View Full Version : What rules do you play with?
FreezerBunny
9th Jul 2012, 10:17 PM
I'm setting up a set of rules for my game and would love if you could epxlain your rules, give downloads to spreadsheets, give a link to your rule blog, etc because I really need some insparation for rules.
Thankyou :lovestruc
JDacapo
10th Jul 2012, 1:45 AM
Well, in most of my hoods, any playables must sooner or later become witches - because witches are the most awesome paranormal in Sims 2, with aliens coming close to tying with that. And in one that I'm slowly building, Heresville, anyone who wants to become a business tycoon must also have quite a few top-level businesses, because what's a business tycoon without successful and profitable businesses? Also, I roll dice when selecting primary and secondary aspirations, though I may reroll if there are too many of one kind of aspiration in the household. I also was restricting certain career types until something happened. Education is already unlocked since this hood already has a college, and someone already graduated. I had kept the paranormal career locked until either someone gets abducted or dies.
Currently there are no vacation subhoods, but I will add them soon because of the commerce potential, while Downtown will be added soon as well because commerce needs connections. I also try to avoid relying on the summon aliens perk, since I have a mod that makes abductions more likely for everyone. I'm trying to get all the males alien pregnant at least once, and get a few plantsims as well. I may also influence a few walkbys to garden and see if that will turn them into plantsims, because I want some grouchy plantsims - I have a mod that makes the pollen cloud prank turn other sims into plantsims, and I want to see if it will spread like a virus, sorta like the zombie apocalypse mod but a lot nicer and more earth-friendly.
Paranormals will not be cured unless their lifestates prove to be dangerous to their health(or Crumplebutt and by extension the game). I'm also planning on having Mrs. Crumplebottom and other unsafe NPCs banned from community lots if I do start up a plantsim apocalypse, for obvious reasons. I don't want my game to get fubar'd because some grouchy, playful plantsim decided to prank her.
Also, in my hood, I'm putting a lot of emphasis on business and having all my sims have at least one top-level business. One of my sims, an adopted kid, has three, and will probably get two more very soon. Hopefully it will give him a lot of nice income once he goes to Uni. I will be adding shopping districts as I go, to accommodate all the families and businesses, but I tend to make the lots on an as-needed basis, at least for Heresville, since it's supposed to be made sort of in the theme of Sim City Classic.
For my plantsims, I have the no-leafy-hair mod and a skin override that makes them look more human. I want them to look unique instead of all looking the same. I also try to get the kids and teens to skill up as much as possible in preparation for College, so they can have more fun.
grammapat
10th Jul 2012, 2:02 AM
I try to follow whatever personality/wants they have, and I don't "force" relationships - sometimes I even require that a couple have 4 bolts for each other before I'll let them marry, and they have to marry to have kids. But when I create a sim, I make their interests, hobby, and aspirations match their personality. So that macho guy will be energetic, like sports, and not want to be a ballet dancer.
Edit Opps, I didn't mean 4 bolts
Gcgb53191
10th Jul 2012, 2:29 AM
I try to follow whatever personality/wants they have, and I don't "force" relationships - sometimes I even require that a couple have 4 bolts for each other before I'll let them marry, and they have to marry to have kids. But when I create a sim, I make their interests, hobby, and aspirations match their personality. So that macho guy will be energetic, like sports, and not want to be a ballet dancer.
There's four bolters?!
MuletotheFoxxes
10th Jul 2012, 2:42 AM
My rules have changed a bit since I got overwhelmed with the old hood and started a new one.
I have elves wandering the neighborhood now. So a sim must be at least 3/4th's human to become a witch. Which alinement is determined by how grouchy/nice they are. 4-6 neutral, above that, nice, below that, mean. If I decide to put in the mods to make them playable for me (I don't like the personality shifts with werewolves, or the immortalness of vampires), werewolf and vampire too. Unless the mother was one while pregnant with them.
They need some elven ancestry to become a plantsim, and they need to be at least half elf in order to spawn plant babies.
My family sims can only have one more child than their or their parent's ltw calls for, unless they want to marry off 6 kids. Then barring twins as the last birth 6 is all they're getting. Wanting six grand kids to my mind means they need at least 3 children. So such a sim would have 3-4 kids. Then their kids would have 1-3 kids themselves, depending on how many siblings, and what the various siblings aspirations are. Ideally, romance and pleasure would have 1, fortune and knowledge 2, popularity and family 2-3. In order from ones most likely to have less to most likely to have more.
Only knowledge sims, sims with science as their predestined hobby, same sex couples who don't meet the criteria below. and family sims that want more kids and are married to romance, pleasure, and sometimes fortune (if fortune is the wife), when there are no kids waiting to be adopted will be allowed at the telescope.
Sims that are 100% human with no elven or alien ancestry at all will get to use my 18 hour pregnancy mod.
Dogs and cats cannot have puppies or kittens until they've reached the 10 or usually less days till elderhood. Unless their mate is an elder, then it'll be when the elder mate's lifebar is half gone.
Same sex pregnancy can only happen if one of the spouses has alien genetics, or if they are bff with a witch. Nice witches will grant the pregnancy to the sim that wants it most, mean witches to the one that wants it least, and neutral witches to the one that is their bff or if they both are the one that asked.
JDacapo
10th Jul 2012, 3:20 AM
My rules have changed a bit since I got overwhelmed with the old hood and started a new one.
I have elves wandering the neighborhood now. So a sim must be at least 3/4th's human to become a witch. Which alinement is determined by how grouchy/nice they are. 4-6 neutral, above that, nice, below that, mean. If I decide to put in the mods to make them playable for me (I don't like the personality shifts with werewolves, or the immortalness of vampires), werewolf and vampire too. Unless the mother was one while pregnant with them.
They need some elven ancestry to become a plantsim, and they need to be at least half elf in order to spawn plant babies.
My family sims can only have one more child than their or their parent's ltw calls for, unless they want to marry off 6 kids. Then barring twins as the last birth 6 is all they're getting. Wanting six grand kids to my mind means they need at least 3 children. So such a sim would have 3-4 kids. Then their kids would have 1-3 kids themselves, depending on how many siblings, and what the various siblings aspirations are. Ideally, romance and pleasure would have 1, fortune and knowledge 2, popularity and family 2-3. In order from ones most likely to have less to most likely to have more.
Only knowledge sims, sims with science as their predestined hobby, same sex couples who don't meet the criteria below. and family sims that want more kids and are married to romance, pleasure, and sometimes fortune (if fortune is the wife), when there are no kids waiting to be adopted will be allowed at the telescope.
Sims that are 100% human with no elven or alien ancestry at all will get to use my 18 hour pregnancy mod.
Dogs and cats cannot have puppies or kittens until they've reached the 10 or usually less days till elderhood. Unless their mate is an elder, then it'll be when the elder mate's lifebar is half gone.
Same sex pregnancy can only happen if one of the spouses has alien genetics, or if they are bff with a witch. Nice witches will grant the pregnancy to the sim that wants it most, mean witches to the one that wants it least, and neutral witches to the one that is their bff or if they both are the one that asked.
How do you deal with the creature cure-wants? Do you have them go on dates a lot or find some other way to scramble their wants and fears? And do you have the want/fear sanity mod from More Awesome Than You? Because I do have quite a few mods relating to creatures and such, and I'm thinking of at least softening the creature-related wants and fears in SimPE.
I've seen quite a few of the want tables or whatever they are, and some of what I read was gobbletygook, but other stuff that I read looked like I could edit it without mucking up the game too much. I'm thinking of just removing one zero from all the creature-related wants and fears, or changing it so certain non-knowledge aspirations will be neutral to becoming certain creatures or even be very open to it.
