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Lab Assistant
#926
18th Jul 2020 at 6:57 PM
Posts: 197
I'm thinking of making a system where the laws in the neighbourhood are determined by the aspiration of the sim in change. For example, if the leader's aspiration is Knowledge then collage is free for everyone but young sims with grades below a "C" are taken away. I've thoughts of laws for Family and Knowledge but not sure what laws I should have for other aspirations.
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#927
18th Jul 2020 at 7:09 PM
Posts: 3,392
Quote: Originally posted by Shadow214
I'm thinking of making a system where the laws in the neighbourhood are determined by the aspiration of the sim in change. For example, if the leader's aspiration is Knowledge then collage is free for everyone but young sims with grades below a "C" are taken away. I've thoughts of laws for Family and Knowledge but not sure what laws I should have for other aspirations. |
Pretty easy for romance sim: love is free, woohoo with everyone and no jealousy.
Pleasure: all significant ceremonies and parties must be on community lot. Sims can wear whatever they want (pajamas on parties, swimming in underwear etc.)
Wealth: taxes, taxes, taxes...
#928
19th Jul 2020 at 3:07 AM
Posts: 3,938
@Shadow214 -I'd make bookcases being present on all community lots required by law and that some skilling career reward items must be placed on any community lots as my sims often use the charisma podiums from those to earn extra money while skilling up.Wealth aspiration sims would want high school to be tuition-free and for sims to use the best schooling options for their children to give them the best chance at getting higher grades to make it into high school.They'd also put more subsidized rental housing complexes in to help raise more sims put of poverty and want the town organized into districts.Family aprirations would be similar though more about family and would also include in laws that couples have to learn about and practice good family planning like not having babies just because you want one even though you can't afford a child yet.The big diffirence is that wealth sims might want to tax richer sims more if their income is higher and tax less wealthy sims less to encourage poor sims to rise above poverty.Family sims would want to avoid charging taxes unless it was absolutely needed to raise money for some community ammenites and they'd require all bars and nightclubs to provide toddler spaces for couples out on a date night who can't pay a sitter so they can at least keep their little one safe.
Field Researcher
#929
19th Jul 2020 at 6:03 PM
Posts: 427
@Shadow214
Family Sims:
-.financial incentives given at weddings at to every child born.
- elders must live with a relative
- One adult must be a full time caregiver until household children are teens (can be a parent, grandparents, relative, or for the wealthy a live-in Nanny)
Pleasure
- No more police crashing parties (get a mod/hack)
- Free babysitting/Nanny services
- Must regularly host parties if wealthy
- No working or homework on Saturday or Sunday
Romance
- tax breaks on hot tubs, saunas, and other places to woohoo that aren't the bed
- Bonuses for single parents
I like this idea! I may do something similar in my game
Family Sims:
-.financial incentives given at weddings at to every child born.
- elders must live with a relative
- One adult must be a full time caregiver until household children are teens (can be a parent, grandparents, relative, or for the wealthy a live-in Nanny)
Pleasure
- No more police crashing parties (get a mod/hack)
- Free babysitting/Nanny services
- Must regularly host parties if wealthy
- No working or homework on Saturday or Sunday
Romance
- tax breaks on hot tubs, saunas, and other places to woohoo that aren't the bed
- Bonuses for single parents
I like this idea! I may do something similar in my game
#930
19th Jul 2020 at 11:52 PM
Posts: 2,858
Thanks: 198 in 2 Posts
Quote: Originally posted by Shadow214
I'm thinking of making a system where the laws in the neighbourhood are determined by the aspiration of the sim in charge. For example, if the leader's aspiration is Knowledge then college is free for everyone but young sims with grades below a "C" are taken away. I've thought of laws for Family and Knowledge but not sure what laws I should have for other aspirations. |
I seriously love this thread. Little did you know it @Shadow214, but I wrote up a sim political spectrum to help me decide that very question! I guess it's time to share it. You may not agree with everything I have, but hopefully it'll spark some ideas. To sum up everything quickly I made a chart for myself; I'll share that too. As a little background, well, originally I was coming up with some ideas for my eventual BACC or integrated hood. I wanted a way to make story happen, a way to direct the future of the hood, without me necessarily coming up with a specific plotline and coming up with a specific direction. I wanted a hood that had rich backstory and ideologies that came from my sims--their aspirations, interests, and personalities would shape the town and make for a story. And from those things, I'd make the utopia, dystopia, or anything else in between, that my sims seem to demand. So, for each aspiration I tried to answer how that aspiration feels about government, money, social norms, community lots, family, otherness/outsiders, and learning (in no particular order). I didn't give too many specific examples, but rather generalities on how sims approach the world. For me, that's enough to spark ideas on what laws they'd make or proposals/projects they'd come up with. Hopefully it does that for you, too.
What was pretty obvious to me at first was that Family and Romance are polar opposites. Both aspirations just want the exact opposite of each other. I thought about why and I thought about each aspiration a bit more and eventually came to conclude that Pleasure is not only opposite to Family as well, but is the ultimate liberal. Family is the ultimate conservative. Pleasure sims require a fully free society to pursue their whims while Family sims are all about order and traditions. Romance sims would also fall into the liberal category, wanting a lot of the free society Pleasure sims need to make pursuing fun a realistic, full time goal. Popularity, on the other hand, is closely aligned with Family. They need societal order/structure to get what they care about--status. Fortune would lean liberal, because they desire financial freedom. One could argue that Fortune sims belong on the conservative side, but for me, if the spectrum was also no rules vs. rules, I'd have to keep them on the no rules/liberal side. And finally, Knowledge and Grilled Cheese sims would be neutral, but for different reasons. Admittedly Knowledge sims probably tend to lean liberal more than towards the conservative end of the spectrum, but for them, it's only about the pursuit of knowledge. They do not want to be in the weeds about everyday affairs. Plus, given enough time and learning, they could probably rationalize just about anything. Grilled Cheese sims of course, only care about grilled cheese all the time, every time. So absolutely neutral for them.
