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Disfunctional city plans - or am I missing something?

werefox

New Member
Messages
11
Just finished chapter 1, but I have a problem with city plans already.

So, in the "Who can? ASAM" quest I relocate the crazy bunch to the Red Rocket. They start building, but for some reason don't build a single source of water. About 2 weeks later they were all moaning about it, so I gave them some pumps manually. But wasn't the whole point of having a city plan to avoid doing this?

Abernathy farm is in even worse situation. I appoint a leader, send them building... and they waste all materials erecting some megalomaniac multy level frames. Two weeks, no progress whatsoever, everybody unhappy. I grab whatever wood and steel I had in my two other settlements and donate to Abernathy. Some farm building is done, but they are still short on housing, I am completely out of wood, and the worse of it all - their plan seems not to have any kind of industry or caravan depot. IOW they will not collect their own materials nor receive them from elsewhere. How is it supposed to work that way?

Oh, and if I am to change the plan it wants me to spend 20 more ASAMs. Huh?
 
Have you read the description from those city plans? Cause if you haven't downloaded any city-plans from Nexus, you've build the single level standard city plan coming along with the mod and those aren't really balanced. Those are just balanced in clutter and less so in what they bring to a city. And being a single level, it won't progress very far. As far as I've understood the concept of city plans, its meant to be led by an NPC, upgraded etc by the people there when it can, but in the end you still have to check whether everything is correct, as I've seen lots of plans which are only balanced on level 3, or if you've gotten all the required mods. Have fun farming mats.
 
No, I did not download any more plans. This is exactly why I am surprised to be handed a plan that clearly cannot reach any level when it is supposedly balanced.
 
In general; Most people tend to use Abernathy Farm to build farms on, relatively big open area with lots of space to really up your food production. That is probably why the mod-team has chosen to include a food producing city plan design. Personally, I've stopped using city-plans at all for now, as the ones in the mod are basic ones, which like you I only discovered as well after building up Red Rocket and the plans I used from Nexus were not working as they should be working, duplicating issues for one.
In the end its probably down to my own inexperience with the mod, or Fallout being Fallout, but I was and am kinda done with having to start a new save every other week, cause of issues like that.

Now correct me if I'm wrong, but if you delete the plan and leave the plots standing, they should develop further than level 1, as the limiter from the plan has been removed. Put down a plot for a caravan and you can continue playing, do the same on Red Rocket and build up Starlight yourself. Cause you don't need to use a city plan, nor have an NPC play mayor of the town.
 
You can even, technically, skip using a City Plan for the "Who can? ASAM" quest.
And honestly, with the buggy state that function is in, I would recommend not using them at all until it gets some fixes - which at this point probably wont be til next year, since past evidence suggests fixing the Ch2 quests will take priority.
 
Are you using the leader appointed plots setting cause the basic plans should build a water a power and a caravan in each settlement they are designed for. You may have to select and build one cause sometimes it’s doubling power plots or something else. Also you can turn off resource requirements , cause if your not the type to load up some resources in the workbench the requirements part may be tough on you.
 
With the 20 ASAMs, I believe you can go through and scrap the plots first and the asam on each plot will be returned to the workbench. You can then use these to build another city plan. Also, you can turn off the new city plan costs in the settings.
 
BTW, even if it doesn't have a caravan plot built into it, you can change any plot to another type on the ASAM (under customise plot I think). A caravan plot is the first one that goes up in any new settlement for me.
 
I guess I have to take it back - it was functional after all. Specifically, after multiple heavy donations it started working on its own.
Once you have a couple settlements functioning they should all work fine as long as the caravan is the first plot built then it can collect from the other already setup settlements.
 
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