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Theme Catchup2018 - posted on 1st May 2018 at 1:50 PM
Replies: 1059 (Who?), Viewed: 189168 times.
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Test Subject
#1051 Old 26th Oct 2017 at 11:57 AM
Huhu^.^

I didn't have much time to play Sims 2 lately :-( So I just wanted to pop in and say:

M3g7e: I still love this and can't wait to see the new content!
Test Subject
#1052 Old 29th Oct 2017 at 11:49 AM
Quote:
Originally Posted by Yvi-sama
Huhu^.^

I didn't have much time to play Sims 2 lately :-( So I just wanted to pop in and say:

M3g7e: I still love this and can't wait to see the new content!


I know right, real life is making me unable to sim as much as I wanted too. I finally found me a big chunk of spare time though so guess what I'm doing :D

Still appreciate the great work put into the Warwickshire challenge and rely on it for world building every day, meanwhile I too am looking forward to hear more. War and law would be additions I can't wait to see, but I'm generally excited to see what a new update would bring.
Test Subject
#1053 Old 18th Jan 2018 at 9:51 PM
Hey people!
Soo... I play a Test of Time Challenge (no, I'm not posting in the wrong thread) in which I use the Health system developed for this challenge. Recently, I was talking to my sister about my most recent epidemic of multiple births, and she was surprised to hear those babies were just as likely to survive as single-birth children, which she pointed out was highly unrealistic, even for modern times.
Multiple-birth babies are often/always premature, after all, which means more potential health problems. In the past, twins both surviving to adulthood was rare, and let's not even talk about triplets or quads!

Wouldn't it make sense to add an extra roll for multiple-birth children, then?

This is what I suggest:
At birth, roll a number (see below) for each baby, and substract that number from the baby's health score.
- Twins: 0-25
-Triplets: 0-50
-Quadruplets: 0-100
I wouldn't change the mother's birth health score since she is already "paying" for several births in one go.

My reasoning for those numbers is that there's always the possibility that a baby will be perfectly healthy, but the chances of that happening (and the degree to which they are premature, and thus prone to health problems) change depending on how many others that baby shared the womb with. Doing the roll at birth accounts for those who might not survive the birth, and multiple-birth children who do survive will carry that health handicap all their lives, which makes them more likely to die younger than they would otherwise.

I haven't tested it in-game much yet (just the one pair of twins who had high health scores to begin with), but I will be using those numbers for the moment. I think it might not be severe enough, though... Perhaps I should set it to 0-50 for twins, 0-100 for triplets, and 0-200 for quads instead? In ancient times, I really wouldn't be expecting more than one or perhaps two quads to survive, at most... Perhaps I should do some research on multiple birth statistics in pre-modern times to get more accurate numbers, if such stats even exist.

I would like other opinions on the subject. What do you think?
Lab Assistant
#1054 Old 19th Jan 2018 at 7:54 AM
I am not sure how often quads (or even triplets) came along naturally, without hormonal treatment. I feel like most multiples today are due to their parents being unable to conceive naturally, so they got fertility treatment or IVF.

Nevertheless, I think it makes sense for multiple babies to have a lesser chance of survival because they might arrive prematurely, or the mother cannot provide for more babies (during pregnancy or even nursing). I am not sure about the womans survival rates, aren˜t most cases of death in childbed due to infections which would be the same risk?
Test Subject
#1055 Old 22nd Jan 2018 at 10:43 AM
Oh, an interesting aspect!
Mutibles without hacks are quite rare, but this really does make sense :-)

I use the THS for my other challenges as well (right now the BACC, which is very frustrating XD)

I changed a rule regarding the THS-System as well: since Sims with a THS on level Terrible are pretty much comatose, I roll -3/-1 every day to simulate their higher risk of infections caused by long-time immobility and conditions such as aspiration-pneumonia due to the lack of feeding-tubes.

But I still don't have a system for bottle-raised babies... except that I prolonged the nursing-period to the whole toddlerhood, since that actually was a thing back then (this counts for wet-nurses because one-sim-day is a very short time to find a new baby before the milk runs dry...) Does anyone have an idea?
Lab Assistant
#1056 Old 25th Feb 2018 at 7:16 PM
I can't find in the rules how much the serfs have to pay the noble who owns the land they work and live on. I think the last time I tried this challenge I remember it being something like 15% of earnings? Is that right?
Test Subject
#1057 Old 1st Mar 2018 at 7:06 AM
Quote:
Originally Posted by Satrina
I can't find in the rules how much the serfs have to pay the noble who owns the land they work and live on. I think the last time I tried this challenge I remember it being something like 15% of earnings? Is that right?


The tax rules are on pages 22-24 of the latest version of the rules! Serfs are actually rather worse off; they owe 40% of earnings, 5% of lot value and 10% of family funds every five day tax period. Fortunately they don't have to pay asset tax, but they will also have to be paying off their indentures or the overall debt will increase.

Hope that helps!
Test Subject
#1058 Old 1st Mar 2018 at 11:48 AM
Quote:
Originally Posted by Satrina
I can't find in the rules how much the serfs have to pay the noble who owns the land they work and live on. I think the last time I tried this challenge I remember it being something like 15% of earnings? Is that right?


In addition to what TruthxLiesxMagic wrote: It depends on their contract.

I have nobles who just want to make a lot of money fast, demanding up to 2500§ per season and some who want a stable long-time-workforce who take 500§ per season but demand a total of 30.000. There are other nobles who use "manpower" as payment (one adult's service per sim-day is worth 100§, kids' 50§; the "downpay" depends of how many household members work how many days --> extra money doesn't get them out of their contracts faster). I even have a gentry-family giving small houses to worker-families free of charge - as long as they have one household member to work their fields from spring to fall.
Test Subject
#1059 Old 7th Mar 2018 at 11:56 AM
That's a great spread of approaches, Yvi-Sama! I need to have some nastier lords, I think; they keep rolling as virtuous, or at least neutral, so it's made sense for them to impose fair taxes, but then my peasants and serfs are moving up the social mobility ladder within a generation or two and then I have nobody left to tend the fields.
Test Subject
#1060 Old 16th Mar 2018 at 10:55 PM
Quote:
Originally Posted by TruthxLiesxMagic
That's a great spread of approaches, Yvi-Sama! I need to have some nastier lords, I think; they keep rolling as virtuous, or at least neutral, so it's made sense for them to impose fair taxes, but then my peasants and serfs are moving up the social mobility ladder within a generation or two and then I have nobody left to tend the fields.


Thank you. Some of them I invented due to the huge rule change of "Gentry is not allowed to contract serfs" after most of my Gentry-Families had their estates build to include large fields that needed a lot of hands to work.

I had the same problem and changed some rules. I am a list person: I created lists for taxes, THS, school-requirements, healer-abilities and so on. I even put the most common sources of royal and religious favour points into a list. But it is such a huuuuuge amound of work and I got bored and frustrated (esp. since my precious few evil sims turning neutral and virtuous because they loved to network and gained friends fast... didn't seem logical to me). In the end I kinda dropped the system.

Instead I either roll a -5/5 at important life-situations or simply change the level according to the story I want to play.

This made playing so much more fun since I tend to play goody-goody characters anyway and now it is more random and I need to adapt. To get less of the same-old-same-old I don't sync seasons. Spring-family living next to a winter-family? Cool. Also (even though it takes more planing) I stopped "mass weddings" as the beginning of each season, instead looking for a wife as soon as a marriageable (or marriage-allowed) man is available. This way I don't have high spikes of birth statistics but an even flow of new sims.
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