Difference between revisions of "Options"

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#REDIRECT [[City_Manager_2078_Holotape]]
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<languages />
 
<languages />
 
<translate>
 
<translate>
 
<!--T:1-->
 
<!--T:1-->
This page is is currently being updated, for now, please refer to the most recent Youtube video covering the options:
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You can find the '''City Manager 2078 Holotape''' in your '''Misc''' inventory and load it into your Pip-Boy to access the following options.
<youtube dimensions="1000">https://www.youtube.com/watch?v=gMVmBsEYKmM</youtube>
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 +
 
 +
=Configuration Wizard=
  
[[File:Youtube.png|x20px]] Youtube Direct Link: https://www.youtube.com/watch?v=gMVmBsEYKmM
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If you are new to Sim Settlements, the first time you run the '''City Manager 2078 Holotape''', there will be a prompt asking you if you would like to run the set up wizard.
  
You can find the '''City Manager 2078 Holotape''' in your '''Misc''' inventory and load it into your Pip-Boy to access the following options.
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If you are already playing with Sim Settlements, you can manually activate this Configuration Wizard under "Tools".
 +
 
 +
Below are the questions asked by the in-game Settings Configuration Wizard along with what settings are changed based upon your answers.
 +
===Welcome (Starting Pop-up Message)===
 +
''After answering each question, some number of Sim Settlements options will be changed.''
 +
 
 +
''If you'd like to change your answers, or the settings later, you can run the wizard again, or change the individual options in the [[Options|City Manager 2078 Holotape]].''
 +
 
 +
===Q1: How challenging would you like settlement management to be?===
 +
#''Throw everything you've got at me!''
 +
#*[[Options#Realistic Build Times|Realistic Build Times]]= ON
 +
#*[[Options#Citizen Needs Requirement|Citizen Needs Requirement]]= ON
 +
#*[[Options#Initial Plot Costs|Initial Plot Costs]]= ON
 +
#* Maintenance Costs = ON (New in 3.0)
 +
#* Supply Costs = ON (New in 3.0)
 +
#''I don't mind a challenge, as long as it's fun. ''
 +
#*[[Options#Realistic Build Times|Realistic Build Times]]= OFF
 +
#*[[Options#Citizen Needs Requirement|Citizen Needs Requirement]]= ON
 +
#*[[Options#Initial Plot Costs|Initial Plot Costs]]= ON
 +
#* Maintenance Costs = OFF (New in 3.0)
 +
#* Supply Costs = ON (New in 3.0)
 +
#''Is there a free build mode?''
 +
#*[[Options#Realistic Build Times|Realistic Build Times]]= OFF
 +
#*[[Options#Citizen Needs Requirement|Citizen Needs Requirement]]= OFF
 +
#*[[Options#Initial Plot Costs|Initial Plot Costs]]= OFF
 +
#* Maintenance Costs = OFF (New in 3.0)
 +
#* Supply Costs = OFF (New in 3.0)
 +
 
 +
===Q2: Which appeals to you more?===
 +
#''Finding the balance required to create a successful city as it grows and evolves.''
 +
#*[[Options#Dynamic Needs|Dynamic Needs]]= ON
 +
#*[[Options#Martial Tech Requirement|Martial Tech Requirement]]= ON
 +
#*[[Options#Residential Job Requirement|Residential Job Requirement]]= ON
 +
#*[[Options#Commercial Requirement|Commercial Requirement]]= ON
 +
#''Building exactly the things I want, without stressing too much about what the city needs.''
 +
#*[[Options#Dynamic Needs|Dynamic Needs]]= OFF
 +
#*[[Options#Martial Tech Requirement|Martial Tech Requirement]]= OFF
 +
#*[[Options#Residential Job Requirement|Residential Job Requirement]]= OFF
 +
#*[[Options#Commercial Requirement|Commercial Requirement]]= OFF
 +
 
 +
===Q3: How do you want settler assignment handled?===
 +
#''Let Sim Settlements do everything.''
 +
#*[[Options#Auto Assignment|Auto Assignment]]= ON
 +
#*[[Options#Auto Assign Unique NPCs|Auto Assign Unique NPCs]]= ON
 +
#*[[Options#Auto Assign Away from Beds|Auto Assign Away from Beds]]= ON
 +
#*[[Options#Auto Assign Away from Work Objects|Auto Assign Away from Work Objects]]= ON
 +
#''Let Sim Settlements handle idle settlers only.''
 +
#*[[Options#Auto Assignment|Auto Assignment]]= ON
 +
#*[[Options#Auto Assign Away from Beds|Auto Assign Away from Beds]]= OFF
 +
#*[[Options#Auto Assign Away from Work Objects|Auto Assign Away from Work Objects]]= OFF
 +
#*[[Options#Auto Assign Unique NPCs|Auto Assign Unique NPCs]]= ON
 +
#''I'll handle all of the assignments myself.''
 +
#*[[Options#Auto Assignment|Auto Assignment]]= OFF
 +
 
 +
===Q4: How would you like building upgrades handled?===
 +
#''Automate all the upgrades.''
 +
#*[[Options#Upgrades|Upgrades]]= AUTO
 +
#*[[Options#Upgrades Advanced|Upgrades Advanced]]= AUTO
 +
#''Let me choose upgrade paths.''
 +
#*[[Options#Upgrades|Upgrades]]= AUTO
 +
#*[[Options#Upgrades Advanced|Upgrades Advanced]]= MANUAL
 +
#''Wait for my approval to upgrade.''
 +
#*[[Options#Upgrades|Upgrades]]= MANUAL
 +
#*[[Options#Upgrades Advanced|Upgrades Advanced]]= MANUAL
 +
 
 +
===Q5: How would you like city upgrades handled? (New in 3.0, replaces obsolete question) ===
 +
#''Handle it automatically, I'll see the results when I get there.''
 +
#*City Upgrades = Auto
 +
#''I want to see it happen, wait for my approval.''
 +
#*City Upgrades = Manual
 +
 
 +
===Q6: Do you want to be notified as things happen in your settlements?===
 +
#''I want to know everything!''
 +
#*[[Options#Setup Notifications|Agricultural Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Agricultural Start Notifications]]= ON
 +
#*[[Options#Setup Notifications|Agricultural Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Commercial Complete Notifications]]= ON       
 +
#*[[Options#Setup Notifications|Commercial Start Notifications]]= ON
 +
#*[[Options#Setup Notifications|Commercial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Industrial Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Industrial Start Notifications]]= ON
 +
#*[[Options#Setup Notifications|Industrial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Martial Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Martial Start Notifications]]= ON
 +
#*[[Options#Setup Notifications|Martial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Recreational Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Recreational Start Notifications]]= ON
 +
#*[[Options#Setup Notifications|Recreational Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Residential Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Residential Start Notifications]]= ON
 +
#*[[Options#Setup Notifications|Residential Upgrade Notifications]]= ON
 +
#*City Upgrade Notifications= ON (New in 3.0)
 +
#''I only care about buildings finishing construction or upgrades.''
 +
#*[[Options#Setup Notifications|Agricultural Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Agricultural Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Agricultural Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Commercial Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Commercial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Commercial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Industrial Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Industrial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Industrial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Martial Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Martial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Martial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Recreational Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Recreational Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Recreational Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Residential Complete Notifications]]= ON
 +
#*[[Options#Setup Notifications|Residential Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Residential Upgrade Notifications]]= ON
 +
#*City Upgrade Notifications= ON (New in 3.0)
 +
#''Just let me know when something upgrades.''
 +
#*[[Options#Setup Notifications|Agricultural Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Agricultural Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Agricultural Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Commercial Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Commercial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Commercial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Industrial Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Industrial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Industrial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Martial Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Martial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Martial Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Recreational Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Recreational Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Recreational Upgrade Notifications]]= ON
 +
#*[[Options#Setup Notifications|Residential Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Residential Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Residential Upgrade Notifications]]= ON
 +
#*City Upgrade Notifications= ON (New in 3.0)
 +
#''Don't notify me, I'll just check in on my settlements periodically.''
 +
#*[[Options#Setup Notifications|Agricultural Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Agricultural Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Agricultural Upgrade Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Commercial Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Commercial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Commercial Upgrade Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Industrial Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Industrial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Industrial Upgrade Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Martial Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Martial Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Martial Upgrade Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Recreational Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Recreational Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Recreational Upgrade Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Residential Complete Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Residential Start Notifications]]= OFF
 +
#*[[Options#Setup Notifications|Residential Upgrade Notifications]]= OFF
 +
#*City Upgrade Notifications= OFF (New in 3.0)
 +
 
 +
===Final Message===
 +
All done! Sim Settlements is now configured.
  
