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What is required for City Plan upgrades?

speciousLogic

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17
I've built a leveled city plan. It simply WILL NOT upgrade. Level 1 is designed for 4 residents. As specified by @kinggath in the tutorial, Level 0 has only a few hand pumps and no generators other than the one powering the beacon. At this point, I've got four level 3 residential plots, 2 level 3 ag plots, a level 2 scrap lot, and a level 2 checkpoint... but the city is stuck at Level 0. Happiness is 71%. I gave in and added turrets and water pumps to resolve those deficits. Who knows why the power meter is full when there is only 3 power for all those plots that want it...

Pulling my hair out here. The tutorial says to match resources for a given city level to the same plot level, but that fails utterly when the plots upgrade so far beyond the city. I just want to design a city that will level up on its own without micromanagement. Is there a minimum population per level? Is there some way to prevent plots from leveling up beyond the city level that provides the resources they need? Did I miss something in the tutorials?

Argh!

--specious

EDIT: The HUD reads L0 100% and has for many in-game days. All Sim MCM settings are default, which seems the most expected scenario to support.

EDIT 2: The cheat command successfully raises the city level.
 
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For a plan to update, it must have a) the required scrap, b) meet a minimum happiness level, and c) meet a minimum in game time. Those numbers will vary between city levels.

Forcing upgrades without cheating involves donating sufficient food, water, scrap, and happiness boosters, and waiting for the upgrade timer to expire. This will take multiple in-game days.
 
For a plan to update, it must have a) the required scrap, b) meet a minimum happiness level, and c) meet a minimum in game time. Those numbers will vary between city levels.

Thanks for your reply, Yagisan.

Will you please elaborate a bit about scrap and time? Let's say from L0 to L1, where the items added are a couple generators and a couple plots. How many days between 0 and 1? Also, are you saying that the specific components to build the new pieces must be either in the workbench at the start or scavenged by the settlers? Or, is the scrap requirement perhaps less about specific items and more about quantity?
 
It's scrap quantity. The settlers will eventually fill the scrap bar themselves, but you can help by donating via the city planners desk. I don't remember the exact number of days, but it should be something like a week. They also need to maintain their happiness - so, respond to those "settlement under attack" messages.
 
Well, I built another city plan just to verify that everything is correct. It's designed for 4 residents at L0 and 6 at L1. Now, after 6 in-game days there are 4 L2 residential plots, 2 L2 ag plots, one martial plot at L1 and the other at L2. L0 city has 3 hand pumps, so the upgraded plots have created a -2 water deficit. The city is currently at L0 64% -- but with 0% upgrade scrap, so it will apparently not move from here (multiples of 0 are 0). Tried a city plan refresh. My load order is only mods for SS and city building, plus Start Me Up, Place Everywhere, and UF4 Patch. Also SCDO and Rename Anything, since I was playing a bit while waiting for the city to upgrade without intervention. Mod conflict is not likely the issue.

Anyone have ideas? This 0% upgrade scrap thing is three years old, so surely not top-of-stack for bug fixes. I didn't think to watch it when testing my previous plan, but maybe that was the problem there.

Are city plans at all levels below 3 supposed to have unemployed settlers to gather scrap? Should my L0 plan be larger than 4, in order to cover enough food and defense for an industrial plot?
 
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I am not aware of any bug with the scrap generation. If you have no Industrial plots though, there will be none. There also won't be any if you have the scrap requirement disabled in that settlement (I don't recall if the percentage shows as 0 or 100 in that case).

Not all of the City Plans are balanced in a way that will allow them to automatically level up, they generally require you to help them fill their meters. The exception is if you set the Involvement Setting to Low - in which case, your only real responsibility is to donate them scrap.

There are a lot of variables at play thanks to how many options we've cooked in, so it sometimes helps to dig into the Local Settings section at the City Manager's Desk in a settlement to see how everything is configured there when trying to figure out why something isn't working as expected.

RE: Bugs that appear to have gone unanswered, I don't have the bandwidth to monitor the forums constantly myself, so I rely on a handful of trusted community members to verify and report bugs directly to me, as quite often the bug reports turn out to be mod conflicts, settings related, or lack of knowledge.

I'm not saying for certain your problem lies in one of these categories, and may very well be a bug, but due to how much stuff I'm responsible for on the team (and IRL), someone on the team has to confirm it's a bug before it gets investigated by me (who is the sole person managing the code). So it's not that this isn't a priority in 3 years, it's that anytime it has come up in other posts, it likely was just unseen by someone who was able to replicate it and send the ticket my way.

Yagisan here is one of the people in my circle, so he's giving you information to help verify your problem isn't settings or mechanics related. Hopefully my information at the start of this post will help you verify that as well.
 
I've been away from SS:C, and just saw your reply, @kinggath. Thanks for that. The issues I'm seeing are not with one of the team's city plans, but one I'm building myself to determine what's possible in the interest of building SS:C raid targets (some well-suited for outposts and others for vassals, since the RotC plans are sub-optimal for outposts and some also not very useful as vassals; I can't start RotC cities at L3 because despite very strong hardware I get CTD when approaching Starlight -- even with initial performance choices very low).

Sorry I didn't keep references to the posts here that discuss settlements not gathering scrap; those would surely be helpful to the team. My early attempts tried to start too small at Level 1, aiming to get farm and martial plots in place and up to Level 2 prior to adding the first scrap plot (trying to limit the total number of farm plots while still feeding everyone at the start).

Zero criticism is intended in anything I've posted -- I'm just asking questions and trying to learn. Not to blow smoke up your sails, but the volume and quality of your output is incredible. I'm a dev myself, so "bug" means only unintentional side effect or underlying weakness exposed by a novel feature, difficult to repro, etc. Does this game engine support any kind of unit testing? If not... must be tough.
 
I have been unable to get any plot or any city to upgrade, but I suspect it may be due to the initial graphics settings? I originally set the graphics to low even though my PC can handle more because I always get to a point in the game where it starts to crash all the time. Can anyone verify the graphics settings will stop or limit upgrades?
 
I've built a leveled city plan. It simply WILL NOT upgrade. Level 1 is designed for 4 residents. As specified by @kinggath in the tutorial, Level 0 has only a few hand pumps and no generators other than the one powering the beacon. At this point, I've got four level 3 residential plots, 2 level 3 ag plots, a level 2 scrap lot, and a level 2 checkpoint... but the city is stuck at Level 0. Happiness is 71%. I gave in and added turrets and water pumps to resolve those deficits. Who knows why the power meter is full when there is only 3 power for all those plots that want it...

Pulling my hair out here. The tutorial says to match resources for a given city level to the same plot level, but that fails utterly when the plots upgrade so far beyond the city. I just want to design a city that will level up on its own without micromanagement. Is there a minimum population per level? Is there some way to prevent plots from leveling up beyond the city level that provides the resources they need? Did I miss something in the tutorials?

Argh!

--specious

EDIT: The HUD reads L0 100% and has for many in-game days. All Sim MCM settings are default, which seems the most expected scenario to support.

EDIT 2: The cheat command successfully raises the city level.
whats the cheat command?
 
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