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Solved New Raider playthrough with Phase 2 - a diary (Spoilers included!)

tot3sch

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As soon as Conqueror 4.1.0 was released, I started a fresh raider playthrough, originally intended just for testing purposes, putting my previous game on hold.
When I ran into some issues, I chimed in on an ongoing discussion about that particular topic here: https://simsettlements.com/site/ind...tial-plots-when-i-return-to-settlement.10603/

Since I got some positive feedback about my reporting I feel encouraged to keep doing that, but I don't want to further lead above mentioned thread away form it's original topic, so I'm making my own thread here.

I decided to put this thread in the Conqueror Help section, because I will be reporting issues and ask questions. If you guys think this thread belongs in the Conqueror General Forum instead, please feel free to move it.
 
To reiterate:

I started from a save provided by the great @MrCJohn with L3 pre-built city plans (which can be found here: https://www.nexusmods.com/fallout4/mods/38520?tab=files), customized my character and exited the vault.
Explored around Sanctuary, got to lvl 4, and met Jammer early on. Did all his prerequisite and side quests he offered so far, including "Drugs for Drumlin" which I'd completely missed before. Reached roughly lvl 15 before he asked me to run my first assault.

I figured I'd take Starlight Drive-In as my first outpost and HQ for the time being, intending to later move my main base to another location. Since I know my system can't handle a buzzing Starlight well, I decided to not use a city plan there. Prior to the assault, I took Starlight as a regular (non-Conqeror) settlement, and prepared the location with some vanilla housing including 22 beds, and layed down Sim Settlement plots for all the Conqueror-specific utilities like Mess Hall and Armory. (I knew about the new plots added with 4.1.0 thanks to @kinggath 's excellent Demo/Q&A video, which can be found here:
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which I probably should re-watch.)

Going in with "Max" and having built no defenses, the assault went more than smoothly. Built the new occupants of Starlight, my Raider Gang, some generators and a water purifier.

And I knew exactly where to get some food next - or so I thought: I had visited Abernathy Farm before, and the idiots over there had granted me full access to their resources just because I handed over some stupid locket...
Turns out, attacking a L3 Settlement is not an easy task, even if it's not heavily defended. Most of my green low-lvl guys ended up as cannon fodder...

(Much later I realized that my first bunch of Raiders was lvl 4, even though I was close to lvl 20 by that time.)
 
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My next bunch of Raiders, recruited from HQ, seems to be much tankier. I can't tell if that's due to them being of higher level, or if it's the effects of my utility plots already kicking in.
Anyway, I manage to take Abernathy Farm as my first vassal in the second attempt.

Resource production jumps up immediately, but is not balanced. I make it my first priority to sort out Control, though and optimize production later.

I run into some issues here, about which I reported in detail in this thread: https://simsettlements.com/site/ind...tial-plots-when-i-return-to-settlement.10603/

During this time the Hotfixes 4.1.0a and b get released and alleviate some of these issues, more importantly though I learn a lot about the new systems and their inner workings and finally also get inspired to start this thread here.

Since I'm taking my time I switch between managing my first vassal, scouting out the next target and defending my HQ from repeated attacks. I take full control of the vassal, first in the sense of the Sim Settlements setting, then in terms of Conqueror control.
Next goal is to find a good balance between control, morale and WRE resource production.
Ultimately I hope to find a balance which keeps the vassal as safe from attacks as possible and allows the recruitment of a big enough number of guys and gals so I can start my next assault AND keep the most important plots in my HQ manned at the same time.

As a summary of the issues I ran into so far:
  • Some guards I assign to the vassal from HQ never physically move to the vassal, but stay in HQ. This is probably due to script lag on my system and can easily be fixed by re-assigning them from HQ or console moveto player from the vassal.
  • Vassal guards unassign themselves from martial plots when I return to the vassal, as discussed in great detail in above mentioned thread. This is more of an annoyance than a real problem and is expected to be fixed in the next patch.
  • Specific soldiers or soldiers of a specific role are hard to track down under certain circumstances. This will be addressed by QoL features in upcoming patches.
  • A minor quirk with the headcount of civilians in this particular vassal which seems to be of no consequence other than being a display discrepancy.
Starting from here I will report any new findings which haven't been mentioned in the other thread, as the playthrough continues.
 
