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I finished SS2 with component difficulty and have some feedback/advice.

Daishi5

Active Member
Messages
108
I was catching up on the livestreams when one of KingGaths guests asked if anyone had even finished the mod with component difficulty, so I figured it might be helpful for me to give my feedback after I finished and advice for anyone who wants to try it themselves. I would recommend using the extra mod that allows you to throw away excess resources, you will need it for SS2.

Unfortunately, the advice/feedback divide is a little hard to divide up, for example I am not sure if I should be saying "we need more options to produce lead" or "you need to plan to optimize your use of lead." So, this comes out as just a lot of random observations.

1. Understand bottleneck resources. In component level difficulty, your basic industrial plots (EG, Building material, organic, machine parts, and rare resources) each produce a variety of components in a fixed ratio. However, maintenance costs all come in different ratios. So, for most of the game, you are going to be overproducing most of the components. The materials that you are not overproducing are "bottlenecks" because those resources are what limit your capabilities.

Your bottleneck resources may vary, and mine varied over time, but for the most part my bottlenecks were copper, cork, lead, and sanitizer.

2. Spam items that consume non-bottleneck resources. When you start, I would build one of every item that produces a resource and identify what its maintenance costs are, for example the humble water pump was something like 2 cloth and 3 ceramic. However, neither cloth nor ceramic were bottleneck resources for me, this means that a water pump produces 3 water at the cost of a resource I was just going to throw away anyway. For all intents and purposes, the water pump had zero actual maintenance costs to me. A water plot with a settler producing 16 water for 10 caps may seem cheap, but when you compare it to 5 water pumps which cost nothing of any value, the water pumps are a better option.

You basically have 3 real costs, settler time, bottlenecks, and caps. The plots will always cost at least 1 of those items (settler time), so always look to see if you can meet a need without using one of the three real costs. (Very useful items to spam are windmills, small generators, water pumps, small water purifiiers, and laser turrets.)

3. Bottlenecks will change, so keep your resource items grouped up. When I started, oil and steel were not bottlenecks for me, so I was spamming the small 3 power generators all over the place, but eventually I got the remelting facility which gave me an alternative method of producing more copper. However, this made oil into a bottleneck for me as I could spend oil to get copper, which I needed for power and communication facilities. So, I had to run around scrapping small generators and turning them into windmills, this would have been a lot easier if I had kept them all in one central place in each settlement.

4. Beacon, beacon, beacon. I found that it was very hard to find conversion plot plans from mark 1 beacons, I really had no control of which caravan plot was used to fetch my beacon, so I couldn't just train up one good caravan plot to do my exploration. So, since I couldn't find a good way to get a reliably high chance of discovering a plan, I settled for the plan of always dropping a beacon in every location. This didn't work great, but it did mean I was drowning in non-bottleneck resources.

5. Focus your training early. Training plots for endurance and strength use a lot of cork and lead, both of which were bottlenecks for my playthrough. Intelligence plots were also expensive in copper. I would recommend each settlement have 1 training plot for str, end, and perception at least so you can start training workers for your HQ early. HQ can also use a lot of high int, but for some reason, a lot of the special settlers have really high int.

6. Disable auto-upgrades. Manually re-enable auto-upgrades on plots that you know won't use up your bottleneck resources, for example none of the basic industrial plots have an upkeep, none of the basic food or martial plots used bottleneck resources so they all could auto upgrade. Shops used cork and homes used copper, so they were not allowed to upgrade on their own.

7. Collect all the caps and bullets. I maxxed out both luck perks that let me find random caps and ammo. I didn't use stores to keep up on my cap maintenance, I was collecting caps and bullets to sell so I could donate caps to my settlements for their upkeep.

8. More ASAMs, all the ASAMs. I needed more asams in the early game, so I was putting a PRA's Vend-o-matic plot in every settlement, because the level 3 plot sold ASAM sensors from the vending machine. I don't know why, but even with 2 of the ASAM factory production facilities, I couldn't seem to get general stores to sell me more ASAM sensors. However, once I had the HQ and set up my first resource connection between HQ and a settlement, somehow now in settlements I could craft with my virtual resources, which allowed me to craft boxes and boxes of ASAMs. This may or may not have been a bug, no one answered my forum question, and on category level playthroughs, I don't see the same behavior. I would suggest you follow my early strategy of making it so every settlement is producing ASAMs from some plot, I like the vend-o-matic plot.

