydration Lab, look at the terminal. Haven't unlocked the Microfusion Garage yet so I can't help there.
 
I don't think anyone has mentioned the "secret" of the crane on the roof of Military Salvagers being activatable. A nice touch.

Incidentally - I am stuck on the Microfusion Garage quest - solved the water issue - the next one, with the picture, has me stumped.
 
I think I've nailed down the only 'true' dependencies (stuff that requires multiple buildings)
You can get all current tech dependencies with just 5 buildings:

Scrap -> Crusher -> Hazmat Processing
Iron Mine -> Nuclear Enrichment -> Nuclear Arms
Oil Well -> Crude Refinery -> Microfusion Garage
Oil Well -> Plastics and Polymers -> Medical Plastics
Lumbermill

They can be started concurrently, but the Scrap path is your #1 early priority, since it locks out the mine at lvl 1 (all other chained dependencies are lvl 2 locks)

Advanced weaponry is king of dependencies, since it requires 3 (everything but the lumbermill and medical plastics.)

All dependencies (not counting direct upgrades of buildings which have dependencies)

Advanced Weaponry (Oil)
Microfusion (Oil)
Nuclear Arms (Mine)
Hazmat Processing (Scrap)

Chem Factory (Well)
Medical Plastics (Oil)

Nuclear Power (Mine)
Hazmat Processing (Scrap)

Steel Mill (Mine)
Lumbermill (Mill)

I've attached an image of the dependency chart I used to figure this out. I can share the draw.io xml file for that separately if anybody wants - .xml attachments are not allowed on this forum.

Pretty confused on this. Not your post per se - but the whole IR upgrade and dependencies system which makes following the post also confusing.

From what you said above re: needing those 5 buildings to get all tech dependencies, not sure I understand or the chart you provided.

1. If I hold my Iron Mine at level 1 instead of going to steel fairly soon (which I assume is what you mean by locks out at level 1) until Scrap eventually progresses to Hazmat Proc, then upgrade that Iron Mine to the now possible track Nuclear Enrichment/Arms -->

Question - wouldn't I actually need (6) buildings minimum, not (5) - because isn't Tool and Die Shop a dependency for Level 4 farms?
e.g. one iron mine held back at level 1 to eventually become Nuclear Arms, another iron mine turned into Tool/Die


TLDR - I've been thus far plopping down (5) IR buildings every settlement (since all unlocks are local and can't be spread out among diff settlements). But in order to also obtain level 4 farms, don't we really need a minimum of (6) buildings?

**2 oil, 1 scrap, 1 lumber, 2 iron mine (one for nuclear, other for tool/die)
 
Yeah, so what I mean by dependencies is that if you build those five buildings, then any time you want a building you can just plop down its base level and start upgrading it without getting hung up on anything but it's direct requirements for supplies, time, etc. If you don't have the five buildings I'm talking about, then you may have to place 2 or 3 plots in order to get some random building you just decided that you want. I've found it very useful for when I know I'm going to have have 15+ IR plots and just want to start cherry-picking which ones I want next without having to pull up the charts and figure out the upgrade paths again.

Tl;DR - building those five buildings is the lazy but reasonably efficient way of clearing the upgrade paths so you can continue customizing and designing a settlement's IR plots however you want.

Also, I just noticed that the lumbermill has to be upgraded to coal... gonna correct that.
 
As far as I can tell, level 3 advanced industrial buildings do not stockpile resources within the plot's inventory, since the stockpile is only needed to upgrade and level 3 buildings can't upgrade. Anything they produce is deposited directly into the settlement workbench.

Right now the two buildings with side quests are the Hydration Research Lab and the Microfusion Garage. For the Hydration Lab, look at the terminal. Haven't unlocked the Microfusion Garage yet so I can't help there.

Thanks @tman_elite, Ill look for the terminal...when I get there again. I started over going full "sim settlement" in the game from the beginning. I hope to see faster progress.
 
Note that the dependency for Microfusion Garage is 'T3 Nuclear' not 'Nuclear Weapons.' You can also unlock it w/a Nuclear Power Plant (the other T3 upgrade option for Nuclear Enrichment Facility), and that may be the more efficient option for most settlements. A ton of power is often more valuable to a settlement than mini-nukes.
 
Thank you for the information, SP!

But note: I grew up in america, and so I know the basic truth that you can never have enough nukes :bomb
 
I'm trying to upgrade my Nuclear Enrichment Facility to level 3, but I'm not getting the option to do so. Is there another hidden dependency somewhere?

I have hazmat processing, over 250 nuclear material stockpiled, and it has been several in-game weeks. I have other lvl 2 plots awaiting upgrades, so I don't think it's a happiness/power/resources problem.

My current advanced industrial plots are: Hazmat Processing (Lvl 3 scrap heap), Hydration Research Lab (Lvl 3 well), Local Paper (Lvl 3 lumber), Crude Refinery and Plastics and Polymers (both lvl 2 oil), Advanced Robotics Recyclers (Lvl 2 robotics added by mytigio's Industrial City), and, of course, the Nuclear Enrichment Facility (Lvl 2 mine).

Maybe I'm missing something simple? Any help would be appreciated.
 
I'm trying to upgrade my Nuclear Enrichment Facility to level 3, but I'm not getting the option to do so. Is there another hidden dependency somewhere?

I have hazmat processing, over 250 nuclear material stockpiled, and it has been several in-game weeks. I have other lvl 2 plots awaiting upgrades, so I don't think it's a happiness/power/resources problem.

My current advanced industrial plots are: Hazmat Processing (Lvl 3 scrap heap), Hydration Research Lab (Lvl 3 well), Local Paper (Lvl 3 lumber), Crude Refinery and Plastics and Polymers (both lvl 2 oil), Advanced Robotics Recyclers (Lvl 2 robotics added by mytigio's Industrial City), and, of course, the Nuclear Enrichment Facility (Lvl 2 mine).

Maybe I'm missing something simple? Any help would be appreciated.
80% Happyness? Other plots might have dinged as soon as it hit 80% and then lowered it when you upgraded.
 
When the other plots dinged, dynamic needs may have pulled happiness down again.

Check resources and make sure there's enough food, water and defense to go around and worst case, throw in an extra entertainment plot or replace one of the residentials with one that also adds happiness and see if that pushes it up just enough to get you over the hump.
 
This is probably the basicest of the basic, but in order to upgrade a Lumbermill into a Newspaper, your settlement needs to include 80+ happiness and you wait 10 in-game days. Does your settlement have to maintain the 80+ happiness for all 10 days?
 
I keep seeing a Bunker tech tree, but there isn't any mention of it that I can find, and no plot to place. Anyone know what this is or where its from? Mega Pack, maybe?
 
I keep seeing a Bunker tech tree, but there isn't any mention of it that I can find, and no plot to place. Anyone know what this is or where its from? Mega Pack, maybe?
If I am not mistaken, that is the bunker house from @CptCOOTS pack . It's a special residential plot.
 
Ooops, I think it shows up as a tree because I tagged it when I didn't need to. I'll fix that in a future release.
 
Hello, I just wanted to make sure: are the upgrades still local? Do I have to have everything in one single settlement in order to unlock the upgrades? Thank you
 
^ I'd actually like to know that as well. Do supply lines or IDEK's logistics stations share the tech tree unlocking, or are they auto-shared, or still local plot only no matter what?
 
At the time of this post, they are still local plot only.
 
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