With that rough breakdown, I could then look a little deeper at aspiration, think about the potential subtle differences within each one, and think about how each aspiration might mold a society.
Pleasure Sims
I see Pleasure sims as wanting full financial and relationship freedom and as sims who fully embrace a laissez-faire outlook on society. It's not that they don't want to work, that they don't like kids or want families--it's more that everyone should be left alone to do whatever they want to do. Some sims want to work, some want to pursue hobbies, and still others want family. But if some sims just want to stay home in their pjs all day, blowing bubbles and jumping on couches, then, by Plumbbob, that's what that sim should do. This mindset, I think, reflects Pleasure sims' wants. It can be hard to get them to roll wants for things other than having fun, and it is tricky to get them to roll wants for marriage and kids, especially outside of dates. But not impossible. They don't mind family and marriage--in fact, Pleasure sims are very adaptable. Throw whatever at them--supernaturalism, marriage, kids, an OFB empire--no matter what, they'll usually be fine. But those things also aren't their raison d'etre. (Hmm, my Pleasure sims seem to want to be French, too. )
No, Pleasure sims want to spend their time doing whatever they think is fun, or pursuing whatever whim they wish. In fact, the aspiration is very individualistic, imo, as Pleasure sims often want to pursue vastly different things. Some can be all about dates; others can be about jumping on couches; some can be about their career; others can be hobby focused; and still others can be about going out on the town. They've got a much looser and freer want chain compared to other aspirations. But if they only care about having fun and enjoying life, it stands to reason that they also are striving to avoid responsibility at all costs. And it's these two outlooks that influence how I think they would shape a government.
Sure, they'll want government to spend money, especially on fun things. They'll want to make the neighborhood nice to live in and visit, and will focus on building things or supporting businesses that give sims more options or let sims have fun. But, they'll also want a more collectivist society--the more social programs that take care of everyone, the more time each individual sim can spend doing what they love. Let the government worry about money, food, and who takes care of the kids. Individuals should worry about life's joys. The government, in their opinion, should help them do what they want to do, or get out of their lives. They won't like societal rules that tell them what to do, how to behave, where they can go at night, or that limit their fun in anyway. Freedom of choice--good or bad--is key.
Pleasure sims also like variety and trying new things, and are often okay with alternative lifestyles. They often don't care about settling down and getting married and like to date around as much as Romance sims. If you make them a supernatural, they're often okay with it and adapt to their new lifestyle (unlike other aspirations that constantly roll wants to be cured). So they won't like strict norms and rules that dictate what family should look like, how relationships should go, and who or what is acceptable. Instead, they'll want government to uphold their freedom of choice and to be inclusive. And the less rules, the better. They feel that if society had no rules, everything would be fine and work itself out--especially if you set up a good government in the right way.
Romance Sims
I see Romance sims as very similar to Pleasure sims. The pair will often team up and both have will have a pretty free ideal society, but they do have slightly different priorities. The difference is that Romance sims really only care about being free from restrictive societal norms about romance and relationships. They want to be free to pursue love and romance and obviously won't like marriage. They don't want a government or any social norms that tell them who to love or how many sims they can love. And, similarly to Pleasure sims, they believe that government should shoulder a lot of life's burdens to help them be free to pursue what they want and live the way they want to live.
Romance sims often get a bad rep for being irresponsible--but this is not always the case. They can be responsible but really government should step in and help sims make sure mistakes don't happen. If people were more open and honest and more prone to share, less sims would get hurt and more sims could be taken care of. They'll want a government focused on social services, too, especially healthcare. They'll want contraceptives and safe places to woohoo. They don't understand the stigma about sleeping around; woohoo is a natural part of life. They'll also want government to focus on child care and invest heavily in community spaces, wanting separate spaces for adults, families, and kids and to get kids out of the house so that adults can focus on their desires. You might see more orphanages, boarding schools, summer camps, and kid hang out places in a government led by Romance sims. But you'll also see more nightlife, more places for sims to mingle and have a romantic getaway. Overall though, they'll align with Pleasure sims in wanting the government to ease life and protect freedom and choice.
Fortune Sims
To me, Wealth sims are also liberal, just not as liberal as Romance and Pleasure. They're midway down the liberal spectrum and desire financial freedom. They want whatever it takes for them to make money, keep money, and grow money. They like the freedom of choice part of Pleasure & Romance sims' ideals, but do not understand this "government takes care of everyone" bit. Where do those two think money comes from? All those government services would require high taxes. It would require a Fortune sim to part with their hard earned simoleons--and that's where they draw the line. They want to make as much money as possible so that they can have the best and nicest stuff and live a cushy life. They're not parting with their cash easily.
I also see Fortune sims as being split between two types: misers and spendthrifts. And neither of them fully support all those government programs Pleasure and Romance sims want; they want the government to either help them make money or stay out of the way so that they can make it themselves. So they do like the "no rules" part of being a liberal and will support efforts that promote choice and individualism. They just don't care for sharing the wealth. Life should reward those who are willing to work hard and take risks. If a Pleasure sim wants to stay home and jump on the couch all day, then sure, they can do that. But they also believe that sim should starve because they choose slacking off instead of finding a way to make money.