 
= Configure Zoning Laws = <!--T:2-->
 
= Configure Zoning Laws = <!--T:2-->
TODO - lots of options to document still
 
  
 
=== Reset All to Defaults ===
 
=== Reset All to Defaults ===
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=== Auto Assign Away from Work Objects ===
 
=== Auto Assign Away from Work Objects ===
This option is turned OFF by default which means that settlers whom you have already assigned to vanilla settlement “jobs” such as a scavenging station, farming particular plants, guard posts, etc. won’t be automatically reassigned to any agricultural, commercial, industrial, martial, or recreational plot you lay down. This includes named settlers like the Abernathies or the Finches who already have “jobs”. For the most part it also includes “work objects” added by other mods (this is very hard for us to test, but reports from players indicates it works).
+
This option is turned OFF by default which means that settlers whom you have already assigned to vanilla settlement “jobs” such as a scavenging station, farming particular plants, guard posts, etc. won’t be automatically reassigned to any agricultural, commercial, industrial, advanced industrial, martial, or recreational plot you lay down. This includes named settlers like the Abernathies or the Finches who already have “jobs”. For the most part it also includes “work objects” added by other mods (this is very hard for us to test, but reports from players indicates it works).
  
 
It also means that if you decide to assign a settler to a vanilla “job” (or work object added by another mod) Sim Settlements won't steal them away.
 
It also means that if you decide to assign a settler to a vanilla “job” (or work object added by another mod) Sim Settlements won't steal them away.
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=== Bans Applied To Plan Selection ===
 
=== Bans Applied To Plan Selection ===
<span style="color:darkorange; font-weight: bold;">NEEDS DESCRIPTION</span>
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By default, building plans that have been removed as available options to settlers (random building plan selection) from the City Planner’s Desk drawer, will still be available for you to manually select in the Choose Building Plan menu on an individual plot.
 +
 
 +
However, you can turn this option ON and then building plans you have banned at the City Planner’s desk will also not show up in the Choose Building Plan menu on individual plots.
  
 
'''Options:''' ON or OFF<br>
 
'''Options:''' ON or OFF<br>
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=== Beds are Homes ===
 
=== Beds are Homes ===
<span style="color:darkorange; font-weight: bold;">NEEDS DESCRIPTION</span>
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Left OFF (default), vanilla "bed" assignments are not counted by Sim Settlements in the "Homes" meter or in any calculations/requirements that count/need your settlers to have "Homes". This is because vanilla "beds" don't have upgrade levels and the Commercial plots are designed to only upgrade after a certain number of Residential plots have upgraded first.
 +
 
 +
If you switch this option to ON, all vanilla "bed" assignments will now be counted by Sim Settlements as "Homes" and will be used in or factored into any Sim Settlements calculations/requirements just like any official Residential plot “Home”. By making assigned vanilla beds count toward the “Homes” or “Residential” total, your Commercial upgrades may occur faster than usual.
  
 
'''Options:''' ON or OFF<br>
 
'''Options:''' ON or OFF<br>
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=== Citizen Needs Requirement ===
 
=== Citizen Needs Requirement ===
Your citizen’s needs will no longer be considered when checking for upgrade eligibility. This includes things like: Food, Water, Defense, and Happiness.
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By default “ON”, your settlers will not upgrade their structures (residential, agricultural, industrial, commercial, etc.) unless the Food, Water, Defense, and Happiness levels (citizen needs) of your settlement are high enough. It doesn’t matter if you have upgrades set to happen automatically or manually - in either case structures won’t upgrade inside your settlement until citizen needs are met.
 +
 
 +
Upgrade levels are also affected by this setting in that your “citizen needs” need to be met at/for each upgrade level, mainly happiness level. By default (citizens needs requirement set to ON) most structures will have lower happiness requirements for triggering an upgrade to level 2 but higher happiness requirement to allow for level 3 upgrades.
 +
 
 +
If you choose to change this setting to “OFF”, your citizen’s needs will no longer be considered when checking for upgrade eligibility. So not having adequate food, water, defense, and happiness won’t keep your buildings from upgrading. It is important to note, even if “citizen needs” are removed (turn off) from the upgrade eligibility calculations, there will still be other aspects that affect your structures eligibility for upgrade(s) such as connectivity to power, residential job requirements, dynamic needs, etc..  
  
 
'''Options:''' ON or OFF<br>
 
'''Options:''' ON or OFF<br>
 
'''Default:''' ON<br>
 
'''Default:''' ON<br>
 +
 
=== Commercial Requirement ===
 
=== Commercial Requirement ===
 +
By default in Sim Settlements, your settlers will not “build” and “open” stores on any commercial plots you lay down until a “certain” number of your settlers have also built “homes” on residential plots (in the same settlement) you have laid down.
 +
 +
The basic notion (from an immersion standpoint) is that people will need a place to live before they will even consider any “retail/commercial” venture. Additionally, the “certain” number of homes requirement is a simple way to tie the growth of your settlements commercial aspects to the number of “homeowners” - in the real world you need a large enough foundation of residents (e.g. residential) in a town for commercial enterprises to be feasible and/or supported.
 +
 +
Now, if you want, you can change it so just the total “Population” in each settlement determines if commercial stores will be opened. With this option set to “Population” the only way someone's going to come open a shop in a settlement is if it has a reasonable population. Sim Settlements is designed to work with any charisma level (of your in game character that is) so for example, if you're a player who doesn't like charisma gameplay and you just want a charisma of 1, you'll still be able to get stores to open and upgrade with this set to population (i.e. the population requirements are low). This is especially useful for smaller settlement locations where you may only have room for a much lower number of settlers.
 +
 +
'''''Note:''''' ''an alternative to changing/messing with this Commercial Requirement option is to use the newer '''[[Options#Beds_are_Homes|"Beds are Homes"]]''' option. There is now a setting called “Beds are Homes” that is OFF by default but if you change it to ON, your settlers will be considered “Homeowners” regardless of whether they have a home on a residential plot - they just need an assigned bed. So you can leave this Commercial Requirement alone and keep the default immersion aspect.''
 +
 +
Finally, if you just hate getting involved in your gameplay at all and you want to build those commercial no matter what, you can turn off this requirement completely by changing it to “None”. On the “None” setting, commercial plots will build and upgrade no matter how many settlers or homes you have.
 +
 
'''Options:''' Homes, Population, or None<br>
 
'''Options:''' Homes, Population, or None<br>
 
'''Default:''' Homes<br>
 
'''Default:''' Homes<br>
 +
 
=== Delay Building Materials ===
 
=== Delay Building Materials ===
 +
When you build a Sim Settlements plot, there is a short time frame where all you see is the foundation (concrete, wooden stilts, or none) and the power pole/agricultural post. After a short delay, visible “building materials” will appear - these are part of the “level 0” versions of each building plan and are generally representative of what will be built on that plot (it’s not generic, so they will not all look the same). They are part of the immersion Sim Settlements brings to your Fallout 4 experience. 
 +
 +
One of the issues with the appearance of these visible “building materials” is that they can cause an oddity (difficulty) with re-positioning the plot once they have materialized. So if you find yourself liking to fine tune/control where exactly a plot is sitting (pick it up and set it back down in a new location) you can increase this delay to 30 seconds.
 +
 +
If you really don’t care about adjusting the initial locations of your plots, can essentially change the delay to 0 seconds by changing the option to “None”. You can still move your plots even if this is set to “none”.
 +
 +
''Note: the longer this “delay of building materials” appearing is, the longer it takes for auto-assignment to kick in. This is because any auto-assignments of a new/rebuilt plot won't be triggered until about 45 seconds after the “building materials” appear.''
 +
 
'''Options:''' 15 sec, 30 sec, or none<br>
 
'''Options:''' 15 sec, 30 sec, or none<br>
 
'''Default:''' 15 sec<br>
 
'''Default:''' 15 sec<br>
 +
 
=== Demolition FX ===
 
=== Demolition FX ===
 
If you haven't seen it already, whenever you destroy/scrap a Sim Settlements plot or demolish a building/structure that has been (or is being built) on a plot, a little explosion scene/sequence plays out to immersively show the resulting demolition. If you don't like this demolition effect you can turn it off here
 
If you haven't seen it already, whenever you destroy/scrap a Sim Settlements plot or demolish a building/structure that has been (or is being built) on a plot, a little explosion scene/sequence plays out to immersively show the resulting demolition. If you don't like this demolition effect you can turn it off here
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It is very important to note that turning off dynamic needs will effect, reduce, or eliminate the many positive benefits your factories, farms, stores, and any other job buildings provide to your settlers. The new plot types and building plans introduced in the “Industrial Revolution” expansion pack will be especially affected by turning off dynamic needs as there are a lot of benefits and new positive modifiers for your settlements built in that require dynamic needs to be ON (in order to be activated or for your settlers to take advantage of/benefit from).  
 
It is very important to note that turning off dynamic needs will effect, reduce, or eliminate the many positive benefits your factories, farms, stores, and any other job buildings provide to your settlers. The new plot types and building plans introduced in the “Industrial Revolution” expansion pack will be especially affected by turning off dynamic needs as there are a lot of benefits and new positive modifiers for your settlements built in that require dynamic needs to be ON (in order to be activated or for your settlers to take advantage of/benefit from).  
 +
 +
'''[[Needs|For more information on Dynamic Needs click here]]'''
  
 
<!--T:4-->
 
<!--T:4-->
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<!--T:8-->
 
<!--T:8-->
 
Enables realistic in-game build times for [[Plots|plots]]. It is ''OFF'' by default and plots will build in approximately 60 seconds in real time. When using Realistic Build Times, times take much longer by using a randomly generated time per [[Plots|plot]] (upwards of 36 in-game hours). This can lead to more immersive game play.
 
