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Implemented Request for help - something I'm not getting about Faction Pack start of play

How are you handling those first 5-6 food objects?

I build the plots first. Then I plant the crops and assign the leftover/unemployed dude after the others have been (auto)assigned to plots.

the game has auto-assigned one soldier to EACH plant. Literally each individual plant.

This is irksome. More so if you use WSFW to increase how many plants 1 Settler/Recruit can work. You just have to order the Recruit to work this plant, and then this plant, and then this plant...

Being an Overboss ain't easy.

TBH I use the Apple Trees mod: 1 tree equals 6 Food/10Happiness. One settler/recruit working one object/script instead of 12 (tatos) or 6 Muttfruits. On this Xbox, I try to be very frugal.

And it doesn't even change their roles to worker.

Vanilla crops do not produce Rations, they only produce food. Whether or not the are worked by a Warrior or a Worker. The advantage to having a Warrior work these crops is you get your food needs covered and you stay closer to the correct role ratio in and outpost and you get the Control provided by a Warrior.

Ag Plots produce Food (half as much as normal in an Outpost) and Rations. A worker will produce more Rations than a Warrior on this plot, but the same amount of Food.

In an outpost, you want 2 Warriors for every other role for best morale. With 5 recruits to start, you'd ideally want 3 Warriors and 2 of any other role.

Let's revisit my suggested starting set-up:

1 Ag Plot, 1 Commercial, 1 Industrial Plot

With Auto role change on, this should give us 3 Workers when the recruits finally show up.

1 Martial Plot will role 1 Guard.

Vanilla Crops/Unemployed/or Rec Plot will role the recruit as a Warrior

1 warrior : 4 other roles

This isn't ideal for Morale. The 3 workers also don't provide any Control. It all comes from the 1 Guard and the 1 Warrior.

You then have to decide how/if you want to do anything about this.

Generally speaking you want Workers on production plots. Why? Because they produce more WRE than other roles working these same plots!

But, better morale also increases WRE production!

Which is more important?

Is the production boost from the Workers role better, the same, or worse than adhering to the correct role ratio for higher morale and its boost to production?

You have to decide for yourself.

Later in the game when you are swimming in recruits none of this will really matter.

Personally, I prefer to re-role my first recruits to Warriors.

1 Warrior on Crops/Rec Plot/ or even just unemployed
1 Warrior on Commercial Plot (Worker re-roled)
1 Warrior on Industrial Plot (Worker re-roled)
1 Worker on Ag Plot
1 Guard on Martial.

Why?

This way I keep to the right Role Ratio: 2 warriors for every other role. Keeping my morale high will turbo charge happiness (I will get from the starting happiness score to 80 faster) and all these will get to level 2 much faster/sooner than they would in a regular settlement.

Right now, I've sacrificed the worker's production bonus on the Commercial and Industrial Plot. It will be worth it in the long haul, though, if these plots level faster.

The reason I keep the worker on the Ag plot is, as you know, once you start adding Civilians (in your Vassals) your Ration needs increase drastically. Also, because there is one worker I don't need as many Equipment. The real hit here is probably to Wages.

This arrangement also provides the most Control. Warriors and Guards provide Control. Workers do not provide any Control.

Since you can't un-assign people,

I've had to shuffle all kinds of silliness around to get them off the gorram things.

Easiest is just store them. This will unassign the recruit. Once everyone else is (auto)assigned to their own jobs. Re-plant and assign the last recruit to these crops.

You could also drop a vanilla scavenger bench to be used as an intermediary assignment.
 
Easiest is just store them.
/forehead slap

Didn't even think of that, cheers.
You could also drop a vanilla scavenger bench
Yup, that's been my go-to "get off of that" device for literally years now xD.

I knew most of the concepts you outlined; I'm still seeing buggy behaviour, which is hindering things. The good news is that by eliminating all the silliness present earlier, I'm sure I've narrowed down to actual issues, instead of bad saves or misunderstandings.

I like that Warriors can remain Warriors and work Entertainment plots. Like, Corporal O'Reilly over there looks after the rec room on his downtime. Or a Gunnery Sgt in charge of the shooting range. full disclosure: i have no clue what a Gunnery Sergeant actually does

The 2:1 need is irritating. I have the Concord 5 now, after building up the Outpost and taking Sunshine as my first Vassal. 9 warriors and 4 workers, but now 4 civilians (the HUD gets confused and it's unclear whether Preston is counted by the Conq system as anything at all when he's in his patrol pattern, before The First Step). On top of that, the very same night, a Raider attack in the dark led by a Legendary Dreadnaught took out three of my soldiers 8|. Morale has tanked badly in a single day. It was 100; now it's 34. Awesome. Rebuilding it will be severely hampered by these useless Concordites.

Not entirely useless. I've put them on the vanilla food objects, since I already knew they didn't produce Rations and it doesn't matter who works them, freeing up the Warrior for a Mess Hall.

Other weirdness is the WSFW auto-assign settings are not being honored and the game is constantly adding people back to the damn plants, but that's another issue.
 
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