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Solved Regarding W/R/E Production at the Outpost and Vassals

Slb1

Active Member
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604
After some unsuccessful searching, I would appreciate a link to the answer to the following question. W/R/E can be produced by three methods - Workers and Civilians at an Outpost, and Civilians at a Vassal. Where can I found the actual amounts that are produced by each of the three methods by plot type, if it exists? Thank you.
 
Commercial plots, Ag plots, and Industrial plots produce wages, rations, and equipment, respectively, but only if these plots are in an outpost or vassal.

How much they do in fact produce is determined by

1) The level of the plot
2) Morale. Production increases as morale increases. Production decreases as morale decreases.
3) Whether they are in an Outpost or in a vassal (vassal plots produce more w/r/e)
4) If the plot is in an Outpost, the role of the recruit assigned to it affects its production. Workers produce more than other roles (warriors, captives, etc.)
Where can I found the actual amounts that are produced

You can see the actual amounts your w/r/e plots are producing in any vassal or outpost by looking at the settlement reports at the War Planner's desk. (If you are looking at HQ's report, keep in mind that HQ produces 50W/50R/50E on its own without any plots)


Vassal Report.png



There's no simple way to spell out exactly how much will be produced. Because morale, location, and role all determine actual production, you would need a spreadsheet to show all the possible production values at different morale levels.

But, I can tell you, based on my own in game observations, the max possible resource production per plot per level under the best case conditions:

In a vassal, at max 5 up arrows morale, each level 1 resource plot will produce 32 resources. Each level after adds 16 resources. So a level 3 plot under these conditions will produce 64 resources. Level 4 farms will produce 80 rations (again under these conditions). If morale decreases, production decreases.

In an outpost, at max 5 up arrows morale, a level 1 resource plot, worked by a worker, will produce 30 resources. Each level after adds 15 resources. So a level 3 plot under these conditions will produce 60 resources. Level 4 farms will produce 75 rations (again under these conditions). If morale decreases, production decreases.

In an outpost, at max 5 up arrows morale, a level 1 resource plot, worked by a warrior or a captive, will produce 20 resources. Each level after adds 10 resources. So a level 3 plot under these conditions will produce 40 resources. Level 4 farms will produce 50 rations (again under these conditions). If morale decreases, production decreases.
Keep in mind the these numbers are arbitrary might be tweaked any patch update.

The important thing is the structure: at any given morale, vassals plots produce more than the same plots, at the same morale, in an outpost. In an outpost, workers always produce the most w/r/e. Warriors and captives can produce some, but workers always produce more.




Phase 2 patch notes have the box top rules/broad strokes:
https://simsettlements.com/web/wiki/index.php?title=SSConqPatch#Version_4.1.0

Juicy bits:

Your entire faction now has three meters to manage across all of your Outposts/Vassals: Wages, Equipment, and Rations.
  • Each resident requires a certain amount of resources to maintain. This number is based on the type of soldier/special unit/civilian, as well as their role in your faction (described in the Manage menu explanation for soldiers).
  • As an added bonus, this provides an interesting new way for Faction packs to balance more powerful units as they can increase their needs; or alternatively, create specialized units that have less needs than an average soldier but are maybe less effective in combat.
  • Wages are generated by Commercial plots, Equipment by Industrial plots, and Rations by Agricultural plots. The amount provided is determined by whether they are in an Outpost or Vassal (Vassals gain a natural bonus to production) and the Morale level of that particular settlement.
  • Your main Outpost automatically generates enough Wages/Equipment/Rations for 5 of the default recruit soldiers for any particular faction. This floor is to ensure that you are never cut off from quickly rebuilding an army large enough to launch additional attacks or rebuild resource production through worker assignment within your controlled settlements.
  • These new needs are based on your production levels, rather than acting as a currency. So you won’t generate some arbitrary resource you have to spend, but instead just need to get your Outposts and Vassals producing certain levels. Think of something similar to food or water, in that you must be producing a certain amount to fill the meter/get it out of the red....
  • Warrior
  • -These are the only role that can go on assaults.
  • -They will help defend during raids.
  • -They improve the control score of the Outpost they are stationed in and produce Wages/Equipment/Rations when working the corresponding plot types.
  • -They require Equipment, Rations, and Wages.
  • Worker
  • -They gain a bonus to production of Equipment/Rations/Wages when working the corresponding plot type.
  • -They will help defend during raids but if all Guard and Warrior types are killed they will surrender.
  • -They require only Rations and Wages.
 
Thank you - very helpful.

One more question: I normally play on modified survival, so a food source is very important in early game. After fixing actual/potential mod conflicts, I am attempting my fourth BoS as Liberator game. If I understand correctly a settler or BoS recruit that farms at the outpost can be a worker (30 resource production as shown above) and a BoS recruit who farms at the outpost as a warrior (20 resource production as shown above), or have I missed something?
 