Enables realistic in-game build times for [[Plots|plots]]. It is ''OFF'' by default and plots will build in approximately 60 seconds in real time. When using Realistic Build Times, times take much longer by using a randomly generated time per [[Plots|plot]] (upwards of 36 in-game hours). This can lead to more immersive game play.
 +
 +
'''Options:''' ON or OFF<br>
 +
'''Default:''' OFF
  
 
=== Residential Job Requirement ===
 
=== Residential Job Requirement ===
 +
By default (ON) your settler’s homes (e.g. Sim Settlements residential plots) will not be eligible for “upgrades” unless those settlers also have “jobs” (e.g. they are also assigned to Sim Settlements job plots - agricultural, commercial, industrial, advanced industrial, martial, or recreational - you have a lot of options).
 +
 +
The basic idea behind the "residential job requirement" is to increase immersion, to make it so that it feels like your settlers have to have an advanced economy around them before they're actually investing money into their homes (upgrades).
 +
 +
The calculation/difference this option makes is that at least 50% of your settlers have to be using Sim Settlements “job” plots in order for their homes to be marked as eligible to be upgraded from level 1 to level 2. The number is higher (75%) for eligibility to upgrade from level 2 to level 3. ''Please note, this is only one factor in deciding eligibility for upgrades for the residential plot type, the other requirements still need to be met.''
 +
 +
If you find yourself not using a lot of the Sim Settlement plots for "jobs" for your settlers but you are using the residential plots (and want them to upgrade) you have a couple of options:
 +
# You can leave this ON and instead use the “'''[[Options#All_Work_Counts_As_A_Job|All Work Counts As A Job]]'''” option to make it so vanilla work objects will be counted by Sim Settlements as “jobs”.
 +
# You can turn this option OFF and Sim Settlements will no longer use how many of your settlers have “jobs” as a factor when determining if a residential plot is eligible for upgrade (other factors will still apply).
 +
 +
 
'''Options:''' ON or OFF<br>
 
'''Options:''' ON or OFF<br>
 
'''Default:''' ON
 
'''Default:''' ON
 +
 
=== Stockpile System ===
 
=== Stockpile System ===
 
By default, extra resources will be stockpiled on the plot as part of the upgrade process. This provides you extra options and benefits:
 
By default, extra resources will be stockpiled on the plot as part of the upgrade process. This provides you extra options and benefits:
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=== Use Original Plot Size ===
 
=== Use Original Plot Size ===
 +
This option is there as legacy support for players who have settlements that were built with the very first version (1.0.0) of Sim Settlements (and who have stubbornly refused to rebuild their original plots) which used a very awkward, custom plot size rather than the standard 2x2.
 +
 +
So unless you know exactly what the "original plot size" means (and you really need it), just leave it OFF.
 +
 +
The change to 2x2 as standard came way back in patch 1.1.0 and no new building plans since then have even supported this original custom plot size.
 +
 
'''Options:''' ON or OFF<br>
 
'''Options:''' ON or OFF<br>
 
'''Default:''' OFF
 
'''Default:''' OFF
  
 
= Tools =
 
= Tools =
 +
 +
TODO: add brief list and descriptions of available options.
  
 
= Audio Options =
 
= Audio Options =
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* Monthly
 
* Monthly
  
=== [Plot Type] Tax Rate === <!--T:17-->
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=== Tax Rate === <!--T:17-->
  
 
<!--T:18-->
 
<!--T:18-->
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* These performance options are Global meaning they will effect every Sim Settlements plot, building plan, structure at every settlement in your game.  
 
* These performance options are Global meaning they will effect every Sim Settlements plot, building plan, structure at every settlement in your game.  
  
* As performance options were only recently added to Sim Settlements, it may take a while for all [[AddOns#AddOn_Packs|AddOn Pack]] authors to add support for performance options to all of their building plans (it takes a bit of work). So it is likely that if you turn off some of these options, that some building plans added by installing AddOn Packs will not reflect your performance preferences (until the AddOn author releases a new version that supports performance options.
+
* As performance options were only recently added to Sim Settlements, it may take a while for all '''[[AddOns#AddOn_Packs|AddOn Pack]]''' authors to add support for performance options to all of their building plans (it takes a bit of work). So it is likely that if you turn off some of these options, that some building plans added by installing AddOn Packs will not reflect your performance preferences (until the AddOn author releases a new version that supports performance options.
 +
 
 +
== Descriptions of the Performance Options ==
 +
You can enable/disable these via the '''Performance Options''' menu. The settings labeled '''''(High Impact)''''' will be the best place to start if you are having severe frame rate issues.
  
== Descriptions of the 8 Performance Options ==
+
''These are organized from most impactful to least impactful.''
At the time of this writing, their are eight types of objects you can disable via the '''Performance Options''' menu. The settings labeled '''''(High Impact)''''' will be the best place to start if you are having severe frame rate issues.
 
  
<!--T:9-->
+
=== Configure Multi-Threading ''(High Impact)'' ===
=== Detailed Models ===
+
Multi-Threading allows code to run much faster, but can occasionally overwhelm your game. If you find you are frequently crashing, especially in settlements, changing some of these options can help.
 +
 
 +
'''''Max Threads''''' allows you to control how many threads can run simultaneously (faster systems can run more threads). The "AUTO" option means Sim Settlements will make and educated attempt to calculate the number of threads your system can handle.
 +
 
 +
'''''Multi-Threaded City Building''''' makes use of more of your system to speed up the city building experience. If you find that you're experiencing crashes, disabling this may help.
 +
 
 +
=== Respect Build Limit ''(High Impact)'' ===
 +
If "OFF", Sim Settlements will prevent itself from going over the vanilla settlement build limit.
 +
 
 +
If "ON", Sim Settlements will continue to build things even if the settlement is past the vanilla build limit.
 +
 
 +
=== Detailed Models ''(High Impact)'' ===
 
This will disable complex models, and if possible, replace them with lower polygon versions.
 
This will disable complex models, and if possible, replace them with lower polygon versions.
  
<!--T:10-->
+
Any plot item that is flagged as high polygon will be either removed or replaced with a lower end model.
=== Detailed Lights ''(High Impact)'' ===
+
 
This will disable non-primary building lights. These are lights with shadows, or smaller lights meant to add more detail as opposed to the primary lights which are meant to help you see the building at night.
+
=== Extra Lights ''(High Impact)'' ===
 +
Extra lights that are used to enhance a building, but that are not the primary lighting will be removed. Turning this "OFF" will disable non-primary building lights. These are lights with shadows, or smaller lights meant to add more detail as opposed to the primary lights which are meant to help you see the building at night.
 +
 
 +
=== Clutter ''(High Impact)'' ===
 +
This will disable the settlers non-furniture belongings as well as the randomized clutter. Random and static clutter objects placed in buildings as decoration will be removed. VIP clutter is excluded from this setting.
  
<!--T:11-->
 
 
=== Animated Objects ===
 
=== Animated Objects ===
 
This will disable animated models, and if possible, replace them with static versions.
 
This will disable animated models, and if possible, replace them with static versions.
Line 260: Line 487:
 
<!--T:12-->
 
<!--T:12-->
 
=== Special Effects ''(High Impact)'' ===
 
=== Special Effects ''(High Impact)'' ===
This will disable things like smoke and fire.
+
Turns off special effects such as smoke, fire, water, or other particle creating objects.
  
<!--T:13-->
 
 
=== Radio ===
 
=== Radio ===
This will disable objects that play the radio stations.
+
This will disable/remove objects that play the radio stations.
  
<!--T:14-->
 
 
=== Sound Emitter ===
 
=== Sound Emitter ===
 
This will disable objects that play some sort of looping sound effect.
 
This will disable objects that play some sort of looping sound effect.
  
 
<!--T:15-->
 
<!--T:15-->
=== Actors ===
+
=== NPCs and Pets ===
This will disable pets and extra NPCs created as part of the building plan.
+
Any extra NPCs and pets will be removed. So turning this "OFF" will disable any pets and/or extra NPCs created as part of a building plan.
  
<!--T:16-->
+
=== Water Planes ===
=== Clutter ''(High Impact)'' ===
+
Water planes that add a surface of water to things will be removed. Turning this off is useful if one of the building plans you're using that has water planes is above other things. When a water plane is placed, the Fallout 4 game engine will treat all space below that as being underwater, which can result in odd effects.
This will disable the settlers non-furniture belongings as well as the randomized clutter.
 
