So I picked up my game where I left of here: https://simsettlements.com/site/ind...with-phase-2-a-diary-spoilers-included.10691/
I updated Sim Settlements and Conqueror to 4.1.1 and chose to also update the City Plan Contest Entries mod to 1.0.10. I loaded in to the savefile I had especially prepared for that, sitting in an interior cell with zero active scripts.
I wait in this interior cell to wait until all scripts running at startup are done (zero scripts running again) and fast travel to Sunshine, my biggest vassal so far.
EDIT: Seems like I spoke to early. I changed the building plan on the freshly built martial plot and (coincidentally?) ended up with the other 4 martial plots getting unassigned AGAIN.
EDIT 2: Apparently code is still running. 3 out of these 4 got re-assigned, but now I have 3 workers and 2 guards. Something is still a bit wonky.
I updated Sim Settlements and Conqueror to 4.1.1 and chose to also update the City Plan Contest Entries mod to 1.0.10. I loaded in to the savefile I had especially prepared for that, sitting in an interior cell with zero active scripts.
I wait in this interior cell to wait until all scripts running at startup are done (zero scripts running again) and fast travel to Sunshine, my biggest vassal so far.
- First thing I notice on arrival: production is way up. I personally had been very happy with production balance the way it was before the patch, but I also know this is a minority opinion and coming from the perspective of someone starting out with cities pre-built to L3 and therefore having production-rich vassals (with high morale bonuses) from the get go. It was probably very much needed to boost production for lower level plots and cities, it's just that I feel production for L3 cities with lots of plots (some of them even L4 agricultural) might be to high now, taking away some of the "cutting edge" I had been greatly enjoying.
- Second thing I notice: Assignment scripts are running in the background and taking a while. This vassal had 17 civilians working all plots except martial, 5 guards stationed there, and 3 patrols going there from two different outposts (with 1 one of them being glitched/invisible/dead as described in another post). Before the patch this was reflected in the Outpost HUD showing 5 guards, 17 civilians, all other roles at 0. These numbers start moving now, partially moving up and down for a while. I give it time to settle down.
- Meanwhile I see the flags above the local martial plots going up. So guards DO get assigned to martial automatically, as mentioned in the patch notes. (working as intended)
- I make sure NOT to use the town meeting gavel for the time being, for reasons see here: https://simsettlements.com/site/index.php?threads/making-patrols-disappear.10745/#post-74291
- After the numbers in the Outpost HUD stop moving, they first seem to be a bit off. I force a refresh by going into workshop mode, and voilá: 4 guards, 1 worker, 17 civilians. Which is correct, IF the one guard who did not find a martial plot inside this vassal was changed to worker. (I also make another savefile and check the number of active scripts: down to 1)
- Next, I check with ASAM Maintenance software: no unemployed settlers/civilians, so the one guard who I suspect got changed into a worker at least did not take over one of the non-martial plots.
- Still avoiding the gavel and also the "call"-functions in ASAM maintenance software, I run around the settlement trying to find this worker (sadly I don't have his ID - yet) with no success.
- So I lay down another martial plot, hoping this f*cker gets auto-assigned to this so I can find him. Doesn't happen. I probably have to leave and come back to force auto-assignment again.
- Just as I want to do that, I run into the worker and realize she's actually assigned to martial as a worker. I manually switch her to guard. The number of guards in the Outpost HUD immediately rises to 5 which is correct, but it also still counts 1 worker, which is wrong. Forcing a refresh by entering workshop mode does not (immediately) fix that. Might be script lag.
- So I fast travel to my usual interior cell, wait for scripts to settle down, and return. The new martial plot gets auto-assigned after a few seconds and starts building, the Outpost HUD no correctly shows 5 guards and 0 workers.
EDIT: Seems like I spoke to early. I changed the building plan on the freshly built martial plot and (coincidentally?) ended up with the other 4 martial plots getting unassigned AGAIN.
EDIT 2: Apparently code is still running. 3 out of these 4 got re-assigned, but now I have 3 workers and 2 guards. Something is still a bit wonky.
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