9. Get all the settlers. Since training uses up bottleneck resources, you won't be able to train up all your settlers, but the named settlers you get from SS2 have decent stats, you want to get every extra settler you can get your hands on, treat them like pokemon.

10. The HQ doesn't seem to use bottleneck resources except copper. For me, resources used in HQ were all things I was throwing away, so I was able to fully build out my HQ with only my settlers stats keeping me from finishing the quests right away.

11. There is no non-settler method of producing food, so high tech farms are a priority. I didn't build advanced martial because I could supplement them with free turrets, I didn't build advanced power and water for the same reasons. But Food is special because it always requires settler time to produce, so advancing up the tech tree to high-tech farms is probably a good use of your time. Plan out which locations you want these farms in though, because you need to train endurance up on some settlers there.

12. Settlers can wear clothes, clothes have stats. I am not sure how clothes work with settlers stats, but they can do something. I put a +2 end outfit and +1 end hat on a settler who received a total of +1 endurance. I don't know why, but all I needed was the +1 to get them to gifted, so it was enough. So, collect those outfits and play settler dress up.

13. Buy shipments of concrete and pick up all the cigarette packs you can. Building a new caravan plot requires wood, steel, asbestos and concrete. You can pretty much always count on steel and wood being locally available, but concrete and asbestos are harder. The most weight efficient methods of getting those items are cigarette packs which are everywhere, and shipments of concrete.

14. You won't need much power, until you will need a huge amount of power. Most of the buildings you use won't use much power at all since you won't let them upgrade. I found a single basic power plant could meet every settlements needs. Then HQ needed 1k power. However, the 100 power fusion power plant, guess what it doesn't need? Thats right, bottleneck resources. I was able to produce 800 power from those without running out of daily resources, then I threw a couple advanced power plants at the problem and done.

15. Do the nightingales quest as early as you can. I was having problems with diseases, but I waited to do the nightingales quest until last, I would recommend you do it first just so you can get the sanitation plots going.


Final thoughts. At first, I found component difficulty hard, but once I realized I should be looking at bottlenecks as limits that took options off the table it became a lot easier. Quite simply, bottlenecks removed my ability to use advanced martial, so I just used more basic martial plots and a lot of laser turrets. It also removed my ability to train high quality settlers, so I just used more settlers. It also limited my power, but once I cut out lots of training and advanced martial my power needs dropped drastically.

I also really wish I had a better way of finding new conversion plots, I was desperately trying to get the military recycler that gave lead as a resource and the oil platform. However, without a way to select which settlement does the scavenging, it didn't seem worth it to try to train up my caraveneer in luck and perception. My solution of littering the entire commonwealth in mark 1 beacons didn't work.

I am torn on whether component difficulty is better than category difficulty. On the one hand, component difficulty basically removed several types of plots from the game, those being advanced martial, advanced water, advanced power, and most of the commercial plots. However category difficulty pretty much makes all the conversion plots useless, and those conversion plots made exploration and beacons a fun gameplay loop that only component difficulty gets to experience.
 
Good stuff!
When I asked that on the livestream I was actually meaning just HQ (I was curious about how the resources were balanced at that level), but this was a good read nonetheless. Haven't heard many people comment on more overall 'balance' at that level.

I can't comment on anything 'officially' coming in the future, obviously, but as I'm pretty sure I mentioned in that livestream, I have some ideas of my own for stuff to "AddonPack" into the "HQ2.0" systems, at least one of which actually might help with a couple of those concerns of yours.

And yeah I saw that thread about "using Virtual Resources outside of HQ", I didn't reply because I couldn't seem to replicate it and nobody else has mentioned it.
 
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Seems to be the answer is probably needing a proper trade plot like a real colony.
Trading extra resources for resources you need.