  
 
<!--T:17-->
 
<!--T:17-->
Line 289: Line 513:
  
 
<!--T:23-->
 
<!--T:23-->
TODO
+
'''It is important to note that the "Help" functionality in the City Manager 2078 Holotape should not be taken as the official source of Sim Settlements "Help" information (This Wiki and the Forum are the official Sim Settlements "Help" sources).'''
 +
 
 +
Instead you (the player) should consider it as part of helping Sim Settlements fit into the Fallout universe in a lore friendly way.
 +
 
 +
'''It is not updated with information on new Sim Settlement features and functionality.'''
 +
 
 +
Never the less, we the Wiki team have taken it upon ourselves to give it some actual real world use.
 +
 
 +
So, here is our attempt to bring it to life.
 +
 
 +
== About the City Manager 2078 Holotape Help Section ==
 +
 
 +
The help section of the City Manager 2078 Holotape is meant to give a brief description of all the Holotape options. All in a lore friendly format just for your pleasure Mayor!
 +
 
 +
Below is the contents of the City Manager 2078 Help section, with links to parts of the wiki that give additional detail about the subject.
 +
 
 +
==Welcome==
 +
Hi, you must be the new Mayor!
 +
 
 +
Welcome to the exciting world of city management. Choose a topic below to learn more about using City Manager 2078.
 +
 
 +
==Zone Types==
 +
The most important part of founding a new city is setting up zones, you wouldn't want a dirty peasant factory opening up next to your favorite restaurant, would you?
 +
 
 +
There are four types of zones you can designate:
 +
#[[Plots#Residential|Residential]]: You need somewhere for people to build homes and live, these people pay taxes so you can stay wealthy!
 +
#[[Plots#Agricultural|Agricultural]]: This land is reserved for farming and ranching. It's important to be self-sufficient in case of a global catastrophe!
 +
#[[Plots#Industrial|Industrial]]: Factories and mines ensure there will be tiring jobs to keep your citizens too exhausted to ever revolt against your decisions!
 +
#[[Plots#Commercial|Commercial]]: These areas will be designated for stores, restaurants, hospitals, and most importantly - bars! Don't be disappointed if aspiring merchants don't rush to your city right away. Just keep Mayoring away and as word of your great city spreads and your population grows, they'll come running to start offering goods to your citizens - and you can take a healthy cut of the profits!
 +
 
 +
==Zoning Laws==
 +
[[Options#Configure Zoning Laws|Zoning Laws]] can be configured in the Zoning Laws section of this software. They help determine how your finances are handled. You can choose to invest up front and help encourage growth, or make your citizens pay for things so you can keep your hard-earned cash.
 +
 
 +
To understand Zoning Laws, you must first understand what a Plot is. No, not those lower class plans to overthrow you, a plot of land!
 +
A Plot is a small piece of land designated as a specific zone. Each plot can be owned and built on by one of your citizens. As long as you provide them utility services and keep them safe, they'll pay you taxes for your trouble!
 +
 
 +
*[[Options#Auto Assignment|Auto Assignment]] - If set to On, City Manager 2078 will process all requests through the ASAM sensors for building permits. You'll never have to talk to another person again!
 +
:If set to Off, each citizen will be told to wait patiently while the busy, and important, Mayor decides where they can build.
 +
:Auto Assignment also includes additional sub-options to help you get fine tune control of how assignment is handled. Each of these options will start with Auto Assign.
 +
*[[Options#Commercial Requirement|Commercial Requirement]] - Generally, entrepreneurs want to see a well established city and a good number of residential homes before they open up new commercial businesses in the area.
 +
:If you change this setting to Population, City Manager will alter records to include all citizens in the population count instead of just the verified home owners. Don't worry, it's not illegal! (Robco does not guarantee or maintain responsibility for any legal damages imposed due to altering legal records).
 +
*[[Options#Dynamic Needs|Dynamic Needs]] - Your citizens expect you to provide basic services, such as water, electricity, and maintain a security force to keep them safe.
 +
:If this setting is On, as your citizens build up your city they will start to expect more elaborate services, but they'll pay more taxes in return. If instead, you'd prefer to leave them to fend for themselves like the mangy dogs they are, you can turn this Off - though don't expect much on tax day!
 +
*[[Options#Hold Upgrades Until I See Them|Hold Upgrades Until I See Them]] - Citizens will be denied approval for renovations until you have had a chance to personally inspect their work. City Manager will take note of your location and automatically approve pending renovation requests after you arrive in your city!
 +
*[[Options#Initial Plot Costs|Initial Plot Costs]] - If set to On, you'll provide a small amount of materials to set up the basic needs of that plot, such as the foundation and connections to utilities so your citizens can begin building right away, and thus start paying taxes sooner!
 +
:On the other hand, if you don't want to make the investment, you can change this to Off and your citizens will have to set up the all that stuff by themselves. A little hard work won't kill them, and they'll still pay taxes eventually.
 +
*[[Options#Residential Job Requirement|Jobs Required]] - If set to On, citizens will only be granted home improvement permits if they can prove they have employment at another ASAM monitored Plot.
 +
:If set to Off, even shifty citizens who can't prove their societal value will be allowed to modify their homes.
 +
*[[Options#Realistic Build Times|Realistic Build Times]] - If set to On, the ASAM sensor will constantly monitor the building for code violations and ensure the citizen does everything perfectly! Construction will become a long and rewarding process for them, where they get to learn the ins and outs of regulations. Failure to do so will result in ear-piercing sirens notifying all of the other citizens what a cheater their neighbor is.
 +
:If set to Off, the citizen is free to build as fast as they can - though don't blame us if they cut corners!
 +
 
 +
==Basic Services==
 +
As the smartest, and most important person in the city, it's up to you to provide basic services to the people. They need water, food, and they need to feel secure, and if you're feeling like a generous god, you can even provide them with electricity.
 +
*Water: Building wells and water plants will ensure your citizens can work longer hours toward making your city great!
 +
*Food: No, you don't have to feed them yourself - they may SEEM like children, but they can grow their own food. Just be sure to designate some plots for agriculture. Or, if you'd like to show them what a strong, capable, hands-on leader you are, you can plant some crops and trees yourself to show them how it's done - they'll take over from there - that or they'll starve to death!
 +
*Security: As your city becomes more prosperous, it will become more of a target to criminals. While your citizens will bare all the physical harm caused by these miscreants - if you let thieves get away with it, they'll be no taxes left for you to collect! So protect your source of income, invest in security measures!
 +
*Electricity: While those working class people can live without it, giving them access to this fine luxury will make them more willing to invest in the plots you bestow to them, and the better off they are, the more taxes you can collect!
 +
 
 +
==Assigning Plots==
 +
You've discovered one of the great features of City Manger 2078! Your citizens will be granted the use of plots through the magical power of Computer Automation! 
 +
All you have to do is use our augmented reality Pipboy interface and patented RobCo ASAM Sensors to start designating plots of land as different zones - then City Manger 2078 will handle all the permits and deeds! After all - you're far too busy and important for something as mundane as talking to a working class citizen to tell them where they can build.
 +
 
 +
Once you've zoned a bit of your city, the needs of your citizens will be continuously synced with your Pipboy to help you determine where to invest in infrastructure, security services, and further zoning.
 +
City Manager 2078 won't get in your way though, as the Mayor, you're free to override any decisions the software makes. You can give preferential treatment to all your friends and loved ones!
 +
 
 +
==Taxes==
 +
With the power of City Manager 2078 and RobCo Advanced Survey and Activity Monitoring (ASAM) Sensors- finances are a breeze!
 +
City Manager will automatically monitor for changes in the net worth of your citizens through the power of laser scanning and modify their tax rates on the fly!
 +
It will even notify them on tax day of the amount they owe, accompanied by an appropriately unending, loud-pitched sound that continues day and night until the taxes are paid. Your citizens will surely thank you for the reminder, no one likes to miss a payment to the government!
 +
 
 +
Both the [[Options#Tax Rate|tax rates]] and the [[Options#Tax Cycle|tax cycle]] can be configured right from your Pipboy!
 +
 
 +
==HUD Addition==
 +
City Manager 2078 will detect when you are in your city bounds and add to your Pipboy Heads-up Display to show you what your city needs to get squeeze maximum tax value out of your citizens!
 +
 
 +
The HUD Meters are broken into three sections.
 +
#Basic needs: At the top are your citizen's basic need - food, water, and a sense of safety. Keep these meters full to ensure your citizens not only pay taxes, but eventually upgrade their properties so they have to pay even more!
 +
#Plot data: Next is information about your ASAM Sensor defined Plots. The first meter shows the number of plots in your city with enough electricity, the second shows the ratio of Residential Plots versus the number of citizen's requesting homes, and the third meter shows the ratio of non-Residential Plots versus the number of citizen's requesting jobs.
 +
:Keeping these meters full will ensure you're taking full advantage of the population that wants to live in your city!
 +
#Happiness: Using our patented advanced laser scanning (now with minimal retinal damage!), ASAM sensors can judge the overall happiness of your citizens. Citizens are happiest when
 +
 
 +
==Mayoring Tips==
 +
This section has some tips to help you be the best Mayor you can be!
 +
 
