Follow TV Tropes

Following

History VideoGame / SimSettlements2

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShoutOut: A character heard in certain holotapes, a somewhat perky Vault-Tec representative named Madison St. James, shares a name with a possibly love interest in the video game VideoGame/AlphaProtocol.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameplayAndStoryIntegration: Some unique settlers have SPECIAL stats that fit their characterization. For example, Circe the unlucky Nightingale has a Luck stat of 1, while the brawny and not-too-bright Pete Emins has high Strength and Endurance stats and an Intelligence stat of 1.
* GameplayAndStorySegregation: [[spoiler:Regardless of how high the Sole Survivor's level or Endurance stat is, as well as whatever perks they could have had, they'll always be knocked out of commission when their Vertibird crashes in the "Resurgence" quest. They're also stated to be out for three weeks, though the game's in-game calendar doesn't reflect this change.]]

Added: 1799

Changed: 580

Is there an issue? Send a MessageReason:
None


** Checking The Ron's terminal reveals that he's been keeping tabs on [=LaMont=] and Salvador, both of whom become major players in Chapter 3.



* GreyandGrayMorality: 'Grey Matters' involves assisting Anton in finding his sister and rescuing her from a raider gang run by Knox that's been drugging her with chems... according to Anton. As it turns out, she's living with a group of relatively harmless drifters (Knox is the only one with a gun), and has to take Jet to combat a mental illness. Anton wants his sister back and off Jet, not wanting his sister to be a junkie like their parents. Knox just wants to help Audra deal with her condition. There's no right or wrong answer, and whomever the Sole Survivor doesn't side with winds up dead while the survivor becomes a settler.

to:

* GreyandGrayMorality: GreyAndGrayMorality: A recurring theme within the mod's quests is that there are many situations without a clear right or wrong answer.
**
'Grey Matters' involves assisting Anton in finding his sister and rescuing her from a raider gang run by Knox that's been drugging her with chems... according to Anton. As it turns out, she's living with a group of relatively harmless drifters (Knox is the only one with a gun), and has to take Jet to combat a mental illness. Anton wants his sister back and off Jet, not wanting his sister to be a junkie like their parents. Knox just wants to help Audra deal with her condition. There's no right or wrong answer, and whomever the Sole Survivor doesn't side with winds up dead while the survivor becomes a settler.settler.
** [[spoiler:One of the major changes late in Chapter 3 is choosing whether to use Atomic Rain on the Gunners' base at Province Bay. While doing so would end their capability to threaten the Commonwealth, this also means that [=LaMont=] would [[HeelFaceDoorSlam fight to the death rather than accept the cure offered to her]].]]
** [[spoiler:The {{Mysterious Benefactor}}s backing both sides of the conflict turn out to be morally grey characters as well. Magnusson's assistance to the Sole Survivor and HQ was ultimately for personal revenge, with helping the Commonwealth secondary to it. On the other hand, Madison St James may have had more altruistic aims than the rest of Vault-Tec management, but in desperation chose to back the bloodthirsty and later omnicidal Gunners.]]


Added DiffLines:

* MercyRewarded: [[spoiler:Choosing to take actions that spare the lives of Gunners rather than mercilessly killing them can pay off in the long run, such as Berman becoming an ally of HQ and[=LaMont=] choosing to accept the offer of a cure to her condition.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FreudianTrio: Featuring Jake, Aiden, and the Sole Survivor.
** Jake acts as TheMcCoy, largely driven by his emotions whenever he make major decisions or takes action.
** Aiden is TheSpock, as a cool and pragmatic soldier, preferring practical, if at times bloody solutions.
** The Sole Survivor then becomes TheKirk, being more even-keeled than the two and acting as their bridge.