Like with Romance and Fortune, and possibly even Popularity, I'd probably make them want to become witches, while with vampires, I'd probably make Pleasure and Romance, and Popularity want it. Family sims would probably be made more open to becoming plantsims, because as a plantsim, you can have lotsa babbies and grandkids. It's kinda a win-win situation. But I'm thinking more of just softening the wants and fears by deleting one zero, so it'd be only as scary as say, changing a nappy is for a sloppy sim. What can I say? I love paranormals. The only thing I wouldn't change would be zombies, 'cause they're icky. Werewolves would probably be Fortune and Family, because they would realistically want to keep their homes safe and sound, and what better way to keep a home safe than to be able to stay up all night and attack burglars? I just don't want my sims to all go nuts just because they or someone they know became a creature. Will make a backup though, if I do try that, just in case something goes wrong.
MuletotheFoxxes
10th Jul 2012, 3:34 AM
How do you deal with the creature cure-wants? Do you have them go on dates a lot or find some other way to scramble their wants and fears? And do you have the want/fear sanity mod from More Awesome Than You? Because I do have quite a few mods relating to creatures and such, and I'm thinking of at least softening the creature-related wants and fears in SimPE.
I ignore them. They'll go away on their own or be fulfilled, and then I get to giggle at the aspiration failure animations until they roll wants I'm willing to fulfill.
I have a want/fear sanity mod, but I'm not sure where it's from. I'm just glad that my children and family sims aren't all spamming me with, "Give me a puppy! Give me a kitten! Give me a puppy or a kitten!" I still get them sometimes, but it's rare and so I'm more inclined to actually fulfill it when I see it.
JDacapo
10th Jul 2012, 5:11 AM
I ignore them. They'll go away on their own or be fulfilled, and then I get to giggle at the aspiration failure animations until they roll wants I'm willing to fulfill.
I have a want/fear sanity mod, but I'm not sure where it's from. I'm just glad that my children and family sims aren't all spamming me with, "Give me a puppy! Give me a kitten! Give me a puppy or a kitten!" I still get them sometimes, but it's rare and so I'm more inclined to actually fulfill it when I see it.
Wow. You're braver than I am. I just think it's insanely illogical to want to be cured of something so awesome. Vampirism I'd kinda understand, but witchcraft? It has the most pros... followed by plantsimism of course. And I think Popularity sims would definitely get used to being plantsims, because come on, why would anyone want to be cured of never having to worry about having an accident during a party? Being a plantsim would flippin' ROCK!
Edit: *lols at my plantsim who is fearing having an accident*
victory101
10th Jul 2012, 5:42 AM
I'm not sure if I really have "rules" per se, but I do have a lot of general guidelines I try to follow: I'm not allowed to replenish a motive unless it's in the red (so I don't micromanage), I let my sims wants and fears determine what I direct them to do, and I try not to force them to do things that are out of character for the individual si (Ex: I can't force a sloppy sim to clean up after themself, or make a dedicated family sim cheat just because I want pretty babies XD).
I also don't make them skill unless they want it, or it's required for an LTW/other want. (For example, if a sim rolls the want for a promotion, I'll let them get the skills they need to fulfill that want. Otherwise, they get to stay at the bottom of the career ladder unless they ask to get the skills they need. Only the ambitious get to be successful in my game!)
...actually, the "unless they want it" rule applies for most aspects of my gameplay. For the most part, I take my cues from my sims. I guess that's the biggest one for me. About the only exception to this is challenges: I have a list of mini ones (some taken from existing lists online, others I've come up with myself) that I'll roll if I get overly bored.
Other than that... new sims aren't allowed to move into a household unless the household already has at least $3000. University sims have fees to pay every semester, and only get decent grades if they want them (or roll a fear of ending up on academic probation, at which point I'll do JUST enough to get them a C). Sims can only have kids if they can afford them, unless they have an accident thanks to risky woohoo. Pleasure sims get whatever whimsical wants they roll, regardless of what it is or what the consequences of it will be.
Etc. Etc.
SimmingSince7
10th Jul 2012, 5:51 AM
No face templates. Needs, wants, and then free will.. Select the wishes in order. After the wish in the first slot is completed, lock the second one.. Do rotations.. I want the whole neighborhood to age together.
mirjamsim2love
10th Jul 2012, 6:38 AM
My 'rules' in random order:
1. Use the aging on/off cheat only
This one is the only one I allow because it goes too fast for me if the aging on is in play all the time.
2. Play all the families I made (first generation) and what comes after it and end up as a family = rotate
At the moment I have twelve families circling around my city. Every family gets a visit once in a while or when it is needed according to my timeline.
3. In use only the ACR mod and make homework mod
I don't want a mod for everything. That would spoil all the fun and these two I downloaded even reluctantly.
4. Follow the LTW of every family member that comes after the first generation
It's not so much about my want to get them permaplatinum. It is about the specific Sim's important wish and trying to reach that. Because in life people tend to fulfill their important dreams too.
5. Randomly fulfill daily wants
In life no one fulfills all their in between wishes. It depends on circumstance. Therefor sometimes lock an important one if there is no time to do it immediately. In real life people can't always do the important ones right away also and then keep it in mind for later when they are able to.
6. Sims can't only do what they want
Sometimes you have to do something you don't like so much, like cleaning.
Even if the Sim it happens too sighs or complains they still have to do a chore ones in a while.
7. They wíll go to college
Education is important. I guess my Sims think the same about that because each and every one of them wanted to go anyway. If they have by accident enough skills for a scholarship they are lucky, otherwise they don't get one. I am not keeping them home longer to get it anyway. When it is time to go, they go. Bút they can pick the major they want. If they do not roll a want for one I pick one that suits their interests. Same goes for the job after. They get the one they want or what fits their interests.
This is it roughly.
JDacapo
10th Jul 2012, 7:35 AM
I tend to train my little kiddies extensively, and get them to, in one way or another, max their skills or at least raise them extremely high and give them lots of badges for scholarships(got the badge scholarship mod). I want them to succeed in lots of things, and own and run businesses in college. They are able, so even if they aren't as willing, I will push them hard, but still I will fulfill lots of their wants and sometimes even let the teens drink elixir of life so they can have some more time for fun and innocence. I also witch my teens, and sometimes have them turn into werewolves. I love paranormal creatures, and I <3 non-twilight werewolves. After all, in Heresville, Allison Wahlberg was able to make it big when starting off with nothing, and she would love to have her children and other descendants get more than she had.
MuletotheFoxxes
10th Jul 2012, 7:38 AM
Wow. You're braver than I am. I just think it's insanely illogical to want to be cured of something so awesome. Vampirism I'd kinda understand, but witchcraft? It has the most pros... followed by plantsimism of course. And I think Popularity sims would definitely get used to being plantsims, because come on, why would anyone want to be cured of never having to worry about having an accident during a party? Being a plantsim would flippin' ROCK!
Edit: *lols at my plantsim who is fearing having an accident*
I dunno, I always figured such fears to be related to, "Will people like me if I'm different?" "Can I advance as well if I'm different?" Pleasure sims are the one's that I don't see why they would want to be cured. Shouldn't they be able to get a kick out of all the different supernaturals? Just in a different way than knowledge.
SimmingSince7
10th Jul 2012, 7:40 AM
The only cheats I use are to restore the the energy bar after they get back from a community lot.. or fix any glitches.
I only use no jealousy unless in a relationship, risky woohoo, and more food.
JDacapo
10th Jul 2012, 8:06 AM
I dunno, I always figured such fears to be related to, "Will people like me if I'm different?" "Can I advance as well if I'm different?" Pleasure sims are the one's that I don't see why they would want to be cured. Shouldn't they be able to get a kick out of all the different supernaturals? Just in a different way than knowledge.
What about the old parental bromide - "if they don't like you then you don't need them 'cause they're not good friends"?
And witches and plantsims can advance just fine - possibly even better - because of their ease at skilling and stuff. I hate how any non-knowledge sims are automatically prejudiced against supernaturals, when there's nothing scary about them. Could just be my aspergers though. I sometimes wish I didn't have aspergers, but only because the cons often outweigh the pros - used to be sorta drama-professor-ish with people but with less of the crush/love bit. It's made getting jobs very difficult, and relationships are hard as well. But I would be just fine with my neurological configuration if people would have more understanding of it and explain certain things if I gaff them, or at least break from conformity a little.
