the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

How do you prefer to build settlements?

Which is your prefered method for building settlements

  • Ad Hoc Method (Attract settlers, then build plots for them.)

    Votes: 5 17.2%
  • Central Planner (Build Plots, then attract settlers to occupy them.)

    Votes: 18 62.1%
  • 'Lazy' Method (Just use city plans.)

    Votes: 6 20.7%

  • Total voters
    29

Rylasasin

Active Member
Messages
143
So my question about Arcon and how to find him if you're using a recruitment alternative (in my case, Advanced Recruitment Beacon) in another thread has gotten me wondering... just how do people here prefer to build their settlements? Do you attract settlers into your settlements and the build plots for them (Ad-hoc method), or do you build plots first and then build summon the settlers to fill them (Central Planning method?)

... Or do you just prefer to use city plans for the majority of your settlements?

For those that use multiple methods, try to answer with the ones that you use the most.
 
There was no both option. I design in different ways. Sometime I just leave my beacon on and come back and build what I already had planned but yet didn't need for the people that show based on their specials. Other times I build some things, leave the beacon on and and when I come back sometimes they are occupied and sometime not. So I do both quite often.
 
Now if I am just building a City Plan I build what I want then just console spawn everyone I need.
 
I'm still learning as I haven't used SS for over a year and started using SS2 this year again.
I prefer to start with the basics. Instead of WAITING for them to show up, I use a mod(lots of functions) where I can spawn different types of settlers. No need for getting a companion to be the mayor.
Take advantage of interior buildings to put down 1x1 where I can, delete the telephone pole and replace with a shorter one.
Designate an area for crops with one 2x2 or 3x3 as the main with a few 1x1.
Fence in that area somewhat with a brahmin pen. Wall of the living area which is also consolidated.
A smaller working area and business area is separate.
Place martial plots around the perimeter and if there's room, put down a 1x1 near each.
Sanctuary is the easiest to get to without any restrictions. Others have quests tied to them but with mods you can start building anyway.
 
Everyone has a style and just like load orders no two are the exact same. I have many styles that are all mashed together. It is situational to me. I don't have a boilerplate that I work from. That would get boring fast. It is important to have the spice of life Variety! I never build the same settlement the same way twice either. I have ideas of what works where and have learned what sizes fit each settlement. Also with every plot mod possible the variety is surly there. I have my go to's but always in different ways.
 
I prefer to build one settlement at a time, pretty much planning everything I can. Last time I played, there was still an issue with multi-bed homes and settlers showing as homeless, even though they showed as being an occupant of one of the multi-homes.Also, I'd have the incorrect number of beds when the plot upgraded (also happens on singles as well for some reason, although I suspect it's a bug with the settlement locations, not the mod, as it happens more in some locations and not others).

And the advanced recruitment beacon is a godsend. Set the number of settlers you want, build homes/job plots, be on your way. As long as there's enough food/water/building resources, I generally don't have to come back to the settlement unless I really want to.

Now I want to start a new playthrough...just to build settlements.
 
Last edited:
Since I have "Tales from the Commonwealth" and its Settlers sub-mod installed, plus SS2's own Unique Settlers, personally I do option A the most; my villages grow in a manner I find reasonably 'organic' from me meeting people on my travels then giving them homes/jobs as they join, usually trying to fit what little I can gauge about what they would like to be doing based on their personality (eg "Pumpkin" usually works on a power plant because the core mod INT Training 2x2 is a library, and she is an RPG Nerd). Its rare for me to build much ahead of time, unless I KNOW someone will be joining very soon.
And I almost never even spawn "generic" settlers, unless I want someone right fn now (usually for a Caravan when I do that).
 
Last edited by a moderator:
Since I have "Tales from the Commonwealth" and its Settlers sub-mod installed, plus SS2's own Unique Settlers, personally I do option A the most; my villages grow in a manner I find reasonably 'organic' from me meeting people on my travels then giving them homes/jobs as they join, usually trying to fit what little I can gauge about what they would like to be doing based on their personality (eg "Pumpkin" usually works on a power plant because the core mod INT Training 2x2 is a library, and she is an RPG Nerd). Its rare for me to build much ahead of time, unless I KNOW someone will be joining very soon.
And I almost never even spawn "generic" settlers, unless I want someone right fn now (usually for a Caravan when I do that).
Pumpkin, are you referring to the NPC from Settlers of the Commonwealth? I love her dialog. Comic book lover too. Seven and Rose though, have you heard the one about the calendar thief...? Great mod as well as Recruitable settlers and its leader pack. Then SS2 Npc's, like I said organic in those playthroughs.
 
