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Settlers, SPECIAL and Recreational Plots

fiicus

Active Member
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102
a few quick questions that I’m hoping someone has the answers to.

do settlers auto assign to recreational plots?

how many settlers can be assigned to one rec plot?

does it take the place of their work requirement?

is there anywhere I can find a breakdown of how special stats affect settlers?

thanks for your help!
 
Here are what the stats do and luck is a random boost sorry I do not have a picture of that.
 

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do settlers auto assign to recreational plots?
Yes they can, but it does not mean it is the proper one for their job.
how many settlers can be assigned to one rec plot?
Most are 1 per level of the plot.
does it take the place of their work requirement?
No.
is there anywhere I can find a breakdown of how special stats affect settlers?
The stat is for improving the output of that job.
 
I dont fully understand the benefit of training settlers special stats.

EDIT Im sorry I just realized the post with the pictures was the explaination
Its a very minor difference in terms of production but it all adds up in the end. Also the Advanced and High-Tech subtypes, when you unlock them, require a certain amount of the correct stat for someone to work there at all. (unless you turn that off)
 
Is the intention for me to set and forget the training plots? i.e. put the guards on an AGI plot, put the farmers on an END plot and be done with it? Or am I supposed to do more micromanaging than that? What is the benefit of assigning someone to a relaxation plot? Just a happiness boost for the whole settlement or is there more to it? I love the idea of training up my settlers like in Fallout Shelter, but the current implementation is a little oblique.
 
Happiness is a settlement-wide value, you likely only need one or two Relaxation plots (once they level up) to get that to sit at 100. Training is just set-and-forget, yeah - since settlers get both a "job" and a "hobby" slot it works fine, and the only reason you'd want two stats higher on one person APPEARS to be the subtle effect of Luck (chance for extra production).
 
With training plots, it is up to you. Example settler joins settlement and has 4 endurance and you put them to work on a basic farm and an endurance training plot. You go out into the game and do some things finding an advanced farm and come back and check the settlers stats and see they are now skilled, you upgrade the farm plot to an advanced farm, making more food.
 
Just tossing out an idea into the ether, but I really enjoy the RobCo V.O. that plays each time you build a new plot type. Maybe Jake could hand over a couple RobCO holotape logs in the same style at certain points during the quest. These could help explain the thornier aspects of settlers, SPECIALS, and how they relate to production.
 
Just tossing out an idea into the ether, but I really enjoy the RobCo V.O. that plays each time you build a new plot type. Maybe Jake could hand over a couple RobCO holotape logs in the same style at certain points during the quest. These could help explain the thornier aspects of settlers, SPECIALS, and how they relate to production.
That voice actually reads out a few other things buried in the City Manager Holotape! Try poking around in that.
Edit note: this may not actually be in the Xbox version due to the "cut all the not-strictly-necessary data" going on there.
 
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and the only reason you'd want two stats higher on one person APPEARS to be the subtle effect of Luck (chance for extra production).
Except for the unique settler stories don't match up with their SPECIAL stats. So you can assign them to what they are skilled at while you train them to be good at what they claim they are skilled at. example Rob Lambair says he's "security" and even comes with a custom martial plot but only has 1 Agility. But he's got 7 Int so I put him on power and train him in Agi
 
Do stats have any benefit for caravan or communications? I'm not sure what benefit that could be, but I keep wondering that every time I assign jobs.
 
Do stats have any benefit for caravan or communications? I'm not sure what benefit that could be, but I keep wondering that every time I assign jobs.
It MIGHT matter for how much Virtual Salvage they come back with when you send them out using that beacon? I haven't actually tested that. And I would not at all be surprised if the Charisma of the person working the Comms Plot had an effect on how likely they are to pull in new settlers for you.
 
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I haven’t seen any training plot saying that it boosted a stat used by Caravans. Strength is Industrial, Perception is water, endurance is agriculture, charisma is commercial, intelligence is power, agility is defense and luck is a good question.
 
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