It'd be awesome to have these magical powers, though, because then I could just sit on a magical throne and do all my work and stuff, and never have to sleep. Or if I could just live on sunlight, water, fun and socializing, things would be far easier.
Also, as I have stated in a previous thread, I think that popularity sims should want to become supernatural creatures, what with the Twilight and Harry Potter craze, and the fluff-bunnies that hop around the internet and threaten to 'hex' those who give their artwork an honest critique(and then claim that something is a 'violation of ethnic standers' and consider themselves to be 'divine').
Artimis
10th Jul 2012, 9:06 AM
Depends what I am doing with my game. If I'm playing the game then I have no rules but if I am doing stuff for witch queen then no free will, no plumbobs, no headlines, make sure cc matches the time period, use cc on sims and make sure that no NPC people or townies come on the lots I'm working on. Most of the time I use cheats: maxmotives, to make my sims happy.
katya_stevens
10th Jul 2012, 9:43 AM
(I swear we have this thread come up fairly often, but...) I have quite a few at the moment, and I'm still working on more (it's about half rules and half background information at the moment):
Career Guidelines (http://eien-herrison.dreamwidth.org/108506.html) -- a sim's aspiration and personality determines the non-LTW job(s) they can get. If they roll for a job while unemployed they can get in to that career track even if they wouldn't normally go for that job. Sims with low motivation can get up to level 5 of a career track under their own steam (any higher and they need the want to get promoted), average sims level 7 (any higher and they need the want to get promoted), high motivation level 10 unless restricted by other means (i.e. they need more education than they have to get promoted). Any sim can get the NPC careers, but level restrictions still apply.
Motivation (http://eien-herrison.dreamwidth.org/110074.html) -- defines what is low, average or high motivation and what sims of varying motivation levels can do.
University/higher education: Bachelor's degree (http://eien-herrison.dreamwidth.org/108576.html), Associate's degree (http://eien-herrison.dreamwidth.org/109270.html), Master's & Doctorate (http://eien-herrison.dreamwidth.org/109560.html) -- details the various higher education opportunities sims have along with costings. For a sim to get a Doctorate, they need to pay $10k for a Bachelor's, $7k for a Master's, and $20k for a Doctorate.
General Life Costs (http://eien-herrison.dreamwidth.org/135317.html) -- still undergoing revision as I'm only just beginning to apply these rules. Details taxes, adoptions, weddings, funerals, childbirth costs, IVF, and abortion.
Random Occurence Scenarios (http://eien-herrison.dreamwidth.org/154979.html) and Random Occurence Scenario Text List (http://eien-herrison.dreamwidth.org/163086.html) -- random events which can affect my sims. Range from the average (family gaming night, blind date) to quite damaging (lose all of your money, random death).
University Life (http://eien-herrison.dreamwidth.org/109610.html) -- a short section on living arrangements and job opportunities while at university.
Public, Private, Prep and Boarding Schools (http://eien-herrison.dreamwidth.org/159988.html) -- details application process and costs for the various schools, and also skilling opportunities (prep and boarding school, sims automatically earn skill points while there).
Ideal Family Number, Abortion, Adoption, and Adoption Houses (http://eien-herrison.dreamwidth.org/160237.html) -- reproduction related items: a sim's ideal number of children, what their odds are of getting an abortion or putting their baby up for adoption if they experience an unplanned pregnancy, and where the children put up for adoption go.
Business Design and Development (http://eien-herrison.dreamwidth.org/162821.html) -- how I decide what businesses a sim opens up. Goes on order of what's needed (grocery store/farmer's market/food stall, clothing store, and a relaxation area), what's wanted and not yet available (hairdressers, toy/flower store, playground, coffee shop etc.), and what a sim rolls for (toy/robot/flower station, pottery wheel, sewing machine).
There's also some videos in my Livesimming Library (http://eien-herrison.dreamwidth.org/163813.html) where I talk about most of these rules.
RowenaLupin
10th Jul 2012, 10:58 AM
For a long time I didn't have any rules whatsoever, but recently I've been playing a Legacy family, the first one ever, and I had no choice but to set up some rules.
1. Maxmotives cheat: I used to use this all the time, but I realized how bad that can be. I only use maxmotives during Uni - once every semester. It makes it easier to get through. I never use it in the regular hood anymore, and I'm quite proud of myself for it.
2. Every child that is born must have a college fund of at least 10k or more before they go to college. This way I don't have to worry so much about the spare family once they get out on their own. It speeds up that part of my game play, and makes the experience better.
3. Harder Skills: Recently I've had to add the harder skill mod to my game. I was tired of my tots coming out of toddler hood with max charisma, logic, and creativity. Now, I only let them skill up to five points, and afterwards they have to use the toybox or the other toys that do not give skill points.
4. Aspiration is determined by what I see when they are small coupled with their personalities. I lay out all the toys and see which one they play with most often, and their interactions when they become a child. Do they play with the chess set or prefer the easel? Do they talk to relatives a lot? Do they bring home lots of friends or none at all? Used to, I'd play all knowledge sims and that became boring fast. So I change it up a lot now.
5. Everything else is made up as I go along. I play in 5 day rotations. I keep the families 2-3 days ahead or under schedule for age line purposes. I even include uni in the rotation so I can make sure certain sims stay younger or older than other sims.
May93
10th Jul 2012, 12:41 PM
My rules are ... no rules.
I just do whatever I feel like and if I can't make it happen on it's own, that's what insiminator is for.
AlexandraSpears
10th Jul 2012, 2:16 PM
My first rule: No supernaturals (I don't consider Servos to be supernatural).
Once a family has a child in private school, subsequent children automatically get in--after all, it's the same family.
Nannies are only used as a last resort, parents have to take vacation days (a problem if both parents are Fortune Sims, because they sometimes roll a fear of Miss Carpool, and it doesn't matter if it's because they're taking a vacation day).
Every teen goes to college.
No alien pregnancies (I have a mod for that).
Tombs are immediately transported to the community graveyard.
JDacapo
10th Jul 2012, 3:27 PM
My first rule: No supernaturals (I don't consider Servos to be supernatural).
Once a family has a child in private school, subsequent children automatically get in--after all, it's the same family.
Nannies are only used as a last resort, parents have to take vacation days (a problem if both parents are Fortune Sims, because they sometimes roll a fear of Miss Carpool, and it doesn't matter if it's because they're taking a vacation day).
Every teen goes to college.
No alien pregnancies (I have a mod for that).
Tombs are immediately transported to the community graveyard.
Have you ever tried any of the supernaturals? Some of them are so cool. And the men need to experience pregnancy and all that crap women have to go through - they have it all way too easy. Why should men only be required to do the fun part of reproduction?
Rarr
10th Jul 2012, 4:22 PM
Have you ever tried any of the supernaturals? Some of them are so cool. And the men need to experience pregnancy and all that crap women have to go through - they have it all way too easy. Why should men only be required to do the fun part of reproduction?
I second this. You could also have a sub-hood just for supernaturals if you don't want them to be along side the normal sims. That's fun to do too, because then you can build wacky houses and buildings and say it's the building style of the supernaturals.
JDacapo
10th Jul 2012, 4:34 PM
I second this. You could also have a sub-hood just for supernaturals if you don't want them to be along side the normal sims. That's fun to do too, because then you can build wacky houses and buildings and say it's the building style of the supernaturals.