 +
*City Needs - Watch your city's needs, if your citizens don't have enough food and water, don't feel secure, or are generally unhappy - they will be less likely to re-invest in your city. For example, if they are having problems with food, designate more Agricultural plots to encourage them to build more farms, if crime becomes an issue, increase their feeling of safety and invest more heavily in security. Remember, a happy citizen is a productive citizen!
 +
*[[VIPs|VIPs]] - Keep an eye out for VIPs moving into your city. These people will tend to use more city resources, but if you make them happy, they'll invest in your city and eventually provide much more than they're taking. As Mayor you have the legal right to go through anyone's home*, and with VIPs we recommend it highly, it's fascinating to see what they're up to, especially after they improve their homes. (* RobCo takes no responsibility for the consequences of home invasion.)
 +
*Moving Plots - Don't like where you originally set up a Plot? Feel free to move it, just know that you'll have to knock down anything your citizens built there. Don't worry though, they can just rebuild in the new location! Don't like WHAT they built, demand that they build something different - they'll be happy to oblige - what's a few more days/weeks/months of hard labor and raw material costs. People love government and are excited to help it in anyway they can, especially if it makes someone important like the Mayor happy!
 +
*Monitoring Resource Usage - Be sure to keep track of how many city resources are being used by your citizens at each plot. If you invested in the 2078 edition of the RobCo ASAM Sensors, this information will be automatically collected for you. If you decided instead to be thrifty and kept using our perfectly good 2077 edition, you can always record the usage by hand - heck carve it right onto the building - this is your city!
 +
 
 +
==Tools==
 +
The City Manager software, combined with ASAM Sensor technology, and the power of your Pipboy offers a wide variety of tools to help you keep your citizens hard at work!
 +
 
 +
*ASAM Vision: Tapping into the Pipboy's augmented reality features, this will highlight undesirables that aren't registered with the city, such as the homeless or the unemployed. Toggle through the vision modes in the Tools menu OR use our patent-pending ASAM Vision Switch to do so with just a click of a button!
 +
*Call Town Meeting: City Manager can help you hold a town meeting by sending out a low frequency pitch through all available ASAM Sensors which will make your citizen's instinctively come to their glorious leader for help!
 +
*Display Citizen Needs: City Manager will calculate the approximate needs of your citizens and display them to you as a percentage of fulfillment to help guide you to creating the ultimate tax-generating machine!
 +
*Start Self Destruct Sequence: All ASAM Sensors are fitted with explosive devices so you can handle demolitions personally and with the press of a button. The Self Destruct Sequence will tell all of your ASAM Sensors to detonate removing the Plot and any structures built there.
  
 
= ASAM Sensor Info = <!--T:24-->
 
= ASAM Sensor Info = <!--T:24-->
  
 
<!--T:25-->
 
<!--T:25-->
TODO
+
TODO:
  
 
= Setup Notifications = <!--T:26-->
 
= Setup Notifications = <!--T:26-->

Latest revision as of 06:49, 18 June 2018

Other languages:
Deutsch • ‎English

You can find the City Manager 2078 Holotape in your Misc inventory and load it into your Pip-Boy to access the following options.


Contents

Configuration Wizard

If you are new to Sim Settlements, the first time you run the City Manager 2078 Holotape, there will be a prompt asking you if you would like to run the set up wizard.

If you are already playing with Sim Settlements, you can manually activate this Configuration Wizard under "Tools".

Below are the questions asked by the in-game Settings Configuration Wizard along with what settings are changed based upon your answers.

Welcome (Starting Pop-up Message)

After answering each question, some number of Sim Settlements options will be changed.

If you'd like to change your answers, or the settings later, you can run the wizard again, or change the individual options in the City Manager 2078 Holotape.

Q1: How challenging would you like settlement management to be?

  1. Throw everything you've got at me!
  2. I don't mind a challenge, as long as it's fun.
  3. Is there a free build mode?

Q2: Which appeals to you more?

  1. Finding the balance required to create a successful city as it grows and evolves.
  2. Building exactly the things I want, without stressing too much about what the city needs.

Q3: How do you want settler assignment handled?

  1. Let Sim Settlements do everything.
  2. Let Sim Settlements handle idle settlers only.
  3. I'll handle all of the assignments myself.

Q4: How would you like building upgrades handled?

  1. Automate all the upgrades.
  2. Let me choose upgrade paths.
  3. Wait for my approval to upgrade.

Q5: How would you like city upgrades handled? (New in 3.0, replaces obsolete question)

  1. Handle it automatically, I'll see the results when I get there.
    • City Upgrades = Auto
  2. I want to see it happen, wait for my approval.
    • City Upgrades = Manual

Q6: Do you want to be notified as things happen in your settlements?

  1. I want to know everything!
  2. I only care about buildings finishing construction or upgrades.
  3. Just let me know when something upgrades.
  4. Don't notify me, I'll just check in on my settlements periodically.

Final Message

All done! Sim Settlements is now configured.

Configure Zoning Laws

Reset All to Defaults

This will reset the global zoning laws to the default options. When you click this you will get a pop-up asking you to confirm the choice so if you clicked it by accident you have an option to cancel.

All Work Counts As A Job

Left OFF (default), vanilla "jobs" and/or "work object" assignments are not counted by Sim Settlements in the "Jobs" meter or in any calculations/requirements that count/need your settlers to have "jobs". This is because vanilla "jobs" and/or "work object" assignments don't have upgrade levels and the Residential plots are designed to only upgrade after a certain number of jobs have upgraded first.

If you switch this option to ON, all vanilla "jobs" and/or "work object" assignments will now be counted by Sim Settlements as "jobs" and will be used in or factored into any calculations/requirements. By making non-plot work count toward the job total, your Residential upgrades may occur faster than usual.

Options: ON or OFF
Default: OFF

ASAM Sensors

The ASAM Sensor shows you if the plot is powered and provides an activation menu for managing the plot and is visible on the plot’s power post by default. The ASAM Sensor can be hidden if you wish, in which case you can still reach the activation menu for managing the plot by pressing Activate on the plot post itself.

Choosing to make a plot Hidden (or Visible again) is not an instant update. You will not see the change until the next time each plot is updated or manually refreshed.

Options: Visible or Hidden
Default: Visible

Auto Assignment

Allows citizens to automatically take unassigned plots. By default, after you build a new plot (Residential, Commercial, Industrial, etc.), Sim Settlements will automatically assign an “unassigned” settler to that plot. If you wish to make all assignments of your settlers “manually”, you can turn this setting “Off”.

Options: ON or OFF
Default: ON

Auto Assign Away from Beds

This option is turned OFF by default which means that settlers whom you have already assigned to beds (or named settlers like the Abernathies or the Finches who already have a home/beds) won’t be automatically reassigned to any residential plot you lay down. It also means that if you decide to assign a settler to a vanilla bed (or a custom home you create) Sim Settlements won't steal them away.

If you were to turn this option ON, settlers who have “bed” assignments would then be eligible for auto-assignment by Sim Settlements - the ON setting allows Sim Settlements to essentially take priority with its auto-assignment system which means settlers can/will be “reassigned”.

Options: ON or OFF
Default: OFF

Auto Assign Away from Work Objects

This option is turned OFF by default which means that settlers whom you have already assigned to vanilla settlement “jobs” such as a scavenging station, farming particular plants, guard posts, etc. won’t be automatically reassigned to any agricultural, commercial, industrial, advanced industrial, martial, or recreational plot you lay down. This includes named settlers like the Abernathies or the Finches who already have “jobs”. For the most part it also includes “work objects” added by other mods (this is very hard for us to test, but reports from players indicates it works).

It also means that if you decide to assign a settler to a vanilla “job” (or work object added by another mod) Sim Settlements won't steal them away.

If you were to turn this option ON, settlers who have a “job” or have been assigned to “work objects” would then be eligible for auto-assignment by Sim Settlements - the ON setting allows Sim Settlements to essentially take priority with its auto-assignment system which means settlers can/will be “reassigned”.

Options: ON or OFF
Default: OFF

Auto Assign Unique NPCs

This setting is ON by default meaning that “named” NPCs who do not have assigned “beds” or “jobs” can/will be auto-assigned by Sim Settlements to any residential, agricultural, commercial, industrial, martial, or recreational plot you lay down.

“Unique NPCs” is generally meant to cover people like the first group of people you “lead” to Sanctuary, your companions (if you leave them at a particular settlement), and any named NPCs (Abernathies, Finches, Warricks, etc.). So by default, Sturges (who has no previously assigned bed or job) will be auto-assigned to both a residential and "job" plot (agricultural, commercial, industrial, martial, or recreational) if/when you build Sim Settlements plots at Sanctuary Hills (or if you have existing "unassigned" plots by the time Sturges arrives).

Due to the way that Fallout 4 is configured there are a few random NPCs named “settler” (i.e.at Tenpines Bluff or Oberland Station) whom are also counted as “unique NPCs” so this setting affects them as well. So if you happen to turn this OFF and you find that auto-assign isn't applying to certain NPCs named “settler” that you would expect it to, it's just due to the way the Fallout 4 game tags them.

