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Visit the site and supply resources to fuel construction. Once a decision has been made at the terminal in the Overseer’s Office, a construction site will be placed in the settlement.Choose which buildings to prioritise and make your settlement unique. Opportunities to choose a new building to construct will arise frequently.Other settlers will display their thoughts as they wander, allowing the Overseer an insight into the inner lives of their citizens.Any settler may be inspected to glimpse a view at their current thoughts.Their mood is influenced by the overall happiness of the settlement, as well as their own reactions to your decisions. The settlement’s citizens will wander the town according to their routines.The Overseer must be ready to defend their people! This will rise slowly over time, and may trigger an attack on the settlement. However, be sure to monitor the Sentinel alert level. These decisions will help shape your settlement into a thriving town.These range from greeting strangers, to resolving crimes, to setting settlement policies and research goals. Every few hours, the Overseer may be requested to make a decision.This mission will alert Overseers whenever they are required. A new Settlers mission has been added to the log to help keep track of these requests. Over time, the Overseer will be called upon to make decisions.Once the settlement is at the feature limit, weaker features will be awarded as stat bonuses and will not replace a better feature. Strong features will replace weaker ones.Key stat bonuses are awarded in the form of settlement features.While settlements are in debt, the Overseer may not claim the extra products. Debt is automatically repaid from surplus production. Settlements can fall into debt, for example after commissioning an expensive new piece of technology.Higher class settlements will produce more valuable goods. Settlements where productivity is higher than its upkeep will generate valuable products for its Overseer to claim for themselves.Improve their stats by researching new technologies, attracting new settlers to the town, constructing new buildings, setting settlement policies, and more!.
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When you exit the dungeon, Ronnie will open the door and the schematics will have respawned.Now, clear a path through the "Left Side" of the blocked Castle wall.ya know, the one every quest uses.Also clear the wood from the Entrance "Before" talking to Ronnie! If you don't do it now the quest will break.Use the console command "tcl" to get through the armory door and clear the blocked dungeon Exit,.Old Guns is unable to be completed due to City Plan causing inaccessibility or scrapping required schematics. Unable to Complete Quest: Taking Point Workaround: Fixed with Sim Settlements 3.0.2 - Should be completed after loading into the game after updating While creating the City Plan and choosing to scrap the settlement, game crashes Workaround: Fixed with Sim Settlements 3.0.2 City Planner desk is unusable due to location causing a non-pathable route to the chair Workaround: Head into workshop mode and move the desk to a pathable location. Please note: We are working to resolve these ASAP.
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