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Things that would be helpful; to know...

Din'elen DarkStar

Well-Known Member
City Planner (S3)
Banned
Messages
2,608
1) What is the order of operations a settlement calculates things. Is it consumption then production or visa versa?
2) When does this occur, is there a time of day that all this goes down?
2a) Do all settlements do their thing all at once or in any specific order?
3) What if any order does it check for the resources both base game and SS needs production vs consumption?
4) Is there any way to fix the ripple effect? When a settlement resource plot like food, water, power or defense upgrades and that specific resource drops for a minute it blows out a ton of other settlements it seems. This reall shouldn't happen, Especially if you have your network set up right, a producing settlement should be able to handle any temporary deficit a settlement might have during an upgrade so as to not scramble the entire settlement network. I know this has always been this way and chaulk it up to the Power of Todd but still.
5) This is more of a general question about ripple effect. If one settlement has a real problem like lack of water as example. Then that settlement's problem should be more easily discovered and marked so as to not inadvertently cause the dreaded ripple effect. and allow us to go fix it without hunting through all our settlement to find the REAL issue.
 
  1. I believe its Costs then production, but not even close to 50% sure...
  2. Random. I believe when you claim your first settlement, SS2 starts a 24 hour timer. When the timer expires, it starts the settlement update, starting with your first claimed settlement and updating in the order the settlements were claimed.
  3. no clue...
  4. I believe this is caused by script lag. Only the power of :todd: could fix it by giving the papyrus engine more resources.
 
I could never figure out how to avoid the ripple effect - a sad side of FO4 being what it is - so I've been shy about making settlements truly specialized. Because if my specialized farming settlement suddenly decides that it needs to shuffle all of its workers and ends up with a -999 food export for all of two seconds, its gonna cause happiness crashes and production hiccups across the entire network which is way too much of a hassle to deal with.
 
How about Leader traits and what they do? Are those archived anywhere? None of Old Paul's traits are in the old lists (that I can find).
 
I could never figure out how to avoid the ripple effect
I have been playing with full manual assignment since somewhere in the middle of the v1.0.0 alphabet soup betas. I have been camped out in the Latest News forum waiting for auto assignment to be fixed.
Because if my specialized farming settlement suddenly decides that it needs to shuffle all of its workers and ends up with a -999 food export for all of two seconds
I have built several specialized settlements and not really encountered this problem. (with manual assignment) I can tell you that when you get into the advanced plots and start upgrading, you need to increase resource and defense by a lot. In my last game I played Scrap Components for the first time. The beginning was a lot more challenging as I was constantly low on wood and steel. It was quite a new experience as I have never really needed to scav for wood and steel before. Once you level the plots up and start unlocking things, this difficulty goes down a lot. Once I started unlocking high tech the only resources that were constantly low was food and water.
How about Leader traits and what they do?
In SS1, you went to the city planner's desk and selected assign leader. There was a menu option on the leader card to show what the traits were. I do not know if this carried over to SS2 as I have not played much with the city plan system.
 
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The list of leader traits with short descriptoins;
The "Ally of Institute, Brotherhood and RR are missing, but they are same as friend of MM".


MAJOR ----------------------------------------------------------------------------------------------------
Engineer [Production] type Industrial buildings produce 20% more at the settlement
Expert Hunter Settlement Food needs reduced by 25%
Exp Mayor This settlement's City Plan will upgrade 25% faster
Gunsmith Martial plots produce 25% additional defense for the settlement
Investigator Caravans from this settlement more likey to make discoveries on salvage runs.
Lifebringer More food from farms.
Logistics Ofcr All plot construction costs reduced by 10% at the settlement
Mad Scientist Recruit extra test subjects (settlers) each day, they may die...
Makshft Armorer Doubles the effect of Agility on Martial plot defense in the settlement
Melee Trainer Settlers also add their Strength to Martial plot Defense at the settlement
MM Officer Many new settlers will be trained as Minutemen at the settlement
One Mutant Army Always defends settlement successfully from raids while you're away
Rabble Rouser Guarantees at least one new settler is recruited each day up to the settlement max
Robot Recruit robots
Truthseeker Synths can no longer infiltrate the settlement

MINOR-----------------------------------------------------------------------------------------------------
Caravaner Reduce food requirement by 5 at the settlement
Charismatic Increase max settler count by 2 at the settlement
Connected Bcrt Municipal plots upgrade 20% faster at the settlement
Entertainer Recreational plots upgrade 20% faster at the settlement
Enthusiastic Settlement happiness increased by 5.
Entrepreneur Commercial plots upgrade 20% faster at the settlement
Defender Settlement defense increased by 15
Farming Exp. Agricultural plots upgrade 20% faster at the settlement
Frend of Sheng Reduce water requirement by 5 at the settlement
Futurist Industrial plots upgrade 20% faster at the settlement
Good Neighbor Residential plots upgrade 20% faster at the settlement
Handyman Maintenance costs reduced by 20% at the settlement
Military Mind Martial plots upgrade 20% faster at the settlement
Optimizer [Junk Gathering] Industrial plots find more junk at the settlement
Party Animal Settlement happiness increased by 5
Promoter Relaxation] Recreational buildings boost happiness even further at the settlement
Recruiter Increase chance of new settlers being recruited to the settlement
Scavenger Personally collects some junk every day at the settlement workbench
Shakedown Artst Increase Caps income from Commercial plots at the settlement
Welcoming Increases likelihood visitors will come to the settlement