Note: Other auto assign options will take priority over this option, so if for instance you want the Abernathy or Finch family members (most of whom have beds/jobs already) to get auto-assigned by Sim Settlements to plots you have built, you will also need to turn ON "Auto Assign Away from Work Objects" & "Auto Assign Away from Beds" (both of which are OFF by default).

Options: ON or OFF
Default: ON

Auto Close Doors (ACD)

By default, doors in Sim Settlement plot based houses and buildings (e.g. any plot type structure with doors) will close automatically after a certain amount of time. If you wish to have doors stay open until you or one of your settlers close the door you can switch this setting to OFF.

Options: ON or OFF
Default: ON

ACD Opened By

If you want your doors to stay open when you open them but close automatically if your settlers and/or settlement visitors open them, you can change this setting from “Everyone” to “Citizens”

Options: Everyone or Citizens
Default: Everyone

Bans Applied To Plan Selection

By default, building plans that have been removed as available options to settlers (random building plan selection) from the City Planner’s Desk drawer, will still be available for you to manually select in the Choose Building Plan menu on an individual plot.

However, you can turn this option ON and then building plans you have banned at the City Planner’s desk will also not show up in the Choose Building Plan menu on individual plots.

Options: ON or OFF
Default: OFF

Beds are Homes

Left OFF (default), vanilla "bed" assignments are not counted by Sim Settlements in the "Homes" meter or in any calculations/requirements that count/need your settlers to have "Homes". This is because vanilla "beds" don't have upgrade levels and the Commercial plots are designed to only upgrade after a certain number of Residential plots have upgraded first.

If you switch this option to ON, all vanilla "bed" assignments will now be counted by Sim Settlements as "Homes" and will be used in or factored into any Sim Settlements calculations/requirements just like any official Residential plot “Home”. By making assigned vanilla beds count toward the “Homes” or “Residential” total, your Commercial upgrades may occur faster than usual.

Options: ON or OFF
Default: OFF

Citizen Needs Requirement

By default “ON”, your settlers will not upgrade their structures (residential, agricultural, industrial, commercial, etc.) unless the Food, Water, Defense, and Happiness levels (citizen needs) of your settlement are high enough. It doesn’t matter if you have upgrades set to happen automatically or manually - in either case structures won’t upgrade inside your settlement until citizen needs are met.

Upgrade levels are also affected by this setting in that your “citizen needs” need to be met at/for each upgrade level, mainly happiness level. By default (citizens needs requirement set to ON) most structures will have lower happiness requirements for triggering an upgrade to level 2 but higher happiness requirement to allow for level 3 upgrades.

If you choose to change this setting to “OFF”, your citizen’s needs will no longer be considered when checking for upgrade eligibility. So not having adequate food, water, defense, and happiness won’t keep your buildings from upgrading. It is important to note, even if “citizen needs” are removed (turn off) from the upgrade eligibility calculations, there will still be other aspects that affect your structures eligibility for upgrade(s) such as connectivity to power, residential job requirements, dynamic needs, etc..

Options: ON or OFF
Default: ON

Commercial Requirement

By default in Sim Settlements, your settlers will not “build” and “open” stores on any commercial plots you lay down until a “certain” number of your settlers have also built “homes” on residential plots (in the same settlement) you have laid down.

The basic notion (from an immersion standpoint) is that people will need a place to live before they will even consider any “retail/commercial” venture. Additionally, the “certain” number of homes requirement is a simple way to tie the growth of your settlements commercial aspects to the number of “homeowners” - in the real world you need a large enough foundation of residents (e.g. residential) in a town for commercial enterprises to be feasible and/or supported.

Now, if you want, you can change it so just the total “Population” in each settlement determines if commercial stores will be opened. With this option set to “Population” the only way someone's going to come open a shop in a settlement is if it has a reasonable population. Sim Settlements is designed to work with any charisma level (of your in game character that is) so for example, if you're a player who doesn't like charisma gameplay and you just want a charisma of 1, you'll still be able to get stores to open and upgrade with this set to population (i.e. the population requirements are low). This is especially useful for smaller settlement locations where you may only have room for a much lower number of settlers.

Note: an alternative to changing/messing with this Commercial Requirement option is to use the newer "Beds are Homes" option. There is now a setting called “Beds are Homes” that is OFF by default but if you change it to ON, your settlers will be considered “Homeowners” regardless of whether they have a home on a residential plot - they just need an assigned bed. So you can leave this Commercial Requirement alone and keep the default immersion aspect.

Finally, if you just hate getting involved in your gameplay at all and you want to build those commercial no matter what, you can turn off this requirement completely by changing it to “None”. On the “None” setting, commercial plots will build and upgrade no matter how many settlers or homes you have.

Options: Homes, Population, or None
Default: Homes

Delay Building Materials

When you build a Sim Settlements plot, there is a short time frame where all you see is the foundation (concrete, wooden stilts, or none) and the power pole/agricultural post. After a short delay, visible “building materials” will appear - these are part of the “level 0” versions of each building plan and are generally representative of what will be built on that plot (it’s not generic, so they will not all look the same). They are part of the immersion Sim Settlements brings to your Fallout 4 experience.

One of the issues with the appearance of these visible “building materials” is that they can cause an oddity (difficulty) with re-positioning the plot once they have materialized. So if you find yourself liking to fine tune/control where exactly a plot is sitting (pick it up and set it back down in a new location) you can increase this delay to 30 seconds.

If you really don’t care about adjusting the initial locations of your plots, can essentially change the delay to 0 seconds by changing the option to “None”. You can still move your plots even if this is set to “none”.

Note: the longer this “delay of building materials” appearing is, the longer it takes for auto-assignment to kick in. This is because any auto-assignments of a new/rebuilt plot won't be triggered until about 45 seconds after the “building materials” appear.

Options: 15 sec, 30 sec, or none
Default: 15 sec

Demolition FX

If you haven't seen it already, whenever you destroy/scrap a Sim Settlements plot or demolish a building/structure that has been (or is being built) on a plot, a little explosion scene/sequence plays out to immersively show the resulting demolition. If you don't like this demolition effect you can turn it off here

Options: ON or OFF
Default: ON

Dynamic Needs

Dynamic needs is an advanced “civilization building” system that Sim Settlements uses to make the settlements you are “founding” all over the Commonwealth more “realistic” in terms of building a functioning communities that have changing needs and desires over time.

The general idea of dynamic needs is that as your settlements grow and your “civilization” progresses your settlers are going to start expecting more from you (as opposed to the vanilla 1 food, 1 water, 1 covered bed, more defense than food + water basic survival mechanic). With dynamic needs, over time as buildings & structures upgrade and the population of a settlement increases, your settlers will start to expect (demand) more benefits, resources, specific plot types, specific structures to at certain upgrade levels, more building materials, and many other things so that you have to build more “infrastructure” as the game goes on - thus to better simulate how an actual town/civilization evolves.

The dynamic needs system runs completely in the background so it is nothing you have to micro-manage or know specifically about how it works. However, if you don't like or simply don't want to have to provide extra resources, utilities, specific plots types, etc., you can turn dynamic needs off.

It is very important to note that turning off dynamic needs will effect, reduce, or eliminate the many positive benefits your factories, farms, stores, and any other job buildings provide to your settlers. The new plot types and building plans introduced in the “Industrial Revolution” expansion pack will be especially affected by turning off dynamic needs as there are a lot of benefits and new positive modifiers for your settlements built in that require dynamic needs to be ON (in order to be activated or for your settlers to take advantage of/benefit from).

For more information on Dynamic Needs click here

Options: ON or OFF
Default: ON

Hold Upgrades Until I See Them

If you want to have a chance to see every upgraded level (and what's changed) of every structure your settlers build (don’t want to miss a thing), then leave this setting on. This setting essentially tells Sim Settlements not to execute upgrades (level changes) to buildings until you have had a chance to see the latest upgraded version level first.

Options: ON or OFF
Default: ON

Ignore Factions

By default (OFF), things like available flags will consider the factions you’ve met, allied, or enemied with.

Options: ON or OFF
Default: OFF

Initial Plot Costs

Reduces the cost of all plots is to only a single ASAM sensor when set to OFF. It is ON by default and plots require various resources to build correctly. This can be helpful if you would like to pre-plot out settlements before any additional citizens arrive. New citizens will then automatically take a plot and start building a home and/or business, so long as Auto Assignment is also ON.

Martial Tech Requirement

Martial Tech requirement being ON makes it so that Martial plots only upgrade if you have a certain number of assigned Industrial plots in your settlement (both regular and advanced industrial count).

Options: ON or OFF
Default: ON

Realistic Build Times

Enables realistic in-game build times for plots. It is OFF by default and plots will build in approximately 60 seconds in real time. When using Realistic Build Times, times take much longer by using a randomly generated time per plot (upwards of 36 in-game hours). This can lead to more immersive game play.

Options: ON or OFF
Default: OFF

Residential Job Requirement

By default (ON) your settler’s homes (e.g. Sim Settlements residential plots) will not be eligible for “upgrades” unless those settlers also have “jobs” (e.g. they are also assigned to Sim Settlements job plots - agricultural, commercial, industrial, advanced industrial, martial, or recreational - you have a lot of options).

