WARNING! This section of the wiki contains potential plot spoilers for the quests in Sim Settlements 2.
This section only contains information on the minimum unlock requirements for plot classes. For important information about the plot classes, see Plots-and-Plans.
For a more general overview of the Sim Settlements 2 Tech Tree and Progression, see the Tech-Tree.
You can start using Municipal plots after they are unlocked in the Sim Settlements 2 quest New Plots On The Block.
¶ Building Classes
|Icon||Building Class||Unlock Requirements||Description|
|Caravan Services||One Municipal plot AND two Settlements||Automatically links to other nearby settlements with Caravan Services|
|Tax Services||Ten Level 3 Commercial plots||Generate caps from percentage of excess revenue|
|Basic Power Plant||Complete New Plots on the Block||Generates +25/+45/+75 Power on the Municipal Grid|
|Advanced Power Plant||Five Level 3 Basic Power plots OR Archon's Quest, Pure Energy||Generates +105/+125/+155 Power on the Municipal Grid (for Settler with Perception 5), Defense: -4/-5/-6, Produces +25/+50/+75 Pollution|
|High-Tech Power Plant||Five Level 3 Advanced Power plots||Generates +180/+220/+290 Power (for a Settler with Intelligence 8) on the Municipal Grid. Defense: -7/-8/-9, Produces +50/+75/+100 Pollution|
|Communications||One Advanced Power Plot AND five Level 3 Industrial plots AND Two settlements||Acts as a Recruitment Beacon, and unlocks various coordination efforts, such as Caravan pick-up services.|
|Power Transfer||One Level 3 Advanced Power plot AND Two Settlements, or unlocks during Commonwealth Rising||Shares power grid with other settlements with Power Transfer|
|Basic Water Plant||Complete New Plots on the Block||Generates +10/+25/+45 Water|
|Advanced Water Plant||Five Level 3 Basic Water plots OR Complete Red Handed (Ventilator's Quest)||Generates +58/+70/+94 Water (for a Settler with Perception 5), Power -3/-6/-9, Produces +25/+50/+75 Pollution|
|High-Tech Water Plant||Five Level 3 Advanced Water plots||Generates +96/+116/+141 Water (for a Settler with Perception 8), Power: -9/-18/-25, Produces +50/+75/+100 Pollution|
|Cemetery||Complete Father Edmund Callum Introduction OR Nightingales Introduction, OR unlocks when a settler dies from disease (only occurs if Death is set to ON)||Improves hygiene by +50/+100/+150, cleans up bodies and places their belongings in the workbench, and reduces the chance of disease outbreak due to death.|
|Hospital||Complete Calling ER, or L2 Clinic and L2 Rare Materials Plots||Increases natural disease recovery by 50% in the surrounding area (similar to a Caravan's range), cures settlers with known diseases|
|Sanitation||Complete Patient Troubles, or L2 Hospital and L3 Rare Materials Plots||Greatly increases the Hygiene score in a settlement, counteracting pollution. Approximately 1 Sanitation plot will cover the needs of 20 settlers, unless an excessive amount of building based pollution is also present|
¶ Building Plans
Images and additional information for Municipal Plot Plans can be found here: