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Suggestion Leader Trait Discussion

kinggath

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With patch 3.1.2, 3rd party leaders can now be added (check out the Builder's Toolkit if you want to create you own leaders!) , and all leaders are given a huge purpose with the trait system.

In order to maintain balance, the traits are all hard-coded, which means the initial offering is pretty limited - so I want to expand it greatly in order to cover a wide array of gameplay and flavor options. So I'm looking for suggestions on two fronts: Conceptual and Gameplay.

Conceptual - this would essentially be the name and spirit of a trait. How does the trait manifest itself in leading a group of people trying to survive in the wasteland?

Gameplay - Ideas for settlement gameplay things that could make sense to adjust. For the most part, every number in the settlement system and Sim Settlements can be altered - and these make for great Minor Traits and Weaknesses. The most interesting, and difficult, are the Major Traits. These need to offer something new and exciting gameplay-wise, without being excessive in development time.

When talking in terms of game play suggestions, don't worry too much about the specific numbers, you can just refer to things in terms of an increase or decrease. A lot of the numbers that are implemented now will probably change over time as we try and balance out the mod.


In this discussion, I'm very interested in hearing about the different leaders that are being released in add-on packs so we can talk about specifically what kind of traits would make sense for them to have. I'd rather spend time implementing traits that will be used immediately, then just creating theoretical ones that have no place.


(Before commenting, please check out the in-game Explanation screen from the Change Leader option on the City Planner Desk blueprint menu - that way you're familiar with what has already been implemented.)
 
I have no ideas about new leaders; just a couple of super-duper original suggestions for two major traits:

Gunner Connections: Gunners defend the settlement.

Raider Buddies: Raiders defend the settlement.

settlers capture and reform raiders to become protectors of the settlement, should we add town drunks as well that will be in and out of jail as well, perhaps drug addicts . . . would be quite novel to see a drunk visitor, settler acting up at a bar and later you see them either in stocks or in jail
 
Skinny Malone (If he survives)

Mob Boss: Triggermen Allies
Ruthless: Productivity boost, but lowered happiness
Crooked: Skims a hefty chunk of taxes revenue
 
Isabel Cruz (If she survives)

Mad Genius: Industrial Efficiency, Faster Repairs
Robotic Savant: More productive robot settlers
Not A People Person: Human & Ghoul Settlers less productive or less happy
 
I don't know which Leader I would attach it to yet, just some trait ideas, some of these may already be doable by combining existing traits I haven't looked a the numbers attached to most of the current traits:

Major Trait: Turtle: Removes the Industrial requirement for building Martial plots in the current settlement.

Minor Trait: The best defense: Reduces the Industrial requirement for building Martial plots by 2 in the current settlement.

Minor Trait: Reserve Power to the Cannons: Cuts the maintenance cost for Turrets in half, but doubles the maintenance cost for Generators in the current settlement.

Minor Trait: We need more power!: Cuts the maintenance cost for Generators in half but doubles the maintenance cost for Turrets in the current settlement.

Major Trait: Profit is it's own reward: Removes the population requirements for Commercial buildings in the current settlement
 
Isabel Cruz (If she survives)

Mad Genius: Industrial Efficiency, Faster Repairs
Robotic Savant: More productive robot settlers
Not A People Person: Human & Ghoul Settlers less productive or less happy

Izabel isn't a settler, so she can't be a leader (I tried)
 
Skinny Malone (If he survives)

Mob Boss: Triggermen Allies
Ruthless: Productivity boost, but lowered happiness
Crooked: Skims a hefty chunk of taxes revenue

I don't believe Skinny Malone becomes a settler if you let him live
 
I suppose you could always attach that settler script to them. Or you could cheat: copy the NPC, make your changes, then disable the original one
 
Izabel isn't a settler, so she can't be a leader (I tried)

Rats.

I didn't realize they had to be settlers to lead.

They're both such interesting characters that I'm sad to see them become useless after their related quests. Especially Isabel.
 
I don't believe Skinny Malone becomes a settler if you let him live

He just wanders the Commonwealth, all bitter and angry.
 
