Level Six - Prerequisite Check

This sections holds information on reaching Settlement Level Six and Beyond with your Settlement. 'General discussion' on settlements should be held elsewhere.
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Coops
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Level Six - Prerequisite Check

Post by Coops » Sun Jul 20, 2014 12:01 pm

Level Six - Prerequisite Check

I thought I would add the following screen for those below level Five who might like to know the final set of Prerequisite checks a level Five settlement needs to clear before it can move on to level six.

As you can see there are Twenty Two checks. These are wide ranging. Many are simply things a wise level Five settlement owner will already have but some like 250K HP and all the expansion slots researched may be missed.

You will also note the settlement needs to reach at least 1 Million Energy and housing for at least 180 staff. Without Ticks in each of these boxes a settlement cannot rise to level six and then declare its specialisation.

Coops

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Lutes
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Re: Level Six - Prerequisite Check

Post by Lutes » Sun Sep 20, 2015 1:35 pm

I've ticked all the boxes apart from L6 Specialisation however I can't seem to be able to choose a specialisation when I go to the appropriate screen. AM i missing something?

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aRJay
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Re: Level Six - Prerequisite Check

Post by aRJay » Sun Sep 20, 2015 6:56 pm

I assume by appropriate screen you mean Ellie Durant on San Feran in Descarte.
Lvl 114: Settlement Diaspar (L6): Guild Intelliquest

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Elkhorn
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Re: Level Six - Prerequisite Check

Post by Elkhorn » Mon Sep 21, 2015 4:03 am

There was something I remember having trouble with...try having the funds in your ship account.
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Coops
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Re: Level Six - Prerequisite Check

Post by Coops » Mon Sep 21, 2015 1:02 pm

Lutes got there, I suspect they were short of a Level Six license.

Coops
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The fact that I'm dragging a body behind me should be irrelevant!

Sparky
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Re: Level Six - Prerequisite Check

Post by Sparky » Sat Oct 24, 2015 3:19 pm

Please can you list the 22 in words Coops?
Did not realise there was so many LOL
If at first you don't find a mission ore, try and try again :)

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GreyBeard
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Re: Level Six - Prerequisite Check

Post by GreyBeard » Sat Oct 24, 2015 3:51 pm

I am not Coops nor do I play him on TV; but I think this is what you are after.

Category: Target value
SRP: 250,000
Tech Level Increase: Max
Tech Level: 12
Commercial Contracts: Max
Law Level: 12
Settlement Base Generator: Max
Energy Output: 1,000,000+
Settlement Defence: Max
Staff Housing: 180+
SRP Increase Bonus: Max
Max Commercial Contracts: 7
Law Level Increase: Max
Settlement HP: 250,000
Expansion Slots: Max
Morale: 100%
Settlement Level 2: Max
Offensives & Defensive: 1,500
Settlement Level 3: Max
Captain Level: 65+
Settlement Level 4: Max
Level 6 Specialisation License: 1
Settlement Level 5: Max
Don't mind me I am stranger than myself.

Sparky
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Re: Level Six - Prerequisite Check

Post by Sparky » Thu Oct 29, 2015 7:11 am

Nice one Greybeard!
This is extremely helpful and much appreciated.
and...you are not a stranger around here. I have seen you logged in loads on my Friend's list!
Fly safe pal!

How long have we got after blowing 500 million on the license before we can level up with it??
Say I pay that dosh out...then have a problem and cannot level up and then expires , shock horror!
Thanks again Greybeard!
If at first you don't find a mission ore, try and try again :)

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alumoi
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Re: Level Six - Prerequisite Check

Post by alumoi » Sat Jan 02, 2016 11:31 am

I'm 3 moths away from leveling my settlement to level 6 and I do have one big problem: EXPANSION SLOTS
What are those and how do you research/craft/buy/whatever them?

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Re: Level Six - Prerequisite Check

Post by pikolinianita » Sat Jan 02, 2016 6:38 pm

What are those? Another row of slots for settlements buildings Housing, energy, Passengers attractions etc. You have to craft "Settlement Expander Unit", and when you dock in your settlement with it in cargo bay (it is misc item) it'll be installed. First slot is free, next 4 require research

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