Added DiffLines:

* SpaceBase: [[spoiler:It's revealed that a remnant Vault-Tec, including Madison St. James, managed to flee Earth to the Luna Colony.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Further along in Chapter 3 is "Led By Example". [[spoiler:Jake leaves the Sole Survivor and HQ behind, intending on turning himself in to the Gunners in exchange for Laura's safe return. When the Sole Survivor catches up with Jake at [=RobCo=] HQ, they can either opt to go along with Jake's plan, leading to Laura's rescue and HQ later rescuing Jake from the Gunners, or refuse and potentially end up with Jake's death.]]
* WhereItAllBegan: Both the Sole Survivor and Jake return to the places that started their journeys in Chapter 3.
** For the Sole Survivor, they return to Vault 111 during the "It's in the Refrigerator" quest, [[spoiler:during which Magnusson tasks them and Jake to retrieve some important items needed to turn the tide against the Gunners.]]
** For Jake, the "Led By Example" quest causes him to return to [[spoiler:[=RobCo=] HQ, where he first found the [=ASAMs=] to serve as neutral ground where he can turn himself in to the Gunners in exchange for Laura's return.]]
Is there an issue? Send a MessageReason:
None


* KnowledgeBroker: The Ron, whom can provide quests to find new settlers, as well as providing Jake with information regarding the ASAMs.

to:

* KnowledgeBroker: The Ron, whom can provide quests to find new settlers, as well as providing Jake with information regarding the ASAMs.[=ASAMs=].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GondorCallsForAid: The "Under One Banner" quest in Chapter 3 involves gathering the allies the Sole Survivor has made during their time in the Commonwealth under a formal alliance, all of which require completing their respective quest lines. This includes both factions from the original game such as the Minutemen and the Railroad as well as mod-specific factions like the Commonwealth Police Department and the New Liberty Trading Company.

Added: 917

Changed: 468

Is there an issue? Send a MessageReason:
None


* GenreShift: Chapter 2's quest line starts off rather action-packed as the Sole Survivor takes on the Gunners after they make off with the Comm Hub, all the way up to "End of the Beginning" where they and their allies take over Gunners Plaza. The rest of Chapter 2's quests after that are all focused on the new HQ-building mechanics that the mod introduces, with practically no combat involved.

to:

* GameplayGrading: The player gets graded after war battles in Chapter 3, based on how many casualties they took and how many enemies were killed or taken prisoner.
* GenreShift: Chapter 2's quest line starts off rather action-packed as the Sole Survivor takes on the Gunners after they make off with the Comm Hub, all the way up to "End of the Beginning" where they and their allies take over Gunners Plaza. The rest of Chapter 2's quests after that are all focused on the new HQ-building mechanics that the mod introduces, with practically no combat involved. In turn, it then shifts towards a ''VideoGame/MountAndBlade''-like RPG/Strategy hybrid for most of Chapter 3.


Added DiffLines:

** Chapter 3's quest "Resurgence" is a very big one. [[spoiler:The Gunners begin their counterattack in earnest, while the Sole Survivor and their allies build an outpost to counter said offensive. A fight soon follows, during which the Sole Survivor is taken out of commission for three weeks and it's soon revealed that the Gunners were able to survive their defenses and have begun taking over settlements.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GenreShift: Chapter 2's quest line starts off rather action-packed as the Sole Survivor takes on the Gunners after they make off with the Comm Hub, all the way up to "End of the Beginning" where they and their allies take over Gunners Plaza. The rest of Chapter 2's quests after that are all focused on the new HQ-building mechanics that the mod introduces, with practically no combat involved.


Added DiffLines:

* OutOfGenreExperience: The "Flickering Lights" that starts off Chapter 3 is a surprising shift into the Horror genre, complete with [[NothingIsScarier an unknown assailant]] and a BlackoutBasement.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DressingAsTheEnemy: The Sole Survivor and Aiden can go through Vault 75 dressed up as Gunners, and that combined with a few Charisma speech checks will allow the "Runners and Gunners" quest to be completed [[PacifistRun without a single fatality]].


Added DiffLines:

* MeaningfulRename: [[spoiler:After the Sole Survivor, Jake, and their allies take Gunners Plaza from the Gunners, they rename it back to its pre-War name of GNN HQ, symbolizing both them taking it from the Gunners as well as it becoming a communications hub for the Commonwealth once more.]]