It could be done through dialog similar to the old ammo vending machine from previous fallout games
You use computer to "sell" resources ( similar how vending machine you used to "sell ammo" for gun powder ( was virtual currency )
Then use the machine to "buy resources" again using virtual currency.

each resource has a value.
And when you "buy" resources you get it as a shipment voucher.

If such a system was up when you unlock Caravan plot - it would solve a lot of problems
 
Good stuff!
When I asked that on the livestream I was actually meaning just HQ (I was curious about how the resources were balanced at that level), but this was a good read nonetheless. Haven't heard many people comment on more overall 'balance' at that level.

I can't comment on anything 'officially' coming in the future, obviously, but as I'm pretty sure I mentioned in that livestream, I have some ideas of my own for stuff to "AddonPack" into the "HQ2.0" systems, at least one of which actually might help with a couple of those concerns of yours.

And yeah I saw that thread about "using Virtual Resources outside of HQ", I didn't reply because I couldn't seem to replicate it and nobody else has mentioned it.
The only 2 problems I had with HQ were finding enough settlers to get the power up to 1k, and finding enough copper to complete the network upgrade. Every other resource I needed I had in overwhelming abundance, so the HQ pretty much did not use my bottleneck resources.

In fact, I am doing HQ now on category level, and I am having way more resource problems now than I did on component level. However, that may also be because I would start some construction, run out and drop 6 mark1 beacons, come back start new construction, go out and drop even more beacons.
 
In fact, I am doing HQ now on category level, and I am having way more resource problems now than I did on component level. However, that may also be because I would start some construction, run out and drop 6 mark1 beacons, come back start new construction, go out and drop even more beacons.
I found much the same thing; on Categories or even single-resource Scrap level, you burn through thousands of resources fast unless you're regularly going back out to help stock things back up. Although, deliberately not using the setting to make projects finish way quicker in realtime helps a bit there... but means more time Sleeping/Waiting, which isn't that huge a deal, unless you're on Survival Mode, in which case hope you brought a month's worth of Food with you, there's no way to get more of that without leaving HQ..
Although to be fair there, it's not meant to be something you finish within 24 ingame hours.

Some of the new functionality in "HQ2.0" should help with some of the quest objectives though, especially that "get Engineering to 1000" one - there's now a variety of ways you can increase the 'effectiveness per person' in departments, but with tradeoffs like making all jobs take longer to finish or expending Virtual Caps or requiring the Admin Department actually do something other than put up flags.
For example, there's a new "Policies" mechanic under Admin's purview - one of the policies you can instate is to pay everyone in HQ some amount of Virtual Caps per day scaling based on their department's primary stat, and while that's in effect, all Departments have +20% more "energy".
 
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8. More ASAMs, all the ASAMs.
If you build the City Planner Desk, you can use the craft option to craft ASAMs. It uses player / workshop inventory resources, not virtual.
 
If you build the City Planner Desk, you can use the craft option to craft ASAMs. It uses player / workshop inventory resources, not virtual.
Oh, I know, but that is severely restrained by access to fiber optics and on survival the workshop cell didn't respawn before the ASAM boxes were no longer there, so I was also buying every biometric scanner and microscope I could find, plus looting every one I could find.
 
There nearly needs to be a "City Planners Desk Crafting Menu" in HQ so it can use the Virtual Resources like the other crafting labs in there do...
 
11. There is no non-settler method of producing food, so high tech farms are a priority. I didn't build advanced martial because I could supplement them with free turrets, I didn't build advanced power and water for the same reasons. But Food is special because it always requires settler time to produce, so advancing up the tech tree to high-tech farms is probably a good use of your time. Plan out which locations you want these farms in though, because you need to train endurance up on some settlers there.
I removed Horizon from my modlist recently, and the worst part now is getting a little extra food for new settlements. Used to be able to pop down an automated planter that could do six food of your choice for 4 power and it was great. lol
Really wish their Architect options were available as a standalone mod

Anyone know a decent food autoplanter mod? Atm I'm just crafting voiceless non-companion eyebots and having them tend non-plot mutfruit.
 
