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New subtype idea: Advanced Residential

  • Thread starter Deleted member 10215
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One of the more common requests is for addon packs that involve "cleaner" and/or "higher tech" housing options, but I personally dont think it quite "fits" with the intended progression curve (or the aesthetic) to have the player and their settlements be making Institute style cleanrooms right away.

My proposed solution: an additional subtype of Residential, "Advanced" (maybe "Advanced Single" and "Advanced Multi"), that requires at least medium advancement - perhaps one of each of the "resource gathering" Industrials, I am no balance guru. This would provide progression to the Residential plot type too, rather than effectively being done with that type 2 or 3 quests in.

I suggest that these "Advanced Residential" should cost significantly more resources to build and of rarer material grades, and likely have higher Maintenance material costs too, but also provide higher 'tax' income and perhaps even a little Happiness or something to mechanically incentivise switching to them when you get to that tech level. This is in addition to them looking "nicer", of course.

edited for clarity
 
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I’m sure this will be a huge surprise to you but I’m upvoting this. I absolutely love this idea of adding some progression to the residential plot type. It’s the type that will most likely see the highest number of plots while it also has the fewest classes and as you mentioned basically no progression (although 20 minutes? I’m still in the vault at that point).
 
(although 20 minutes? I’m still in the vault at that point).
Yeah that was a bit too much hyperbole, but it's still basically "done" very early on, outside of 'hidden' designs (I swear half the Commonwealth gives you a new design for a house).
 
I think that Advanced and High Tech Residential could be dependant on Industrial progress. Advanced could be made out of materials like concrete and bricks. High Tech are definetly Sanctuary houses.
 
Tying the advanced and High Tech residentials to higher quality/rarer materials makes sense, but you probably wouldn't need to tie it into Industrial directly since donations are a thing, and it would be the one tech branch dependent on advancement in another tech branch, and you want as few exceptions to rules as possible to help keep things intuitive.
 
Honestly it doesn't matter what we decide or suggest here. It might not end up being called advanced and high tech, it might end up with a different progression than any of us would expect and still achieve exactly what the original post proposed. Which, at it's core is really a deeper residential progression. I haven't asked Yaugie personally but I have a feeling if residential had an expanded progression but wasn't exaclt the name or way he mentionned, as long as it achieves what he was looking for, he'd be happy with it.

Am I wrong Yaugie?
 
Am I wrong Yaugie?
You are right, the "core" of my suggestion is basically just wanting progression added to the Residential plot type, both mechanically and visually. The precise details aren't really the important part, I was just throwing out how I would probably implement it myself.
 
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Why not but with advantage corresponding to the investment. In my mind "more taxes" is not enough and we would find something more to propose.

Why not some return on food, happyness and evidently beds, like an hotel for example but I suggest to make this sort of plot unique in one settlement (have some more ideas but don't want to launch another war :kiss ).
 
Coming back to this with the insight of the Chapter 2 mechanics - the higher "tiers" could also have better Cleanliness values now.
 
It could be a nice mechanic.

Add-on makers might be able to do this with the basic plan already.
They can set cleanliness bonus for their plots, and they can lock plots behind a range of stuff, so it might be possible to tie that in with particular tech advancements, (maybe unlock with other plot types, I know they can definitely tie unlocks to quest completions - so that would be a way to not have them available from the start).
 
... I suggest that these "Advanced Residential" should cost significantly more resources to build and of rarer material grades, and likely have higher Maintenance material costs too, but also provide higher 'tax' income and perhaps even a little Happiness or something ...
edited for clarity
Like higher resistence to disease? Reduce pollution - longer tailpipe - settlement pollution is dumped further away to please upper class resident(s)?
 
It could be a nice mechanic.

Add-on makers might be able to do this with the basic plan already.
They can set cleanliness bonus for their plots, and they can lock plots behind a range of stuff, so it might be possible to tie that in with particular tech advancements, (maybe unlock with other plot types, I know they can definitely tie unlocks to quest completions - so that would be a way to not have them available from the start).
When I have more time my next add on will do something similar to this.
I planned on locking the more advanced residential plots behind certain unlocks. One unlock was the discovery of the Institute. There are a few stone quarries in game. I can unlock brick buildings behind one of those. Completing the sanitation quests would be a good place to unlock homes with bathrooms. Discovering Warwick homestead might work too since it has the water purification stuff in the settlement.
 