Pumpkin, are you referring to the NPC from Settlers of the Commonwealth? I love her dialog. Comic book lover too. Seven and Rose though, have you heard the one about the calendar thief...? Great mod as well as Recruitable settlers and its leader pack. Then SS2 Npc's, like I said organic in those playthroughs.
Correct; that's technically an optional part of "Tales", it's on the same Nexus page and all.
 
Correct; that's technically an optional part of "Tales", it's on the same Nexus page and all.
I use a custom version of SotC I created for my games that gives their specials a tweak to fit their personality better.
 
Look at a location, think about what I want to see there, think about a theme. I then start throwing down plots and going through plot choices and I build around that.
For me, it always about does that look like it should be there.
 
I prefer to build one settlement at a time, pretty much planning everything I can. Last time I played, there was still an issue with multi-bed homes and settlers showing as homeless, even though they showed as being an occupant of one of the multi-homes.Also, I'd have the incorrect number of beds when the plot upgraded (also happens on singles as well for some reason, although I suspect it's a bug with the settlement locations, not the mod, as it happens more in some locations and not others).

And the advanced recruitment beacon is a godsend. Set the number of settlers you want, build homes/job plots, be on your way. As long as there's enough food/water/building resources, I generally don't have to come back to the settlement unless I really want to.

Now I want to start a new playthrough...just to build settlements.
I thoroughly enjoy building settlements that is true. But the question is can you combine buildings you created into the preplanned Sim Settlement settlements ? If you create say a vendor building can you give the building attributes and the NPC merchant as well ? I wonder if the settlement plan could highlight the intended area ( perhaps a holotape to turn it on and off as you need it) of the settlement so you could safely know where you could build buildings of your own.
 
Last edited:
Cover the basics first as much as I can with the materials I have. Then I try to cover the rest if there are new settlers the next time I visit that settlement
 
Cover the basics first as much as I can with the materials I have. Then I try to cover the rest if there are new settlers the next time I visit that settlement
I can build like there is no tomorrow. I enjoy creating functional and eye pleasing establishments. For merchants I put there living quarters above their business. Makes it easier to locate them if needed.
 

Attachments

  • CC bar&restaurant interior.jpg
    CC bar&restaurant interior.jpg
    755.3 KB · Views: 7
I build what I have in my head then use cheat terminal to spawn settlers to fill the rolls , and if it all works I’ve been making into a 1 level city plan for use in my chapter 2 game. As far as materials and asams I cheat when designing what I want , I don’t like being held back when I’m trying to get something from my head into the game. Cause if I leave and come back I’ll forget what I was trying to do or start changing things.
 
I thoroughly enjoy building settlements that is true. But the question is can you combine buildings you created into the preplanned Sim Settlement settlements ? If you create say a vendor building can you give the building attributes and the NPC merchant as well ?
Basic game added things like vendors food and stuff work fine along with the ss2 plots. I generally use a mix of both in my designs like greentop nursery I have the 2 settlers that came with it continue to do the farming in the greenhouse. Nordhagen beach I leave the 3 settlers with their beds and let the kid continue to farm the crops that came with the settlement.
 
Look at a location, think about what I want to see there, think about a theme. I then start throwing down plots and going through plot choices and I build around that.
For me, it always about does that look like it should be there.
I’ve used a few of your plans they are always pretty good.
 
Another question if I may, If you use a city plan can you disassemble buildings and build your own to replace them with your own creation?
 
Another question if I may, If you use a city plan can you disassemble buildings and build your own to replace them with your own creation?
At any point you can remove the city plan leaving what’s there and letting you do what you want. Just go to the desk click remove city plan that’s it. But that city plan will no longer upgrade it self or add anything additional so probably best to get it to level 3 before doing this.

or just find a settlement you like and start building if you have Wasteland recreation kit it’s a mod from kinggath that lets you use most any object in the game.
 
Top