Difference between revisions of "Plots"

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:For in depth information, see [[Breakdown]]
 
:For in depth information, see [[Breakdown]]
  
==Residential==
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==Residential== <!--T:2-->
 
Starts with building materials. With a Settler assigned to them, Residential plots include shelter, static and dynamic clutter, furniture and a bed for the Settler assigned.
 
Starts with building materials. With a Settler assigned to them, Residential plots include shelter, static and dynamic clutter, furniture and a bed for the Settler assigned.
  
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Residential plots have 3 levels they can achieve. Getting to level 1 only requires a Settler to build it. This can take a few seconds or about 1 in-game week depending on Holotape options. The resident will upgrade their house to level 2 as long as it has power and there is enough food and water. The same is required to upgrade from level 2 to level 3. Time taken to upgrade varies on Holotape options.
 
Residential plots have 3 levels they can achieve. Getting to level 1 only requires a Settler to build it. This can take a few seconds or about 1 in-game week depending on Holotape options. The resident will upgrade their house to level 2 as long as it has power and there is enough food and water. The same is required to upgrade from level 2 to level 3. Time taken to upgrade varies on Holotape options.
  
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Level 1 houses will be makeshift and not make use of any electronics and contain minimal clutter. At this stage if a V.I.P. lives here, it may be very subtle.
 
Level 1 houses will be makeshift and not make use of any electronics and contain minimal clutter. At this stage if a V.I.P. lives here, it may be very subtle.
  
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Level 2 houses will begin using lights (so long as they have power), the clutter will increase and they will likely gain a door. At this stage V.I.P. clutter will appear.
 
Level 2 houses will begin using lights (so long as they have power), the clutter will increase and they will likely gain a door. At this stage V.I.P. clutter will appear.
  
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Level 3 houses will fully upgrade their clutter to look more "lived in" and like a permanent place of residence. V.I.P. clutter will be at its most recognizable now.
 
Level 3 houses will fully upgrade their clutter to look more "lived in" and like a permanent place of residence. V.I.P. clutter will be at its most recognizable now.
  
==Commercial==
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==Commercial== <!--T:7-->
 
With a Settler assigned to them, Commercial plots will create one of 7 business types:<br>
 
With a Settler assigned to them, Commercial plots will create one of 7 business types:<br>
 
* Armor Store
 
* Armor Store
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* Other (currently no shops in the default mod use this category)
 
* Other (currently no shops in the default mod use this category)
  
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These shops are fully functioning stores that act like the shops you can build in the vanilla game, with the settler assigned gaining a new Barter option, as well as depositing caps to your workbench daily.
 
These shops are fully functioning stores that act like the shops you can build in the vanilla game, with the settler assigned gaining a new Barter option, as well as depositing caps to your workbench daily.
  
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By default, Commercial plots require that you have at least 5 residential plots built before someone will open a store on a Commercial plot.
 
By default, Commercial plots require that you have at least 5 residential plots built before someone will open a store on a Commercial plot.
  
==Industrial==
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==Industrial== <!--T:10-->
 
Industrial plots generate scrap for your settlement. In the initial release of Sim Settlements, there is only one building set which starts as a haphazard mound of dirt and scrap. Higher tier it will become a full garage, filled with tools and equipment.
 
Industrial plots generate scrap for your settlement. In the initial release of Sim Settlements, there is only one building set which starts as a haphazard mound of dirt and scrap. Higher tier it will become a full garage, filled with tools and equipment.
  
==Agricultural==
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==Agricultural== <!--T:11-->
 
Agricultural plots generate food for your settlements. In the initial release of Sim Settlements, they start as a mound of dirt with only a few crops scattered on top of it. Higher tier plots will have several more uniform crops, water pump with irrigation and scarecrows (mannequins). The amount of food increases with each upgrade level, ultimately providing much more food than a settler using vanilla crops could provide.
 
Agricultural plots generate food for your settlements. In the initial release of Sim Settlements, they start as a mound of dirt with only a few crops scattered on top of it. Higher tier plots will have several more uniform crops, water pump with irrigation and scarecrows (mannequins). The amount of food increases with each upgrade level, ultimately providing much more food than a settler using vanilla crops could provide.
 
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[[Category:Sim Settlements]]
 
[[Category:Sim Settlements]]

Revision as of 22:06, 2 July 2017

Other languages:
Deutsch • ‎English
For in depth information, see Breakdown

Residential

Starts with building materials. With a Settler assigned to them, Residential plots include shelter, static and dynamic clutter, furniture and a bed for the Settler assigned.

Residential plots have 3 levels they can achieve. Getting to level 1 only requires a Settler to build it. This can take a few seconds or about 1 in-game week depending on Holotape options. The resident will upgrade their house to level 2 as long as it has power and there is enough food and water. The same is required to upgrade from level 2 to level 3. Time taken to upgrade varies on Holotape options.

Level 1 houses will be makeshift and not make use of any electronics and contain minimal clutter. At this stage if a V.I.P. lives here, it may be very subtle.

Level 2 houses will begin using lights (so long as they have power), the clutter will increase and they will likely gain a door. At this stage V.I.P. clutter will appear.

Level 3 houses will fully upgrade their clutter to look more "lived in" and like a permanent place of residence. V.I.P. clutter will be at its most recognizable now.

Commercial

With a Settler assigned to them, Commercial plots will create one of 7 business types:

  • Armor Store
  • Bar
  • Clinic
  • Clothing Store
  • General Store
  • Weapon Store
  • Other (currently no shops in the default mod use this category)

These shops are fully functioning stores that act like the shops you can build in the vanilla game, with the settler assigned gaining a new Barter option, as well as depositing caps to your workbench daily.

By default, Commercial plots require that you have at least 5 residential plots built before someone will open a store on a Commercial plot.

Industrial

Industrial plots generate scrap for your settlement. In the initial release of Sim Settlements, there is only one building set which starts as a haphazard mound of dirt and scrap. Higher tier it will become a full garage, filled with tools and equipment.

Agricultural

Agricultural plots generate food for your settlements. In the initial release of Sim Settlements, they start as a mound of dirt with only a few crops scattered on top of it. Higher tier plots will have several more uniform crops, water pump with irrigation and scarecrows (mannequins). The amount of food increases with each upgrade level, ultimately providing much more food than a settler using vanilla crops could provide.