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Question Just a few questions about Conqueror

Donald Liles

Member
Messages
34
Hi, I'm trying to make a settlement at Sanctuary, but after watching the playlists about a it by Kinggath I've still got a few unanswered questions.

For context, I have the mega pack, conqueror, and rise of the commonwealth as well as base Sim Settlements, but no additional add-ons, and some mods for my own hijinks that don't matter here. I wanted to ask the following:

1) Do soldier's needs replace vanilla needs, or more accurately, I have 3 lv 2 agricultural plots. BTW these are interior plots because I like my cities indoors. In vanilla I have 18 food, but does the value change in conqueror to suit soldiers needs, or it work simultaneously. I ask because this wan't mentioned in the videos I saw, though I'm hoping Soldier Needs completely overwrites the other dynamic needs when enabled, for simplicity's sake.

2) Vassals provide more resources than outposts, but by how much. Soldiers who work plots as workers generate double, but is this effect amplified in vassals. I don't remember the video mentioning if workers can be sent to vassals, or just guards.

3) How are vassals connected to outposts? Do I need to send out a caravan per vanilla?

4) With just the base conqueror and mega-pack, how many special buildings are there? I currently count six, the lockup, field hospital, armory, cemetary, training field, and mess hall. I just want to double check before I make my first outpost plan.

5) After recruiting the Quincy 5, are they going to be sodliers? Civilians? Or not directly contributing at all?

Thank you for any insight given.
 
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3) How are vassals connected to outposts? Do I need to send out a caravan per vanilla?

No, You do not need to assign a caravan. They are connected automatically.
That said I still use the IDEK logistics Station as I like the storage system.

4) With just the base conqueror and mega-pack, how many special buildings are there? I currently count six, the lockup, field hospital, armory, cemetary, training field, and mess hall. I just want to double check before I make my first outpost plan.

There is also a shooting range.

5. Wow, I don’t know? I might have to go get them and see. I took Sanctuary as a vassal already, but always wait to get them and haven’t bothered checking before?

I am responding on a mobile device so the first two questions are too much for me right now but the KG videos would still be better than my explanation.
 
The conquerer needs system does not replace the vanilla needs. You still need to make sure everyone had food, which is different to the rations which are needed to recruit and retain faction troops. While your faction troops produce more wages/ rations/ equipment when turned into workers, they lose morale when made to work on agricultural plots, the actual food production isn't increased, it's actually halved in an outpost. It's best really to get most of your food/ rations production from vassals. You can only send your recruits to vassals as guards or patrols.
Any vanilla NPC's such as the Quincy 5 once recruited to a settlement will be civilians, the other ranks are introduced by conquerer and are applied to those recruited through its system.
 
I find it best to take the Quncy 4+1, if you've already gotten them, and set them to work on vanilla food objects if you want to get started with Conq sooner, OR put them on food plots and let them fully upgrade to Rank 3 before converting to an outpost. This is because as ND says above, you still need "vanilla" food values to cover each individual in the base, be they soldier, worker, civilian, or guard.

Putting workers on food plots is a tailchaser, as the plot will start out producing only 1 food: no gain, they eat what they produce. And with too many workers, happiness/Morale will stay low, and they won't ever upgrade.

2) Vassals provide more resources than outposts, but by how much. Soldiers who work plots as workers generate double, but is this effect amplified in vassals. I don't remember the video mentioning if workers can be sent to vassals, or just guards.
Food from a SimSet Plot is always nerfed in an outpost no matter who works the plot. This has a double-whammy effect of lowering both FOOD (the vanilla value in the top bar) and also RATIONS (the WRE system in the lower right). Vanilla food objects produce zero RATIONS, but will make sure no one starves while you're getting set up, since you can get one civilian to produce 6 FOOD.

Vassals produce somewhere between "a crapton" and "a metric crapton" of everything. This is most noticeable in Rations. You want your first Vassal to have plenty of food production, as you have no other good source of Rations.

Note that your own solders, in your Outpost, can be made into Workers and will produce a decent amount of Wages (on Commercial plots) or Equipment (on Industrial plots), but use them sparingly becuase

MORALE is very important to your outpost, and if you have more Workers and Civilians than you have Warriors, Morale will plummet. You will note the Concordites right away bump you up to 4 civilians! Possibly 5, not sure if Preston counts when he's in his patrol pattern pre-First Step.

Are you using a Faction Pack? How do you plan on starting out with Conqueror? If you're using the base functionality and plan on doing Jammer's Raiders, a lot of this is alleviated as you get a jumpstart into both your outpost, a starter-pack of Soldiers, and a quick Vassal. If you're doing any kind of Liberator play, you're going to have to start much more carefully and don't overextend.

Lastly, I strongly recommend you turn on "Workbench Access in Vassals" in options. You will find that most pre-built city plans start out with resource shortfalls; you can sometimes annex a vassal and find you now actually have LESS net food, for example.

Once you get over the starting hump and have a Vassal or three producing the resources you need, there's a LOT less micro as you go on, more like tweaking for whatever you might currently have the least of.
 
No, You do not need to assign a caravan. They are connected automatically.
That said I still use the IDEK logistics Station as I like the storage system.



There is also a shooting range.

5. Wow, I don’t know? I might have to go get them and see. I took Sanctuary as a vassal already, but always wait to get them and haven’t bothered checking before?

I am responding on a mobile device so the first two questions are too much for me right now but the KG videos would still be better than my explanation.


Thanks that actually allows me to focus on other parts of the settlement, I also meant shooting range when I said training btw,

As for number 5 I planned on testing it out on my own as well, just to be sure. Thanks again, caravan one had me racking my brain a little.
 