That is a good idea - I might set up a special plantsim town where there's lots of trees, and the semi-founders would be the Wahlberg plantsims in Heresville. Allison's plantbaby doesn't look that great, and Almighty Hat's replacement ideals are supposed to look better... she kinda looks like one of the Ottomas twins are fabled to look like, but at least she doesn't look completely fug. She's kinda... drab and plain-looking, but she looks really cute from far away. Her eyes just look rather funny and baggy, and I've tried plastic surgary, but with unsatisfactory results. Who knows? She might make some prettier plantbabies. I'm also thinking of having Arnold spawn a plantbaby or two. And I so want to turn The Diva and Mr. Big into plantsims. I wanna see if they'd autonomously do the pollen cloud prank and turn unsuspecting victims into plantsims. And would plantsimming a High Witch or burglar, or for that matter, any other service NPC that hasn't been made playable yet be bad for the game?
Rarr
10th Jul 2012, 4:37 PM
That is a good idea - I might set up a special plantsim town where there's lots of trees, and the semi-founders would be the Wahlberg plantsims in Heresville.
I actually made an alien town where the houses were made out of the greenhouse glass walls and roofs from Seasons, you could do that in your plantsim town since it would help with the sunlight need.
JDacapo
10th Jul 2012, 5:06 PM
I actually made an alien town where the houses were made out of the greenhouse glass walls and roofs from Seasons, you could do that in your plantsim town since it would help with the sunlight need.
Cool! Thanks for the info! I will have the paranormals mix with others though, because the idea of segregation leaves a bad taste in my mouth.
Rarr
10th Jul 2012, 5:38 PM
Cool! Thanks for the info! I will have the paranormals mix with others though, because the idea of segregation leaves a bad taste in my mouth.
Oh, I didn't mean to give the idea that I was trying to segregate them! It was more like how certain groups of people like to live together because they have things in common, like the aliens would like to live with the other aliens because they are the same species. Kind of like how in some places ethnic groups from other countries came and established their own towns just for them because they all spoke the same language and had the same customs.
JDacapo
10th Jul 2012, 6:01 PM
Oh, I didn't mean to give the idea that I was trying to segregate them! It was more like how certain groups of people like to live together because they have things in common, like the aliens would like to live with the other aliens because they are the same species. Kind of like how in some places ethnic groups from other countries came and established their own towns just for them because they all spoke the same language and had the same customs.
Ah ok. I just want to have a lot of diverse areas, where plantsims and aliens learn to get along with witches and the mundanes who will likely be turned to witch or plantsim sooner or later. And I want lots of plantbabies with different personalities. Also, I may download a cleaned-up Strangetown and have Nervous Subject become a plantsim, and spawn at least one plantbaby before he regains his genetic personality. Also, it'd be hilarious to see what the plantbabies of Loki and Circe Beaker would look like.
ella_in_wonderland
10th Jul 2012, 6:09 PM
- My sims have to earn their money or take out loans (in other words no money cheats) before they can buy nice things/houses.
- My sims only have two children per couple and only have children if they have a want for it. Couples also have to wait until they are at least 20 sim days away from elderhood until they can have children. This is because I find that once the children move out life get kinda boring, and the elders still have like thirty days to go! (bleauuugh!)
- I have started putting elders in old-age homes: they can live with other people so it's more interesting. Elders have to move to old-age homes as soon as their youngest child leaves the household for college/just to move out. This way, they're also all in one place instead of being spread everywhere and are easier to play.
- I try to keep the game as realistic as possible, so therefore I rarely have magical sims (plantsims, aliens, vampires, witches, etc.) Most people would probably find this very boring, I guess it's just me :P
- I play my neighbourhood in cycles so that no one gets left behind :)
- I try to create distinctive personalities for each sim, based on their traits, environment and a bit of imagination!
SusannaG
10th Jul 2012, 6:16 PM
I'm playing a BACC, so the rules change. Right now, they don't have electricity or plumbing; they'll have to earn it. Someone's going to have to max mechanical. (And I have harder skilling.) They'll have to earn everything past the basics.
JDacapo
10th Jul 2012, 6:46 PM
- My sims have to earn their money or take out loans (in other words no money cheats) before they can buy nice things/houses.
- My sims only have two children per couple and only have children if they have a want for it. Couples also have to wait until they are at least 20 sim days away from elderhood until they can have children. This is because I find that once the children move out life get kinda boring, and the elders still have like thirty days to go! (bleauuugh!)
- I have started putting elders in old-age homes: they can live with other people so it's more interesting. Elders have to move to old-age homes as soon as their youngest child leaves the household for college/just to move out. This way, they're also all in one place instead of being spread everywhere and are easier to play.
- I try to keep the game as realistic as possible, so therefore I rarely have magical sims (plantsims, aliens, vampires, witches, etc.) Most people would probably find this very boring, I guess it's just me :P
- I play my neighbourhood in cycles so that no one gets left behind :)
- I try to create distinctive personalities for each sim, based on their traits, environment and a bit of imagination!
What do you do with family sims who want to marry off six kids or graduate three kids from college? Do you have them adopt?
lauratje86
10th Jul 2012, 7:12 PM
I've started playing with different rules for careers. I don't use the Maxis entry requirements for careers any more, because they don't make sense to me - artists need a degree but doctors don't? What?!
As it is now possible for non-graduates to take university careers, I don't use the "find a job" option in the paper or online. Instead I have a list of careers, and at the beginning of each rotation I roll to select 8 of them. Those 8 are then available for any of the sims I play to take during that rotation. I give them the jobs using the Simblender.
In my game, there aren't just normal degrees (Bachelor's degrees - costing $20,000) but also Associate's degrees (for sims who drop out of university after 4+ semesters of study or online study (4 articles, 4 skill points) costing $5,000), Master's degrees (an extra 3 semesters/9 skill points at university plus 6 articles or online study (6 articles/9 skill points) - costing $10,000) and PhD's (an extra 6 semesters/15 skill points at university after doing a Master's degree there plus 6 articles and a novel - costing $20,000). I use Monique's computer to allow them to write the required articles, which must be about a topic relevant to the subject they're studying. Associate's degree students donate the money their earn for articles away using Monique's computer, as they're not good enough to be published. When their Associate's degree is finished I give them an extra want slot. Master's degree students do the same with the first 4 articles but keep the money for the final 2 - they're knowledgeable and experienced enough to actually get them published! After their Master's degree is finished I give them an extra want lock using the Simblender. PhD students get paid for all the articles and the novel, which takes the place of their PhD thesis. They have 3 yeardays after graduation to finish their thesis if required. After their PhD is finished I give them an extra want slot and want lock using the Simblender.
All qualifications are subject-specific, and different careers require qualifications in specific subjects. Some subjects may open access to more than one career, others are specific to one career. For example, an Associate's degree in Culinary Arts only allows sims to progress in the Culinary track, but an Associate's degree in Biology would allow them to progress in Animal Care, Natural Science, Science and/or Oceanography.
Different careers have different qualification requirements. I wrote out a list of careers and details of the qualifications required to take each job level. I attached it below - it's a Word 1997-2003 document. All of the Maxis careers are on there; any that you don't recognise are custom ones. All of the custom ones are from the Careers section on the Content List on the Wiki, apart from the Falconry one which I made (and which is available for download on MTS).
I also have a million and one other rules, many of which are similar to katya_stevens's ones as I nicked and adapted loads of her ideas! :-) Will post about some of my other rules later: I want to go and play the game now!
MuletotheFoxxes
10th Jul 2012, 9:30 PM
What about the old parental bromide - "if they don't like you then you don't need them 'cause they're not good friends"?
And witches and plantsims can advance just fine - possibly even better - because of their ease at skilling and stuff. I hate how any non-knowledge sims are automatically prejudiced against supernaturals, when there's nothing scary about them. Could just be my aspergers though. I sometimes wish I didn't have aspergers, but only because the cons often outweigh the pros - used to be sorta drama-professor-ish with people but with less of the crush/love bit. It's made getting jobs very difficult, and relationships are hard as well. But I would be just fine with my neurological configuration if people would have more understanding of it and explain certain things if I gaff them, or at least break from conformity a little.
It'd be awesome to have these magical powers, though, because then I could just sit on a magical throne and do all my work and stuff, and never have to sleep. Or if I could just live on sunlight, water, fun and socializing, things would be far easier.
