Training Day - An SS2 QoL Mod
🟡 Updated this year⚠️ Install Order · 2 steps
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🔍 Analysis
- 👍 1.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #13 of 22 Sim Settlements 2 mods in this game by downloads
📋 About This Mod
This mod adjusts operating costs and settlement resource costs for Sim Settlements 2 Recreational plots to be more consistent and less punishing.
Requires version 3. 5. 0b or greater of Sim Settlements 2 - Chapter 1
SS2 and Recreational Training Plot Costs
The Basics: SS2 Recreational Training plots (this does not include Mess Halls, Relaxation Plots, or Recruitment Centers) deliver a single benefit - training slots for settlers. No more, no less. As the plots level up, they do not provide faster training. Logically, most of the plots that come with base SS2 provide additional benefits as the plot upgrades by adding to those slots. This creates a benefit for the player in upgrading the plot because they can then train more settlers using the same plot/space in their settlement. There's only one problem - at each level the plot also increases its costs. And those costs apply per settler. For example, training a settler at level one might cost 1 power and 1 water, and 5 organic materials at level 1. NOTE: Components cost is obviously more complicated, but I'm keeping this at categories for the sake of explanation. That increases per settler to 3 power, 3 water, and 10 organic materials by level 3 per settler.
The Upgrade Disincentive: What does this mean? Well, it basically means that on a per settler cost basis, the player is penalized for upgrading the plot. Sure, you get more training slots, but using each training slot is now more expensive. And, if the particular building plan design doesn't add slots each level, you're just paying more construction costs and now more operating costs per settler for no benefit. If you are on component difficulty, this is especially punishing because if you upgrade a plot to level 3, get 3 slots, and then only end up using one of them, you are worse off for training 1 settler in that plot than you would be if you had left it at level 1. Or 2 settlers with 2 slots at level 2, etc. Even if you don't play with components, and don't play with operating costs, you are still going to be paying more power, and potentially more food/water per settler depending on the type of training plot it is. Harsh, dude.
A Solution (this Mod): When puzzling this over with some folks on the SS2 discord (specifically McKeedee123 - seriously check out McKeedee's add-on packs they are incredible), I thought of a simple solution. Just set it so that the operating costs for each type of recreational training plot - in terms of scrap and in terms of settlement resources - are frozen at level 1 throughout. This means that a settler always costs the same to train, regardless of the building plan's level. No more penalties for upgrading. It does mean that of course if the plot has more slots, you will pay more in operating costs for using all of those slots, but it will be a consistent cost per settler based on the class of training plot (intelligence/charisma/endurance/luck/whathaveyou).
Is this cheating? Maybe
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- CaptainLaserBeam
- Version
- 1.0.0
- Downloads
- 1,886
- Endorsements
- 20
- Category
- Sim Settlements 2
- Created
- 11/12/2025
- Updated
- 11/12/2025
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