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Suggestion Leader Trait Discussion

kinggath

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With patch 3.1.2, 3rd party leaders can now be added (check out the Builder's Toolkit if you want to create you own leaders!) , and all leaders are given a huge purpose with the trait system.

In order to maintain balance, the traits are all hard-coded, which means the initial offering is pretty limited - so I want to expand it greatly in order to cover a wide array of gameplay and flavor options. So I'm looking for suggestions on two fronts: Conceptual and Gameplay.

Conceptual - this would essentially be the name and spirit of a trait. How does the trait manifest itself in leading a group of people trying to survive in the wasteland?

Gameplay - Ideas for settlement gameplay things that could make sense to adjust. For the most part, every number in the settlement system and Sim Settlements can be altered - and these make for great Minor Traits and Weaknesses. The most interesting, and difficult, are the Major Traits. These need to offer something new and exciting gameplay-wise, without being excessive in development time.

When talking in terms of game play suggestions, don't worry too much about the specific numbers, you can just refer to things in terms of an increase or decrease. A lot of the numbers that are implemented now will probably change over time as we try and balance out the mod.


In this discussion, I'm very interested in hearing about the different leaders that are being released in add-on packs so we can talk about specifically what kind of traits would make sense for them to have. I'd rather spend time implementing traits that will be used immediately, then just creating theoretical ones that have no place.


(Before commenting, please check out the in-game Explanation screen from the Change Leader option on the City Planner Desk blueprint menu - that way you're familiar with what has already been implemented.)
 
Personally, I'd like some "bad" leaders. Such as a couple of custom Raider/Mercerny Leaders that are willing to guard your settlement for an upfront price (small quest~100 caps) and a cut of the profits from the town. For me at least, I'd stick them on some of the outlier settlements that I don't care too much about or are off the beaten path

Gunner Payoff
Major: One Mutant Army
Flaw: Self Doubt
Flaw: Rebel

Raider Payoff
Major: One Mutant Army
Flaw: Healthy Appetite
Flaw: Rebel
 
But back to what King wanted

Trait Ideas
Flaw: Payoff- Adding a hefty cap charge to the maintenance cost
Flaw: Addict- can only be added to a settlement has a Chem Factory. (City plan will always rush a Chem Factory to the expensive of everything else?)

Minor: Ranger- Decreases amount of settlement attacks by raiders
Minor: Explorer- Decreases amount of settlement attacks by wild animals
Minor: Pathfinder- Decreases amount of settlement attacks by mutants
Minor: Diamond Citizen- Visitor increase with extra large purses.

Major: Cult of Personality- Upgraded Visitors increase happiness, taxes, and local defense. (Visual: Mixed visitors in the same settlement. BoS shoulder to shoulder with Raiders or Railroad visitors, ect.)
 
Suggested name changes:
Fast Learner for Investigator
Brown Thumb for Raider at Heart

Major: Raider at heart- Boosts raider settlements income (stacks with number of vassal settlements)
 
How about an automatron part labelled "Jezebel" that fakes her script up enough to qualify as a "settler". She's a brainbot so the need for sleep could be headcannoned out of the way?
 
I need a question answered real quick.

Are Robots in simsettlments still capped in their happiness to 50, or is all that robot-in-settlement happiness adjustment a work around and now robot/synth/human settlers ALL back to having a maximum of 100?
 
That's the kinda data I was looking for, thank you tank. I'm a sucker for redheads and overly convoluted systems.
 
Also, for my heart's sake, please will one of you make a Clinton + Charlie Leader.

I've always hated leaving that father daughter duo out in the commonwealth alone.
 
Major: Coordinator, Salvage beacons are deposited into workshop
Major: Bookie, betting activities are run at the side and with it came the triggermen, triggermen protects settlement
Minor: Hunter, leather/meat/bone are sometimes deposited into workshop
Minor: Doctor, Antiseptic and blood packs sometimes deposited into workshop
Flaw: Bleeding heart, generates less taxes
Flaw: Paranoid, Defences count for less
 
Major: Doctor, not only are medical items deposited into workshop, the NPC itself offers medical services. Sleeping in the affected settlement cures diseases (and HP, for Horizon)
 
Yeah Mama Murphy wont work even work if u scrap her chair
something to do with her scripting
 
O Children of the Atom traits

CotA patrols like the BOS/Synth.