And that leads me to the one trait Fortune sims all share, be they miser or spendthrift: ambition. They believe all sims should be able to take care of themselves. Fortune sims may disagree about the best way to get results--whether you should let someone do the hard work for you and marry into money, for example, or whether you should grind and earn everything yourself. But in the end, they don't understand not having a drive to succeed and not want more for yourself. This is symbolized by their never ending want chains to get more, better stuff, or the want chain to get a job, earn skills, and progress in their career. This isn't to say that Fortune sims are all mean, always trying to scam sims out of their money, or that they all have terrible business ethics. No, most realize that in order for their capitalistic society to work well, they need customers. Those customers need to be treated well, in order to garner repeat business, and also need to be paid well. After all, customers with no money can't buy things and if no one buys things, no makes any money either.
Therefore government, for Fortune sims, is a very delicate balance. Enough government to protect their investments and to help out with unforeseen circumstances. Enough to stimulate new industries or help sims get started. But not enough government to limit their ability to make money and to try and make them part with it through taxes. Fortune sims might support education and research--more knowledge often leads to new ways to save or make money, after all. But they also don't want to have to pay for things. They'll be concerned with making sure the government stays on budget, that the government builds things or proposes programs that are revenue-generating or at least self-sufficient. That way they get taxed less. No parks for parks sake, or expensive, money-draining projects. They often butt heads with other aspirations about this, especially with Popularity sims, who tend to want to spend lots of money on social gatherings or huge celebrations, and then stick the government with the bill.
That isn't to say Fortune sims are always thrifty; like I said, they can also be spendthrifts. It's more likely when there's a surplus/when the government has money, but Fortune sims have been persuaded to spend on shiny & expensive things, especially status symbols. They might splurge on a new town square or statue, in the name of prestige. After all, the more impressive the neighborhood, the more tourists will visit, and those tourists end up being customers. That's why wealthy sims are not above making donations and contributing to the town--they like to put their names on things and increase their own personal prestige. And, furthermore, not all government programs are considered bad. Some Fortune sims might be supportive of programs that help sims make their own money or start their own businesses and don't mind the idea of scholarships. It's just that they believe that privilege is earned, not given, and that sims should put in a little hard work.
Popularity Sims
On the opposite side of the spectrum, midway to conservatism, I put Popularity sims. Popularity sims share Fortune sims' desire for status, but that desire for status and Popularity sims' desires to form bonds often leads them to align with Family sims instead. Family sims' ideals often provide environments where Popularity sims thrive, and so the two aspirations are good buddies. Popularity sims are concerned about 1. Fame--who you know, how many people you know, and how many friends you have and also 2. Togetherness--getting together with friends and family, bringing new people together, and forming long-lasting bonds of friendship. Family sims' goals often help with the second, leading to a bigger, more bustling society. Popularity sims don't really care about business, government, or rules. It's about the prestige for them. If they own a business then it's the biggest and best one. If they're involved in government, then they're in charge--they know everyone and are always in the spotlight. If there are rules, then the Popularity sims want you to know that they helped make them. Plus, if there are no rules, how do you know who is the best at following them or who's breaking 'em? They need things to brag about and interesting things to gossip about, and establishing rules is a good way to accomplish those things.
Popularity sims are also always looking for an excuse to get together and party, so they are big fans of social norms and traditions that lead to gatherings and foster community and social interaction. In fact, Popularity sims can be great proponents of religion if it fosters community somehow, or if there are hierarchies established where someone can be in charge. If Popularity sims are coming up with traditions, expect lots of feasts and holidays, rights of passages, and gatherings of any kind. If there's a reason people can party, if there's a way to show off status, then expect Popularity sims to be on board, no matter how small the occasion or ridiculous the costume. They'll figure out a way to pay for everything later--it'd be great if the government could always foot the bill. They'll want government that promotes community and socialization. Expect them to lobby for community spaces over business districts, public schools where young sims can mingle, and services that facilitate travel and bring people together or allow them to connect. A bit like Fortune sims, they'll also like monuments that show off their greatness or broadcast their name to the world. Expect them to propose lots of fancy government buildings, museums, and landmarks. They love to impress others.
And Popularity sims are nosy! They also don't believe in boundaries. They want to get to know their in-laws and be bffs with their kids' spouses. They don't understand this "individualism" and "privacy." They'll want to know what everyone is doing and who is doing what the best. They don't like the idea of neighbors they don't know. Don't expect them to advocate for more autonomy for their kids and teens--in fact, they'll want to know everything all the time, and some might even insist on setting the rules. They need some type of hierarchy in their lives--be it government, religion, or even just in individual households. It needs to be clear who's in charge and on top: them. So expect them to go along with all the strict rules a Family sim might want or to come up with their own. Like a patriarchal or matriarchal system for individual households, or governments where only legacy heirs vote. Remember that Own 5 Top Businesses and Become Mayor are classic Popularity LTWs, too. It's not just about making best friends.
So no elopements or small weddings at home or even, in extreme situations, personal decisions--not if you don't want the entire hood to be mad at you. For Popularity sims, every life event is a big announcement that comes with a party. Every decision is an opportunity for a powwow--sims in a Popularity-run hood should expect lots of conferences, meetings of the families, and community discussion about everything that's going on in their lives. Buildings there would be larger and grander, with room for everyone, and they wouldn't just be for show. Expect hood-wide mandatory traditions. If everyone goes to church on Sunday, for example, then Popularity sims get to see and know everyone. They are always looking for ways to bring people together. This doesn't mean that a Popularity sim won't fight; they've been known to start long feuds and hold grudges. If a Popularity sim gets their way, though, they'll win fights every time.