The basic idea behind the "residential job requirement" is to increase immersion, to make it so that it feels like your settlers have to have an advanced economy around them before they're actually investing money into their homes (upgrades).

The calculation/difference this option makes is that at least 50% of your settlers have to be using Sim Settlements “job” plots in order for their homes to be marked as eligible to be upgraded from level 1 to level 2. The number is higher (75%) for eligibility to upgrade from level 2 to level 3. Please note, this is only one factor in deciding eligibility for upgrades for the residential plot type, the other requirements still need to be met.

If you find yourself not using a lot of the Sim Settlement plots for "jobs" for your settlers but you are using the residential plots (and want them to upgrade) you have a couple of options:

  1. You can leave this ON and instead use the “All Work Counts As A Job” option to make it so vanilla work objects will be counted by Sim Settlements as “jobs”.
  2. You can turn this option OFF and Sim Settlements will no longer use how many of your settlers have “jobs” as a factor when determining if a residential plot is eligible for upgrade (other factors will still apply).


Options: ON or OFF
Default: ON

Stockpile System

By default, extra resources will be stockpiled on the plot as part of the upgrade process. This provides you extra options and benefits:

  • Easy access to extra resources via the Access Stockpile option on the plot menu.
  • Ability to donate resources to a plot to speed up the upgrade process.
  • If you turn Upgrades Advanced to Manual, plots that you choose NOT to upgrade once eligible will go into extra production mode (creating double resources)

The system is designed to provide you more options and benefits and will happen in the background if you choose to ignore it, so leaving it ON is strongly recommended.

If you decide to turn it off, extra resources will no longer be stockpiled on the plot as part of the upgrade process. The option to turn the stockpile system OFF was added for people who have load order conflicts or save corruptions that prevent the resources from ever generating correctly. Without the stockpile system, you get far less resources, but at least you'll be able to upgrade the buildings.

Options: ON or OFF
Default: ON

Upgrades

By default, basic buildings will automatically upgrade as soon as they are eligible.

If changed to manual, basic building will now require your direct approval before they will upgrade. This can be done via the Plot Options menu, which is accessible by clicking on the ASAM Sensor on the plot post (or the post itself if you have ASAM Sensors Hidden)

Note: Plots built before patch 2.0.0 will need to be refreshed for the ASAM Sensor to be displayed.

Options: Auto or Manual
Default: Auto

Upgrades Advanced

By default, advanced buildings (e.g. Advanced Industrial) will automatically upgrade as soon as they are eligible. They will randomly select one of the available upgrade options.

If changed to manual, advanced buildings will now require your direct approval before they will upgrade, which will allow you to select the type of upgrade to occur. This can be done via the Plot Options menu, which is accessible by clicking on the ASAM Sensor on the plot post (or the post itself if you have ASAM Sensors Hidden)

Note: Plots built before patch 2.0.0 will need to be refreshed for the ASAM Sensor to be displayed.

Options: Auto or Manual
Default: Auto

Use Original Plot Size

This option is there as legacy support for players who have settlements that were built with the very first version (1.0.0) of Sim Settlements (and who have stubbornly refused to rebuild their original plots) which used a very awkward, custom plot size rather than the standard 2x2.

So unless you know exactly what the "original plot size" means (and you really need it), just leave it OFF.

The change to 2x2 as standard came way back in patch 1.1.0 and no new building plans since then have even supported this original custom plot size.

Options: ON or OFF
Default: OFF

Tools

TODO: add brief list and descriptions of available options.

Audio Options

The audio options allows you to change the volume level, or completely turn off, groups of sounds.

There are 5 sound groups you can control.

Ambience

Construction

Barkers

Machinery

Machinery Ambience

Configure Tax Laws

Tax Cycle

Adjusts how frequently taxes are collected from your citizens.

  • Daily
  • Every 2 Days
  • Every 3 Days (default)
  • Every 5 Days
  • Weekly
  • Bi-Weekly
  • Monthly

Tax Rate

Determines how much money your citizens must pay in taxes for each of their respective plots.

  • Standard
  • Half
  • No Tax
  • Double

Performance Options

As of patch 1.1.9 a Performance Options section exists in the City Manager 2078 Holotape. These options allow you to disable certain object types from being spawned in most plots.

Turning off any of these performance options will remove related things from your buildings to help improve performance. The more plots you have built, the longer the process will take, though you do not have to wait (in a settlement) for it to complete.

A couple things to know/keep in mind:

  • These performance options are Global meaning they will effect every Sim Settlements plot, building plan, structure at every settlement in your game.
  • As performance options were only recently added to Sim Settlements, it may take a while for all AddOn Pack authors to add support for performance options to all of their building plans (it takes a bit of work). So it is likely that if you turn off some of these options, that some building plans added by installing AddOn Packs will not reflect your performance preferences (until the AddOn author releases a new version that supports performance options.

Descriptions of the Performance Options

You can enable/disable these via the Performance Options menu. The settings labeled (High Impact) will be the best place to start if you are having severe frame rate issues.

These are organized from most impactful to least impactful.

Configure Multi-Threading (High Impact)

Multi-Threading allows code to run much faster, but can occasionally overwhelm your game. If you find you are frequently crashing, especially in settlements, changing some of these options can help.

Max Threads allows you to control how many threads can run simultaneously (faster systems can run more threads). The "AUTO" option means Sim Settlements will make and educated attempt to calculate the number of threads your system can handle.

Multi-Threaded City Building makes use of more of your system to speed up the city building experience. If you find that you're experiencing crashes, disabling this may help.

Respect Build Limit (High Impact)

If "OFF", Sim Settlements will prevent itself from going over the vanilla settlement build limit.

If "ON", Sim Settlements will continue to build things even if the settlement is past the vanilla build limit.

Detailed Models (High Impact)

This will disable complex models, and if possible, replace them with lower polygon versions.

Any plot item that is flagged as high polygon will be either removed or replaced with a lower end model.

Extra Lights (High Impact)

Extra lights that are used to enhance a building, but that are not the primary lighting will be removed. Turning this "OFF" will disable non-primary building lights. These are lights with shadows, or smaller lights meant to add more detail as opposed to the primary lights which are meant to help you see the building at night.

Clutter (High Impact)

This will disable the settlers non-furniture belongings as well as the randomized clutter. Random and static clutter objects placed in buildings as decoration will be removed. VIP clutter is excluded from this setting.

Animated Objects

This will disable animated models, and if possible, replace them with static versions.

Special Effects (High Impact)

Turns off special effects such as smoke, fire, water, or other particle creating objects.

Radio

This will disable/remove objects that play the radio stations.

Sound Emitter

This will disable objects that play some sort of looping sound effect.

NPCs and Pets

Any extra NPCs and pets will be removed. So turning this "OFF" will disable any pets and/or extra NPCs created as part of a building plan.

Water Planes

Water planes that add a surface of water to things will be removed. Turning this off is useful if one of the building plans you're using that has water planes is above other things. When a water plane is placed, the Fallout 4 game engine will treat all space below that as being underwater, which can result in odd effects.

Note: none of these options are applied to the VIP homes, where the object types are key to VIP having any meaning. VIPs are rare, so they should have minimal impact overall.

Software Settings

TODO

Help

It is important to note that the "Help" functionality in the City Manager 2078 Holotape should not be taken as the official source of Sim Settlements "Help" information (This Wiki and the Forum are the official Sim Settlements "Help" sources).

Instead you (the player) should consider it as part of helping Sim Settlements fit into the Fallout universe in a lore friendly way.

It is not updated with information on new Sim Settlement features and functionality.

Never the less, we the Wiki team have taken it upon ourselves to give it some actual real world use.

So, here is our attempt to bring it to life.

About the City Manager 2078 Holotape Help Section

The help section of the City Manager 2078 Holotape is meant to give a brief description of all the Holotape options. All in a lore friendly format just for your pleasure Mayor!

Below is the contents of the City Manager 2078 Help section, with links to parts of the wiki that give additional detail about the subject.

Welcome

Hi, you must be the new Mayor!

Welcome to the exciting world of city management. Choose a topic below to learn more about using City Manager 2078.

Zone Types

The most important part of founding a new city is setting up zones, you wouldn't want a dirty peasant factory opening up next to your favorite restaurant, would you?

There are four types of zones you can designate:

  1. Residential: You need somewhere for people to build homes and live, these people pay taxes so you can stay wealthy!
  2. Agricultural: This land is reserved for farming and ranching. It's important to be self-sufficient in case of a global catastrophe!
  3. Industrial: Factories and mines ensure there will be tiring jobs to keep your citizens too exhausted to ever revolt against your decisions!
  4. Commercial: These areas will be designated for stores, restaurants, hospitals, and most importantly - bars! Don't be disappointed if aspiring merchants don't rush to your city right away. Just keep Mayoring away and as word of your great city spreads and your population grows, they'll come running to start offering goods to your citizens - and you can take a healthy cut of the profits!