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Fiddling around with my first vassal for a long (in-game) time has some nice side-effects:
  • The utility plots in my HQ reach level 3 just due to high morale (which is not officially a feature yet but I very much hope it stays this way, see also here: https://simsettlements.com/site/ind...-use-morale-to-determine-plot-upgrades.10662/
  • Having to defend my HQ a couple of times actually gives me 3 captives which I can now put to work on newly built industrial and agricultural plots in my HQ which ups resource production even further/frees up workers which can be switched back to warrior.
  • There is a very minor issue with captive assignment: the confirmation dialogue prompt actually reads "Confirm Guard Duty?" instead of something along the lines of "Confirm forced labor?"
At this point I have a nice HQ at Starlight with 20something vanilla beds, 2 additional residential plots for the looks of it, all 7 utility plots which give Conqueror bonuses at lvl 3 (5 of which are martial and also give a s**t-ton of defense, the remaining 2 recreational which adds some happiness), 1 freshly built agricultural and 2 industrial plots at lvl 1, and enough water and power to fill the meters.
In my first and so far only vassal at Abernathy I have 14 civilians working 6 agricultural, 4 commercial, 3 industrial and 1 recreational plot, all at lvl 3 except the one advanced industrial which is stuck at lvl 1.
5 guards and 1 patrol from HQ enforce control at the vassal.

With an excess morale of 4 arrows up due to a very successfull recent defense of Abernathy, this gives me enough MRE production for the time being to recruit 10 warriors on top of the 5 guards and 2 workers (and 3 captives) permanently manning the plots in my HQ.

I finally feel ready to take on my next assault.
 
Btw, all this time I have been observing an AI behavior which I didn't see in previous games - or maybe I just didn't pay attention before: A lot of my guys and gals keep running around in HQ pretty agitated, often with weapons drawn, even when there's no enemies around.
If this is due to a change in Raider AI introduced with 4.1.0, it looks hilarious and I find it very befitting: Jet will make them jittery... ;-)
 
Btw, all this time I have been observing an AI behavior which I didn't see in previous games - or maybe I just didn't pay attention before: A lot of my guys and gals keep running around in HQ pretty agitated, often with weapons drawn, even when there's no enemies around.
If this is due to a change in Raider AI introduced with 4.1.0, it looks hilarious and I find it very befitting: Jet will make them jittery... ;-)
This isnt from 4.1.0 this happens in 4.0.5 too
 
This isnt from 4.1.0 this happens in 4.0.5 too
Cool, didn't know that and never noticed before.

On another side note, I started taking notes of the IDs of all guards and patrols I assign away from HQ, so I can more easily track them down to check if they're actually doing their jobs.
Looks good so far.
 
On another side note, I started taking notes of the IDs of all guards and patrols I assign away from HQ, so I can more easily track them down to check if they're actually doing their jobs.
Looks good so far.

I rotated out the first two guards that were giving me this problem. Sent them back to HQ and replaced them with higher ranking ones. Still have the problem of them unassigning upon return, but at least these new ones stay at the martial plot like they are still working it. They first set would just up and wander off.
 
I rotated out the first two guards that were giving me this problem. Sent them back to HQ and replaced them with higher ranking ones. Still have the problem of them unassigning upon return, but at least these new ones stay at the martial plot like they are still working it. They first set would just up and wander off.
After the Battlefield Scavengers at my vassal finally upgraded to level 3, I just make sure this particular one stays manned, and kind of gave up with the other martial plots for the time being until next patch.
All assigned guards are actually at the vassal, they just wander around, drink at the Bar, talk sh*t, harass the Civilians and probably do Jet. And will jump up to shoot at anything which comes close...

I'm totally fine with that. ;-)
 
Gave my first Patrol some good equipment and followed him around a bit, for the fun of it.

Patrols are my favorite part of all this. Reminds me of having a robot provisoner hub running out of the Mechanist lair. Nothing cooler than bumping into a bunch of your minions at some crossroads out in the wild.
 
Patrols are my favorite part of all this. Reminds me of having a robot provisoner hub running out of the Mechanist lair. Nothing cooler than bumping into a bunch of your minions at some crossroads out in the wild.
Yeah, I'm starting to see that! Will definitely set up more patrols as I go on...

In the meantime, I finally got around to take Sunshine Tidings as my second vassal.
It was pre-built to L3 using the Sunshine Tidings Mercer Safehouse by @Yagisan city plan.
Damn, these turrets hurt! Lost some guys...
But also gave me plenty new resources to recruit more.
First things first, let's check:
  • The city plan has 4 martial plots, and 4 guys out of my assault force got automatically assigned as guards. (check)
  • On first inspection, none of these seem to have physically stayed. At least there is none to be seen anywhere around after a good night's sleep. (need to double check)
  • 16 civilians shown in the Outpost HUD as well as the Citizen Needs HUD and confirmed by head count. Not including Goodfeels. (check)
  • 6 of them currently unemployed, including the 4 formerly assigned to martial and 2 lazy f*cks who must have been slacking even before the assault. This is correct and therefore (check)
Time to put them to work! And also find out where the guards are hiding and assign a patrol...

