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If I had a Hammer - Feedback - Reduce Requirements

Messages
69
I think having 8 plot types only consisting of Agriculture and Industry only is excessive
Because you don't get access to Commercial \ Security \ Recreational \ Government

I think requirements of quest should be changed
Phase 1
5 -> 3
Phase 2
8 -> 4

Or at least Security and Commerical should at least be unlocked earlier
 

yaugieLC

Well-Known Member
Community Rockstar
Messages
3,473
You do get "Martial" (at least at 1x1 size) a little earlier now, but it seems that having such a mass of plots so early is a deliberate design choice that is MEANT to make you know how many Industrials you will "need" to play the mod how it was clearly intended - since you only need 1 or 2 Ag plots at that stage to feed everyone.
I have not yet seen anyone outside the core team that both agrees with this decision and thinks it is implemented well as a tutorial element, though.
 
Messages
69
You do get "Martial" (at least at 1x1 size) a little earlier now, but it seems that having such a mass of plots so early is a deliberate design choice that is MEANT to make you know how many Industrials you will "need" to play the mod how it was clearly intended - since you only need 1 or 2 Ag plots at that stage to feed everyone.
I have not yet seen anyone outside the core team that both agrees with this decision and thinks it is implemented well as a tutorial element, though.

So you are saying you need 2 Agriculture and 6 Industrial early game?

You don't even have a Commerical Plot to move that industry into - till signficantly later.
Nor do you have a Communication plot type to move goods to other settlements networks until significantly later.

If anything the 8 plot requirement should only be after you unlock security and commericial.
The other option is to Unlock Communication Plot type significantly earlier - Since Trade Caravans have been existing for quite a while.
 

yaugieLC

Well-Known Member
Community Rockstar
Messages
3,473
You don't even have a Commerical Plot to move that industry into - till signficantly later.
Nor do you have a Communication plot type to move goods to other settlements networks until significantly later.
I think the intent is to make sure you have enough Building Materials at the very least (since that unlocks quite easily) so you can start building more plots without having to worry about them eating all your own supplies out of the workbench. It's just very poorly communicated, something I've been saying for a whole year now. And you can always move people off those assignments later once you do unlock the other types.
 

Freddrick

Active Member
Verified Builder
Messages
232
I think having 8 plot types only consisting of Agriculture and Industry only is excessive
Because you don't get access to Commercial \ Security \ Recreational \ Government

I think requirements of quest should be changed
Phase 1
5 -> 3
Phase 2
8 -> 4

Or at least Security and Commerical should at least be unlocked earlier
If you don't like the requirements for the quest you are free to create an add on in order to change it.
All of the tools area available for free and if your computer (based on your user profile) can run FO4 it can run the Creation Kit.
 

MoreThanKelp

New Member
Messages
24
I came to SS2 a few weeks ago because I was interested in using some of the tools for a mod I'm making. Although I've made mods for TES games, FO3, FNV and FO4 I took up SS2 with as close as I could to a beginner's mind. The tutorial so far is a great accomplishment. I suggest that some added dialog like: "Right now, you're going to need roughly this many of this plot and this many of that plot for every X number of settlers," would do wonders. As it is, I'd bet that this is where player engagement gets shot through the heart.
In the first act all my my noob self knows is that I don't want to make any fatal decisions and that the supply of ASAMs is limited. Yes, the answers are there if you want to go to the Wiki or drill down through the various menus. The folks here are beyond helpful, too. I think that SS2 would be better served if these things were made more clear in-game.
 

yaugieLC

Well-Known Member
Community Rockstar
Messages
3,473
As it is, I'd bet that this is where player engagement gets shot through the heart.
The frankly woeful "explanations" and "tutorials" for the actual mechanics and intended progression curve are by far the most common non-bug issue people have mentioned with the mod. Even once you allow for the fact it is meant to feel like a puzzle with no instructions, and after a full year of tinkering (including opening the mod up in the CK), I still havent seen several whole plot subtypes in a non-cheated save myself.

(second most commonly raised issue is a lack of return on player investment in terms of rewards, but i will get yelled at again for even bringing that up)
 
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