For me even the brick houses added by one of the addons Look somehow our of place... xD
I like my wood and scrap shacks...advanced buildings are my Custom builds with Intrrior Plots.
 
I'm the opposite. I avoid those wooden, holey shacks. I mean if my character can build a molecular relay, then masonry shouldn't be much of a stretch. Personally I prefer a more industrial look or mix.
 
One of the more common requests is for addon packs that involve "cleaner" and/or "higher tech" housing options, but I personally dont think it quite "fits" with the intended progression curve (or the aesthetic) to have the player and their settlements be making Institute style cleanrooms right away.

My proposed solution: an additional subtype of Residential, "Advanced" (maybe "Advanced Single" and "Advanced Multi"), that requires at least medium advancement - perhaps one of each of the "resource gathering" Industrials, I am no balance guru. This would provide progression to the Residential plot type too, rather than effectively being done with that type 2 or 3 quests in.

I suggest that these "Advanced Residential" should cost significantly more resources to build and of rarer material grades, and likely have higher Maintenance material costs too, but also provide higher 'tax' income and perhaps even a little Happiness or something to mechanically incentivise switching to them when you get to that tech level. This is in addition to them looking "nicer", of course.

edited for clarity
I especially want to see these as interior plots usable in Vault 88 or otherwise. Even though I play on Xbox and most people seem to not like interior plot on that platform, I love them.

My Vault 88 is my new Capital of the Commonwealth.
 
You are right, the "core" of my suggestion is basically just wanting progression added to the Residential plot type, both mechanically and visually. The precise details aren't really the important part, I was just throwing out how I would probably implement it myself.
Like L3 plots can upgrade to a L4?
 
Like L3 plots can upgrade to a L4?
The system doesn't support a 4th level on plots. (unless you count L0 but I only thing add on makers even consider that one)
YaugieLC is talking about adding a new tier of residential buildings. Similar to how there are higher tier municipal plots. These higher tier res plots would cost more to build and provide a better benefit, ie more taxes paid, built in happiness etc.
While this is not directly supported by SS2, it does have an unlock mechanic.
It would be possible for a mod author to design "advanced residential plots" and lock then behind certain events, ie entering the institute, finishing the nightengale questsline, discovering warwick homestead, clearing raiders from a quarry, etc., that would then allow the player to build special plots that provide better benefits.

For example my mirelurk hut plot adds a small amount of food and my dog plot adds some happiness. My memory den plot is only available once you have done either of the quests for the memory den in good neighbor. These same concepts can be employed on a lager scale to provide higher quality housing. There are even options to only allow one of a plot to be built in a settlement and limit it so that a plot can only be built if a player builds it, not randomly selected by a settler.
I haven't been brave enough yet to see if I can change what it costs to build a plot yet in the CK.
 
The system doesn't support a 4th level on plots. (unless you count L0 but I only thing add on makers even consider that one)
YaugieLC is talking about adding a new tier of residential buildings. Similar to how there are higher tier municipal plots. These higher tier res plots would cost more to build and provide a better benefit, ie more taxes paid, built in happiness etc.
While this is not directly supported by SS2, it does have an unlock mechanic.
It would be possible for a mod author to design "advanced residential plots" and lock then behind certain events, ie entering the institute, finishing the nightengale questsline, discovering warwick homestead, clearing raiders from a quarry, etc., that would then allow the player to build special plots that provide better benefits.

For example my mirelurk hut plot adds a small amount of food and my dog plot adds some happiness. My memory den plot is only available once you have done either of the quests for the memory den in good neighbor. These same concepts can be employed on a lager scale to provide higher quality housing. There are even options to only allow one of a plot to be built in a settlement and limit it so that a plot can only be built if a player builds it, not randomly selected by a settler.
I haven't been brave enough yet to see if I can change what it costs to build a plot yet in the CK.
Ah, so it's a brand new plot with better ... benifits / higher cost / benefits. Cool.
 
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