WEAKNESS -------------------------------------------------------------------------------------------------
Allergies Reduces the max number of settlers allowed to own pets in the settlement
Communist Commercial plots take 20% longer to upgrade at the settlement
Depressed Settlement happiness reduced by 5.
Embezzler Reduce Caps income from Commercial plots at the settlement
Fun Police Recreational plots take 20% longer to upgrade at the settlement
Ghoulish Max recruitable settlers reduced by 2 at the settlement
Inhospitable Reduces likelihood visitors will come to the settlement
Lone Wolf Settlement defense needs increased by 10
Naive Martial plots take 20% longer to upgrade.
No Fun
Notorious Reduce chance of new settlers being recruited to the settlement
Pacifist Martial plots take 20% longer to upgrade at the settlement
Overzealous Settlement happiness reduced by 5
Raider at Heart Agricultural plots take 20% longer to upgrade at the settlement
Rebel Reduces taxes.
Self Doubt Maintenance Costs increased by 10% at the settlement
Stickler Municipal plots take 20% longer to upgrade at the settlement
Synthetic Agricultural plots take 20% longer to upgrade at the settlement
Snth SympathizerIncrease likelihood of synths infiltrating the settlement
Taskmaster Residential plots will take longer to upgrade
Technophobe Industrial plots take 20% longer to upgrade at the settlement
Unimaginative Reduces junk collected by [Junk Gathering] Industrial buildings at the settlement
Wasteful Water requirements increased by 5 at the settlement
 
Side note:
I complied the list of leader traits, as I am testing a mod which adds SS2 leader traits to the NPC setters in the awesome mod, Settlers of the Commonwealth.
Once I am convinced it works well, I may post it up here for other SS2 users to test etc.
 
Side note:
I complied the list of leader traits, as I am testing a mod which adds SS2 leader traits to the NPC setters in the awesome mod, Settlers of the Commonwealth.
Once I am convinced it works well, I may post it up here for other SS2 users to test etc.
I use SotC but I don't use them as leaders like I did in SS1. They are so much better as settlers in SS2. I have a custom copy that made each one a little more SPECIAL ized. I have used that mod for so long that I knew exactly which ones I want to be specialized where. Seven is and always will be my fav then Luke and Terrance. It sucks they cut the unvoices NPC's. Oh and Morgan such angst.
 
I use SotC but I don't use them as leaders like I did in SS1. They are so much better as settlers in SS2. I have a custom copy that made each one a little more SPECIAL ized. I have used that mod for so long that I knew exactly which ones I want to be specialized where. Seven is and always will be my fav then Luke and Terrance. It sucks they cut the unvoices NPC's. Oh and Morgan suck angst.
Excellent point. I had not considered (yet) changing their stats - but I think that is a great idea.

I DID read most of their dialogue choices (a real pain in the CK or even in xEdit) to get a feel for what leadership triaits to get them, and yeah, there are some cool characters in there.

OH, and yeah - want to put morgan into a settlement with marcy long....
 
Excellent point. I had not considered (yet) changing their stats - but I think that is a great idea.

I DID read most of their dialogue choices (a real pain in the CK or even in xEdit) to get a feel for what leadership triaits to get them, and yeah, there are some cool characters in there.

OH, and yeah - want to put morgan into a settlement with marcy long....
There was a mod that already did this for them. Leaders of the Commonwealth I thought. I know it was an SS1 mod but should function with minimal tweaks.
 
Excellent point. I had not considered (yet) changing their stats - but I think that is a great idea.

I DID read most of their dialogue choices (a real pain in the CK or even in xEdit) to get a feel for what leadership triaits to get them, and yeah, there are some cool characters in there.

OH, and yeah - want to put morgan into a settlement with marcy long....
Oh God Morgan and Marcy. Now that would be bad.
 
Settlers of the Commonwealth - City Leaders There seems to be 2 copies from different authors.

 
Settlers of the Commonwealth - City Leaders There seems to be 2 copies from different authors.

Yeah, that was where I got the idea to make my own.

There are a few mods out there that do similar things but they either make other changes or add new characters etc.
NOTHING wrong with those - but I wanted something a bit more basic and clean for my own personal game.
 
Helpful to know: when you get the quest to seek out the raiders you had radio contact with and you have to defend yourself when they attack after the discussion with Aiden. do not use the Fatman :D I had to revert back a save as both Aiden and our ASAM guy would not do anything anymore and the ASAM guy just walked away leaving me with Aiden ....

reloaded a save .. and to bad the quest "Where there's smoke" is stuck after the end fight :( now I need to find a way to fix that
 
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