The conquerer needs system does not replace the vanilla needs. You still need to make sure everyone had food, which is different to the rations which are needed to recruit and retain faction troops. While your faction troops produce more wages/ rations/ equipment when turned into workers, they lose morale when made to work on agricultural plots, the actual food production isn't increased, it's actually halved in an outpost. It's best really to get most of your food/ rations production from vassals. You can only send your recruits to vassals as guards or patrols.
Any vanilla NPC's such as the Quincy 5 once recruited to a settlement will be civilians, the other ranks are introduced by conquerer and are applied to those recruited through its system.

It sounds like it will be a matter of learning by doing, my goal was to set a goal that would be optimized as both an outpost and vanilla settlement, which would require a certain ratio to figure out. It might be impossible, but if I find one, I'll post it. Thanks again, that one was concerning me.
 
I find it best to take the Quncy 4+1, if you've already gotten them, and set them to work on vanilla food objects if you want to get started with Conq sooner, OR put them on food plots and let them fully upgrade to Rank 3 before converting to an outpost. This is because as ND says above, you still need "vanilla" food values to cover each individual in the base, be they soldier, worker, civilian, or guard.

Putting workers on food plots is a tailchaser, as the plot will start out producing only 1 food: no gain, they eat what they produce. And with too many workers, happiness/Morale will stay low, and they won't ever upgrade.


Food from a SimSet Plot is always nerfed in an outpost no matter who works the plot. This has a double-whammy effect of lowering both FOOD (the vanilla value in the top bar) and also RATIONS (the WRE system in the lower right). Vanilla food objects produce zero RATIONS, but will make sure no one starves while you're getting set up, since you can get one civilian to produce 6 FOOD.

Vassals produce somewhere between "a crapton" and "a metric crapton" of everything. This is most noticeable in Rations. You want your first Vassal to have plenty of food production, as you have no other good source of Rations.

Note that your own solders, in your Outpost, can be made into Workers and will produce a decent amount of Wages (on Commercial plots) or Equipment (on Industrial plots), but use them sparingly becuase

MORALE is very important to your outpost, and if you have more Workers and Civilians than you have Warriors, Morale will plummet. You will note the Concordites right away bump you up to 4 civilians! Possibly 5, not sure if Preston counts when he's in his patrol pattern pre-First Step.

Are you using a Faction Pack? How do you plan on starting out with Conqueror? If you're using the base functionality and plan on doing Jammer's Raiders, a lot of this is alleviated as you get a jumpstart into both your outpost, a starter-pack of Soldiers, and a quick Vassal. If you're doing any kind of Liberator play, you're going to have to start much more carefully and don't overextend.

Lastly, I strongly recommend you turn on "Workbench Access in Vassals" in options. You will find that most pre-built city plans start out with resource shortfalls; you can sometimes annex a vassal and find you now actually have LESS net food, for example.

Once you get over the starting hump and have a Vassal or three producing the resources you need, there's a LOT less micro as you go on, more like tweaking for whatever you might currently have the least of.

I was asking about the vassl production to outpost ratio because I was planning to make two plans for each settlement, eventually, one vassal and one outpost, and that ratio will be critical to planning.

I'm actually diving into making my own faction pack, a UNSC Liberation Force, or a halo liberator with misraiah armory, helljumper, mjoliver vb, etc. I wanted to know everything before I got too deep and over my head. So I'm expecting an uphill climb, and was going to finish the toughes on UNSCLF and start a fresh modded game, build up a few outposts and vassals over a playthrough, convert to leveled plans, and repeat until I have plan for every settelment. Assuming I have permission to do so from the mod authors, I'll release both the faction pack(s) and cityplan(s) on nexus. Other factions I planned on making were a UNSCOF or UNSC Occupation Force as a conqueror, and then a samurai pack, hybridize the two concepts for giggles, then mix the pot further with other concepts like institute outcasts and redeemers, brotherhood fanatics and radicals, etc. And hybridize each faction to see what zany ideas I come up with. Keep in mind, thats the optimism of inexperience talking.

Wish me luck
 
I have another question, sorry, but in the faction planner guide, in tutorial 3, custom soldiers, when discussing NPC armies, after programming placeholder attackers and defenders, an important detail listed was "making sure the attackers do NOT have the PlayerFaction or PlayerAllyFaction" This was on page 7 of 8.

6) Where do I make sure? Is there a field I need to adjust? Did I miss something? Will this be covered later?

Thanks again for any advice.
 
UPDATE, a new issue occurred.

After finishing step 3 I attempted to run a test on my visitor file and my guard file. Both tests would not work after entering the following console commands

cqf kong_soldiermanager testvisitors 0000dd60 3 false true

this was to spawn 3 visitors at sanctuary, non-unique, and to actually spawn them. Each time however the ref id for sanctuary is not recognized

same issue when testing guards. Do i have the wrong id?
 
omg.

Okay, I see that Sanctuary Hills has a number of REF IDs listed on its wiki page. I believe it takes up a number of cells, so maybe you aren't standing in the actual cell and/or that first "post-war" refID is not the actual worldspace or workshop location?

But what caught my eye on the Wiki page about SH was this tidbit.....

"Attempting to leave pre-War Sanctuary Hills via any method other than evacuating to Vault 111 will result in the bomb being dropped instantly, resulting in instant death."

xD
 
I just reloaded and found the right ref id, both tests for guards and visitors 'worked' but nothing seemed to happen, and the soldier spawn test updated correctly. Not sure what to do besides move on I guess.
 
New issue, on tutorial 3 I've made an early build of a liberator and conqueror, the liberator was made first and is performing as normal, though some soldiers will be marked hostile in vats temporarily they don't attack me, but on my conqueror, they will attack me, some even giving warning dialogue. It is possible I missed something, but when I went back I found nothing out of the ordinary. I made the soldier and faction data seperately per mod, I don't know what I did wrong.
 
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