Also, as I have stated in a previous thread, I think that popularity sims should want to become supernatural creatures, what with the Twilight and Harry Potter craze, and the fluff-bunnies that hop around the internet and threaten to 'hex' those who give their artwork an honest critique(and then claim that something is a 'violation of ethnic standers' and consider themselves to be 'divine').
Worries about how society and the workplace will view you aren't really rational. In this case I think sims would be at least as irrational as humans.
lol, most of them are teens though. So I could maybe see expanding the supernatural to most aspirations (I still wouldn't see fortune or family aspired teens as wanting to be supernaturals) for teenhood, but still not adulthood.
JDacapo
11th Jul 2012, 11:25 AM
Worries about how society and the workplace will view you aren't really rational. In this case I think sims would be at least as irrational as humans.
lol, most of them are teens though. So I could maybe see expanding the supernatural to most aspirations (I still wouldn't see fortune or family aspired teens as wanting to be supernaturals) for teenhood, but still not adulthood.
Still, I'd like to get a mod or something that would give the sims more tolerance towards those who are 'different', while still letting them get bad memories from being abducted.
I'd love to be a witch(at least the type from Sims 2), but not to just see what it's like... I'd want to actually do stuff like possibly using the compello acceptus spell to net me a job - no questions asked(because apparently it is extremely difficult for fat people like myself to get jobs these days). Or I could have friends who would never suddenly start pushing me away for no reason - just use macto-amicus and possibly compello acceptus. And I'd never have to deal with my sister's friends pretending to be friendly with me but then bad-mouthing me to her when I'm not around. It's just terribly insulting.
ella_in_wonderland
11th Jul 2012, 4:00 PM
What do you do with family sims who want to marry off six kids or graduate three kids from college? Do you have them adopt?
If sims role this want...too bad! :giggler: In reality, which is how I try to play, not all people get to achieve their dreams/lifetime wants. I like that it makes the game more realistic :)
BeckyBoo8
11th Jul 2012, 4:13 PM
My Rules:
~Start off each family with $150,000 to build their house. (I usually use all of it) All other money must be earned. Future generations should eventually be well-off.
~Gameplay cheats allowed: "Aging off" "Maxmotives" "Boolprop testingcheatsenabled true" Only use maxmotives once during the Sim day, Boolprop is only for reseting sims if they get stuck in the bed or something.
~Talent badges, skills, and relationships must be earned. No using the "Badge Juicer" or "Sim Modder"
~Kids must go to Private School
~Ony these supernatural creatures allowed: Alien, witches, Bigfoot, PlantSims, and vampires. Servos do nothing a service can't do and take up a space in the household, no luck with getting a werewolf, never had a zombie.
~Services allowed: Gardener. Maids only if they live in a mansion, and nanny for vacations and if I have no vacation days/or anyone to watch kids.
~Pregnant sims must go to work. They only complain, so leave for work so I don't have to deal with them for a couple hours.
~No criminal/slacker career. Who would ever want to be that?
~Aspirations allowed: Knowledge, fortune, family, and pleasure. Family is my most common one. I can't stand stupid Romance sims that cheat on eachother all the time. But they're fun, so sometimes I'll have them. Popularity seems too complicated.
JDacapo
12th Jul 2012, 7:33 AM
If sims role this want...too bad! :giggler: In reality, which is how I try to play, not all people get to achieve their dreams/lifetime wants. I like that it makes the game more realistic :)
Do any of your sims have twins for the second pregnancy?
ella_in_wonderland
12th Jul 2012, 6:48 PM
Do any of your sims have twins for the second pregnancy?
Yes, this has happened a few times. I don't mind then because it's uncontrollable.
maxon
12th Jul 2012, 10:02 PM
Do any of your sims have twins for the second pregnancy?
Yes, practically every one since I made the rule about two sim children per couple only, ever, forever, no you are not having another one no matter how much you wish for it. Alright, that's a slight exaggeration. But only slight.
jamini94
13th Jul 2012, 2:42 AM
I don't have many rules, and it switches from family to family. But in general, I don't use maxmotives or motherlode (I am guilty of using kaching from time to time for decoration purposes). My favorite sims must go to college and they must at least maintain a B average (it used to be A, but then I downloaded a hack that shortens university time and its nearly impossible to get A's in the allotted time). And my sims must accomplish their lifetime want.
JDacapo
17th Jul 2012, 7:01 PM
Right now I'm adding some other rules, like if I roll a double I can reroll, and when my student finishes sophomore year, I roll the dice. If I roll a double, then I can change said student's aspiration. And in the Heresville I started on this fantastic(if a bit temperamental) hooptie laptop with Vista(YAY), Every community lot(except for those in the University and Vacation subhoods) must be privately-owned. I want to start an economy - cities are built on commerce and industry, and new residents are attracted to an area by business and employment opportunities. Also, Heresville is meant to be a sort of legacy-ish hood, so the first few generations will be having quite a few children. The founder for this Heresville is a cute brunette who is now preparing for her graduation party. Her appearance was quite random, and I only tweaked it a little because she looks so beautiful. Her name is Belle Dandy, an 'Ah My Goddess' reference. Her aspiration is Popularity/pleasure, and unless I forgot, she rolled Saggitarius. She hasn't gotten any romances yet, but she did nick a magic lamp meant for the elderly cafeteria cook. She also became big woman on campus and got inducted into the Heresville Society(and swiped all the rewards except for the Resurrectonomitron, which will be saved for the Tricou Kids). Her current LTW is to have twenty best friends, and she's almost halfway there. I did give her the graduation party, but after she transitioned to adulthood, the game froze and I had to reboot. Will hafta try it again. She'll probably make some really cute babies.
grammapat
17th Jul 2012, 7:45 PM
... About the only exception to this is challenges: I have a list of mini ones (some taken from existing lists online, others I've come up with myself) that I'll roll if I get overly bored.
Etc. Etc.
Little challenges? If you're still hanging around, can you tell me about them? :call:
Liv Lukas
17th Jul 2012, 8:14 PM
Little challenges? If you're still hanging around, can you tell me about them? :call:
Here are some:
http://fightocrime.livejournal.com/52461.html
http://chitina-sims.livejournal.com/4054.html
http://generations32.blogspot.co.uk/2009/04/jar-challenge-ideas-by-subject.html
Some great ROS ideas in this thread (for Sims 3 but can be adapted): http://thesimsdaily.net/showthread.php?tid=1367
Crystal Creek's ROS: http://crystalcreeksims.blogspot.com/p/ros-random-occurrence-scenarios.html
Lakeside Height's ROS: http://lakesideheights.blogspot.com/2009/12/lh-stuff-my-random-file.html
:-)
grammapat
18th Jul 2012, 5:35 PM
Thanks so much; very interesting!
katya_stevens
18th Jul 2012, 6:14 PM
New rules from me: Welfare System (http://eien-herrison.dreamwidth.org/163395.html) (currently in testing, but will be implemented in my test 'hood at the beginning of the next rotation, as will taxes and other costs).
McChoclatey
18th Jul 2012, 6:53 PM
Normally, I rotate between family after a certain amount of time. The first family in the neighborhood gets a free cheat--motherlode to make them rich, but it's only that household and it's members that are allowed to get a gift. Every other family can't get the motherlode and have to work for it; first families have to get jobs to work off the bills to pay for all of their expensive stuff.
There must be at least one creature from every expansion pack in the game, and can only turn one other Sim into their kind. For example: Since I'm going to be reviving Sims and stirring up trouble, I will want to make Evil witch/warlock Sims. That one Sim that gets turned into a witch/warlock is then only allowed to turn one specific Sim into a witch/warlock, or create a zombie. If I need a good AND a bad witch/warlock, the next generation will have to carry that burden; The evil witch/warlock must reproduce with someone within the neighborhood to create a good witch. Also, all witches/warlocks have to know everyone in the neighborhood, including newcomers, since they become the go-to person for revivals.