Added DiffLines:

* StolenGoodReturnedBetter: [[spoiler:When the Sole Survivor and Jake finally get their hands back on the Comm Hub, they realize that the Gunners added some more parts that would allow it to function better, as well as connected it to GNN HQ's still-functional antenna, allowing it to broadcast far and wide. As a result, Jake chooses to move his base of operations from Concord to GNN HQ in order to take advantage of these new capabilities.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AllYourBaseAreBelongToUs:
** [[spoiler:Vault 81]] gets temporarily taken over by Gunners during the Martial Law quest in Chapter 2.
** The Hellhounds take over the CPD HQ at the BADTFL Regional Office at the end of the CPD questline, necessitating Simon and the Sole Survivor to take it back.


Added DiffLines:

* StormingTheCastle: [[spoiler:The "End of the Beginning" quest sees the Sole Survivor and their allies assault Gunners Plaza, the main base for the Gunners in the Commonwealth.]]

Added: 245

Changed: 1

Is there an issue? Send a MessageReason:
None


** Hacking into Master-level terminals found within Vaults like Vault 114 or Vault 75 indicate that someone's been sending messages to them from Vault-Tec. [[spoiler:As it turns out, Vault-Tec under its new leader is the backer of the Gunners.]]



* GreyandGrayMorality: 'Grey Matters' involves assisting Anton in finding his sister and rescuing her from a raider gang run by Knox that's been drugging her with chems... according to Anton. As it turns out, she's living with a group of relatively harmless drifters (Knox is the only one with a gun), and has to take Jet to combat a mental illness. Anton wants his sister back and off Jet, not wanting his sister to be a junkie like their parents. Knox just wants to help Audra deal with her condition. There's no right or wrong answer, and whomever the Solve Survivor doesn't side with winds up dead while the survivor becomes a settler.

to:

* GreyandGrayMorality: 'Grey Matters' involves assisting Anton in finding his sister and rescuing her from a raider gang run by Knox that's been drugging her with chems... according to Anton. As it turns out, she's living with a group of relatively harmless drifters (Knox is the only one with a gun), and has to take Jet to combat a mental illness. Anton wants his sister back and off Jet, not wanting his sister to be a junkie like their parents. Knox just wants to help Audra deal with her condition. There's no right or wrong answer, and whomever the Solve Sole Survivor doesn't side with winds up dead while the survivor becomes a settler.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FunWithAcronyms: Every single quest associated with the Commonwealth Police Department has the initials CPD (e.g. Calling Potential Deputies, Continued Professional Development).

Added: 268

Changed: 492

Is there an issue? Send a MessageReason:
None


* LampshadeHanging: Quite a few of the oddities of the Commonwealth and the greater Fallout franchise are referenced, such as Jake commenting on how the Sole Survivor picks up everything that they see, or the [[RagnarokProofing extreme durability of most technology.]]

to:

* LampshadeHanging: Quite a few of the oddities of the Commonwealth and the greater Fallout franchise are referenced, such as InterfaceSpoiler: While Jake commenting on how is initially called the Sole Survivor picks Stranger until you formally partner up everything that they see, or the [[RagnarokProofing extreme durability of most technology.]]with him and he introduces himself, his unique accessories (his scarf and holster) are called "Jake's Scarf" and "Jake's Holster" respectively, and can be viewed during his time in your settlement so long as you prompt a trade with him.


Added DiffLines:

* LampshadeHanging: Quite a few of the oddities of the Commonwealth and the greater Fallout franchise are referenced, such as Jake commenting on how the Sole Survivor picks up everything that they see, or the [[RagnarokProofing extreme durability of most technology.]]

Added: 140

Changed: 40

Is there an issue? Send a MessageReason:
None


** After the first Comm Hub is deemed unusable, Jake and the Sole Survivor head for the Charles View Amphitheatre to grab another.

to:

** After the first Comm Hub is deemed unusable, Jake and the Sole Survivor head for the Charles View Amphitheatre to grab rendezvous near a building that may have another.


