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I got a settlement that brought in Indium, others, items for quick cash or support.
I also use settlements as outposts, when upgraded with landing pad and market.
Oh and the sentinel quest gets me free upgrades for the minotaur.
Like most activities, the settlements get you free tech and a diversion from star jumping.
Because certain players feel the game is empty and lonely and they want cities because cities need to exist.
I have only tried one settlement, and it leveled up to A-class in a fairly straightforward manner, but has been stuck there for at least a year. But after a while, I only visited it sporadically, fight off the sentinels, and then do other things in the game unrelated to settlements.
(have some points)
Nicely done Jaggid.
So what's the difference in these settlements then (this is the 2nd one I've taken to 200 pop)?
The decisions I've made for Mabaeu have resulted in all smiley faces for the settlement features, number one. Number two may be the production. Can't tell what Cactuar is producing. Number three may be the Biome or even the star system the settlement is in. Mabaeu is in a level 2 conflict system on a Lush planet with no weather. What's the diff? Btw, now working on a third settlement at 100 pop currently.
Edit: Maybe HG fixed something with Fractal updates (Mabaeu is pre-Fractal).
I'm not saying you've done that, but my test was a lot more extensive than what I detailed here. I also had several other saves where I tested other things.
In one save I added 100 population with the save editor. That save has had all of the settlement stats at 'cap' for like a month and a half, and is still NOT S-class. So save editing definitely effects it.
In another save, I used a mod that increases all of the population gains from settlement events and buildings. Still the same actions, activities, buildings available, but the actual quantity of population rewarded at one time was upped. That save also rolled over to S-Class when it reached 200 population (I just never posted that result here, because it involved a mod).
Production is purely random for a settlement, and for the 2ndary one, will actually change a few times as the settlement grows, so I don't think it's a factor. Cactuar crossing produces Gamma Root and is on a Desert planet in an Outlaw system. Most of my saves the settlement is in an Outlaw system.
I figured I couldn't be the only one that was truly curious, but perhaps am one of the few with the kind of patience required to take the time to actually make settlement decisions every few hours for many, many months. That's why I shared the result.
The settlement sentinel activity has two variables that are tracked for the settlement, but it only shows you the one % value in the Settlement display. I always select the options when settling disputes that say they reduce sentinel activity, because not being able to actually see the values (outside of a save editor) means I don't really know if I ever reach any kind of cap for that value.
I think one of the variables influences the rate at which sentinels in the settlement get to the hostile point.
Something to think about if you don't normally select the anti-sentinel options.