The following is just information that was previously included on the description page and in sticky comments regarding version 1.0


Foundation Level - 6 settlers

1 plot each of Agricultural, Industrial, Municipal, Commercial, Martial
1 Recreational (AGI training)
4 Residential (2 are Multi-person)

Level 1 - 10 Settlers
1 Agricultural, 2 Industrial, 3 Municipal, 1 Commercial, 2 Martial
3 Recreational (AGI, INT, happiness)
8 Residential (2 are Multi-person)

Level 2 - 14 Settlers
1 Agricultural, 4 Industrial, 3 Municipal, 3 Commercial, 2 Martial
6 Recreational (AGI, INT, happiness, PER, STR, END)
12 Residential (2 are Multi-person)

Level 3 - 20 Settlers
2 Agricultural, 4 Industrial, 4 Municipal, 5 Commercial, 3 Martial (+ 1 Artillery)
7 Recreational (AGI, INT, 2 happiness, PER, STR, END)
16 Residential (2 are Multi-person)

PROBLEMS & ISSUES - Please Read!

*New Issue identified 30 March* - Defense values are too low due excessive junk storage (see sticky post in discussion).
To avoid set the SS2 options as follows: Gameplay > Difficulty > Junk Storage Requires Defense OFF
Do this when you first build the city plan, and each time you upgrade.
(all junk containers added will have no defense requirements)
Setting it back to ON afterwards will not change those already built - in the
same way, setting it to OFF after building them will not remove their
defense requirements.
Also beware If you play with the setting ON and also "Auto-Upgrade City Plan"  ON any junk containers placed will have a defense requirement.

New alternative version soon: I will be reworking the plan to add
additional defense for those that feel its a bit "cheaty" and release it
soon.


The following are problems I have identified, but have absolutely no idea how to fix. (if you do leave a constructive
comment please)


Power Grid Issue:

I found NO power grid issues when importing any of the layouts, (should be good to go!).

Using the City Plan I have had problems.
The Foundation Level and Level 1 of the city plan appear to work fine.
Level 2 I think is alright now, but I would still check it.
Level 3 I am still getting an error and definitely needs to be checked.

How to check:
There is a check built into Transfer Settlements Mod (it is on by default,
and runs when you enter workshop mode - you will need to leave and
return to the settlement prior to check).  It's been reported that
Transfer Settlements isn't compatible with SS2 and will cause further
problems.

What I recommend you use is R2K's Gameplay Mods  and the "0005. Power Grid Tools 1.4" download.

  • To use this, be in the settlement,
  • open the console,
  • type "cpg" {without quotes} and it should report any errors. 
  • Type "cpg 1" {without quotes} to get it to fix the errors.
  • (it's great to use it on your other settlements too, helps to avoid any errors causing the scrap crash bug)

Once the power grid is fixed you will likely have broken every power line in the settlement. (yeah real stink I know).
You CAN NOT fix the issue with "Run City Plan Power Lines" from the city planner desk (well it didn't work at all for me).
You will have to enter workshop mode and manually remove and replace every
power line connection to get the grid up and running again.

It may be to do with removing plots, but really I haven't a clue how to fix it in the city plan.



Plot not upgrading on City plan upgrade:


I have had a problem with a plot not being set to a higher level as per
the plan. When the city plan changes from level 2 to level 3 the Basic
Watershed plot is removed and a new Industrial Waterworks plot is
placed. It is meant to be at Level 3 but seems to reset to level 0.




Full posts from comments regarding Version 1.0

*WARNING for version 1.0*

Edit 2 - to add new info, (also added to description):

To avoid excessive defense requirements from junk storage, set the SS2
options as follows: Gameplay > Difficulty > Junk Storage Requires
Defense OFF

Do this when you first build the city plan, and each time you upgrade.
(all junk containers added will have no defense requirements)
Setting it back to ON afterwards will not change those already built - in the
same way, setting it to OFF after building them will not remove their
defense requirements.
Also beware If you play with the setting ON and also "Auto-Upgrade City Plan"  ON any junk containers placed will have a defense requirement.


Original post:
The Defense values are far too low.  I am working on an update.
I was not aware that junk storage adds defense requirements, (and have put a heap in).



I only found out when I turned the SS2's Info Box: Hover Display to ON,
and happen to pause over a junk storage and saw it requires defense.

Edit 1: I have also found out from FEAROFCAPS (who did the National Park
Prison city plan for the contest) that there is the option to turn off
defense for junk storage. However it only works on junk storage
containers that are built when it is toggled off - So you can actually
have some containers requiring defense while others do not. I will still
rework the city plan, but this makes it easier to sort out.


The City Plan Contest Assistant has a feature to calculate how much junk storage is needed for upgrading city plan levels.
It is run at the level above to find how much is needed for the
previous level - my vague understanding is that the amount is what will
be require to meet scraps requirements to upgrade.  You can have less
storage in the settlement, but it will draw on the caravans to meet
requirements.
I used the amounts that were given and threw in a couple of extras.
But I also didn't take into account the extra storage from the industrial plots. L1:600, L2:1200, L3:1800 each.

How bad is it? Pretty bad.
Not enough really of a fix to throw in a few extra turrets. (you could but the walls would be bristling with turrets)
If you had really good storage in other settlements you could delete a number of junk storage boxes.

Here's the Breakdown

Foundation Level (0)
  • Requirements from City Plan Contest Assistant about 6500
  • Version 1.0 has 2 excess 500 boxes over requirements
  • Getting rid of those would still leave a deficit of 50 Defense
  • Intended fix: remove excess boxes, add some turrets, a new Martial plot, (this
    is difficult as it should really be a basic level 1 with a settler not having been trained up in agility).