Added DiffLines:

* {{Expy}}: Jake is a southern-accented man that explains the mechanics of [[=SS2's=] settlement system, much like Sturges of the base game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AscendedExtra: Multiple optional quests are integrated into the mod's questline.
** To get the Comm Hub, you must go through the Olivia Station, and Jake also suggests talking to the Abernathies about the subject to get their quest.
** After the first Comm Hub is deemed unusable, Jake and the Sole Survivor head for the Charles View Amphitheatre to grab another.
** The Gunners take a central stage as the storyline's main antagonists by the later half of Chapter 1. While mentioned throughout the Minuteman quests, they're ultimately irrelevant to the plot beyond holding a nuclear reactor that the Institute wants as a power source and primarily serve as tougher enemy human encounters.
Is there an issue? Send a MessageReason:
None


* Foreshadowing: After you and Jake finish exploring Vault-Tec HQ and set out to meet the Ron, it becomes clear fairly quickly that the Gunners are the main antagonist of the mod.

to:

* Foreshadowing: {{Foreshadowing}}: After you and Jake finish exploring Vault-Tec HQ and set out to meet the Ron, it becomes clear fairly quickly that the Gunners are the main antagonist of the mod.
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


* UptoEleven: The Gunners were already stated to be a nasty bunch in the base Fallout 4 experience, given they were responsible for slaughtering Quincy and its Minutemen defenders. [[spoiler: Sim Settlements 2 cranks that nastiness even higher as they actively try to deter Jake and the Sole Survivor's attempts at rebuilding the Commonwealth with ASAM technology, ultimately culminating in kidnapping Jake, forcefully taking over settlements, and rallying for a full-scale invasion of the Commonwealth after losing Gunner Plaza over the course of Chapter 2.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScavengerWorld: Though the main ''Fallout'' timeframe is this, the [=RobCo ASAMs=] indicate that Pre-War America was becoming this due to resource scarcity. Industrial plots are designed to allow people to "legally" gather useful scrap, Agricultural plots are intended to let regular people grow their own food, and Residential plots allowed people to build their own homes. None of this would have been necessary if the world wasn't already falling apart even before the bombs fell, and the recordings from the [=ASAMs=] indicate that Pre-War city planners were using them and similar devices widely.
Is there an issue? Send a MessageReason:
None


* UptoEleven: The Gunners were already stated to be a nasty bunch in the base Fallout 4 experience, given they were responsible for slaughtering Quincy and its Minutemen defenders. [[Spoiler: Sim Settlements 2 cranks that nastiness even higher as they actively try to deter Jake and the Sole Survivor's attempts at rebuilding the Commonwealth with ASAM technology, ultimately culminating in kidnapping Jake, forcefully taking over settlements, and rallying for a full-scale invasion of the Commonwealth after losing Gunner Plaza over the course of Chapter 2.]]

to:

* UptoEleven: The Gunners were already stated to be a nasty bunch in the base Fallout 4 experience, given they were responsible for slaughtering Quincy and its Minutemen defenders. [[Spoiler: [[spoiler: Sim Settlements 2 cranks that nastiness even higher as they actively try to deter Jake and the Sole Survivor's attempts at rebuilding the Commonwealth with ASAM technology, ultimately culminating in kidnapping Jake, forcefully taking over settlements, and rallying for a full-scale invasion of the Commonwealth after losing Gunner Plaza over the course of Chapter 2.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GreyandGrayMorality: 'Grey Matters' involves assisting Anton in finding his sister and rescuing her from a raider gang run by Knox that's been drugging her with chems... according to Anton. As it turns out, she's living with a group of relatively harmless drifters (Knox is the only one with a gun), and has to take Jet to combat a mental illness. Anton wants his sister back and off Jet, not wanting his sister to be a junkie like their parents. Knox just wants to help Audra deal with her condition. There's no right or wrong answer, and whomever the Solve Survivor doesn't side with winds up dead while the survivor becomes a settler.
Is there an issue? Send a MessageReason:
None


** [[Spoiler: Chapter 2 ends with the Gunners losing their HQ, but it's quickly revealed that another HQ in Province Bay is being used to stage a full-scale invasion of the Commonwealth.]]

to:

** [[Spoiler: [[spoiler: Chapter 2 ends with the Gunners losing their HQ, but it's quickly revealed that another HQ in Province Bay is being used to stage a full-scale invasion of the Commonwealth.]]

Top