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Old Post "Evil" plots

pra

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Well, not evil per se, just morally ambiguous. One could argue that things like the Church of Atom by MJC fall into that category already, but this could be expanded upon:

- Thieves Guild: Commercial plot, employs pickpockets to steal from the visitors. Generates extra income, but decreases happiness.

- Humanitarian Restaurant: Commercial plot, counts as Food & Drink. Sells "Mystery Bacon", "Strange Meat", "Longpork", ... Sign says "We Serve People!". Increases defense value.

- Brothel: Recreational plot, 'nuff said. Could also generate income, but not sure how to balance that. Maybe make it provide only half the happiness of other recreational plots, because not all settlers think it's a good idea?

- Mercenary Barracks: martial plot, spawns hired thugs, who are totally not raiders, for protection. Protection from whom, though? Reduces the income from commercial plots and happiness. Could randomly beat up settlers and/or visitors.

- Various agricultural or industrial plots where spawned Workers who are totally not slaves are doing the actual work. Those collars are just for protection against workplace injuries. Like, lead poisoning.
 

drizzan

Active Member
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98
A slaver plot that allowed you to enslave people with a collar like in Fallout 3 would be extremely awesome for a Raider settlement.
 

AmazonQueen

Active Member
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213
I was thinking about a mercenary barracks.
Borrow a trick out of JT Bryant's book and give different options as it levels up.

eg Freelance Mercs: Moderate effectiveness, cost caps and food/water
Raiders: Not very effective, cost some caps as well as food/water, cause some unhappiness
Supermutants: Only available if you've completed Strong's personal quest, quite effective, don't cost caps, cost a lot of food/water, cause unhappiness
Gunners: Not available if you are affiliated with the MM, very effective, cost a lot of caps and food/water, cause unhappiness
 

pra

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I've got another one: Martial Plot: Secret Police. The building itself looks harmless, it's just an office. No turrets or anything. Something which doesn't look out of place if you build it between two residential plots.

The defense value comes from the agents the plot spawns. They look like visitors, and also have names like "scavenger" or "farm hand". Maybe actually with the quotation marks :D
They behave like visitors, too. During an attack, they are surprisingly good at fighting. Their clothes could have ballistic weave, and they could use Stealth Boys during combat.

The main feature is synth detection. If one of the settlers is a synth, it will get assasinated at night. However, there are false positives, so sometimes they will kill an innocent settler.
 

uituit

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my mutant plot ;) every one need a BEHEMOTH in there settlement lol

theres my raider fence that has a lot of dead people hanging around ;)
 

pra

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Recreational Plot: Ministry of Propaganda.
  • Level 1, it prints leaflets with propaganda. Generates some happiness
  • Level 2 branches. Both branches get TVs and a radio antenna to broadcast the messages
    • The Happiness branch is more colorful, has posters like "everything is awesome!" Generates more happiness, but reduces production (it dumbs people down)
      • Level 3 has a beta wave emitter, like that thing which keeps the WW DLC deathclaws docile, and does something similar to settlers. Even more happiness, even less production, and also less defense.
    • The Production branch is more industrial, and has posters like "work harder!" No longer generates happiness, but increases production
      • Level 3 spawns eyebots which fly around and shout propaganda at everyone. And make sure that everyone actually works. Increases production further, increases defense, decreases happiness.

Recreational Plot: Fundamentalist Church.
At level 1, gives some happiness. Here, they are still nice.
At level 2, also creates income and defense. Happiness stays the same. They start collecting donations and preaching violence
At level 3, it actually decreases happiness, but generates even more income and defense. Now they became an Inquisition Headquarters. Sometimes they will kill a random settler or visitor for no reason, pocketing their property, like in the good ol' Dark Ages.
This should probably be Children of Atom-Themed, not christian. Most players are going to be american, after all :D
 

Siundio

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Slave merchant where you can sell your slave or buy new once. Same idea as F3 put someone down by knocking him down or using siring gun, put the collar on him it will give him instructions after that to go to that merchant or say goodbye to his head. Purchase slaves are 2 categories settlers and body gourds that price depends on the level you can purchase up to 3 body gourds at the time. It will save as an alternative to minutamen flare gun.
 

Muddball

Active Member
Messages
164
Could you program some "thugs?" A plot with a high defensive value, however the NPCs that come with the plot (and the Settler that you assign to it) all run from actual combat.

Something to offset a drug den or a brother's need for extra defensive value without actually providing more protection.

Edit: even better if you could set the walking path of the thugs to any disreputable plots.
 

pra

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Power Plant: Bioreactor.

Level 1: Has some small vats with fluid and other sciency stuff. Some butchered animal parts. Consumes some food, produces 20 power.
Organic matter is dissolved via enzymes and used to generate power here.

Level 2: Gets bathtubs with an opaque fluid, with some electrodes sticking out of it. Human parts and raider apparel lay around. No longer consumes food, produces 50 power, costs a moderate amount of happiness, produces a little defense.
A better source for organic matter has been found.

Level 3: Gains these huge vat things from the institute, where super mutants float. Maybe replace the mutant with a raider, if possble. Butchered raider parts remain.
Produces 80 power, costs a lot of happiness, produces somewhat more defense. Or maybe happiness and defense stay the same as at lvl2.
The individual in the vat is fed the dissolved organic matter intravenously, then the energy produced by his body is harvested. He may or may not be connected to a virtual reality of sorts.

Could also have a non-"evil" path which sticks to using vegetables for power. Maybe a Tato Battery :D
 

Axonum

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62
These plots would be good for the upcoming Conquerors expansion, if anyone wants to make them.
 

Yagisan

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- Brothel: Recreational plot, 'nuff said. Could also generate income, but not sure how to balance that. Maybe make it provide only half the happiness of other recreational plots, because not all settlers think it's a good idea?
Located in SimHomestead. It's nice. It works - fade to black style though.
 

pra

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I know of the brothel blueprint. Have one in one of my subway settlements :D

For straight-up raider themed plots:
- Fight Club (recreational): starts as a boxing ring with two slaves athletes fighting with bare fists. At later levels, turns into a blood-smeared cage with the two hacking at each other with machetes and similar. There could be markers for settlers to stand around and cheer.

- Pillory (recreational): if you don't want to just watch, but can't have a fair fight, either. There is a settler in a pillory, the owner or other "inhabitans" do things like the "kicking a wall" or animation. At later levels that turns into "using a blowtorch", or just shooting.

- Blood Bath (recreational): a pool with markers to sit in, with reddish water, and corpes hanging above it
 

uituit

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Battle plots
let your settlers kill each other for fun ;)
 

pra

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- Repurposed Remains for Raiders (commercial)
A furniture store which sells furniture made by uituit.
 
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