Zoning Laws

Zoning Laws can be configured in the Zoning Laws section of this software. They help determine how your finances are handled. You can choose to invest up front and help encourage growth, or make your citizens pay for things so you can keep your hard-earned cash.

To understand Zoning Laws, you must first understand what a Plot is. No, not those lower class plans to overthrow you, a plot of land! A Plot is a small piece of land designated as a specific zone. Each plot can be owned and built on by one of your citizens. As long as you provide them utility services and keep them safe, they'll pay you taxes for your trouble!

  • Auto Assignment - If set to On, City Manager 2078 will process all requests through the ASAM sensors for building permits. You'll never have to talk to another person again!
If set to Off, each citizen will be told to wait patiently while the busy, and important, Mayor decides where they can build.
Auto Assignment also includes additional sub-options to help you get fine tune control of how assignment is handled. Each of these options will start with Auto Assign.
  • Commercial Requirement - Generally, entrepreneurs want to see a well established city and a good number of residential homes before they open up new commercial businesses in the area.
If you change this setting to Population, City Manager will alter records to include all citizens in the population count instead of just the verified home owners. Don't worry, it's not illegal! (Robco does not guarantee or maintain responsibility for any legal damages imposed due to altering legal records).
  • Dynamic Needs - Your citizens expect you to provide basic services, such as water, electricity, and maintain a security force to keep them safe.
If this setting is On, as your citizens build up your city they will start to expect more elaborate services, but they'll pay more taxes in return. If instead, you'd prefer to leave them to fend for themselves like the mangy dogs they are, you can turn this Off - though don't expect much on tax day!
  • Hold Upgrades Until I See Them - Citizens will be denied approval for renovations until you have had a chance to personally inspect their work. City Manager will take note of your location and automatically approve pending renovation requests after you arrive in your city!
  • Initial Plot Costs - If set to On, you'll provide a small amount of materials to set up the basic needs of that plot, such as the foundation and connections to utilities so your citizens can begin building right away, and thus start paying taxes sooner!
On the other hand, if you don't want to make the investment, you can change this to Off and your citizens will have to set up the all that stuff by themselves. A little hard work won't kill them, and they'll still pay taxes eventually.
  • Jobs Required - If set to On, citizens will only be granted home improvement permits if they can prove they have employment at another ASAM monitored Plot.
If set to Off, even shifty citizens who can't prove their societal value will be allowed to modify their homes.
  • Realistic Build Times - If set to On, the ASAM sensor will constantly monitor the building for code violations and ensure the citizen does everything perfectly! Construction will become a long and rewarding process for them, where they get to learn the ins and outs of regulations. Failure to do so will result in ear-piercing sirens notifying all of the other citizens what a cheater their neighbor is.
If set to Off, the citizen is free to build as fast as they can - though don't blame us if they cut corners!

Basic Services

As the smartest, and most important person in the city, it's up to you to provide basic services to the people. They need water, food, and they need to feel secure, and if you're feeling like a generous god, you can even provide them with electricity.

  • Water: Building wells and water plants will ensure your citizens can work longer hours toward making your city great!
  • Food: No, you don't have to feed them yourself - they may SEEM like children, but they can grow their own food. Just be sure to designate some plots for agriculture. Or, if you'd like to show them what a strong, capable, hands-on leader you are, you can plant some crops and trees yourself to show them how it's done - they'll take over from there - that or they'll starve to death!
  • Security: As your city becomes more prosperous, it will become more of a target to criminals. While your citizens will bare all the physical harm caused by these miscreants - if you let thieves get away with it, they'll be no taxes left for you to collect! So protect your source of income, invest in security measures!
  • Electricity: While those working class people can live without it, giving them access to this fine luxury will make them more willing to invest in the plots you bestow to them, and the better off they are, the more taxes you can collect!

Assigning Plots

You've discovered one of the great features of City Manger 2078! Your citizens will be granted the use of plots through the magical power of Computer Automation! All you have to do is use our augmented reality Pipboy interface and patented RobCo ASAM Sensors to start designating plots of land as different zones - then City Manger 2078 will handle all the permits and deeds! After all - you're far too busy and important for something as mundane as talking to a working class citizen to tell them where they can build.

Once you've zoned a bit of your city, the needs of your citizens will be continuously synced with your Pipboy to help you determine where to invest in infrastructure, security services, and further zoning. City Manager 2078 won't get in your way though, as the Mayor, you're free to override any decisions the software makes. You can give preferential treatment to all your friends and loved ones!

Taxes

With the power of City Manager 2078 and RobCo Advanced Survey and Activity Monitoring (ASAM) Sensors- finances are a breeze! City Manager will automatically monitor for changes in the net worth of your citizens through the power of laser scanning and modify their tax rates on the fly! It will even notify them on tax day of the amount they owe, accompanied by an appropriately unending, loud-pitched sound that continues day and night until the taxes are paid. Your citizens will surely thank you for the reminder, no one likes to miss a payment to the government!

Both the tax rates and the tax cycle can be configured right from your Pipboy!

HUD Addition

City Manager 2078 will detect when you are in your city bounds and add to your Pipboy Heads-up Display to show you what your city needs to get squeeze maximum tax value out of your citizens!

The HUD Meters are broken into three sections.

  1. Basic needs: At the top are your citizen's basic need - food, water, and a sense of safety. Keep these meters full to ensure your citizens not only pay taxes, but eventually upgrade their properties so they have to pay even more!
  2. Plot data: Next is information about your ASAM Sensor defined Plots. The first meter shows the number of plots in your city with enough electricity, the second shows the ratio of Residential Plots versus the number of citizen's requesting homes, and the third meter shows the ratio of non-Residential Plots versus the number of citizen's requesting jobs.
Keeping these meters full will ensure you're taking full advantage of the population that wants to live in your city!
  1. Happiness: Using our patented advanced laser scanning (now with minimal retinal damage!), ASAM sensors can judge the overall happiness of your citizens. Citizens are happiest when

Mayoring Tips

This section has some tips to help you be the best Mayor you can be!

  • City Needs - Watch your city's needs, if your citizens don't have enough food and water, don't feel secure, or are generally unhappy - they will be less likely to re-invest in your city. For example, if they are having problems with food, designate more Agricultural plots to encourage them to build more farms, if crime becomes an issue, increase their feeling of safety and invest more heavily in security. Remember, a happy citizen is a productive citizen!
  • VIPs - Keep an eye out for VIPs moving into your city. These people will tend to use more city resources, but if you make them happy, they'll invest in your city and eventually provide much more than they're taking. As Mayor you have the legal right to go through anyone's home*, and with VIPs we recommend it highly, it's fascinating to see what they're up to, especially after they improve their homes. (* RobCo takes no responsibility for the consequences of home invasion.)
  • Moving Plots - Don't like where you originally set up a Plot? Feel free to move it, just know that you'll have to knock down anything your citizens built there. Don't worry though, they can just rebuild in the new location! Don't like WHAT they built, demand that they build something different - they'll be happy to oblige - what's a few more days/weeks/months of hard labor and raw material costs. People love government and are excited to help it in anyway they can, especially if it makes someone important like the Mayor happy!
  • Monitoring Resource Usage - Be sure to keep track of how many city resources are being used by your citizens at each plot. If you invested in the 2078 edition of the RobCo ASAM Sensors, this information will be automatically collected for you. If you decided instead to be thrifty and kept using our perfectly good 2077 edition, you can always record the usage by hand - heck carve it right onto the building - this is your city!

Tools

The City Manager software, combined with ASAM Sensor technology, and the power of your Pipboy offers a wide variety of tools to help you keep your citizens hard at work!

  • ASAM Vision: Tapping into the Pipboy's augmented reality features, this will highlight undesirables that aren't registered with the city, such as the homeless or the unemployed. Toggle through the vision modes in the Tools menu OR use our patent-pending ASAM Vision Switch to do so with just a click of a button!
  • Call Town Meeting: City Manager can help you hold a town meeting by sending out a low frequency pitch through all available ASAM Sensors which will make your citizen's instinctively come to their glorious leader for help!
  • Display Citizen Needs: City Manager will calculate the approximate needs of your citizens and display them to you as a percentage of fulfillment to help guide you to creating the ultimate tax-generating machine!
  • Start Self Destruct Sequence: All ASAM Sensors are fitted with explosive devices so you can handle demolitions personally and with the press of a button. The Self Destruct Sequence will tell all of your ASAM Sensors to detonate removing the Plot and any structures built there.

ASAM Sensor Info

TODO:

Setup Notifications

All notifications are ON by default.

Turn On All Notifications

Enables all notifications.

Turn Off All Notifications

Disables all notifications.

Tax Day

Displays a notification at the end of the period when taxes have been collected and how many combined caps to expect from all settlements.

[Plot Type] Started

Displayed when settler has been assigned to a plot.

[Plot Type] Completed

Displayed when settler has completed a Level 1 plot.

[Plot Type] Improved

Displayed when a settler has improved a plot to Level 2 or Level 3.