Difference between revisions of "Plots"
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==Residential== | ==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. | 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. | ||
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+ | Level 1 houses will be makeshift and not make use of any electronics and contain minimal clutter. At this stage it will not be possible to tell if the plot has a V.I.P. on it. | ||
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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. | ||
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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 recognisable now. | ||
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Revision as of 16:52, 24 May 2017
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 it will not be possible to tell if the plot has a V.I.P. on it.
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 recognisable now.
Residential plots | |||
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Level | Electricity consumption | Food consumption | Water consumption |
Level 1 | 0 | ||
Level 2 | |||
Level 3 |
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.