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Suggestion Liberator suggestions

jeem

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  1. Allow faction pack authors to customize verbiage for their factions, but also provide a sensible defaults for factions configured as liberators. E.g. liberators don't "attack" a settlement to create a "vassal", they "rescue" or "liberate" a settlement to create a "partner" or maybe "province".
  2. Since we are not trying to squeeze them dry, partner settlements should provide less support per plot to their outposts than vassals do.
  3. Again, since we're the good guys, order should be easier to maintain by liberators than by raiders. Not too easy, though; humans (and ghouls, I guess) are not always as grateful as they should be, and a large part of order is really security against external attacks.
  4. Currently all civilians turn into captives when a settlement is vassalized. Assuming this is intended, change it so they stay as civilians when liberated. This change might take care of #3.
  5. Partner settlements should attract more trade, e.g. faster commercial plot upgrades, and immigration (new settlers) than vassals do. People willingly, even eagerly, seek to join secure and free communities. They actively seek to flee slavery. (Sorry for the politics.)
  6. When we liberate a settlement, maybe some of the young people are inspired to join the cause? When a liberator takes a settlement, and no civilians are killed, let 1-2 settlers be converted to recruits, maybe 20% of the time, adjusted by the player's charisma.
3, 5, and 6 are big advantages for for liberators, so I would expect 2 to be a really stiff penalty, unless other offsets are found.
 
I would like to add to this list

1)
Enabling city plan upgrades would also make sense, since the idea behind vassalisation is that you are stealing their supplies, but that shouldn't be the case with liberators.
2)
This is balanced out with a rework of how you attack settlements. Instead of choosing which settlements you attack, the settlements will send requests for help, similar to Minutemen radiant quests. It doesn't really make sense that you just pick a spot on a map and all of a sudden raiders control that settlement. Although, I assume something like this will be implemented in the future with the AI faction system that is already planned.
 
I would like to add to this list

1)
Enabling city plan upgrades would also make sense, since the idea behind vassalisation is that you are stealing their supplies, but that shouldn't be the case with liberators.
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There is already an option for this under the Conqueror options in the holotape/MCM.
 
I agree that liberator should receive less or nothing from "vassals" or protectorates. Remember when Jammer conquers a settlement the settlement sometimes has hired guards? The liberator can provided hired guards and patrols to "vassals". The more guards and patrols provided the more resources/wages received. No guards no resources/wages. Up to a certain point of course otherwise morale dips as all surplus productivity goes to hiring guards instead of contributing to the city's development.

But settlers/civilians should be able to still work as guards in martial plots. Hired guards should only be assigned to unmanned martial plots.

To help with the control score at "vassals", the liberator should be able to donate surplus armors, weapons and ammo to the "vassals" armory to help equipping the settlers/civilians. Your outposts may need food and equipment from "vassals" but because of all the liberating and defending you are doing, you will certainly have surplus weapons and armors.

Maybe the recruitment center (or a new training plot) should also work like a training facility in "vassals" to help increase the control score if high ranking liberator soldiers are assigned to the "vassal" as hired guards. The higher the rank, the more extra control you will have. This recruitment center works to amplify the control boost earned from having high ranked soldiers assigned to "vassals". It's like assigning special force commandos to train the local militant.
 
I agree that liberator should receive less or nothing from "vassals" or protectorates. Remember when Jammer conquers a settlement the settlement sometimes has hired guards? The liberator can provided hired guards and patrols to "vassals". The more guards and patrols provided the more resources/wages received. No guards no resources/wages. Up to a certain point of course otherwise morale dips as all surplus productivity goes to hiring guards instead of contributing to the city's development.

So you are suggesting that you get resources as payment for protection. An interesting idea. Arming the settlers and having them as guards contradicts this idea though. If you are being paid to protect them, then what use do they have for you if you give them all they need to defend themselves? It also would break the balance, since the settlers wouldn't count as soldiers and therefore would not consume resources or count towards your cap. Recruiting them, on the other hand, would be a great idea. Civilians should stay civilians, unless they are recruited, otherwise you will have vassals full of farmers with miniguns and power armor.
 
So you are suggesting that you get resources as payment for protection. An interesting idea. Arming the settlers and having them as guards contradicts this idea though. If you are being paid to protect them, then what use do they have for you if you give them all they need to defend themselves?
Not trying to get political just describing a situation which seems to address your question/concern... the US military has bases in various countries around the world. The host nations have their own military forces. The US forces augment, and the SOFAs (Status Of Forces Agreements) offer the US troops some protection from local jurisdiction. And, fwiw, the host nations offer varying levels of subsidies.

I'd like this kind of mechanic in Conqueror, and not just as a liberator. As a liberator, I don't want to kill off all factions but should get some offset for my efforts to protect them. For the 'ambiguous liberators' and the pure conquerors, the mechanic extends gameplay in new ways. Effectively, it's tribute. Whether it's justifiable protection money, extortion, or part of a cunning plan to take over the entire Commonwealth is all a matter of how you're playing.
 
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Also Liberators/Good Guys don’t tend to have a problem with hard work. So, it would be nice if the liberators had better production of food from plots. Maybe not as much as full to fit in with needing to do other work.
 
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