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Old Post Initial agriculture plots cost seed plants (for Survival)

jugato

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I've been playing around with Survival difficulty the past few days and I've been trying to figure out how I want to use SS / RotC and which settings to pick on Survival in a way that I feel is both immersive and doesn't 'cheat' the intended restrictions of playing on that difficulty level.

One thing I'm imposing on myself is that I won't place an agriculture plot if I don't have the corresponding seed plants that vanilla would have required for it. e.g., no mutfruit plants during the initial Sanctuary build since I haven't run to Graygarden to get some yet.

My suggestion is to provide an option where agriculture plots, somehow as part of their initial costs, require 2 seed plants or something for the picked building plan. I suspect doing something like this would be tricky given the way things are currently implemented where the plot only costs the ASAM sensor and picking the building plan is done after plot placement.

Similarly, I'm not letting myself use Commercial / Recreational plots without Local Leader perks, but I found there's already a suggestion for that. And I'm not using the Logistics Station at all because it feels to me like a circumvention of no fast travel.
 
I'd think the commercial/recreational restriction might be easiest, since it is adding a perk requirement to an initial building. I have thought the agricultural seed plant idea myself but you would somehow have to add item prerequisites to building plan selection. Unless kinggath repurposed the crafting menu instead of the inventory menu to do this...
 
I've wondered if the Stockpile system Advanced Industrials use could be used to make each Agriculture plot require the correct seed fruits in order to upgrade from L0 to L1. Same could be done for further upgrades to L2 and L3. But I am new to modding overall, and never authored a mod before, so I haven't looked into trying to actually implement it.
 
I've wondered if the Stockpile system Advanced Industrials use could be used to make each Agriculture plot require the correct seed fruits in order to upgrade from L0 to L1. Same could be done for further upgrades to L2 and L3. But I am new to modding overall, and never authored a mod before, so I haven't looked into trying to actually implement it.
Possibly, but wouldn't that mean L0 would have to be a "general" agriculture plot that doesn't produce any food? Would make it tough to get a settlement started to ever get to L1, unless you were provisioning it from elsewhere or mixing SS plots with vanilla food.
 
My point with making the suggestion in the first place is to have an option that makes it harder to get up and running when you start the game. So yes, with the option, you would have to scavenge the seed fruits from the wasteland before you'd have a working Agri plot. But doing that isn't really difficult. Just head over to Abernathy, pick a bunch of tatos, and you would be up and running with those. When you get to Graygarden, pick a bunch of Mutfruits. And there's enough others to be found in the wasteland, or on arriving settlers, to get the rest working eventually.

But I expect that my suggestion is low priority and not one that many people would use. And Survival turned out to be far less of a challenge overall, so I've currently gone back to Normal. For example, resources were still so plentiful that the need to eat and drink ends up being more of an annoyance than a challenging game mechanic. I tried multiple times to get into Horizon, but realized I want to like that mod more than I actually do. So for the time being, I gave up on it too.
 
My point with making the suggestion in the first place is to have an option that makes it harder to get up and running when you start the game. So yes, with the option, you would have to scavenge the seed fruits from the wasteland before you'd have a working Agri plot. But doing that isn't really difficult. Just head over to Abernathy, pick a bunch of tatos, and you would be up and running with those. When you get to Graygarden, pick a bunch of Mutfruits. And there's enough others to be found in the wasteland, or on arriving settlers, to get the rest working eventually.

But I expect that my suggestion is low priority and not one that many people would use. And Survival turned out to be far less of a challenge overall, so I've currently gone back to Normal. For example, resources were still so plentiful that the need to eat and drink ends up being more of an annoyance than a challenging game mechanic. I tried multiple times to get into Horizon, but realized I want to like that mod more than I actually do. So for the time being, I gave up on it too.
You misunderstand me, and perhaps that is born from my own lack of understanding of something - I don't mind difficulty, I'm worried about a Catch-22. Plots require other stuff to upgrade - commercial requires homes, martial requires industrial, etc. I'm not actually sure about all of them, but doesn't agricultural require something? So if you have an agri plot that requires X other plot to upgrade, and X other plot that requires Y, and Y that requires Agri... somewhere you have to break one of these dependencies. If Agri can go from L0 to L1 with no other requirements than seed crops, no problem, but if there are other (eg, housing) requirements you would need to adjust that as well.

As for upping the difficulty... have you tried Frost? I considered it but ultimately I like to be a force for rebuilding the world, but from what I have read if you want ultimate survival challenge that's the best.
 
Agri requires happiness, water, and defense to upgrade. I don't believe it would cause the problem you're worrying about as the requirements I'm proposing can be scavenged from the wasteland. I'm not suggesting a dependency on any other SS plot or mechanic.

I haven't tried Frost. Will have to check it out. Right now, I'm getting back in a normal game I had and working on getting all the Advanced Industrial buildings fully upgraded as I haven't ever done that.
 
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