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Need Strategy Help -- I have no idea what I'm doing. HELP!

This thread seems like a pretty good resource of suggestions to players that are new to Sim Settlements, I'm thinking of modifying the title and making it a sticky thread. How do you all feel about that?

Should we organize it a bit?
 
Lots of good advice here! And to pitch in, as @AmazonQueen said, Always Free by MrJoseCuervo has a water plant and not to forget - a lovely lethal radioactive Plutonium well that gives 24/48/72 power. They both come as regular industrial plots, which can be convenient in the early-ish game as they don’t have a happiness penalty but still counts towards upgrading the martial plots. But if you have a mod that sets your settlers as mortal, I’d choose another plot :)

Do NPCs actually die from radiation hazards? I didn't know that
 
They don't in vanilla. Though if you have a mod that makes settlers mortal, the radioactive waters of the Fish farm will kill them. I think the Church of Atom and the Plutonium well kills them over time too. And of course, the rebellious molerats (or that horrible shed of surprises in one of the Slum Lord plots) will take care of any survivors ... ;)
 
They don't in vanilla. Though if you have a mod that makes settlers mortal, the radioactive waters of the Fish farm will kill them. I think the Church of Atom and the Plutonium well kills them over time too. And of course, the rebellious molerats (or that horrible shed of surprises in one of the Slum Lord plots) will take care of any survivors ... ;)

That shed of surprises almost took care of my character 1 time.
 
O My moat has radioactive water and I know it kills the brahmen and raiders ;)
 
What's the best early game defensive tower if you want a single citizen to provide the most defense, as cheaply as possible?
 
I was thinking, we ought to organize this into a wiki page. :nerd:
 
What's the best early game defensive tower if you want a single citizen to provide the most defense, as cheaply as possible?

A standard 1x1 martial plot provides 9 defense at level 1 (as does a standard 2x2 I believe, they differentiate at level 2).

My 1x1 martial starts of at 9 defense as well (it jumps higher then standard after that, but that won't help you early game).

@Tinuvia what is the defense on the Death Tower?

Not sure if Brae has adjusted those values in his add-on either, haven't gotten any of them in my most recent game.
I was thinking, we ought to organize this into a wiki page. :nerd:

Does anyone have wiki access?
 
I think Kinggath is in need of a new wiki person but I could be on outdated knowledge. If we compose it I'm sure I can find a way to get it onto the wiki. I've got full access myself if nothing else.

Edited: Bludthirst leads the wiki team and I've asked him to consider joining this thread.
 
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1 big advantage of the Scav Team Dispatcher over recruitment beacons IMO is that it allows you to control when settlers arrive. No more having to build another farm because the settlers are arriving faster than your farms upgrade.
If a settlement has existing settlers I usually let the farm upgrade to level 2 before recruiting any more settlers. That little bit of surplus gives you a lot more flexibility.
In general I'd say make sure you're on top of your food/water/power/defence situation before building many of those fancy extras.

I use the USO mods settler beacons for this exact reason it pops in 3 settlers enough for my power water, and food then let that settlement upgrade everything to level 2 before I hit it again.
 
@Tinuvia what is the defense on the Death Tower?
The Death Tower has L1: 9, L2: 25-30 and L3: 45-55 (depending on the randomized turrets and dogs). So Brae's Sandbag Fort, with 10 defense at L1, is marginally better for an early game. It gets turrets at level 2. Brae's Artillery Station also has 10 defense at level 1, but that plot seems to need a special fix that is linked in the bug reports on Brae's Nexus page.
 
Beside the defence ratings, which is used to calculate the risk for an attack and the outcome (link to how the game handles settlement attacks), is there any real/practical difference if the plots has turrets or artillery or whatnot, when it comes to defending the settlement?

Yes, my level 1 martial for example has a turret on it, where as the Checkpoint does not. That turret is an extra gun that will help kill things. Thus, it flat out provides a real-time combat advantage vs a Checkpoint even though their actual Security score is the same. If the Death Tower minigun is working (not sure if it is), that would be huge in murdertating folks, but provide no benefit at all in preventing attacks.
 
If the Death Tower minigun is working (not sure if it is
Yeah, no it doesn't work - we haven't solved that yet. But the dogs and the turrets do a splendid job taking care of the murdertating!
 
So which 10 defense forts (if any) provide actual realtime defense help?

What's the best farm at level 1 that doesn't lower defense for use in Survival Mode, to produce the most useful material, that isn't honking HUUUGE, for your 2nd farm (after the Brahmin Pen)?
 
My routine for starting a new settlement is always the same.
Let me preface this by saying i hate using console commands for spawning in materials, but when your starting a new settlement I seldom have the materials on me (survival mode) and finding crystal can be a *****, so I do use a small batch file that gives me just enough to make 1 small genny, 1 small water purifier, the beacon and 1 turret. Also i suggest turning off initial plot costs in the sim settlements options at least early game where wood will be at a premium.

- Small generator/settlement beacon
- Small water purifier (if no water source than a pump and Jose Cuervos water filtration plant)
- 1 turret (not sure this even helps, ive been skipping it lately in favor of step 5)
- Adv Industrial plot w JT bryants Battery bank
- Guard Tent (cant remember atm whose this is, the one that grows to the faction barracks.)
-If no farming going on yet then 1 or 2 agri plots.
-2-4 residential plots above starting population.
-wait for 1st new settler to assign to a provisioner route so you can access the shared storage.
-If playing survival mode, commercial plot and doctors office needed STAT! (btw we need more medical plots)
- Start working on happiness, recreational plot next if large bump needed, but cats will work early on for a small bump.
-If your going above population cap put up the scav support shack early. (why not, get settlers faster and the security bonus)
- Dont worry about commercial until you have like 3-5 industrial plots up.

Not sure if theres a golden ratio for res/com/ind plots but most of my settlements wind up with like 3/1/2.
 
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