All families have to meet all of their other family members at some point.
The founder(s) of a neighborhood must die with a platinum aspiration, unless they weren't meant to do so ( the "buttmonkeys" of the co-founding group.) At least one Sim gets the short end of the stick and dies non-platinum.
No teddy bears! Sims "talking-through-to" is annoying! >:s
All Sims have to have a bio; kinda gives me a sense of their character
Sims must either have expensive cars or none at all (they can always walk)
First-family Sims MUST get married under an arch, while unrelated Sims can marry in private (it's faster, to the point, but not as nice :))
Only Sims from the first family OR Sims with special connections in the neighborhood/story can get married in different ways (ex. surprise engagement)
All teen Sims from the first family have to have their first kiss
If a Sim unrelated to the first family moves in and gets a cut of their shares, if most of the family is gone and it's just them and one or two Sims, then the funds get automatically reduced to zero until they can work their way up again with employment. (no gold-diggers...! Unless they're necessary to the story)
First family Sims have to take things slowly before doing something big, like woohooing or dating as a teen. They must slowly become best friends before falling in love.
First family Teens are allowed to woohoo (with no pregnancy) But Sims uninvolved with the first family cannot, and must wait until marriage.
dieKristina
18th Jul 2012, 8:27 PM
- My whole neighborhood is played in a strict rotation.
- My sims are normaly only allowed to marry other playables (to keep the population low). The exception is if it´s for some reason, impossible for them to do so.
- All teens will go to University, even if they never roll a want for it.
- If a married sim is caught cheating, the couple must try to solve it. If it happens more than once and at least one of them has another reasonable love interest, a divorce can be actual. But preferable not, since I hate divorces.
- If a couple has more than one child, the eldest male child will move in back with the parents after university and take over the family funds when the parents die. His spouse will take his surname when they marry. If the family only has a girl she will be do the same, and her spouse will take her surname.
- If I have two couples who are not going to have many children, and who are friends with eachother, all four can move into a hose and live together. That way I get fewer playable lots and bigger families (which I prefer to play).
- Both males and females can be pregnant, and same sex couples can have biological children.
- I try to have sims with all aspirations, but when I chose aspiration for a teen, the most important factors is the picture I have of them based on how they acted during their childhood (and toddlerhood).
- Sims are allowed to drink the elixir of life, but not more than five times (= + 15 days) during their lifes. If they want to become immortal they´ll have to become a vampire (or another immortal supernatural creature). But if I decide I have had enough of them, I´ll have them cured and then they´ll continue to age and later die.
- All sims must have at least one biological child.
- Abortions are not allowed, and morning-after-pills are only allowed if the pregnancy really is unsuitable.
- AND IMPORTANT: Most of these rules can be broken if I for some reason really feel like breaking them!
These are the rules I can currently think of. When I started to write I believed I don´t have many rules at all, but it turns out I have a lot more rules than I first though.
bubble101
20th Jul 2012, 9:03 PM
- I use a dice for a lot of my game. When creating my original Sims in a neighbourhood I roll for face shape, skin tone, thin/fat, hair and eye colour, star sign, aspiration, turn ons/turn offs and sexuality (six for gay, five for bisexual, 1-4 are straight)
- For future generations I roll aspiration, turn ons/turn offs and sexuality when they become teens.
- I play each household one day at a time, from 8am - 8am (easy to keep track of in most households as the school bus comes)
- I play college households one semester at a time.
- If a teen rolls a want to go to college, I send them when they are 7 days to an adult. They can roll the want at any point in that time and I'll send them as soon as I see it. I have InTeen, so if they don't roll that want that's when the school bus stops coming for them and they get a job instead.
- I don't use motive or money cheats apart from setting the story for the founders of the game.
- When they graduate college I give them 10000 as a default. They also get their equal share of the college household money when they leave.
- If a Sim rolls a want to get engaged they can propose. However, both Sims need to want to get married before they tie the knot.
- Again, I have InTeen. If one sim rolls the 'Have a Baby' want then they can 'Try for Baby' when they woohoo. If neither does, they use the plain 'woohoo' option (which still allows them to have a baby if they aren't a family aspiration). Knowledge sims and other sims I decide are intelligent will 'Safe Woohoo' until they are actually in a good position to have a baby.
- If a couple with children get divorced, the children choose which parent they move in with based on their relationship scores.
- All divorced parents get regular access to their children and must pay child support (amount depends on how much they earn)
- I use career rewards but not aspiration rewards.
- When a Sim dies, their grave goes to the community cemetery with their own plot and flowers. Any Sim who has a negative memory of the dead Sim's death goes to visit them in the cemetery.
- I roll the dice for dying in childbirth. 6 means they die. If they are a) having twins or b) living in poverty, they die if a 6 or a 3 is rolled.
- I have a community jail in each of my neighbourhoods.
- If a Sim rolls a 'See ghost of -----' want, I have them commit murder with the assault rifle.
- If no-one sees the murder, I roll a dice for them every day. If the dice rolls 6, they are caught and sent to jail for life.
- If there are witnesses, they are automatically jailed.
- If they assault another sim (as in full on Attack) they are sent to jail for three days.
- If they are in the Criminal career track I also roll for 6 each day. If the 6 comes up, they go to jail for 5 days and have to quit their job.
The jail is equipped with basic facilities but I don't control them. So if a fire breaks out they're likely to die. If they're sloppy, the jail will get infested and they'll probably die from disease eventually. Plus they don't seem to get on with eachother in there so there are a lot of fights.
I think that's all the rules I use when playing.
M.M.A.A.
20th Jul 2012, 10:36 PM
Didn't we have a similar thread before?
Anyway:
Well here is one:
If a sim dies, they cannot be resurrected (helps in creating some drama).
Another thing is how I pick primary aspirations for my sims: it depends on their OTH:
Nature>Family
Games/M&D>Pleasure
Sports/Fitness>Either Fortune or Popularity, depending on the two interests: Money and Politics (If a sim has more intererst in money from the beginning, he will get the Fortune aspiration.)
F&L/A&C>Romance (however, for A&C, I'm thinking of changing that to family, but I'm not sure... should I or not?)
Sci/Tinkering>Knowledge
Cuisine>Grilled Cheese (can be chosen as primary with Insim or Simblender).
Also, if I have twins but with different OTH, they will get secondary aspirations the same as the primary of the other twin.
- All graves have to be moved to a cemetery.
- Families are played in rotations consisting of two sim days.
- Time management is as follows:
a) 2 days in base hood = to two years in college
b) If a sim is pregnant, aging is turned until the pregnancy is over, it is turned back on and the family is played for two more days, why? Because pregnancy should last less than a year and I have to play for two more days after the pregnancy so that the family is able to catch up on other families.
- Couples who are planning on getting a baby need to have a salary of atleast 300+.
- All couples need to have atleast one child.
- Couples can have more children only if they rolled the want for it or when the family is famous/wealthy and the family name needs to be carried on.
- There needs to be atleast one sim at the top of a certain career. For example, one Mayor, one Chief of Staff, one General, etc...
(More to be added).
smellincoffee
21st Jul 2012, 1:31 AM
General rules:
1. Houses are played in rotation, one season at a time. I used to keep them all in the same season. University lots are played a year at a time.
2. There can be only one Mayor, one Chief of Police, etc. Other jobs are rationed out: I only allow so many people to be teachers, usually no more than three. Glass ceilings are in place: I don't let/make everyone skill for promotions, preferring to have people working at all levels of careers instead of all striving for the job. My neighborhood has a restaurant, so I keep people as waiters and pretend they work there.
3. Houses are 'realistic': electronic devices must be kept near walls, rooms with water-using appliances share common walls (for the pipes), and some houses have washer-dryer sets on the premises. (Invariably I build a laundromat for everyone else.)
4. All lots must have lights on the edge of the street at certain intervals. On some streets, I also require trees, and fences.