The next one I was gonna suggest was a post-Institute Z1-14.

Probably won't work either.

Dagnabbit.
 
Another one that I guess won't work, but Story Guy WetRats wants is poor Gene the sad dog trainer.

It would be so nice to assign him to a settlement that would produce good dogs and add them to settlements that are linked by trade routes.

I'm thinking too big.
 
What about June Warwick?

She could attract generic Atom Cats as guards.

And she makes a mean mirelurk cake!
 
I'd like to see Mama Murphy (I know some people dislike her but I adore her) as a leader... but maybe only available if she kicks the chem addiction. No clue what I'd make the traits though.. I'm not that creative.
 
I'd like to see Mama Murphy (I know some people dislike her but I adore her) as a leader... but maybe only available if she kicks the chem addiction. No clue what I'd make the traits though.. I'm not that creative.

I think the only issue with Murphy is the bug where she gets stuck in her chair. Not sure what would happen there.
 
I'd like to see Mama Murphy (I know some people dislike her but I adore her) as a leader... but maybe only available if she kicks the chem addiction. No clue what I'd make the traits though.. I'm not that creative.
Major trait - The sight, Defences count for 1.5x the original value
Minor buff - Tarot, more visitors and more caps from earnings
Minor Bane - coven, attracts alot of old ladies and cats, increases food/water consumption

just a thought

just atop of my head
Vault tec rep
Major Trait - Vault tec safety, Recruits faster
Minor Buff - salesmans knifes- seems like he got his knifes afterall, meat production increased
Minor Bane - Ghoulified , high risk of ghouls newly turned feral appearing in settlement
(ghoul ranchand now has purpose)

Sheffield
Major trait - NUKA COLA! - dont know how but nukatrons now defend the settlement
Minor buff - Caffinated, more productive overall
Minor bane - Thirsty, Drinking nuka cola keeps you alive but water is highly desired, Doubbles water consumption

Abernathy
Major trait - Family tradition - farms can reach level 4 without advanced industry
Minor Buff - Farmers gold, increased fertilizer production
Minor bane - Homesteader - can only lead Abernathy farm

Finch
Major trait - Judge, better defence values
Minor buff - Jury, increased happiness
Minor bane - Executioner, random settler deaths may occur

Barstow
Major trait - Vault tec Safety, Recruits faster
Minor buff - Better future, industrial plots produce more
Minor bane - Experimental, reduced happiness and random deaths may occur

Small Bertha
Major trait - Harbour girl, steady supply of condensed fog
Minor buff - Tough, Less likely for raiders to attack
Minor bane - Young, settlement is less productive in regards to food/water/scrap

Uncle Ken
Major trait - Trap master, mines are deposited into the workbench
Minor buff - survivor, settlers are tougher in combat
Minor bane - Stubborn, once hes the mayor of a settlement hes not going to leave unless in a casket.

(new character) Plutonia
Major trait - Devout of atom, children of atom and Feral ghouls defend the settlement
Minor buff - Evangelist - higher then normal tax
Minor bane - Pursecuted, Gunners attacks frequently
SPECIAL TRAIT - Radiated the settlement will be bathed in radiation making it very annoying for the protag to use unless hazmatsuit or PA

EDIT: this is why i shouldnt be on forums late at night, intended to answer as to traits for mama murphy and instead wrote a long list of traits and to whom the belong contrary to making generic ones that are easily applied to leaders.
 
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Jezebel?

Major: highly efficient. Great bonus to defense, upgrades and industrial production.

Minor: that one where you sometimed get robots as settlers

Flaw: disregard for living beings. great malus to happiness, and she will sometimes randomly murder settlers or pets.
 
Jezebel?

Major: highly efficient. Great bonus to defense, upgrades and industrial production.

Minor: that one where you sometimed get robots as settlers

Flaw: disregard for living beings. great malus to happiness, and she will sometimes randomly murder settlers or pets.

She isn't a unique actor, she's a specific voice mod applied to a standard automatron (I tried that too :P)
 
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