Thats a really intresting way to look at it. I gave up on the mode after a while because I couldnt manage the supplies and needs of multiple cities.
 
Thats a really intresting way to look at it. I gave up on the mode after a while because I couldnt manage the supplies and needs of multiple cities.
Now that the City Plan settings default to "nothing costs anything", I'm planning on having my next 'real' playthrough use at least the "all 31 components" scrap-complexity difficulty setting - when I'm playing 'for me' I manually-build and OCD micromanage one settlement (usually either Sanctuary or Vault 88) and leave the rest to themselves. With "maintenance costs" turned off too, that probably seems like about the level of resource management I personally prefer.
I am definitely glad the 'difficulty' of SS2 is so modular - so many things you can change or disable.
 
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Agreed. I am so glad I managed to get disease turned off. It added nothing but frustration and anger to my playthroughs. :P
 
For plot unlocks using the beacon system, a mayor with the Investigator trait (Nick Valentine) is nearly mandatory, though a caravaneer with decent luck and perception might be helping out here too - I used Amara and Hesper. To ensure Nick's town is the one that does the beacon run, I had all communication plots in other nearby settlements turned off/unmanned. That said, I haven't had any luck yet unlocking a few plots, like the 2x2 Military Salvagers conversion plot.

I have, though, unlocked the (confusingly named) interior Military Salvagers plot in the Wasteland Venturers addon pack by Tinuvia. I'd like to think these two are stepping on each other somehow, but I'm probably just unlucky with my unlocks.

Going ahead and just using Tinuvia's version isn't that simple though. Its building plan is a bit wrecked currently and so zero lead is produced. Another problem is that the plot's ASAM is obscured enough by the back wall that it can't be interacted with. I managed to fix both issues for myself via some FO4Edit changes (To get lead producing: edits and additions to the ProducedItems property in the WEAP building plan. To get ASAM access: moving the shack wall's X positioning in the plot's static collections).
 
I was catching up on the livestreams when one of KingGaths guests asked if anyone had even finished the mod with component difficulty, so I figured it might be helpful for me to give my feedback after I finished and advice for anyone who wants to try it themselves. I would recommend using the extra mod that allows you to throw away excess resources, you will need it for SS2.

Unfortunately, the advice/feedback divide is a little hard to divide up, for example I am not sure if I should be saying "we need more options to produce lead" or "you need to plan to optimize your use of lead." So, this comes out as just a lot of random observations.

1. Understand bottleneck resources. In component level difficulty, your basic industrial plots (EG, Building material, organic, machine parts, and rare resources) each produce a variety of components in a fixed ratio. However, maintenance costs all come in different ratios. So, for most of the game, you are going to be overproducing most of the components. The materials that you are not overproducing are "bottlenecks" because those resources are what limit your capabilities.

Your bottleneck resources may vary, and mine varied over time, but for the most part my bottlenecks were copper, cork, lead, and sanitizer.

2. Spam items that consume non-bottleneck resources. When you start, I would build one of every item that produces a resource and identify what its maintenance costs are, for example the humble water pump was something like 2 cloth and 3 ceramic. However, neither cloth nor ceramic were bottleneck resources for me, this means that a water pump produces 3 water at the cost of a resource I was just going to throw away anyway. For all intents and purposes, the water pump had zero actual maintenance costs to me. A water plot with a settler producing 16 water for 10 caps may seem cheap, but when you compare it to 5 water pumps which cost nothing of any value, the water pumps are a better option.

You basically have 3 real costs, settler time, bottlenecks, and caps. The plots will always cost at least 1 of those items (settler time), so always look to see if you can meet a need without using one of the three real costs. (Very useful items to spam are windmills, small generators, water pumps, small water purifiiers, and laser turrets.)

3. Bottlenecks will change, so keep your resource items grouped up. When I started, oil and steel were not bottlenecks for me, so I was spamming the small 3 power generators all over the place, but eventually I got the remelting facility which gave me an alternative method of producing more copper. However, this made oil into a bottleneck for me as I could spend oil to get copper, which I needed for power and communication facilities. So, I had to run around scrapping small generators and turning them into windmills, this would have been a lot easier if I had kept them all in one central place in each settlement.