Neighborhood-specific rules:
5. I like my Sims to have realistic relationships. I use this hacked phone book to allow teachers to meet all the kids, for instance. Politicans, lawyers, and businessmen all know each other, as do the people I decide are in government. If I decide two waiters work at the same restaurant, I arrange for them to meet.
6. The dead are moved to cemetaries. Certain families get their own.
Pleasantview:
- All male Sims who attend university must join the military for one season. All unmarried members of the military must live at the camp.
- Anyone seeking political office must first have served extensively (10+ days) in the military, law enforcement, law, business, or a related field.
- Only one pregnancy is allowed per family. People may only start trying to have a baby once they have lived as adults for one a season. The only exception is for children concieved on a wedding night.
- No supernaturals.
- The Great Families of the neighborhood prefer to marry inside themselves...Charvats with Charvats, Goths with Goths. It's an old, huge neighborhood so this is fairly easy.
Sanctuary:
- No cars. When I can, I buy a bike, use move_objects on to stick it in a corner of the lot, and assign it to a sim so their carpool doesn't come. I prefer for them to walk, as Sanctuary is an idyllic small town.
- No modern architecture. All homes must be built close to the street. With the exception of a couple of mansions, lots are small and placed close together. No sprawl!) There is no wall-to-wall carpeting: indeed, most homes have good old-fashioned wood floors. There are no televisions, and I use antiques for the telephone and stereo. (This reflects my personal taste...wood you can sweep, but carpets require noisy vacuum cleaners, and I despise noise.)
- Members of the Fraternal Order of the Llama Greek House* must pay regular (daily) dues to the house president. All members of the Order must serve in the military for one season after graduating. (Considering the amount of money they get graduating from the order, this is only fair. :lol: ) Members of the Order are expected to conduct themselves honorably at all times: those who disgrace the Order will be penalized with expensive dues. Student members who do not maintain a perfect GPA will not be given any funds upon their graduation. (The last time I played this house, two of its members were evicted: Anne Henry, for cheating on her finance and sleeping with someone else; and Carmen Shoop, for only getting an A instead of an A+.)
- No supernaturals.
* This is a citizens' society from SimCity 3000, sort of like the Rotary Club. In my game it's become an elite society that runs the town.
TychoH
21st Jul 2012, 6:24 AM
- all graves move to a community cemetary
- it depends on the size of a generation if they get just 1 kid or more
- name babies after their grandparents (if there are more than 4 kids, other family members are thanked for their names)
- no resurrecting
- if a family was planned to have just 1 baby, and they got twins or the lullaby sound is there when they did Safe Woohoo (Inteen), the other child has to be born and raised (when my hood was in the medieval stage, I rolled a die for the children I didn't planned, most of the times die died)
- no gay couples
- they can have relationships with everyone in the hood, except for their (grand)parents, (grand)children, uncles, aunts, siblings, nieces and nephews (I made a mistake, didn't look correctly in the family tree and now the Alien Technicus is someones grandfather and father-in-law... let's say that my Sims don't know that the Alien Technicuss were the same)
- an adopted Sim has to marry someone from the original bloodline
- no supernaturals, only PlantSims and aliens; I don't know about werewolves
- uhm... I think that were my rules.
Firelira78
21st Jul 2012, 8:33 AM
My rules vary based on the family or the neighborhood I'm playing. One family may have a strong set of restrictions regarding something, but another may not have.
In my custom neighborhood, which I've created using the empty templates, which has only 2 households now and zero townies, they have the 'cut off from the world rule'
- There is no electricity at all. So TVs, stereos, computers etc don't exist. There are not even any light bulbs, alarms or telephones! The only exception is the Fridge, which I have to keep because Maxis insists. I use the wooden recolor of the Fridge and pretend it s just a wood storage box.
- Since there are no supermarkets, the familes grow their own food and eat freshly caught fish.
-There are no schools, colleges. I have not attached any subhood to this neighborhood. Children have to go to school because of the social worker threat. (I pretend there is a primitive sort of elementary school very far off and the kids spend most of the school time in travelling). As soon as the kids turn teen, they stop.
- There are no offices and industries, so no adult holds a job. Adults earn money by painting, fishing, gardening or crafting. Though the robot making bench is banned.
Playing with these restrictions is difficult, but I plan to continue these for the next 3 generations, after which industrialization is going to occur there.
In my super-traditional Indian joint family in Pleasantview, I have the following rules:
- The adult woman and her mother-in-law are solely in charge of cooking, cleaning etc. The teenage girls also help their mother and grandmother.
- The adult man attends to any mechanical repairs around the house or paying bills. He is the sole earning member.
- There are to be strictly no romantic activities between the adults in front of the kids or the elders. The teenage girls only bring girls home from school as they are forbidden to socialise with boys. Any boy who follows them home from school is sent packing by their grandma.
- The girls of course have boyfriends, (I'd get really bored otherwise), they are seeing Dustin and Beau Broke , but they only meet them at the community lots so the parents and grandparents don't come to know.
- Wearing short dresses is strictly forbidden in the house. (Many thanks to the wonderful MTS creators for the saris, salwar kameez, kurta and the bindis and to the All About Style creators for the long night dresses)
- The teenage girls' aunt had eloped with Don Lothario sometime back, so I had to artificially make her elder parents' relationship with her and Don quite into the negatives. I have imposed a restriction that I'll have to to the same in the teen girls' case if their affairs are discovered by the adults and elders. Of course, I'll choose that very moment to send them packing to college.
Thankfully, I don't have to follow so many rules when I play the girls uncle's family who lives at the other end of the neighborhood. He and his wife both work in high paying jobs, share the workload and are a bit liberal with their kids. Though the kids won't be kissing their love interests in the presence of their parents.
There are some other small general rules which come to my mind:
-Friendship is only between sims of similar ages and personality. For eg: the shy housewife in my Indian family won't become friendly with Daniel Pleasant or even the scandalous Caliente sisters, though she is quite friendly with the new Mrs. Burb (John's second wife) who's a stay at home mom like her and also Brandi Broke (who is now Brandi Roseland)
- Everbody except under special circumstances must have 90+ daily/lifetime relationship points with the family members.
- No cheats like maxmotives, motherlode or kaching.
- No Snapdragon bouquets except for business use or unless their are twins in the house. In that case, only one is to be placed between the two cribs.
- I don't have bowling alleys or hot tubs in the house generally. That gives me an excuse to take the sims out to the community lot.
-Thinking Cap is only to be used by Knowledge sims, that too after they have at least 5 points in a skill.
-I try to keep my sims' aspirations and needs as full as possible generally. Everbody goes to college, everybody has a long steady married life, reaches the top of their career and dies a platinum death, though their are some for whom I try to achieve the exact opposite.
-I make any sim with a helicopter carpool, the owner of a car. I hate that sound.
- In the University, my sims mostly live in my custom dorms as I like to see them adjust (or mis-adjust) with dormies socially. Greek houses really give me an 'isolated' feeling.
- Only in Veronaville, my first ever neighborhood with 1000+ sims, I have the '1-2 kids maximum' rule
They are all the rules which are coming to my mind right now. :)
TychoH
21st Jul 2012, 12:18 PM
@Firelira78
You can make the kids don't go to school at all: http://simlogical.com/sl/Sims2Pages/Sims2_School.htm (the institution sign)
Or use the School changer and download also the Flexi school and just never let school begin: http://www.drealm.info/simlogical/sl/Sims2Pages/Sims2_Schooltypes.htm
There is also a no welfare hack: http://www.drealm.info/simlogical/sl/Sims2Pages/Sims2_Childcare.htm
I think no school at all would make it more cut off from the world, but it's your game :P .
DJ.
21st Jul 2012, 7:38 PM
Oh, there are a lot of rules that I apply, here are some. I like to make my own universe, which no one else can touch and/or know about.
