the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Really enjoy using city leaders - how much is too many?

Jacozilla

Active Member
Community Rockstar
Messages
267
TLDR - read here and there that too many city leaders can pose problems? If so, what are the issues and how many city leaders is too much?

I had 3 kinds of settlements -

1. The 2 or 3 prefer to hand build old vanilla way myself from scratch (usually Red Rocket, Hangman's)

2. Sanctuary - main base, use pre-war mods to build all new pre-war versions of homes but use SS to build all other industry, food, etc infrastructure. (Hopefully beds counting as homes without that setting in holotape anymore means my commercial upgrades still happens)

3. Vast majority of remaining vanilla+DLC settlements as 100% SS built with 'manual automation' - I plop down all the plots and control what plan gets built, SS does the rest

But now comes City Leaders and RotC - decided give this a try with places I don't care much about at first, like Tenpines. Initially thought I'd only have few of these but so far I really like the hands off approach and allowing more game kill/quest time while city is doing it's thing.

Recall reading somewhere that too many city leaders can pose problems - If so, what are the issues and how many city leaders is too much?

Should I only use a few at a time, wait until city hits level 3, then start other cities? For fairly current PC with good gaming rig spec, what's decent # of hands off mayors I can run at same time without too many problems?
 
So, just to get it out of the way:

city leaders != ROTC city plans. While city plans require city leaders, the inverse is not true. You can put a city leaders into literally every settlement if you want to (and have enough). It's triggering City Plans in too many places that will chew up your game and spit it out.

The max is heavily dependent on your rig, and kinggath has done a lot since the release of ROTC to limit the amount of resources the mod can consume at a time.

Having said that, on my rig I stick to no more then 3 cities at a time building themselves up.
 
Oops, that’s what I meant - city plans. I’ve got a more leaders mod with 33more leaders so I’ve been assigning without triggering city plan just for passive perk.

For automated city plan building so far only 1 at Tenpines. Was going to do one by one to level 3 but will give 2-3 concurrently a try, see how much my PC can handle.

I’ve been trying to donate scavenged junk to make city upgrade go faster
 
I am currently in a very long play through that uses city leaders and city plans for ALL settlements except spectacle island (no plan available) and 3 places I haven't liberated yet. So far it mostly works, except for really long load times when I get to a fully filled level 3 sanctuary or similarly sized ones. Runs rather stable on a 3 year old rig.

I would actually be fine with smaller cities of like 10-12 settlers instead of the 27 that some settlements support and instead have more faction theme in them, but that's me and just a suggestion.

I love how this actually makes fallout settlements feel like they aren't filled with braindead npc but rather be part of an evolving world that depends on player choices.
 
I am currently in a very long play through that uses city leaders and city plans for ALL settlements except spectacle island (no plan available) and 3 places I haven't liberated yet. So far it mostly works, except for really long load times when I get to a fully filled level 3 sanctuary or similarly sized ones. Runs rather stable on a 3 year old rig.

I would actually be fine with smaller cities of like 10-12 settlers instead of the 27 that some settlements support and instead have more faction theme in them, but that's me and just a suggestion.

I love how this actually makes fallout settlements feel like they aren't filled with braindead npc but rather be part of an evolving world that depends on player choices.

To me the logical extension is to have settlements given city plans at the start of the game and build themselves off screen before you ever arrive :D
 
To me the logical extension is to have settlements given city plans at the start of the game and build themselves off screen before you ever arrive :D
Honestly at that point I don't know why they would need me at all - I feel reasonably sure a fully developed Ten Pines is *not* going to feel threatened by those Corvega Raiders.
 
Honestly at that point I don't know why they would need me at all - I feel reasonably sure a fully developed Ten Pines is *not* going to feel threatened by those Corvega Raiders.

Well, obviously because they need you to conquer them for the glory of the Disciples
 
Top