Glory to the Atom: increase to happiness or defense.( they all ready there but maybe different names to suit different play styles)

Atoms Glory: as Minutemen Officer but servants of atom.
 
So I was looking though the leaders, I have a Sturges that says investigator, and there is no explanation for it.

Also I take back my comment from the 3.12 thread, no way to exit explanation other than searching needs a hotfix asap, so annoying trying to figure out what is what and you can not just exit it.
 
that's mine I think ;) he likes to tinker :) his a big guy but he dosnt like to fight :)
Investigator Increase the rate Advanced Industrial buildings are discovered
Futurist Industrial plots will upgrade faster
Pacifist Martial plots will take longer to upgrade

if he has those 3 his mine ;)
I think one of the leader packs only has one trait for some leaders
 
Just a thought, So far I have seen 3 Leader mods on Nexus and I am curious why the duplication ? I think it would be great if everyone conspired to create a leader mod that even the King would find amazing !! Perhaps one for the good commonwealth, another one for the bad evil leaders of the commonwealth and the same for each expansion . . . . just my thoughts and everyone that made it possible gets credit and that Ol' atta Boy mention !!!
 
Just a thought, So far I have seen 3 Leader mods on Nexus and I am curious why the duplication ? I think it would be great if everyone conspired to create a leader mod that even the King would find amazing !! Perhaps one for the good commonwealth, another one for the bad evil leaders of the commonwealth and the same for each expansion . . . . just my thoughts and everyone that made it possible gets credit and that Ol' atta Boy mention !!!

Well I think it's fair to say that some prefer certain NPCs over others... we all have favorites, and some we just can't stand. But giving people the tools and guidance to make there own mods to publish is a good thing. You don't have to download all of them.

Shouldn't it be possible to essentially merge these mods using FO4Edit with copy override into feature like you can with multiple other smaller mods? That way you're only getting one version of the leader you prefer, rather than having 3-4 of the same leader by using all the mods, or could remove a leader that you aren't interested in having. I have not tried it with the Leader mods but I will check it out later. I've done it with other mods but they had nothing to do with SS. Most were companion edits.
 
Well I think it's fair to say that some prefer certain NPCs over others... we all have favorites, and some we just can't stand. But giving people the tools and guidance to make there own mods to publish is a good thing. You don't have to download all of them.

Shouldn't it be possible to essentially merge these mods using FO4Edit with copy override into feature like you can with multiple other smaller mods? That way you're only getting one version of the leader you prefer, rather than having 3-4 of the same leader by using all the mods, or could remove a leader that you aren't interested in having. I have not tried it with the Leader mods but I will check it out later. I've done it with other mods but they had nothing to do with SS. Most were companion edits.
I like the option to add or remove certain 'leaders" but also just because you can grant a NPC leader status you do not necessarily have to use them. If you downloaded them all I think you might have a clash of the mods and it could possibly break them or perhaps give certain NPC's schizophrenia, no telling.
 
I like the option to add or remove certain 'leaders" but also just because you can grant a NPC leader status you do not necessarily have to use them. If you downloaded them all I think you might have a clash of the mods and it could possibly break them or perhaps give certain NPC's schizophrenia, no telling.
Naw. Kinggath saw that happening and basically made sure that there would be no conflict if someone downloaded two different leader cards for the same NPC. So you could potentially download ten Preston leader packs and just choose which card you want to use with no problems.
 
Naw. Kinggath saw that happening and basically made sure that there would be no conflict if someone downloaded two different leader cards for the same NPC. So you could potentially download ten Preston leader packs and just choose which card you want to use with no problems.
Ah ok, I haven't gotten that far in the Builders Toolkit tutorials :D Good to know though, thank you
 
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