Conqueror Spoilers

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Revision as of 17:01, 14 August 2019 by Khobis (talk | contribs) (Features)
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Released on 22nd March 2018. A full list of people who worked on the project can be found at the bottom of the NexusMods page [1].

Features

  • Pre-Build Cities - When you start a new game, you have the option to cause the City plans to run autonomously. It includes a variety of options to customize things, such as which Settlements, which City Plans, how populated they should be, what level they should go to, etc.

Whether you want to build an empire to conquer, or just want a new experience with Cities to discover and explore, this feature will dramatically change the way you experience Fallout 4.

  • Play as a Raider - Many players have lamented that there’s no way to play a bad guy. Now while we can’t provide a complete experience like the base game, we’re offering an interesting alternative. You’ll be able to join up and do quests with a raider right near the beginning of the game in Concord.

At launch, there is a relatively simple quest line to help you take over the settlements for your Gang. In the future, we’ll continue to expand this questline and add more raider features to give you a more fully fleshed out experience.

  • Conquer Settlements - As part of the above-mentioned Raider quest line or with a Faction Pack, you’ll be able to conquer settlements, converting these settlements into Outposts and Vassals where you build up an army instead of a village of settlers.

Outposts are a more military-focused settlement, with less concern on growing food, and more focus on growing an army. Vassals provide the food and supplies needed to run your Outposts.

After capturing a settlement for a faction, the following can occur (depending on what is configured for the faction)

    • Decorations for that faction will be dispersed throughout it the next time you return.
    • Plots with faction skins available will have those factions applied.
    • Settlement flag will be converted to the faction flag.
    • Dynamic soundscape will be adjusted to match the tone of the faction.
    • Instead of settlers, all newly recruited NPCs will be faction appropriate.
    • Visitors will be replaced with faction appropriate, or disabled.


  • Run an Empire - Focus on your settlements as a whole, and control your empire with military might.

After converting settlements to Outposts or Vassals, their needs are transformed into military focused stats that can be handled by assigning troops in an optimal way, running attacks to raise morale, and fighting back enemies from taking over your new settlements.

    • Setup soldier Patrols between your Outposts and Vassals.
    • Assign different roles to your soldiers to maximize the effectiveness of your settlements.
    • Establish firm control of your Outposts and Vassals or risk losing them to enemy attacks.
    • New HUD elements added with HUD Framework to help manage the new mechanics.

Want to add support for another Faction or even make your own Faction? Check out the Faction Leader's Toolkit!

  • Building Skins - This expansion introduces a method for buildings to be dynamically changed. This can happen in response to events, or manually by using the Customize Plot menu on the ASAM Sensor.

This system is part of the 4.0.0 patch of Sim Settlements and includes a variety of paint jobs for the default Sim Settlements buildings.

Conqueror also includes Raider themed versions of all of the default Sim Settlements buildings.

  • NukaWorld Red Rocket City Plan - A raider themed City Plan for the NukaWorld Red Rocket is included. Unlike most city plans, this one will change depending on who has control of it. With each of the three NukaWorld raider gangs having their own version at level 3.
  • Heavy Agricultural Plot - The first ever 3x3 plot is introduced. This provides 50% more food than a 2x2 plot, but also requires power, and has higher water and defense penalties.

By default, this will be locked, until you do some of the Raider quest to unlock the plans included with Conqueror. Add-on pack authors will be able to release building plans for it that do not require any quests to unlock, when those are installed, the plot will be available immediately.

  • New Building Plans - Several new building plans have been added for Martial, Industrial, and Recreational plots with a very dark vibe to fit Conqueror’s Raider theme.
  • New Leader Options - You can now make leaders an optional requirement for building City Plans. We’ll also be introducing more leaders as the Raider questline unfolds throughout the post-launch patches of Conqueror.

Quests

List of Quests
Main Quests Side Quests
  1. In It For The Money
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Content

Weapon/Armor/-----/Other
Weapon Armor ----- Other

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Perk

Follower

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Misc

Characters

List of NPCs

NPC

Donations

Sim Settlements is accepting donations through Patreon.