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HOT TAKE, HQ is too much for casual players

Russ0612

Active Member
Messages
318
I thought adding the ASAM was meant to make me as a relatively casual and lore-focusing player a bit easier on building settlements to I have to build each wall. With a nice touch of having different and cool settlers in your settlement and with a well-made questline backing up the legitimacy of the ASAM.

Now with this GNN HQ design, it is 10 times more complicating than the vanilla game, I think this defiles the original purpose of this mod to the point all we see in this forum is basically players teaching others how to get some basic things with the HQ.
However I love the CPD concept added in though, it gives more quest and more interesting things happening in the Commonwealth indeed. I also still love chapter 2's story with the gunners making them not only just a "stronger" raider just like the super mutants.

But yes, my hot take please don't flame me too hard guys, what do you guys think both the player and the modders?
 
I like the conqueror HQ system better in comparison although it was more buggy. The new HQ system is way too complicated and time consuming to build. I hope there can be a cheat function to skip the HQ building phase and just have a pre-build, fully staffed and fully functioning HQ available without having to go through all the hassle.
 
I like the conqueror HQ system better in comparison although it was more buggy. The new HQ system is way too complicated and time consuming to build. I hope there can be a cheat function to skip the HQ building phase and just have a pre-build, fully staffed and fully functioning HQ available without having to go through all the hassle.
I'd also like this. For me it's not just time consuming, but overwhelming as well. I feel like I have to take notes or I'll forget important things.
 
Hard agreed. I'm inclined to give up on this mod since all I wanted was better and easier settlements, automated. Turns out I need to go finish a bunch of quests deep in enemy territory with Jake before I can even get to city plans. This mod is not friendly to survival players at all, and that's such a bummer. I don't like all these overcomplicated things at all. Also there's such a lack of explanation. Do I need to power residential plots???
 
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Turns out I need to go finish a bunch of quests deep in enemy territory with Jake before I can even get to city plans
Actually, city plans are unlocked from the start. Who can ASAM is just the tutorial quest for them.
Assign a settler to a desk and choose a city plan from it to get going.
(If you choose a city plan first, it may say there are no unique leaders available - there is a bug that causes this to happen even when you do have leaders available. Regardless, you can assign anybody to a desk as a leader).
 
You can also turn off needing leaders to place city plans at all (in the holotape, options -> gameplay -> city building -> leader requirement). most of my settlements don't have leaders, but they still use city plans ^^;
 
Do I need to power residential plots???
Don't think that's explained anywhere at all, actually (obviously aside from wiki). But yes, pretty much everything has to be powered (or faux powered) in order to upgrade. It makes sense (no lights, industry, auto-watering crops or whatever without electricity), still, more popups never hurt. Uh, the good ones, not ads everywhere.
HQ is complicated (it's getting easyfied at some point) but before that? I'd argue that the default survival profile for SS2 ("hardcore" or whatever it's called) is not necessarily what survival players want. It's more for those who already know SS2 and want to challenge themselves (and even then it's not perfect). If you're jumping into it first time, don't recommend. So I'd switch that to normal.
(Kinggath is playing SS2 hard mode on his channel if you want to check that out)
 
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