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Continued Commonwealth Rebuilding (Ideas for Chapter 3 and beyond)

DIduncan

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Hey guys, I'm kinda new to the forums here, but I've been playing Sim Settlements 2 like crazy for the past month and it's been a blast. I've been thinking about some of the ways that the Commonwealth is being rebuilt with new factions like the CPD and Nightingales, and was thinking it would be cool if you could take it even further. Maybe establish quarry workers, taking over places like Thicket Excavations and such, to supply larger deposits across the settlements of concrete and steel. also, as the Commonwealth becomes more stable, maybe start setting up education systems. You could tie it in with the Institute, if you can reform them enough I guess, or even bring in the Followers of the Apocalypse from New Vegas to set up shop and one of the schools. I know there some sweet plots that add stuff for schools and such, but more quests, factions, and plots never hurt.
 
Capital projects outside of settlements would be great. Sully has his own little project at Thicket Excavations in the base game, but being able to extend and repurpose its use further would be great. Factions may have a different take, since one may chase stone for reconstruction while another may consider it more useful as a prison camp, or perhaps find archaeological significance (Cabot might be interested in Dunwich?). I guess if you were going that way though it make work better as a site by site dlc.

Weston water treatment plant also offers a lot of potential that just isn't used. While it may unlock Graygarden and there is a visible drop in the lake level, there is no means to tap into that supply. Regional projects, possibly run through HQ or a settlement administrative building, could lead to a base load of water to eligible settlements and their surrounds. With the ensured supply of water independent farms may start to flourish and improve general health, but in doing so the wealth growth would inevitably draw raiders and other predators. Projecting security from HQ through checkpoints or radial from settlements may help deal with that. Again, different factions have different visions, so branching options here.

Lots of old industry buildings around that can be revitalised or refurbished into factories for heavy industry, so long as their base requirements are met. This could offer settlements the means to sell some of their scrap or to gain access to specific resources through supply contracts and remote production. Regional security for the settlement may risk some shipments being lost, with contracts cancelled if it happens too often. Checking in on that troublesome raider camp or detailing a security team to deal with it then has a tangible benefit. Dealings with new Corporations may unlock new retail plots specific to their product, with multiple/upgraded plots improving their own development. Also gives options for corporate espionage and sabotage..

This leads into general security options that could be unlocked through HQ with research and negotiations. A factioned guard post may call in help, so minuteman flare, dial-a-vertibird, welcome to synth-cinnati, etc. In real terms though these responses require resources. Minutemen require food and ammo, vertibirds require fuel, and molecular relay requires big heaps of power. Those factions would want some form of compensation for the service. Advanced research may unlock some of those options without the faction requirement. A regional company could develop the infrastructure to recover and restore downed vertibirds (possible scouting quests) which they may then make available to HQ and other interested parties, which may cause friction with BOS. A refinery may be able to scale up its supply of fuel required to fly them, so long resources are available to it. Storage offers a buffer if supply is sporadic, but will be a target for crime. Black market dealers may offer access to the otherwise unavailable, but there is always a price. For that matter, the "troublesome raider camp" may have its own contract options.

Finally there are scholarly and cultural options. Refurbishing the Boston Public Library might improve the effectiveness of settlement libraries, boosting the rate of INT growth (shorter time per point, or chance at a +2 eureka increase). Archaeological digs could unlock Museum recreational plots, possibly with rotating theming as more artefacts are unearthed (The Zetan crash site surely has potential for tech and culture, even if the ship is salvaged and taken to a secure site for study). Artist colonies would offer the same for Galleries. Bioresearch might unlock rad-resistant plants, allowing you to add some green your settlements and dotted outlying areas, possibly drawing more critters. Schools and colleges may offer a go to recruitment pool for in a similar way as upgraded communication plots do. Sponsoring a specific faculty may increase the pool of graduates with the related stat boost. If there was an administrative plot for labour coordination you might be able to send one of your unskilled settlers (along with supplies or a fee) to trade school, and have a skilled settler available for recruitment from the graduate pool somewhere down the track. That could work with military service well. "Donate" some settlers to regional security, and in return have the occasional veteran available to recruit after their tour is over. Alternatively, "donating" settlers to the Institute may offer you a synth replacement with better skills, or other options if FEV research were reopened.
 
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