4. Beacon, beacon, beacon. I found that it was very hard to find conversion plot plans from mark 1 beacons, I really had no control of which caravan plot was used to fetch my beacon, so I couldn't just train up one good caravan plot to do my exploration. So, since I couldn't find a good way to get a reliably high chance of discovering a plan, I settled for the plan of always dropping a beacon in every location. This didn't work great, but it did mean I was drowning in non-bottleneck resources.

5. Focus your training early. Training plots for endurance and strength use a lot of cork and lead, both of which were bottlenecks for my playthrough. Intelligence plots were also expensive in copper. I would recommend each settlement have 1 training plot for str, end, and perception at least so you can start training workers for your HQ early. HQ can also use a lot of high int, but for some reason, a lot of the special settlers have really high int.

6. Disable auto-upgrades. Manually re-enable auto-upgrades on plots that you know won't use up your bottleneck resources, for example none of the basic industrial plots have an upkeep, none of the basic food or martial plots used bottleneck resources so they all could auto upgrade. Shops used cork and homes used copper, so they were not allowed to upgrade on their own.

7. Collect all the caps and bullets. I maxxed out both luck perks that let me find random caps and ammo. I didn't use stores to keep up on my cap maintenance, I was collecting caps and bullets to sell so I could donate caps to my settlements for their upkeep.

8. More ASAMs, all the ASAMs. I needed more asams in the early game, so I was putting a PRA's Vend-o-matic plot in every settlement, because the level 3 plot sold ASAM sensors from the vending machine. I don't know why, but even with 2 of the ASAM factory production facilities, I couldn't seem to get general stores to sell me more ASAM sensors. However, once I had the HQ and set up my first resource connection between HQ and a settlement, somehow now in settlements I could craft with my virtual resources, which allowed me to craft boxes and boxes of ASAMs. This may or may not have been a bug, no one answered my forum question, and on category level playthroughs, I don't see the same behavior. I would suggest you follow my early strategy of making it so every settlement is producing ASAMs from some plot, I like the vend-o-matic plot.

9. Get all the settlers. Since training uses up bottleneck resources, you won't be able to train up all your settlers, but the named settlers you get from SS2 have decent stats, you want to get every extra settler you can get your hands on, treat them like pokemon.

10. The HQ doesn't seem to use bottleneck resources except copper. For me, resources used in HQ were all things I was throwing away, so I was able to fully build out my HQ with only my settlers stats keeping me from finishing the quests right away.

11. There is no non-settler method of producing food, so high tech farms are a priority. I didn't build advanced martial because I could supplement them with free turrets, I didn't build advanced power and water for the same reasons. But Food is special because it always requires settler time to produce, so advancing up the tech tree to high-tech farms is probably a good use of your time. Plan out which locations you want these farms in though, because you need to train endurance up on some settlers there.

12. Settlers can wear clothes, clothes have stats. I am not sure how clothes work with settlers stats, but they can do something. I put a +2 end outfit and +1 end hat on a settler who received a total of +1 endurance. I don't know why, but all I needed was the +1 to get them to gifted, so it was enough. So, collect those outfits and play settler dress up.

13. Buy shipments of concrete and pick up all the cigarette packs you can. Building a new caravan plot requires wood, steel, asbestos and concrete. You can pretty much always count on steel and wood being locally available, but concrete and asbestos are harder. The most weight efficient methods of getting those items are cigarette packs which are everywhere, and shipments of concrete.

14. You won't need much power, until you will need a huge amount of power. Most of the buildings you use won't use much power at all since you won't let them upgrade. I found a single basic power plant could meet every settlements needs. Then HQ needed 1k power. However, the 100 power fusion power plant, guess what it doesn't need? Thats right, bottleneck resources. I was able to produce 800 power from those without running out of daily resources, then I threw a couple advanced power plants at the problem and done.

15. Do the nightingales quest as early as you can. I was having problems with diseases, but I waited to do the nightingales quest until last, I would recommend you do it first just so you can get the sanitation plots going.


