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Remove City Plan - does it lower script usage?

Jacozilla

Active Member
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Ok, figured out that 'Remove City Plan' replaced Take Back City. So onto my real question - after I get settlement to Level 3, would 'Remove City Plan' lower script usage and overall stress running many plans/settlements?

Or do Level 3 city plan settlements, once hitting that max, basically go into low maintenance script mode anyways?

Basically, what I want to know is if it would help lower many settlements impact if I removed city plan from those that maxed out to L3.

I've got a pretty maxed out gaming rig but on my last aborted play through, I noticed with conqueror pre-building and running ~21-22 settlements at once as L1 cities plus my couple manual settlements that basically my needs HUD numbers, even on display only in workshop mode would never be correct, and other odd behavior.

Was hoping this run, what I would do is build 4-5 cities at a time, and when maxed out, 'turn off' the city plan by removing it. So back to the question, does 'Remove City Plan' turn off, so to speak, the script usage or at least make it lower than when not enabled? (and related question does a maxed out L3 city plan already go into dormant mode or do I need to actually remove the plan?

**Edit - below was original question but changed title to reflect real question why I wanted to remove city plan.

I don't see it on the main city plan blue print interface (pick leader, dismiss leader, etc).

Used to be this was how you took city back from auto plan mode and convert it into a fully manual settlement with whatever was built up to that point by plan.

Has this option changed or taken over by something else? Don't see it under desk, holotape or MCM options.
 
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Another odd thing - settlers won't arrive at settlement I've taken back manual control over.

Once I take maxed L3 city plan settlement back to manual control via Remove City Plan, no matter what I do, new settlers won't arrive.

Yes - I am using setting for city plan to not recruit above plan limits, but once the city is off the plan, this setting shouldn't apply right?

Have tried scrapping and recreating recruit beacon, repowering it manually, etc and still no idea. Seems like even when settlement is taken back, it still obeys the city plan limit. Since I can't flip that option selectively, I don't want to disable it since I have still running city plans that use that limit.

Right now only way I can populate further the settlement I've taken back manually is send settlers manually the old fashion way by recruiting at another place and send them via move command.
 
Answering own question above, not sure if conflict with another mod, but seems I need to do a full exit, not reload save, but exit game, start again, each time I 'Remove City Plan', before it takes effect.

Had played a really long session, like ~5hrs, after removing a plan but no new settlers arrived until I did a full exit/restart.

Still not sure if removing plans after city gets to max L3 will help lower script usage but doing so on this playthrough and hopefully not run into same issue when I had ~20-21 running at same time.
 
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