Built 4 more agricultural, 1 commercial and 1 advanced industrial. Lots of plots now in this vassal. Will have to see if my system can handle it.

Returning to HQ triggers a cutscene and unlocks the Slaver Perk. I immediately craft some collars, just in case...
Recruitment has also kicked in in the meantime, lots of new guys and gals. Need more beds.
 
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Yeah, I'm starting to see that! Will definitely set up more patrols as I go on...

In the meantime, I finally got around to take Sunshine Tidings as my second vassal.
It was pre-built to L3 using the Sunshine Tidings Mercer Safehouse by @Yagisan city plan.
Damn, these turrets hurt! Lost some guys...
But also gave me plenty new resources to recruit more.
First things first, let's check:
  • The city plan has 4 martial plots, and 4 guys out of my assault force got automatically assigned as guards. (check)
  • On first inspection, none of these seem to have physically stayed. At least there is none to be seen anywhere around after a good night's sleep. (need to double check)
  • 16 civilians shown in the Outpost HUD as well as the Citizen Needs HUD and confirmed by head count. Not including Goodfeels. (check)
  • 6 of them currently unemployed, including the 4 formerly assigned to martial and 2 lazy f*cks who must have been slacking even before the assault. This is correct and therefore (check)
Time to put them to work! And also find out where the guards are hiding and assign a patrol...

Built 4 more agricultural, 1 commercial and 1 advanced industrial. Lots of plots now in this vassal. Will have to see if my system can handle it.

Returning to HQ triggers a cutscene and unlocks the Slaver Perk. I immediately craft some collars, just in case...
Recruitment has also kicked in in the meantime, lots of new guys and gals. Need more beds.
I think what i am gonna to start a new game again and only let the essentail mods beacuse i want miss nanny
Yeah, I'm starting to see that! Will definitely set up more patrols as I go on...

In the meantime, I finally got around to take Sunshine Tidings as my second vassal.
It was pre-built to L3 using the Sunshine Tidings Mercer Safehouse by @Yagisan city plan.
Damn, these turrets hurt! Lost some guys...
But also gave me plenty new resources to recruit more.
First things first, let's check:
  • The city plan has 4 martial plots, and 4 guys out of my assault force got automatically assigned as guards. (check)
  • On first inspection, none of these seem to have physically stayed. At least there is none to be seen anywhere around after a good night's sleep. (need to double check)
  • 16 civilians shown in the Outpost HUD as well as the Citizen Needs HUD and confirmed by head count. Not including Goodfeels. (check)
  • 6 of them currently unemployed, including the 4 formerly assigned to martial and 2 lazy f*cks who must have been slacking even before the assault. This is correct and therefore (check)
Time to put them to work! And also find out where the guards are hiding and assign a patrol...

Built 4 more agricultural, 1 commercial and 1 advanced industrial. Lots of plots now in this vassal. Will have to see if my system can handle it.

Returning to HQ triggers a cutscene and unlocks the Slaver Perk. I immediately craft some collars, just in case...
Recruitment has also kicked in in the meantime, lots of new guys and gals. Need more beds.
Tot3sch you say what you use the save with the l3 pre build city plans i am going to install it but i want the default sim settlements city plans not the finalist or winners I only want the defaults what version i have to choose???
 
I think what i am gonna to start a new game again and only let the essentail mods beacuse i want miss nanny

Tot3sch you say what you use the save with the l3 pre build city plans i am going to install it but i want the default sim settlements city plans not the finalist or winners I only want the defaults what version i have to choose???

You would want to download the V1 and pick a file under the "Default Cities"...
John
 
Thank you to everyone chiming in on this thread, which means some people are actually reading it and that encourages me to continue.