Final thoughts. At first, I found component difficulty hard, but once I realized I should be looking at bottlenecks as limits that took options off the table it became a lot easier. Quite simply, bottlenecks removed my ability to use advanced martial, so I just used more basic martial plots and a lot of laser turrets. It also removed my ability to train high quality settlers, so I just used more settlers. It also limited my power, but once I cut out lots of training and advanced martial my power needs dropped drastically.

I also really wish I had a better way of finding new conversion plots, I was desperately trying to get the military recycler that gave lead as a resource and the oil platform. However, without a way to select which settlement does the scavenging, it didn't seem worth it to try to train up my caraveneer in luck and perception. My solution of littering the entire commonwealth in mark 1 beacons didn't work.

I am torn on whether component difficulty is better than category difficulty. On the one hand, component difficulty basically removed several types of plots from the game, those being advanced martial, advanced water, advanced power, and most of the commercial plots. However category difficulty pretty much makes all the conversion plots useless, and those conversion plots made exploration and beacons a fun gameplay loop that only component difficulty gets to experience.
Really informative and helpful. Thanks for taking the time to write this out.
 
I've been playing on component mode, and it's been a slog due to the aforementioned bottlenecks. The main problem for me has been that there's no way to get an overview of system-wide production and consumption rates (which is presumably something the Comm Array ought to be more than capable of generating in-universe), so correcting persistent deficiencies is very tedious. Like the OP, I ended up going around demolishing my T2 and T3 defense plots once I realized that was the reason I had no lead, but it took a long time before I realized that, and I had no idea how many I needed to remove in order to bring my lead production positive again (or how many extra machine disassembling plots I'd need). I was intending to make a little tool for myself to do these sorts of calculations, but haven't quite gotten around to it ...

A way to quickly deactivate plots other than physically finding the settler and assigning them to something else would also be nice (and it'd be fantastic if the auto-assign system ignored such deactivated plots, too).

Seems to be the answer is probably needing a proper trade plot like a real colony.
Trading extra resources for resources you need.

It could be done through dialog similar to the old ammo vending machine from previous fallout games
You use computer to "sell" resources ( similar how vending machine you used to "sell ammo" for gun powder ( was virtual currency )
Then use the machine to "buy resources" again using virtual currency.

each resource has a value.
And when you "buy" resources you get it as a shipment voucher.

If such a system was up when you unlock Caravan plot - it would solve a lot of problems

This would be a great solution to the bottleneck problems. I feel like it should only be unlocked with HQ, though, as that's the point at which you could say your organization becomes large enough to negotiate trade deals for rare components. Mechanically, this would just be a recurring task (whose parameters you get to set beforehand from a terminal). This would also allow for the possibility of an event for protecting/rescuing trade caravans, depending on the total value of the trade agreements as compared to security power/defenses/etc. And some kind of nonlinear "price" increase for larger quantities of (especially rare) materials would discourage relying on outside traders to support large numbers of high-tech plots.
 
Having done a somewhat cheated look at it myself... yeesh, the amount of some resources needed really is way out of proportion to others. I actually ran right out of Steel and Cork (even the Workbench stockpiles) but still have thousands of Fertilizer and Glass.
 
Funny story about the "trading Virtual Resources" thing - kinggath actually said in that livestream I guested on that he has something along those lines in the works for Chapter 3.
I mean, now that we've met that New Liberty Trading Company that can afford to fund an entire hospital and think of it as a positive ROI...
 
Running Whisper's Shipments mod, and once HQ is connected to a settlement I can use it to rip a heap of Steel. Glass, Wood, etc out of the network to sell to vendors. This is the best way atm. lol
 
Running Whisper's Shipments mod, and once HQ is connected to a settlement I can use it to rip a heap of Steel. Glass, Wood, etc out of the network to sell to vendors. This is the best way atm. lol
I'd actually been looking for something like that but put at the vanilla Chemistry Bench (since there's one of those in HQ that deducts directly from the Virtual Storage once you unlock the Science Department); whisper's thing uses a custom workbench.
 
Yeah I always set my first logistics run to egret or jamaica plain, so just do it from there once it's connected.
 
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