Finally, Popularity sims differ from Family sims a bit in their views about romance and love. They don't really care about monogamy, and definitely have more relaxed rules on nudity, with all their outgoing points. So don't be surprised if they join the liberals from time to time when it comes to things like curfews and keeping things family-friendly. Curfews tend to ruin their parties and they just don't get why nudity is a big deal at all, though they might be persuaded to have a few family-friendly zones or lots. Otherwise, Family and Popularity sims tend to team up a lot because of Family sims' need for a certain order and Popularity sims' need to be on top of any order. They'll support education and see the benefit in a wide base of community knowledge, but might resist change if that change might lead to less socialization. But they don't mind sharing and pooling resources, as those are great ways to get to know others.
Family Sims
Family sims were a natural fit for conservatives, imo, as their wants are all about order and traditions. Their wants can be very regimented, always wanting very specific things, in a very specific order--love, then marriage, then the baby carriage. And everyone they know needs to follow suit. They roll wants for their relatives to follow this script all the time. For them, that's the best way, or key to life, and they just want the best for everyone.
I do also see two types of Family sims: 1. Those who truly value quality family time and are always seeking to be with and do things with their loved ones and 2. Those who are more concerned with the status and prestige their family gives them, whose wants are more concerned about if their loved ones are succeeding and continuing the family line, rather than about spending time with those loved ones. Either way, legacy, child care, and family are very important issues to Family sims. They'll want government to promote family life, marriage, and having kids. Expect them to advocate family-friendly community lots, spaces that are useable by the entire family, including pets. They'll want more toddler rooms and play areas, more parks, playgrounds, and restaurants where a large family can sit together.
They'll also want the government to make child care and education easier for them to execute at home. Expect them to advocate for parents staying home with kids rather than hiring a nanny or sending them off to daycare, and even preferring home school over public school or boarding school, as Family sims are happiest when the whole family is at home. That means they'll lobby for maternity leave and higher wages so that working sims can spend time with newborns and so that more families can be single-earning households. They'll want tax breaks for married couples and families, too. They'd prefer if a few select sims worry about money while the rest can concern themselves with family. A Family sim government would prioritize family housing and group activities over single-sim housing and building nightlife for singles. Family sims are not going to like 1 to 2 bedroom apartments and houses. Expect them to want 5 and 6 bedrooms so that elders can remain home and kids can stay at home until they're married. Expect them to promote home life as much as possible, to want programs that make it easy for sims to start their own families or own their own homes. Sims in a Family-sim society might also get married younger and start having kids earlier, if only because Family sims believe woohoo should always come after marriage.
Family sims will also advocate strict rules and traditions that "encourage" sims to follow the Family sim way (Fall in Love, Get Married, Have A Baby, and repeat this last one as much as possible.) They will not approve of kids out of wedlock, polyamorous relationships, or birth control (every baby is a 8,000 point blessing ). They do not understand Pleasure and Romance sims' need to date around and are positive every sim would be happy if they just got married--there'd be less heartaches, too. So they're more likely to want strict rules for kids & teens to curb any philandering Romance/Pleasure ways early. They'd be willing to pick out spouses for their loved ones, too, if they think their family members aren't settling down fast enough. And they'll want the government to back them up on these rules; so expect lots of morality and public order laws from them.
Family sims will support education, but are more concerned with practical skills useful in the home, rather than lofty theories. And they might like vocational learning better, preferring that sims learn through interacting and direct instruction rather than book reading. But Family sims can be very set in their ways--don't be surprised if they resist learning anything that contradicts their values. They are all about creating safe, caring environments. Death and supernaturals are pushed away as much as possible--don't expect any tombstones in their homes and don't expect Family sims and supernaturals to get along. Family sims will be distrustful of strangers/foreigners and will always try to "fix", i.e. cure, supernaturals, insisting that they follow the natural order of things. Family sims can be as nosy as Popularity sims, too; expect them to always be all up in another family member's business, or to be meddling and trying to make sure other sims do things the right way.
This all can lead to Family and Knowledge sims clashing sometimes, as they fight over what knowledge to pursue, accepting supernaturals, and trusting science. Family sims will insist that their way is the right way, while Knowledge sims would like a peer reviewed study to prove it. Family sims also believe that some things are better off not knowing, or are better left untried, which violates a Knowledge sim's very core. Expect Family sims to try and prevent danger at all costs--they'll shut down any shady Knowledge sim experiments, insist on quarantine for sickness, and enact penalties for messy lots and actions like trash can kicking. Mess leads to roaches and roaches lead to sickness, which threatens the stability and integrity of the family and home. And again, they don't like supernaturals of any kind.
Knowledge Sims
Knowledge sims are one of my two neutral aspirations. There can be two types of Knowledge sims, imo: Teachers and Secret Keepers. The former is happy to share what they've learned and spread the knowledge while the latter doesn't care much for that, instead focusing on growing their own personal knowledge and learning as much as they can about everything. Both love to unravel a mystery, yearning to know more about how things work. They don't care so much about a right way and a wrong way; for them it's about the empirically best way. For both types, the main concerns are progress and the depth of knowledge uncovered. For these sims, nothing is ever off limits, too far, or unnecessary--as long it's in the name of science, research, or the pursuit of knowledge. As a result, Knowledge sims tend to be very open minded and accepting of all different sims, creatures, and their backgrounds. They'll want their government to reflect these values.
Not only do they want the government and society to be accepting, but they also want the government to make the best, most logical, and well-researched decisions. Forget acting on instinct and feeling. This can be frustrating to other aspirations as they find that Knowledge sims can take too long to decide on important, time-sensitive decisions, or, at other times, find that Knowledge sims are too quick to implement some new technological find or gadget. But if a Knowledge sim believes they've found the optimum state/best practice, they don't see any reason to hesitate to implement those things. If drinking juice is superior to eating meals, well then everyone should drink juice and forget sitting down and eating meals. If being a witch is the optimal life state, then everyone should strive to become a witch! Other aspirations aren't always pleased with these eccentric ideas.
