UNDER CONSTRUCTION
With Release 3.0.0, changes were made to Medical Treatment in Sim Settlements 2.
Medical Treatment now costs Chem Supplies, either in the form of Virtual Resources resources, or Aid items in your inventory.
With this system, Disease Research at Headquarters is no longer necessary to immediately treat a new disease.
Instead, researching Diseases (Cures and Vaccines) will reduce the cost of Chems Supplies or eliminate it, when treating your Settlers.
For example, if the Settler has 4 Diseases with a Known Cure, 1 Chem Supply will cure them of all Diseases.
If an NPC is injured or sick, and there is a medical plot or the player has a Medic Perk, the Medical Treatment alternate activation option will appear (this replaces the Disease Cure option). The player can trigger medical injury/disease treatment on an injured/sick NPC in the following scenarios:
Once activated, if these requirements aren’t met, it will be explained why treatment could not be performed.
If the requirements are met, a prompt will ask the player to confirm they want to pay the supply cost, doing so will instantly cure the NPC
For more information about Diseases, please see Pollution, Hygiene, Cleanliness -- Sickness, Diseases Outbreaks
In the City Manager Holotape, there are two new settings for this system:
Setting | Description | Options |
---|---|---|
Hospital or Medic Treatment Required | When this is on, NPCs will not recover over time from injuries and diseases without the help of a Hospital or the player intervening directly (ie. Disease Cures, or the Treat Injury ability) This is disabled by default for non-Hardcore players.. | ON/OFF |
Medical Treatment Costs | Treatment will cost a single supply for injuries and a single supply for diseases. | Easy |
Treatment will cost 1 supply per severity of the injury or disease . For example, if a disease is level 2, it will require 2 supplies. If multiple diseases, their severities will be added together to determine cost. | Medium | |
Treatment will cost a scaled amount of supplies based on the severity of the disease or injury in a non-linear way (ie. a higher level disease won’t always cost just that level of supplies). | Hard | |
There is intentionally no OFF option, as players should just turn off the disease and injury systems if they don’t want there to be a cost. The reason for this is that it would just become a game of whack-a-mole to run around and hit all the setters for free, which would then have people requesting we automate it - and if free curing is automated, then it would be identical to just having those options off in the first place. | ||
Resource Difficulty: Easy uses Simple Supplies, Medium uses Categories Supplies and Hard uses Components Supplies. Please refer to Resources: Scrap and Supplies |
Soldiers that remained downed at the end of an assault or defensive raid will incur an injury. Injured NPCs are considered Incapacitated.
When Soliers are injured, their Defense bonus will not apply to your Settlement or Outpost.
This Injury will take anywhere from 3 to 30 days to recover (it’s random, but weighted so that earlier game the injuries are more likely to be minor).
Clinics and Field Medics at the Settlement or Outpost, and Hospitals in range, will speed up this recovery time - similar to how they speed up natural disease recovery time.
This system can be toggled, and will be enabled by default for City Builder and Hardcore difficulties.
Note that for Soldiers, the Medical Treatment option will instead appear on the Manage Soldier menu.