In game, I just did a inspection tour of my 2 vassals, after some exploring and scavenging. Abernathy is still looking fine (same way as described above), in Sunshine I actually ran into some issues I had to solve:
  • The 6 civilians who were (or became) unemployed after taking over the pre-built Sunshine never auto-assigned to the new plots I built for them. I actually don't know if this is regular Sim Settlements behavior and working as intended (maybe auto-assign works only for new people, not ones who have been previously assigned to another job?), or if this is a glitch. After manually assigning them these new plots are doing fine, started to upgrade and contribute to production. (Will have to keep an eye on this/do some research)
  • All the guards I assigned to Sunshine (vassal) ended up hanging out in Starlight (HQ) sooner or later. They DID show up in the Conqueror HUD and counted towards control though. I changed their role back to warrior and stationed them at HQ, went back to Sunshine to check that it had actually zero guards and control. Then I assigned new guards (some of them fresh recruits, some of them ones which had been assigned before) with the same result. Even when I summoned them to the vassal via console, they would immediately start running back towards HQ (and strangely enough I didn't observe this particular part of their behavior in my first vassal). Only after I summoned them to the vassal and immediately assigned them to any martial plot or vanilla guard post there, they would actually stay in the vassal, even if they unassigned themselves on my next visit. My conclusion: Guards must at least once successfully be assigned to martial in a vassal to stay there. (I'm hopeful this will be fixed in the upcoming 4.1.1 patch as a side effect of fixing guard auto-assignment)
Anyways, after some fiddling Sunshine is also looking good now, just need to send at least one more patrol to there, since production is growing and therefore the control needs are rising...
I scouted out Tenpines Bluff and Outpost Zimonja in the meantime, time to do some more raiding!
 
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More than two weeks passed, in game, since my last post.

I used this time to let an advanced industrial plot in Abernathy upgrade to a Tool and Die Shop which allows for level 4 agricultural plots, since I wanted to see if that also increases rations production.
It does. By a lot.
(As a side effect, I also want to dive deeper into Industrial Revolution now: I kind of missed the party when this first came out and mostly had been ignoring it in previous games. Not sure if I want to incorporate that into this particular playthrough, or if I'll start a dedicated "Industrial Tycoon" character sometime soon...)

Of course I had to defend my HQ a couple of times in the meantime, which helped to level up myself and a bunch of my guys quite a bit, and also gave me lots of weapons, chems and ammo thanks to Battlefield Scavengers.

Exploring out in the world, I ran into a random encounter with a guy from Vault 81, who gave me it's location. Went there and checked it out. (I did that because I expect to meet a certain NPC there sooner or later which I haven't seen in any of my games yet...). Being the sneaky I love you I am, I went there in disguise, pretending to be an upright fellow vault dweller just looking to trade, and scouted out the location. I soooo would love to bring a squad of my guys and gals next time I visit....
(My heart jumped with joy when I heard @kinggath say in one of the latest videos this is actually a feature being worked on. Can't wait for that to happen...)

Loved it when Kessler didn't give a f*ck about me truthfully admitting of being a Raider, when she stopped me at the entrance of Bunker Hill.

Discovered County Crossing, pre-built to L3 with the absolutely amazing city plan by @Myrmarachne . This is going to be my HQ some day, for sure!!!
 
Decided to take Tenpines Bluff as my third vassal.

This one was a I love you! Completely walled in, and lots of turrets. Laser turrets. They even had a missile turret. Damn! That sh*t hurts...
I wish I'd had a way to blast through these walls... ;-)

Not that I needed the additional resources at that point, I figured it couldn't hurt to have a nice buffer, just in case I loose control over a vassal at some point. Also, the town looked like it would make a better vassal than an outpost (pre.built to L3 with the city plan by @MarkAlmighty : very organized looking, pretty clean. Not very "raidery"-looking ^^. Also I had some trouble with defenders hiding in the closed up "basement" part of that one big building. Needed to cheat/tcl to actually get to them...)

  • This time around I had the "assault succeeded, civilians get up an turn hostile"-issue, so I ran away and returned later. Didn't want to kill my future workforce. (This might as well have been caused by script lag on my rather weak gaming system)
  • On the other hand, 3 of my attackers seem to have correctly switched to guard and actually stayed there this time, other than in Sunshine before (where they immediately ran back to HQ, see above. Two of them I already saw there when I returned, the third is probably in hiding somewhere, at least he/she is definitely NOT hanging out at HQ. I checked. (Assignment behavior is inconsistent on my system. No changes to mods/load order/anything else since Sunshine. Again, script lag might play a role. And hopefully all that will be fixed in a few days)
Back in HQ I overheard Jammer getting a report about some strange findings by one of my guys. Poor guy seemed agitated and immediately came running over to me. Mumbled something about someone from his past. A woman. Asked me to check it out. Insisted on coming along.

I agreed, under the condition he takes a better gun than his stupid pipe revolver.
 
More weirdness: One of my patrols disappeared. (I can still prid-select him in the console, but when I moveto him I end up in an empty location. conqueror.0.log does not count him anymore.)

Guess he's dead. Maybe I shot him myself, by accident. (Control in Abernathy, the vassal he was patroling before, does NOT seem to have dropped, though. Strange...)
 
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