Last edited:
Commercial plots, Ag plots, and Industrial plots produce wages, rations, and equipment, respectively, but only if these plots are in an outpost or vassal.

How much they do in fact produce is determined by

1) The level of the plot
2) Morale. Production increases as morale increases. Production decreases as morale decreases.
3) Whether they are in an Outpost or in a vassal (vassal plots produce more w/r/e)
4) If the plot is in an Outpost, the role of the recruit assigned to it affects its production. Workers produce more than other roles (warriors, captives, etc.)


You can see the actual amounts your w/r/e plots are producing in any vassal or outpost by looking at the settlement reports at the War Planner's desk. (If you are looking at HQ's report, keep in mind that HQ produces 50W/50R/50E on its own without any plots)


View attachment 7175


There's no simple way to spell out exactly how much will be produced. Because morale, location, and role all determine actual production, you would need a spreadsheet to show all the possible production values at different morale levels.

But, I can tell you, based on my own in game observations, the max possible resource production per plot per level under the best case conditions:

In a vassal, at max 5 up arrows morale, each level 1 resource plot will produce 32 resources. Each level after adds 16 resources. So a level 3 plot under these conditions will produce 64 resources. Level 4 farms will produce 80 rations (again under these conditions). If morale decreases, production decreases.

In an outpost, at max 5 up arrows morale, a level 1 resource plot, worked by a worker, will produce 30 resources. Each level after adds 15 resources. So a level 3 plot under these conditions will produce 60 resources. Level 4 farms will produce 75 rations (again under these conditions). If morale decreases, production decreases.

In an outpost, at max 5 up arrows morale, a level 1 resource plot, worked by a warrior or a captive, will produce 20 resources. Each level after adds 10 resources. So a level 3 plot under these conditions will produce 40 resources. Level 4 farms will produce 50 rations (again under these conditions). If morale decreases, production decreases.
Keep in mind the these numbers are arbitrary might be tweaked any patch update.

The important thing is the structure: at any given morale, vassals plots produce more than the same plots, at the same morale, in an outpost. In an outpost, workers always produce the most w/r/e. Warriors and captives can produce some, but workers always produce more.




Phase 2 patch notes have the box top rules/broad strokes:
https://simsettlements.com/web/wiki/index.php?title=SSConqPatch#Version_4.1.0

Juicy bits:

Your entire faction now has three meters to manage across all of your Outposts/Vassals: Wages, Equipment, and Rations.
  • Each resident requires a certain amount of resources to maintain. This number is based on the type of soldier/special unit/civilian, as well as their role in your faction (described in the Manage menu explanation for soldiers).
  • As an added bonus, this provides an interesting new way for Faction packs to balance more powerful units as they can increase their needs; or alternatively, create specialized units that have less needs than an average soldier but are maybe less effective in combat.
  • Wages are generated by Commercial plots, Equipment by Industrial plots, and Rations by Agricultural plots. The amount provided is determined by whether they are in an Outpost or Vassal (Vassals gain a natural bonus to production) and the Morale level of that particular settlement.
  • Your main Outpost automatically generates enough Wages/Equipment/Rations for 5 of the default recruit soldiers for any particular faction. This floor is to ensure that you are never cut off from quickly rebuilding an army large enough to launch additional attacks or rebuild resource production through worker assignment within your controlled settlements.
  • These new needs are based on your production levels, rather than acting as a currency. So you won’t generate some arbitrary resource you have to spend, but instead just need to get your Outposts and Vassals producing certain levels. Think of something similar to food or water, in that you must be producing a certain amount to fill the meter/get it out of the red....



    • Warrior
    • -These are the only role that can go on assaults.
    • -They will help defend during raids.
    • -They improve the control score of the Outpost they are stationed in and produce Wages/Equipment/Rations when working the corresponding plot types.
    • -They require Equipment, Rations, and Wages.



    • Worker
    • -They gain a bonus to production of Equipment/Rations/Wages when working the corresponding plot type.
    • -They will help defend during raids but if all Guard and Warrior types are killed they will surrender.
    • -They require only Rations and Wages.

Bullyrook is on Fire! :declare

edb19dc184c0ec5511f4411cd285f710.gif

I even stop what I am doing every time you write one of these. I'll read it like five times thinking to myself that "I am "NEVER" going to get into an argument with this guy where inner game calculations or logic is involved!" I always get something I did not know before out of them!
:acute
This as always is great stuff! Maybe @WetRats will pull it over to the wiki.

@bullyrook maybe one day you will just pull them all over to the Educational Vault.- hahaha, just call them, "The Observations, Facts, and Wisdom of Bullyrook - A Collection" :friends
 
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