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Early Martial plots

Lemnear

Member
Messages
77
I think martial plots should unlock either with housing, farming, industrial plot types or very shortly afterwards.
Currently if you get sidetracked, like I always do, you can end up with several settlements of 10+ settlers with only the puny vanilla guard posts or turret spam to defend themselves.
 
I think martial plots should unlock either with housing, farming, industrial plot types or very shortly afterwards.
Currently if you get sidetracked, like I always do, you can end up with several settlements of 10+ settlers with only the puny vanilla guard posts or turret spam to defend themselves.
I would up-vote this a thousand times if I could.
 
After reading the industrial philosophy, I understand why they made the story work this way. They wanted to make sure industrial would be the first jobs of many settlers and that they would upgrade thus unlocking new industrial types which is required for the progression to run effectively.

I’m not saying it’s the most effective way to achieve the goal of making the players understand the importance of fast tracking industrial over the others, therefore getting to the most useful industrial plots and make the other parts fall into place easier like production being needed for commercial.

And to end up achieving a balance you’ll most likely have to rely on making settlements specialize. In my short game, Abernathy was producing enough food to cover for other settlements being mostly industrial.

Don’t get me wrong, I would have preferred if the story explained it plainly and unlocked content faster but I’m not sure it’s possible to change the story at this point.

One thing to try would be to use the unlock all plot classes options of the holotape but none of the other. I’m thinking it could allow you to play the way you prefer while still locking the other quest content until you get to it.
 
I would greatly appreciate unlocking the other plots early while keeping the storyline for replays. I've somewhat made a game of seeing what mods can or can't break the main quests, but having to essentially abandon the actual settlements until I can get the rest of the plots to fully expand on that aspect is tiring. On the plus side, my mod load has allowed me to at least somewhat make up for the otherwise frustrating turret spam by adding high-defense value turrets, so it's not an "urgent" issue in my case.
 
So far as I'm aware, that's intentional progression, though. Kinggath has said in the past that his envisioned progression involves using Vanilla elements at first and not having access to all your resources, and adjusting what's in your settlement over time to meet its needs. For not having martial plots at the start, it also opens up the possibility to actually have to deal with settlement attacks before getting to the point where (as a necessity to progression) they will be too safe to be attacked.
 
Adding onto this, the existing balance in SS2 means that if you are playing on components mode (hardcore), your vanilla turrets require items from Machine Parts and Organic industrial plots to simply maintain them in operation, but you need them maintained in operation long enough for Junk, Building Material, and Organics plots to reach level 2 each before you can even unlock the Machine Parts plans. When you contrast that with the level 1 basic martial plots providing as much defense as 3 turrets and only needing caps to maintain, it just doesn't make sense to lock Martial plots away. Maybe lock advanced or hi-tech martials, but not the basics.
 
Having started a playthrough of SS2 recently for the first time, I totally agree that the first tutorial quests should involve should involve building a basic martial plot.
 
Adding onto this, the existing balance in SS2 means that if you are playing on components mode (hardcore), your vanilla turrets require items from Machine Parts and Organic industrial plots to simply maintain them in operation, but you need them maintained in operation long enough for Junk, Building Material, and Organics plots to reach level 2 each before you can even unlock the Machine Parts plans. When you contrast that with the level 1 basic martial plots providing as much defense as 3 turrets and only needing caps to maintain, it just doesn't make sense to lock Martial plots away. Maybe lock advanced or hi-tech martials, but not the basics.
What is the maintenance cost for a defense post?
I know everyone is in the habit of spamming turrets to get the defense up but with the new mechanics it doesn't sound viable at start. There are other options.
It might be that the defense posts are the tier 0 option until sufficient plots have been unlocked to support the more advanced options.
 
You are correct about the defense posts. However, if I'm going to be assigning a settler to do the defense, I'd rather be able to build them a martial plot to do it. Also, one of the early quests I had was build and assign 8 work plots. I only had 8 settlers, so it would have been nice if one of those 8 work plots was a martial plot, rather than building the work plots to get the quest completed, then reassigning one of the settlers to defense posts just to get the defense up.
 
I already explained it all in my previous post. Don't want to copy paste, it's easy to look at the Dec 2nd post.

And sorry to be the one to tell you this but it will not happen. It's a design decision the team has done and it has been discussed multiple times.

You can unlock plots as explained above, that is the solution if you want martial earlier.
 
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