Level 1
  • Requirements from City Plan Contest Assistant about 18000
  • Version 1.0 has 2 excess 500 boxes over requirements
  • Getting rid of those would still leave a deficit of 142 Defense
  • Intended fix: remove excess boxes, turrets from level 1, advanced Martial plot
    (65) - still a major shortfall here will require more thinking.

Level 2
  • Requirements from City Plan Contest Assistant about 34000
  • Version 1.0 has 10 excess 500 boxes over requirements
  • Getting rid of those would still leave a deficit of 221 Defense
  • Intended fix: remove excess boxes, change the shell of the Laser cannon to the
    actual level 2 Martial plot (140 Def), plus the previous level's martial plot now at level 2(85). Should be fine.

Level 3
  • Requirements from City Plan Contest Assistant isn't needed I guess and any amount
    will be surplus you can use for other settlements waiting to upgrade
  • You could easily get rid of 20 excess 500 boxes and still have a surplus of 34000.
  • Getting rid of those would exceed defense requirements by 20  (Yay!)
  • Intended fix: remove excess boxes, work in to match the changes from lower
    levels, could possible get rid of the extra martial plot.


Layout users: If you went straight to Level 3 using the Layout, just delete around 20 boxes and all should be good.

I'm sorry for the inconvenience of those who have already downloaded it. 
Personally I'm pretty devastated that I didn't pick this up.
As this was a contest entry I had the time pressure of getting everything
done. I had put in the junk boxes about three days before the deadline. I
then began my testing and quickly found the power grid issue - which
sucked up much of my time (upgrading through the levels was taking a
good hour and a half each time, finding that I was still getting the
error, making changes and repeating the process several times).
And like I said it was only when I had turned on the hover display I gained a
little more awareness of the mechanics of junk storage in SS2.

Hopefully I can get it sorted in a few days.

Edit 3 (1 Apr):  I have complete the changes and am now in the testing process.  I am
also investigating possible fixes for the power issue before releasing
ver 1.1


From second post in comments about updating version 1.0

Just an update on progress towards a version to address some of the issues found.
I have completed changes to the city plan to add extra defense and am in testing of the city plan and the issues


The power grid errors are related to plots.
The idea in SS2 is that the city can completely change between levels
(which I thought enabled plots shifting, changing and the like).
However I have seen that the way in which the city plan mechanics deal with power entries is causing errors.
I have found that removing some (internal) plots will still leave their power grid entries in the next level
These entries can then become invalid nodes that break the power grid.
If you scrap the plots that will be removed yourself - just before you run
an upgrade your power grid will not be broken at the next level.

I said internal plots as they were the only ones I tested - and the
external industrial plot I remove in Level 2 doesn't cause issues.
This is why the layout import is not getting the power grid errors.


Plots not upgrading as per city plan.
If the building plan is changed, (and you had the correct settings to have plots upgraded) the new building is reset to level 0.
For example I upgrade the basic water level 2 municipal plot in the Level 2
City to an advanced water level 3 municipal plot in the Level 3 City.
But it looks like the city plan mechanics doesn't recognize its meant to be
at level 3 and starts the advanced water plot at level 0.

This is what I am currently working on - seeing if I can shift the external
industrial plot enough so it sees it as a completely new plot rather
than an upgrade/change - thus having it start at intended level 3.

Edit 3 April: nope that didn't work - might need to just leave some plots as
basic and let players make their own changes after reaching Level 3


 - - - - -

Edit 3 April:
Junk Storage and defense.
So I went back and watched Sim Settlements 2 Patch 1.0.7: City Plan Level Up! by Kinggath.
In which he says (around the 13 minute mark) that for involvement settings
of Moderate, Low, and None that the junk defense is turned off for city
plans. (Therefore only on for Full involvement). So my panic about
defense and junk storage in the sticky below may be a mountain out of a
mole hill.
But wait - when I have been testing my city plan, with the Involvement setting on Low, it does still seem to give junk
storage a defense requirement.
I do one test cycle a day, (city plan build from foundation to Level 3
which is about an hour and a half) see if my fixes worked and identify
further errors. Then I try new attempts to fix, re-export layouts,
create a new city plan and repeat the test. It's taking a while, but
hopefully that tiny little spark I see is the light at the end of the
tunnel - (and not the fuse to a stick of dynamite!)

 - - - - -

Edit 4 April:
Settlement bed count.
I have identified an issue where the Janitor residential plot isn't
adding 1 to the settlement bed count (but settlers can be assigned to
it). I had missed this as when I checked in the city plan Level 0 &
1, Wasteland Manor residential plot (at level 1) was adding one extra
settlement bed to the count, but only has 2 assignment slots.
What it means is the count is out for city plan level 2 & 3.
So I will rework for those residential plots - version 1.1 is getting closer! (gradually)

 - - - - -

Edit 5 April:
Nearly there, oh so close to completing the update.
  • Power grid: looks all good, (no more removing of plots - cause of issue)
  • junk storage: covered by defense,
  • non upgrading plot: avoided by keeping plot basic, (and compensating with fixed resources)
  • Bed count: swapped out plots with incorrect bed counts, (added extra residential to compensate loss of multi)... all done.
Now the only issue I seem left with is about 9 power wires that won't
connect in level 3, (ones where I have changed power poles to lamp
posts, or shifted conductors).

 - - - - -

Edit 6 April:
Down to 5 power wires that aren't connecting - beyond frustrated is a civil way to put how I am feeling.
I will try some more random solutions to see if I can get them to work.

 - - - - -

So I was excited with the prospect of the being able to be more flexible
in SS2 city plans, but it appears that there may still be limitations
(or bugs) in what you can do.  Knowing what is going wrong and steps to
manually fix will help keep the city plan enjoyable.

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Gavdaman