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Residential Plots and Conqueror balancing

Bored Peon

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I found myself using fewer residential plots. Now it has come to the point I barely even use them.

They provide no real benefit.
They take up more space.
A plot means a script, while a bed does not.
They take away food while you are making 50% less.
Their income is not counted towards caps resource.

So now I sit with one hand wanting to see some use for Conqueror and the other being as is simply because the game engine is already strained enough by scripting.

It really is a shame having multiple beds to a plot has not been perfected because a barracks type plot for Conqueror for housing 4-6 would be useful.
 
Yeah, as someone who's completely new to Conqueror and running my first real game, I almost immediately discovered that the name of the outpost game is jamming in all the advanced industrial plots you can fit in your happy bar to produce the resources you and your personal guards consume, with one IDEK or comms station and as few recreational and military buildings as you can get away with.

I don't know if it's a shame. Personally, I was real happy when I found out regular beds count as fully upgraded homes. Residentials are a nice idea, but FO4 is way too limited in every respect to have all that going on, and I just don't want the hassle. A 2x2 foundation fits like eight beds plus a little decor for each, that's perfect. There's no room in the FO4 engine for things that don't "do" something fairly important; similarly for triangles and draws in settlements (and often there's regular old no room to fit 'em in), and "settlers have a place to live" doesn't make the cut.

Edit: hello, thank you for this incredible mod that makes FO4 what it should have been if Bethesda weren't constitutionally incapable of following through.
 
I found myself using fewer residential plots. Now it has come to the point I barely even use them.

They provide no real benefit.
in SS-C, i pretty much build them for the aesthetics. interesting question whether there should be some more evident functional significance to residential plots in SS-C. for instance, should there be a penalty to a commander put in a generic bed vs residential plot (or a bonus for being in residential plot)
 
A 2x2 foundation fits like eight beds plus a little decor for each, that's perfect.
tbh, i haven't tested all available residential plots. that said, to my awareness, there isn't a dorm/barracks plot for SS-C. wish there were and wish it conferred some SS-C benefit (or lack of penalty) versus generic beds
 
tbh, i haven't tested all available residential plots. that said, to my awareness, there isn't a dorm/barracks plot for SS-C. wish there were and wish it conferred some SS-C benefit (or lack of penalty) versus generic beds

i know if you play with power and non martial defense costing caps the homes do provide the benefit of taxes, why I use the residential plots and not just put up beds. To the original post maybe I am not paying attention to taxes right then, I could swear I getting paid.
 
i know if you play with power and non martial defense costing caps the homes do provide the benefit of taxes, why I use the residential plots and not just put up beds. To the original post maybe I am not paying attention to taxes right then, I could swear I getting paid.
The way it works is your level and size of commerce plots determine your caps for recruiting.

Whether or not the settlement makes actual caps does not matter.

As for caps income, you are probably relying too much on generators and turrets in your settlements rather than relying on the plots to do that for you.
 
tbh, i haven't tested all available residential plots. that said, to my awareness, there isn't a dorm/barracks plot for SS-C. wish there were and wish it conferred some SS-C benefit (or lack of penalty) versus generic beds

yeah there isn't to my knowledge either. I'd love to make a few 1x1 residential plots that's just a bed and a footlocker with a few different offsets to put together, but I don't think that's possible, so beds it is.
 
yeah there isn't to my knowledge either. I'd love to make a few 1x1 residential plots that's just a bed and a footlocker with a few different offsets to put together, but I don't think that's possible, so beds it is.
Thinking about shrine/memorial and barracks as SS-C plots I’d like to work on once I get the faction a little more polished
 
So now I sit with one hand wanting to see some use for Conqueror and the other being as is simply because the game engine is already strained enough by scripting.

My $.02 - I have reached a somewhat related conclusion. For my play style, complex prebuilts and Conqueror are not fully compatible. I first experienced this in my Game 4, really came home in Game 5 and, in a round-about way, I am testing this in Game 6 - Minutemen Liberator/Survival see https://simsettlements.com/site/ind...nutemen-liberators-a-new-saga-update-3.12227/ .

My Conqueror play style is: as the General of the MM, my warriors should fully participate in outpost and vassal assaults. With complex prebuilts they generally do not. They frequently can not pass through gates, doors and around corners; and I then perform the majority of the assault. My recent outpost assault at Jamaican Plains, for me went well, because it was not a prebuilt - 18 Gunners vs 8 MM warriors, 3 Person Guards, me and Ada. The vassal assault of Hangman which is a complex prebuilt, was me against the Rust Devils - I had no idea where my warriors or companion were.

The complications come in two flavors:
  1. Prebuilt Settlements that Companion Could Not Enter: Game 5 Prebuilt Abernathy: before making Abernathy a vassal, Danse got stuck at the top of the hill and after making Abernathy a vassal he could not enter the gate and stopped about 20 ft away and would not move. There were several complex prebuilt settlements that my companion could not enter and I had trouble walking around. As a work around, after becoming allied with a settlement, I would change the city plan, which started over at Level 0.
  2. Prebuilt Settlements Where Assault Forces Could Not Enter: Game 5: many were so complicated that none of the assault force enter and I frequently got stuck. At Tenpines, everyone got stuck - the defenders were confined to a small area, Danse was left outside, the assault forces were outside, and I got stuck in a corner. (I recognize that Bethesda's pathing leaves something to be desired).
My solution for Game 6 was to increase the number of not-prebuilt and research/use minimal complicated prebuilts. In general this is working reasonable well at the moment.
 
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many were so complicated that none of the assault force enter and I frequently got stuck.
Reminds me of palisade walls and Age of Empires. You could make switch backs that overwhelmed the troop ability to navigate, and under threat of ranged weapons you could decimate them
 
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The way it works is your level and size of commerce plots determine your caps for recruiting.

Whether or not the settlement makes actual caps does not matter.

As for caps income, you are probably relying too much on generators and turrets in your settlements rather than relying on the plots to do that for you.

I understand the W/R/E feature, but have another related question, particularly, if you have a link or researched this - what is the trade-off of income and happiness relative to using only beds versus using residential plots. I ask because the two problems I am currently encountering at some settlements are: (1) stuttering and (2) the inability of me and my warriors to easily move into/through complex prebuits. If there is little benefit from residential plots, I may scrap existing residential plots in prebuilts where I have the most problem and replace them with just beds.

One change I just made that decreased stuttering and another strange problem was to turn "off" visitors, see https://simsettlements.com/site/ind...-4-small-problems-update-now-1-problem.12274/
 
A bed is equal to a level 3 residential for commerce requirements.

However a bed does not generates taxes, but does not consume food, water, and defense.
 
Attempting to fix my stuttering problem, I did the following at County Crossing which is allied to me, but not yet a vassal or outpost:
  • Thanks to MrCjohn, Raybo and/or Rudy who suggested waiting a'bit when you first enter a settlement - this helped with my stuttering
  • Scrapped the 11 Level 3 residential plots and replaced them with beds - this also helped.
The scrapping "seemed" to have more of an effect than waiting.
 
Attempting to fix my stuttering problem...
  • Scrapped the 11 Level 3 residential plots and replaced them with beds - this also helped.

Perhaps more for Raybo, KG, etc... would dorm (SS version) and barracks (SS-C version) plots (ie multi unit per plot vs single unit per plot) lower the demand? Is it possible? If so, wish an effort could be made to roll out those residential plot types. If a guinea pig is needed, happy to oblige (eg work on barracks plot type) after roll out next faction pack update
 
At Oberland, scrapped the Town Hall Bldg by Sebbo and that reduced stuttering
 
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