1. SUPERNATURALS
a) ALIEN - Aliens never grow beards. Aliens can sense how do you really feel.* Aliens are very smart, and always have A+ at school/college.
b) ZOMBIE - Zombies suck. DJ. never plays them, except if DJ.'s really mad at a Sim. After DJ.'s done, DJ. doesn't save.
c) VAMPIRE - Vampires don't glitter, even though a lot of people think they do. If you meet such people, tell them they're wrong. They live forever, but they die when DJ. feels like they should.** Also, normal Sims can't really tell one is a vampire. They can just see that there's something weird about them, but they cannot actually tell, "Oh sh*t, a vampire!" Also, using/getting a Vamprocillin is a tough process, and not many survive.
d) SERVO - Servo is DJ.'s best supernatural. DJ. loves Servos. Pretty much no rules apply to Servos, except that he cannot become any other supernatural.***
e) WEREWOLF - Werewolfs ain't so scary. It's just a rare disease random Sims get, which makes those Sims really hairy and hungry at night. But inside they're actually very nice and family oriented and stuff. And they love animals and Bigfoots (Bigfeet?).
f) PLANTSIM - Plantsims cannot be created without cheats. DJ. cannot wait for that long. Plantsims are one with the nature, and tend to have smallest houses, own no cars and have biggest and healthiest gardens. Also one of DJ.'s favorites.
g) BIGFOOT - Bigfoots (or Bigfeet?) are scary, mystical creatures. It is unknown why such a rare being is still alive, but it has been confirmed that it is the last known on Earth. They cannot get jobs, and Sims who have a Bigfoot in their family are super-famous, just like Bella who just returned from Mars.
h) GENIE - Genies aren't as friendly and funny as in Aladdin. They are serious, and should be treated with nothing but respect. Because, you might be crazy and ask genie whatever you want, and if you did something wrong to him, he might just add a little spice to your wish. Treat with caution. Also, the Sims in game do not know that the gypsy dropped the lamp off, but instead, they're like, "Oh, what's this?" Also, Fortune Sims don't rub the lamp. They just want to make a profit of it, so they sell it.
i) WITCH/WARLOCK - They are some sort of priests. They are in a 'limited' celibacy - they can only try for baby (not woohoo), they mustn't kiss (so they mustn't even think of making out!), they are stuck with their chosen life partner (so NO breaking up). They can flirt (but mustn't 'Goose'), but that's rather naughty (um... they can only flirt in private, as the 'normal' Sims woohoo in private). DJ. doesn't play naughty or bad witches/warlocks. (Yeah, mind as well just create an army there!)
2. SIMS' PERSONALITIES
a) DJ. decides will a Sim be a kleptomaniac, good, bad or stupid. If Sim crosses the law, he faces the worst concequences.****
b) Sim couples that are important to DJ. are the perfect couples. Each time they wake up they make out. They woohoo every night. And they're always 100/100.
c) Sims' interests don't matter to DJ. Since usually DJ. makes Sims' relationships 100/100, if they disagree a little bit, that's just the part between getting on the bed and cuddling.
d) DJ. loves Sims. But Sims can sometimes be bitches.
3. THE WORLD
a) Every single subhood is connected to each other. They aren't in an seperate universe, but for example Pleasantview's bridge leads to North State, where are North State University and Miami Hills (Sim State University and Downtown). (DJ. also thinks to add Belladonna Cove up there, but is scared because of silly EAxis coding which makes second downtown unoccupied.) Pleasantview's other exit leads to the South State, where South State University, Bluewater Village, Desiderata Valley and Riverblossom Hills are (Academie Lé Tour, Bluewater Village, Deiderata Valley and Riverblossom Hills).
b) DJ. doesn't really play by rotation, but when an adult ages in one household, DJ. ages Sims in other households on the way DJ. thinks it's okay.
4. MAXIS CONTENT
a) DJ. does play Maxis created households, but only to fill up the gaps in the neighborhood story, or to make neighborhood more complete (it's be a little bit weird if DJ. created a neighborhood, and populated it only with CAS Sims, which, by DJ.'s statement, are all one family when the story gets finished). For example, the Pleasant family - Mary-Sue finds Daniel cheating on her. They break up and Daniel goes to live with his sister, Jennifer Burb, in Miami Hills (Downtown). Jennifer feels sorry for his brother, but her husband and her daughter hate him and want him to get out of their household ASAP. Don had a little accident while woohooing with Dina and now Dina's pregnant. Nina now hates Don, but is still friends with her sister; Nina moves out. Don and Dina are still in seperate households. Of course, Cassandra finds out about Dina's pregnancy, and dumps Don before the marriage. Don is still in love with Kalylin, so is Daniel; and Kalylin still keeps her mouth shut. DJ. started the neighborhood without the silly story of Bella's disappearance. She's been there all the time, and she's been the outstanding major of Pleasantview; she now retired. DJ. made something completely different from Maxis expected from DJ. and fellow Simmers to do.
b) DJ. only plays Pleasantview. Nothing else. Everything else, in fact, is deleted.
c) DJ. included every single default subhood to Pleasantview, except for La Fiesta Tech University.
d) DJ. plays clean neighborhoods he got from here (http://meetme2theriver.livejournal.com/63030.html).
5. CELEBRITIES AS SIMS IN GAME
a) There are celebrities in DJ.'s game. But not such as Madonna, Lady Gaga, Daniel Radcliffe and such. Smosh is an example. :lovestruc *khmkhm stratch that, we're serious here*
b) They may be celebrities in real life. But they ain't in DJ.'s game. Not so far DJ. can tell. They play normal Sims in DJ.'s game; look below for more details.
6. SIMS AS CELEBRITIES IN GAME
a) There are Sims as celebrities in DJ.'s game. They are mostly today's celebrities, who get remarried each time DJ. loads the household. Also, those celebrities are employed in Show Business carrer, and usually don't attend college.
b) Sims celebrities aren't real life celebrities. Tom Cruise is a normal Sim in DJ.'s game, Amin Broke is a celebrity.
*An everyday example: [Alien: "Are you okay?" A girl: "I'm fine." A girl, thinking: "Oh that b*tch is dead for me she's gonna pay what she's done does she think makeup grows on freaking trees oh crap I'm thinking about a person who's dead to me, and a nice guy is talking to me... Nice, I'm still talking to myself and I didn't hear what he said to me." In the meantime, alien: "I'm an alien, I know how you really feel. C'mon, I'll buy you some makeup."]
**It would be a little crazy if the vampire we're talking about meets his great great(x6) grandson and tells him, hey, you look familiar, oh that's right, I'm your great(x7) grandfather! DJ. tells that vampires who died on the way described above died because they couldn't live on this planet without their true love. Oh crap, another twilight resemblence. Even though it isn't, it sounds like it. Oh, moving on.
***A zombie robot. What, a robot that misses his CPU? A vampire robot. I guess a robot who needs to drink human blood - that's just wrong! Next thing we know and the real life us are going to be half Android and half human.
****If DJ. isn't having a good day, the Sim gets zombified. If DJ.'s having a good day, DJ. just doesn't save.
Unfortunately, you've reached the end of a free trial. If you're interested in more things, please refer to the manual page 525, or call 1-080-SOMEONEISONMETH.
Firelira78
22nd Jul 2012, 10:23 PM
@Firelira78
You can make the kids don't go to school at all: http://simlogical.com/sl/Sims2Pages/Sims2_School.htm (the institution sign)
Or use the School changer and download also the Flexi school and just never let school begin: http://www.drealm.info/simlogical/sl/Sims2Pages/Sims2_Schooltypes.htm
There is also a no welfare hack: http://www.drealm.info/simlogical/sl/Sims2Pages/Sims2_Childcare.htm
I think no school at all would make it more cut off from the world, but it's your game :P .
Thanks! These schools are really good ideas. I'll just have to make sure they don't clash with any of my other hacks. Although, I'll admit I'm really scared to try the 'no welfare' hack. I don't want to take any chances with the dreaded social worker. :)
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