In addition to wanting the government to act in a logical and equitable way, Knowledge sims will want the government to focus on education and learning, and it's here where Knowledge sims can have some disagreement amongst themselves. Teachers naturally want all education to be free and available, giving everyone an opportunity to learn and make informed decisions. Secret Keepers are okay with some knowledge being hard to obtain for the masses, or being exclusive. Not every sim is worthy of the world's most precious knowledge. Generally, though, both types will agree on wanting more schools, universities, hospitals, and laboratories. They'll want the government to focus on creating more skilling opportunities and making learning fun for everyone. And both types will lobby the government to spend more on research and funding projects like searching for aliens, mapping the universe, conducting creature experiments, developing tech, or proving the impossible possible. They don't like any restrictions on research and experiments, either, and can often be hasty in conducting research. Consequences and people getting hurt are sometimes the price one has to pay for progress--they try to get Family sims to see that sometimes it's about the greater good, not the immediate harm. Family sims don't usually buy it, though.
At the end of the day, if pushed to choose, Knowledge sims can often end up siding with the liberals because they are at odds with Popularity and Family sims' needs for society and traditions. They often find Popularity sims' constant gatherings and Family sims' need to control everyone's behavior intrusive, interrupting research and learning. Not that Knowledge sims can't see the benefits of community or letting a few select sims be in charge. In fact, if others can back up an idea with logic and reason, the more likely a Knowledge sim will want to support it and they can be suckers when it comes to trying new things under the guise of research or experimentation. But they are neutral because they would really prefer to stay out of most governmental affairs and disputes and focus on their research. They don't want to be involved with the everyday details of society. Knowledge sims do believe that knowledge should be used to create what they see as a better society. And when making decisions they'll be more concerned with making sure things are fair and implementing services that benefit all sims in an equal way, or benefit the most amount of people. But again, that's if you can pull a Knowledge sim away from their work. They prefer to be a little removed from society and don't often get involved in government.
Grilled Cheese Sims
The other politically neutral aspiration, Grilled Cheese sims only care about grilled cheese and about making others see the light/appreciate grilled cheese as much as they do. If there's a way to implement grilled cheese in a community lot, then they're on board. Expect them to try and shoehorn in grilled cheese paintings and grilled cheese sandwich shops on every community lot proposal and push for grilled cheese to be on the menu for every occasion. Grilled Cheese sims often butt heads with Knowledge sims and dislike science and medicine in general, because doctors and health "experts" are always telling them that too much grilled cheese is unhealthy. They might be persuaded to support any nature or gardening efforts, as good gardening gives them better ingredients for grilled cheese, but otherwise, if grilled cheese isn't involved in some way, they don't care what the government does. Expect them to side with whomever they like best and can talk to about grilled cheese.
I hope that was all helpful; for me, that's enough to come up with rules, good, bad, or extreme, for each aspiration. Hopefully it helps others come up with ideas, too.
"Thinking of you, wherever you are. We pray for our sorrows to end, and hope that our hearts will blend." - Kingdom Hearts
XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
#931
20th Jul 2020 at 1:50 AM
Posts: 6,242
I have one disagreement with your chart, though-I think Fortune pixels are very conservative and like to keep their money intact by keeping power. They're usually the people who run things, and they're very paranoid with people looking to steal it from them.
I usually pick a secondary aspiration for a fortune pixel as being family or popularity-in order to keep their wealth in the family, and to build an empire.
Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
My other downloads are here: https://app.mediafire.com/myfiles
I usually pick a secondary aspiration for a fortune pixel as being family or popularity-in order to keep their wealth in the family, and to build an empire.
Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
My other downloads are here: https://app.mediafire.com/myfiles
#932
20th Jul 2020 at 2:34 AM
Posts: 2,858
Thanks: 198 in 2 Posts
Yes, it was very tricky for me to place Fortune sims, but I think I ultimately decided that they should be liberal because they aren't really concerned with social rules at all, nor do they really care about traditions and order, as long as they're making money. I see them as wanting freedom above all--the freedom to make money anyway--and not wanting much government at all. Again, just enough government to protect their property and investments, but otherwise, I was thinking they wouldn't want any meddling. They'd want to be free to get away with everything. Idk where libertarianism fits on the spectrum, but that's what I was going for. And since I thought economic freedom would be priority number 1 for them, I tipped them over to the liberal side.
But as I was writing the post up, yeah, I could definitely see how Fortune could also be considered conservative and could see an alternate version where Fortune is on the other side. A lot of times they seemed to line up with Family and Popularity sims. ...Idk, it made sense in my head at the time.
But as I was writing the post up, yeah, I could definitely see how Fortune could also be considered conservative and could see an alternate version where Fortune is on the other side. A lot of times they seemed to line up with Family and Popularity sims. ...Idk, it made sense in my head at the time.
"Thinking of you, wherever you are. We pray for our sorrows to end, and hope that our hearts will blend." - Kingdom Hearts
XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
Field Researcher
#933
20th Jul 2020 at 5:13 AM
Posts: 427
I think all the aspirations can have desires that run the spectrum.
Like one Family Sim might think that free Nanny/Daycare is ideal so families can have lots of kids. But another might think only one parent should work and the other should stay home.
Like one Family Sim might think that free Nanny/Daycare is ideal so families can have lots of kids. But another might think only one parent should work and the other should stay home.
#934
20th Jul 2020 at 3:01 PM
Posts: 3,938
I've had it that my family sims love the idea of birth control and wise family planning to make sure nobody's having babies when they're totally unprepared to riase the child and family sims often want to build up finances to be able to afford to raise children without needing both parents to work.They'll want there to be subsidized rental housing which can help those who might've gotten pregnant by accident before they were really ready.
