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What are the most recommended advanced industrial buildings?

RagnarokJ

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I don't really know much about the advanced industrial buildings. There's no guide that I could find in great detail about them. Does anyone that has experience with them have suggestions on the most useful ones you just can't live without and how to get the them with tech tree steps 1 and 2? If there is a guide on them somewhere, I'd like a link to it.
 
Did you read the pinned post in this section of the forum about Industrial Revolution Tech Tree yet?
 
My top recommendation would be the filtration plant. You'll need two or three for inland settlements. Unless you're using Expanded Settlements (I think it's by Neeher?) and your toon is a science build, for the water purifiers.

The nuclear power plant is next. Power's a real problem without fusion or vault generators, or JtBryant/Kana addons, and coal power is achingly slow.

Nice to haves are the tool shop, and at least one remelting facility and fuel depot.

The weakest tree IMHO is the sawmill. Coal can power stuff, but it's slow; you'll only stay on top of power demand by scrounging for generators (plus you save the settler).
 
The staff of the New Bugle disagree with you. ;)
I love the New Bugle. It's great to arrive back in a settlement and find a new story. However it is a shame that it knows nothing about the DLC stories.
 
The new bugle is by far my favourite, fits in with preexisting FO buildings wounderfully, and the whole oil tech tree is pretty sweet aswell. I build mostly for asthetics though.
 
I build mostly for asthetics though.
Now that I am rolling in caps and resources, so do I. I have an oil well simply because it looks good where I placed it. I don't particularly need the oil, but nothing else looked right in that spot.
 
A low Int (no chemist) build that uses drugs would find the Chemical Plant(water3) useful, the Nuclear Arms Factory(mine3) with the Fuel Depot(oil3) make sufficient mini nukes (and a lot of Fatmen) to justify bringing a Fatman to most engagements, 2 or 3 of them could probably feed a dedicated build. The Tech Salvage(scaver3) makes sensors (I only grab the loose sensors on the floor in the museum, for difficulty), and the Military Salvage(scaver3) makes grenades and mines. I generally build for aesthetics, but I weight my choices to feed my character what they need.
 
The new bugle is by far my favourite, fits in with preexisting FO buildings wounderfully, and the whole oil tech tree is pretty sweet aswell. I build mostly for asthetics though.

I have an oil well simply because it looks good where I placed it. I don't particularly need the oil, but nothing else looked right in that spot.

I generally build for aesthetics, but I weight my choices to feed my character what they need.

Oh yeah, the buildings are beautiful. I love the oil pump so much, I plop it everywhere :agree: I enjoy collecting and reading the New Bugle editions; I hope the team eventually cover the DLC (and SIMS stuff, like "First Advanced Energy Lab!" and "Sunshine Tidings discovers tools!" I was coming from an ordered perspective: aesthetics aside there's no need for duplicate presses.

There's also a "tech age" system, where settlements start farm-heavy, then scrap-heavy, then can branch out thematically (high-tech, shopping mall, military produce, scrap palace, etc.). It doesn't quite work like that, mostly because of electricity. Coal power is a bit too late, and nuclear is just one step more, so you may as well go straight for nuclear. I like JtBryant's substations here, because then (as with farms) you use lots of settlers for power, then gradually ween them off.
 
The weakest tree IMHO is the sawmill.


The staff of the New Bugle disagree with you. ;)

Lol. Yeah, they just might.

Anyway, from an aesthetic point, I kind of like to use some Robots modified from the Robot Workstation. Also have a mod with multiple paint jobs so my Protectrons can have authentic Industrial or construction paint. I know they can lower overall happiness, but a couple Central Park plots and Bars fix that easy enough.

I just really enjoy coming home and passing the local sawmill. (Which is usually placed near some trees, i mean a saw mill in the middle of a parking lot just dont look right to me) Standing there is a Robot with a Saw Blade or Axe on one arm and a Construction Claw on the other. It just fits so perfectly.

Or my Iron Mine with a Robot weilding a Hammer and a Drill.

I also have a Robots only settlement in the Glowing Sea, (Conquest). I built and since its Robots, i dont need to go back, just let the resources add up in the workshop. I plan to send any Ghoul settlers I get down there if I ever get any. For some reason, the only Ghoul I've gotten so far was a Synth and had to be banished, so what are ya gonna do...?

Except of course for one guy at Outpost Zimonja. I stepped out of my Power Armor for a second and the prick stole it. After I got it back, I sent him down there to die of Radiation. Huh,.. maybe I should go check on him....
 
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Lol. Yeah, they just might.

Anyway, from an aesthetic point, I kind of like to use some robots. I know they can lower overall happiness, but a couple Central Park plots and Bars fix that easy enough.

I just really enjoy coming home and passing the local sawmill. Standing there is a Robot with a saw blade on one arm and a Construction Claw on the other. It just fits so perfectly.

Or my Iron Mine with a Robot weilding a Hammer and a Drill.

I completely understand the aesthetic appeal of robots with SS. I tend to populate my RR settlements exclusively with robots. One of the quick fills tends to end up with 2 permanent mines and a pair of Sonja eye-bots painted red as miners. The only other robot I could think of was a Mr. Handy with a pickax...I mean Drill. Mind you, the aesthetics/theme of my settlements sometimes gets out of hand: The CoA settlement I set up in the Crater of Atom has sufficient mininukes to do a full-scale reenactment of the great war...because I built 6 Nuclear Arms facilities as part of the fortifications (two of them are part of the foundations for a pair of battery towers and the other four are part of some flanking towers)
 
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