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Power, balance & salvage beacon availability

Dilli

New Member
Messages
10
Really enjoying SS2, started a new survival game and pretty near the end of the main story. The SS2 quests have been great, love the Martian ghoul.
A few suggestion would be:
1. 75% of the time I try use a salvage beacon there is no service available, a great QOL improvement would be a notification when the service is available again or its status.
2. Trying to provide enough power to a settlement is difficult: The recruitment plot uses huge amounts of power for seemingly little benefit over a vanilla recruitment beacon. With no/little supply of scrap from SS2 buildings, developing non-SS2 municipal power to try satisfy a small settlements needs is prohibitive, I would suggest power demands be reviewed, particularly for the recruitment plot. If possible I would also suggest that power loss reduces function of military's plots as opposed to fully suppressing their effect.
3. Reward for building settlements: I have built up sanctuary to ~20 settlers, have all recreation plots and all basic needs are satisfied; It took a fair amount of scavenging to build more sensors and power. It has been fun, challenging and the settlement looks great, but if I had just built vanilla settlement with food plots and scavenging stations the settlement would be providing more benefit to me for the investment and saving their wasteland hides. I think an established and happy settlement should be provide ASAMs (or an easy way to have them produced for virtual scrap), meals / some aid items or shipment bills for scrap; I have held off expanding SS2 settlements beyond the South West of the map as it would require a lot of time hunting for scrap to build more ASAMs
4. Shop owners should spend a lot more time at their shops, I seldom get to use their services as they seldom are near their stores
 
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Point 2 i really do agree with, for some reason getting the muncipial power out into the grid is unreliable too so i ahve simply stopped building muncipial power, a fusion reactor is a better investment even if it is hefty in the cost of perks and upkeep

i also agree with 4, shop owners should not leave their stores at all given how they never are manning them.
it is a another SS1 issue that is unsolvable for me.
 
I agree with point 2. For those of us that have done the Vault 81 quest, the reactors there are simply a way better investment in terms of power supplied and just not "wasting" a settler. For example, every new settlement you encounter that is completely empty will need at the very least 3 settlers to start, a caravan, a power and a coms settler. That also leaves you a bit thin in terms of more plots that need power or upgrades.
So what I usually end up doing is getting a recruitment beacon (vanilla standard) to get one settler for caravan plot (I've yet to see any benefit over vanilla supply lines but maybe I just don't have them upgraded?), scrap the recruitment beacon, build a reactor and a coms plot and just develop from there (I've also not seen any benefit of the coms plot over the beacon, again maybe I just don't have them upgraded?)
 
I agree with point 2. For those of us that have done the Vault 81 quest, the reactors there are simply a way better investment in terms of power supplied and just not "wasting" a settler. For example, every new settlement you encounter that is completely empty will need at the very least 3 settlers to start, a caravan, a power and a coms settler. That also leaves you a bit thin in terms of more plots that need power or upgrades.
So what I usually end up doing is getting a recruitment beacon (vanilla standard) to get one settler for caravan plot (I've yet to see any benefit over vanilla supply lines but maybe I just don't have them upgraded?), scrap the recruitment beacon, build a reactor and a coms plot and just develop from there (I've also not seen any benefit of the coms plot over the beacon, again maybe I just don't have them upgraded?)
The "benefits" are:
  • Caravan plots auto-balance food/water output among settlements to try to keep all their bars full, and link the "virtual storage" together too.
  • Comms plots auto-recruit up to the amount of beds in the settlement (ignoring the "Charisma Cap") and have a higher (?) chance of pulling in the "unique settlers"
  • Having both in a settlement means you can use the "Salvage Beacons" type things
 
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