Fortune sims don't like seeing babies being born to families that can't afford the child because it means more sims ending up living in poverty and more taxes for them to pay for the cost of running the subsidized rentals which wealthier sims don't need.They also want to make sure fewer unwanted children are born and that more couples are better prepared for raising children when they finally have one.They're also the ones who wait longer to start families and sometimes end up having fewer children unless family is a secondary arpiration which often happens.
Romance sims will often like romance and dating though they'll want to settle down and get married though not be in a hurry to start a family because they want to enjoy having date nights and be able to have nights out as a couple before they have a family or end up dciding to forgo kids.
Pleasure sims are mostly like hippies and want free love and are less likely to settle down to get married.They also don't want paties broken up and don't like paying taxes or having steady jobs and will often take advantage of subsidized rental housing even though they could work.
Fortune sims don't like seeing babies being born to families that can't afford the child because it means more sims ending up living in poverty and more taxes for them to pay for the cost of running the subsidized rentals which wealthier sims don't need.They also want to make sure fewer unwanted children are born and that more couples are better prepared for raising children when they finally have one.They're also the ones who wait longer to start families and sometimes end up having fewer children unless family is a secondary arpiration which often happens.
Romance sims will often like romance and dating though they'll want to settle down and get married though not be in a hurry to start a family because they want to enjoy having date nights and be able to have nights out as a couple before they have a family or end up dciding to forgo kids.
Pleasure sims are mostly like hippies and want free love and are less likely to settle down to get married.They also don't want paties broken up and don't like paying taxes or having steady jobs and will often take advantage of subsidized rental housing even though they could work.
Scholar
#935
22nd Jul 2020 at 8:54 PM
Posts: 1,146
Some of my Sims are getting involved in illegal activities, and I want there to be a chance of consequences for them, but I don't want it to be something that I necessarily control. I am working on getting an asylum in town where I can send Sims who get arrested, but I am wondering how might they get caught? One of my thoughts is that Tank is the Chief of Police and perhaps if he (or anyone else in the police department) does a walk-by of the Sim's house where they have been committing crimes while I'm playing it, that might mean they are under investigation. I don't want it to be as random as rolling a die, but more integrated into the story. Anyone have thoughts?
#936
23rd Jul 2020 at 12:08 PM
Posts: 676
Quote: Originally posted by sturlington
Some of my Sims are getting involved in illegal activities, and I want there to be a chance of consequences for them, but I don't want it to be something that I necessarily control. I am working on getting an asylum in town where I can send Sims who get arrested, but I am wondering how might they get caught? One of my thoughts is that Tank is the Chief of Police and perhaps if he (or anyone else in the police department) does a walk-by of the Sim's house where they have been committing crimes while I'm playing it, that might mean they are under investigation. I don't want it to be as random as rolling a die, but more integrated into the story. Anyone have thoughts? |
Do you use traits? Perhaps that could be a factor in your gameplay, like 'unlucky' sims are more likely to get investigated. Beyond that, I like the idea of police walkbys meaning that the sim is under investigation. How would you play out the investigation, then? Would the police visitors have to find evidence of crime?
You can call me Diddy (or Eve, if you want to go by my real name) :)
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Scholar
#937
23rd Jul 2020 at 1:50 PM
Posts: 1,146
Quote: Originally posted by didyouevenmakeasound
Do you use traits? Perhaps that could be a factor in your gameplay, like 'unlucky' sims are more likely to get investigated. Beyond that, I like the idea of police walkbys meaning that the sim is under investigation. How would you play out the investigation, then? Would the police visitors have to find evidence of crime? |
I don't think I have traits. I have Super Collection so no FT/AL.
Yeah, I get stuck on playing out the investigation too. Maybe they would have to see the evidence, like the grave in the backyard or the cowplant in the basement. Maybe also using gossip? When Nervous ran away from the Beakers', Loki found out about it because he was gossiping about Nervous with a coworker who I knew had just been over at the Curious house where Nervous was, so I figured she was telling Loki that. I like to use the gossip interaction because it's shorter than chat but usually gets two Sims interacting.
Field Researcher
#938
23rd Jul 2020 at 3:11 PM
Posts: 222
I think traits are a mod.
Hm, maybe if you see someone gossip to a police officer about a criminal?
And then maybe the police officer could invite themselves over (use a summoner) and talk to the sim?
After that I'd probably use a dice roll, maybe dependent on relationship points they have after the talk. If the criminal is a really smooth talker the likelihood of getting investigated further is less.
Depending on the type of crimes, the officer could also walk around the lot randomly and if they get close to something they find it? But Sims tend to stick to bath/food/fun items, so I don't think they'd randomly enter the cellar full of urns...
Hm, maybe if you see someone gossip to a police officer about a criminal?
And then maybe the police officer could invite themselves over (use a summoner) and talk to the sim?
After that I'd probably use a dice roll, maybe dependent on relationship points they have after the talk. If the criminal is a really smooth talker the likelihood of getting investigated further is less.
Depending on the type of crimes, the officer could also walk around the lot randomly and if they get close to something they find it? But Sims tend to stick to bath/food/fun items, so I don't think they'd randomly enter the cellar full of urns...
Mad Poster
#939
24th Jul 2020 at 4:24 AM
Posts: 3,563
What I do for unattended children might give you some ideas:
If a sim leaves their baby or toddler at home alone and there is reason for a passer-by to see/hear them, and the passer-by is the sort of sim who would call the authorities about it, then I will have the child put in my orphanage.
