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Specialized Settlements

Madestro

New Member
Messages
19
Hello all. Not sure if this has been posted already (search didn't show anything) but I would like to suggest a different way of setting up your cities. So for example lets take the starting triangle of Abernathy - Sanctuary - Red Rocket. I would like to create Sanctuary as a pure home/recreation center, Abernathy the bread basket and Red Rocket an industrial/commercial place. How? Would it be possible to have people work in Abernathy and travel back to Sanctuary at the end of the day? Have builders stationed at Red Rocket gathering scrap for instance and they would travel to Sanctuary or Abernathy when something needs building.
Linking settlements together this way would also change what items would be sold in the commercial plots (aka you can't sell weapons if your only "provider" of items is a farm) and would make just one group for only one caravan and comms plots needed for all 3.
A radial distance between settlements would help not simply linking The Castle to Abernathy for example and would entice you to develop settlements differently while also having less caravans travel through the map. You can also choose what excess resources to share (for example have Hangmans Alley as a commercial hub, trade caps for food with Abernathy, The Castle be a militia hub and Abernathy would pay them for defense with said caps)
As of right now I have major happiness issues on my settlements if I don't have at least one plot type of everything. Even though I share more than enough food and water between all settlements I have to create a farm and water plot on every one of them or their happiness goes down (perhaps that is a bug or I am doing something wrong?)
I have no idea if this is feasible at all. Of course for this to work the Caravan plot needs to be unlocked very very early in the quest but it could be reworked so the amount of resources shared depends on the plot and settlement level, so at level 1 or each you would only share 25% of resources for example, level 2 city share 50%, level 2 city and plot share 75% and have the plot reach level 3 before the city to share 100% of the settlements resources. Or it could be done by resource type, so at lvl1 the caravan plot only shares basic building materials, lvl2 advanced building materials, lvl3 specialized materials.
 
Would it be possible to have people work in Abernathy and travel back to Sanctuary at the end of the day? Have builders stationed at Red Rocket gathering scrap for instance and they would travel to Sanctuary or Abernathy when something needs building.
I don't see this as possible with Fallout's engine. And specifically the triangle of death might be the very worse idea to try and movement of settlers to it. Hell, I'd even say considering people seem to have a hard time staying at their damn job in the same city this could be flat out a bad idea. One of them will see a butterfly and get lost on the way.

Other than that, I'm not sure I understand what you are asking for exactly. About requiring the right production within a chain to have the right stock in stores that's already an option in the holotape called stock restock. With resources being shared in the network it already pretty much work as if settlements trade within themselves and it allows to have specialized settlements. And your idea of limiting the transfer of resources at lower levels would make specialized settlements a lot harder to achieve.

As far as your assumption that a plot of everything is required to have your settlers happy I can say for sure this isn't the case. I had abernathy as a pure farm with no water production, no industrial or commercial of any kind only houses, farms, one caravan plot and a relaxation plot and they were the happiest of my settlements. And about if it's a bug or something you did wrong, outside of testing from the same exact setup you had I don't know how anyone can honestly answer you.

Next time you see this situation and you think it could be a bug, you could do a save right there and do some testing. By reading the industrial philosophy from the toolkit wiki (https://wiki.simsettlements2.com/CreateAddons/Industrial-Resources), they say this

"With that in mind, we don't expect players to be able to have fully balanced individual settlements. The engine creates this limitation for us (by crashing when too many objects and NPCs exist in an area - and that has led to players creating themselves internal limits on how much they will build up a place), and we've leaned into this to encourage focused settlements that can produce excesses and then share them with their neighboring settlements.

In the early game, they absolutely will be able to balance out a settlement, but as they get deeper into our "tech-tree" and unlock more elaborate building classes, it will become impractical, if not impossible, to avoid specializing. This is especially true for players who opt to engage in the full experience, with Maintenance and Operating Costs turned on."

So if for some reason this doesn't actually work, it can be a bug. Because clearly their intent is to allow it.
 
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