So if someone witnesses a crime who would report it, maybe that would trigger investigation and arrest. They might report it because they're a good citizen, they might report it because they're a rival criminal. They might not report it if they would be threatened by the criminal, or if they would believe that crime is a result of society's evils. That would depend on the sim. You could probably figure out a ruleset where so many nice points or so high a relationship with the criminal means a witness wouldn't report the crime, an enemy who has lost a fight to the criminal wouldn't report it, an enemy who has won a fight with the criminal would report it, a sim with mid-range nice points would report it, a sim with low nice points wouldn't report it because they don't see a problem, etc.
Pics from my game: Sunbee's Simblr Sunbee's Livejournal
"English is a marvelous edged weapon if you know how to wield it." C.J. Cherryh
If a sim leaves their baby or toddler at home alone and there is reason for a passer-by to see/hear them, and the passer-by is the sort of sim who would call the authorities about it, then I will have the child put in my orphanage.
So if someone witnesses a crime who would report it, maybe that would trigger investigation and arrest. They might report it because they're a good citizen, they might report it because they're a rival criminal. They might not report it if they would be threatened by the criminal, or if they would believe that crime is a result of society's evils. That would depend on the sim. You could probably figure out a ruleset where so many nice points or so high a relationship with the criminal means a witness wouldn't report the crime, an enemy who has lost a fight to the criminal wouldn't report it, an enemy who has won a fight with the criminal would report it, a sim with mid-range nice points would report it, a sim with low nice points wouldn't report it because they don't see a problem, etc.
Pics from my game: Sunbee's Simblr Sunbee's Livejournal
"English is a marvelous edged weapon if you know how to wield it." C.J. Cherryh
Alchemist
#940
24th Jul 2020 at 3:00 PM
Posts: 3,003
Thanks: 896 in 4 Posts
Quote: Originally posted by sturlington
Some of my Sims are getting involved in illegal activities, and I want there to be a chance of consequences for them, but I don't want it to be something that I necessarily control. I am working on getting an asylum in town where I can send Sims who get arrested, but I am wondering how might they get caught? One of my thoughts is that Tank is the Chief of Police and perhaps if he (or anyone else in the police department) does a walk-by of the Sim's house where they have been committing crimes while I'm playing it, that might mean they are under investigation. I don't want it to be as random as rolling a die, but more integrated into the story. Anyone have thoughts? |
What kind of laws are they breaking? If they're doing something outside, do they have close neighbors who could see it and call the police? You might want to introduce accomplices if it fits, so that Sims can turn on each other if the relationship goes bad, or inform on each other to get a lighter sentence if they get caught.
Scholar
#941
24th Jul 2020 at 7:45 PM
Posts: 1,146
Thanks, everyone, for the suggestions! Lots of great ideas here for me to work with. The major crimes being committed at the moment are assault and murder by a werewolf, murder by a rogue scientist with a cowplant, and kidnapping by a Single White Female type. The two murderers do have graves in their yards, although the former werewolf lives in an abandoned house with no close neighbors. The scientist with the cowplant and the SWF are accomplices, so that gives me some possibilities, as well.
I had to share how so wonderful this game is at building stories just with the little things it does. The werewolf in question was Mickey Dosser, who has since "cured" himself by turning someone else, Ajay Loner, into a werewolf, thus passing on the curse. While he was still a werewolf, though, he assaulted Buck Grunt and killed a townie. Buck's brother is Tank Grunt, who is Captain Hero, and Buck lives with him. It stands to reason that Buck would tell him about the assault, and Tank would want to investigate. So Buck brought home from work none other than Ajay, who turned into a werewolf while he was at the Grunts' house and told Tank how he became that way. Ajay hasn't assaulted anyone yet, so he may just need treatment for his condition, but now Tank has two witnesses against Mickey and probably enough evidence to have him arrested. I think Mickey will be committed to the asylum rather than imprisoned or executed because he wasn't in his right mind when he committed his crimes.
I had to share how so wonderful this game is at building stories just with the little things it does. The werewolf in question was Mickey Dosser, who has since "cured" himself by turning someone else, Ajay Loner, into a werewolf, thus passing on the curse. While he was still a werewolf, though, he assaulted Buck Grunt and killed a townie. Buck's brother is Tank Grunt, who is Captain Hero, and Buck lives with him. It stands to reason that Buck would tell him about the assault, and Tank would want to investigate. So Buck brought home from work none other than Ajay, who turned into a werewolf while he was at the Grunts' house and told Tank how he became that way. Ajay hasn't assaulted anyone yet, so he may just need treatment for his condition, but now Tank has two witnesses against Mickey and probably enough evidence to have him arrested. I think Mickey will be committed to the asylum rather than imprisoned or executed because he wasn't in his right mind when he committed his crimes.
#942
25th Jul 2020 at 8:21 AM
Posts: 3,938
I have a hack that disabled the social worker coming if a baby,toddler or child was laft home alone though I'd have rules about that only being allowed to do a quick grocery run while they have to take the little one along or hire a babysiiter if leaving a baby or toddler for more than a quick grocery run.Subsidized rentals mean sims who weren''t prepared when a baby came along can still manage though they'd have to move out of their house if they can't afford to have one parent quit their job.That's usually what hapens when couples are starting families.
#943
28th Jul 2020 at 3:22 PM
Posts: 759
So my rule with uni is that sims need to fork over 3000 simoleons to attend, so that I don't just send everyone to uni. I wanted to send Puck Summerdream as well, but the family kinda spent their money on renovation and now they don't have money to pay the bills and send him to uni. Also, I was very much relying on him going bc I had Tybalt move into a house by himself, and so he only has a few simoleons in funds now at uni. Do you think I should download the loan jar and have them take out a loan, or just simply age him up to adult? (I'm not too worried about the age difference that would come with this, they're sims, as long as they seem sorta correct I'm fine with it)
#944
28th Jul 2020 at 3:51 PM
Posts: 3,938
@sugiosama -I'd download a hack from here that allows the career rewards to be unlocked to buy mode and buy a charisma podium for them to use in earning more money and I usually place those on community lots and incommon areas of apartment lots.The charisma podiums pay money when a sim uses it to practice a speech and they also build up charisma skill if it's not already maxed out.They could come up with the money quickly for that expense and not owe any debt for it since it was legit earned and not cheated into the funds.
#945
28th Jul 2020 at 4:18 PM
Posts: 16,742
Thanks: 1742 in 10 Posts
If you were looking forward to playing Puck in university, I think you should do whatever, within the realm of your playstyle, is necessary to send him there. Personally I'd be willing to use cheaty ways for the Summerdreams since they are fairies, but if the loan jar's more comfortable for you, by all means use it.
Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
#946
28th Jul 2020 at 4:48 PM
Posts: 759
Quote: Originally posted by Peni Griffin
If you were looking forward to playing Puck in university, I think you should do whatever, within the realm of your playstyle, is necessary to send him there. Personally I'd be willing to use cheaty ways for the Summerdreams since they are fairies, but if the loan jar's more comfortable for you, by all means use it. |
Honestly, I think I'm also gonna kinda cheat him in, if "they're fairies" can explain why they wear flower crowns all the time and why they have such a house with mediocre pay, charming (like, magically) him into uni doesn't seem too out of their reach.
The podium is a good idea too, would it not be for the fact that I waited until the literal last moment to decide on this, lol. I was hoping for Oberon to get that bunny video chance card to bring in some cash, but he didn't, so magic it is
Lab Assistant
#947
31st Jul 2020 at 12:39 AM
Last edited by Shadow214 : 15th Sep 2020 at 9:28 PM.
Posts: 197
Thanks for all the ideas for laws, I've made a list with some ideas.
Aspirations Laws
Pleasure
-All Sims pay 10% less tax.
-No working or doing homework on Saturdays and Sundays.
-If a household can’t afford any fun objects then they will be given £1000 simoleons to buy any fun objects they want.
-The Nanny service is free.
-No more police crashing parties.
-Sims can dress however they want
-Teenagers may drink from bars and use the bubble bar.
-There must be a community lot where sims can go to have fun such as an arcade, park or nightclub.
Fortune
-Wealthy sims pay 20% more tax.
-Teenagers and Elders are encouraged to get part-time jobs. (If a teen or elder rolls a job want it must be fulfilled.)
-Sims who own business pay 10% less tax.
-Burglar alarms are free.
-Sims at the top of their career, have a rank 10 business or a gold talent badge pay 20% less tax.
-University fees are cut by 50%.
-Stealing another sim’s newspaper or lawn ornaments will result in a fine of £500 simoleons.
-Sims caught counterfeiting money must pay £5,000 simoleon fine.
Knowledge
-By law, sims are required to have a bookcase and a telescope in their house if they can’t afford it then, then the family will be given money to buy the cheapest bookcase and telescope.
-University is free for all sims.
-Children and Teens whose grades fall below a “C” will be taken away and put in an orphanage.
-Supernatural sims and sims who have been abducted pay 5% less tax.
-Sims who maximize at least one skill pay 20% less tax.
-Sims who maximize all their skills pay no taxes at all.
-Children and Teens must be taught how to do their homework.
-There must be a community lot where sims can learn skills such as a library or a science lab.
Family
-Toddlers must be taught at least one of their toddler skills, failure to do so will result in the child being taken away when they age up.
-Pregnant Sims too poor to afford a crib and changing table will be given the money to buy them before the baby is born.
-Sims will three or more children pay 20% less tax.
-Elders must live with a relative if they have no relatives they must move in with a friend.
-Sims who cheat on their partners and are caught will be fined.
-Orphan sims will be moved into the house of their nearest living relative. If they have no other family they will be moved in an orphanage. Teenagers cannot live alone.
-One adult must be a full-time caregiver until household children are teens. (can be a parent, grandparents, relative, or for the wealthy a live-in Nanny)
-When two sims get married they will receive £2000 simoleons.
-Using the bubble blower is illegal.
-There must a community lot where families can spend time together, such as a park or community centre.
Romance
-All objects that sims can woohoo in now cost 10% less to buy.
-Single parents pay 5% less tax.
-Sims with ten or more romantic partners pay 20% less tax.
-Sims are encouraged to find love. (All wants to with romance must be fulfilled.)
-Getting married is strongly discouraged, those who want too cannot throw a wedding party.
-There must be a community lot where sims can meet up with potential partners without fear of being judged.
-Parents are free to give their children to an orphanage if they don’t want them.
Popularity
-All sims must visit at least one community lot per week. Failure to do so will result in £500 simoleon fine.
-There must be a party whenever a sim gets married, ages from a teenager to an adult or graduates from university.
-Sims with ten or more best friends pay 20% less tax.
-The pizza and Chinese delivery service are free. (Cheat the money back.)
-The Nanny service is free.
-No more police crashing parties.
-Sims are encouraged to live together, households with four or more sims pay 10% less tax.
-There must a community lot where sims can mingle together such as a park, town hall or a nightclub.
Grilled Cheese
-Fire alarms are free for all sims.
-On Sundays, everyone must eat at least one grilled cheese sandwich.
-Sims with maximized cooking skill or have a Golden Gardening badge pay 20% less tax.
-Everyone is encouraged to plant crops to get the best ingredients for grilled cheese sandwiches.
-There must be a restaurant where only grilled cheese sandwiches are served.
-Sims in the Culinary career pay 10% less tax.
Aspirations Laws
Pleasure
-All Sims pay 10% less tax.
-No working or doing homework on Saturdays and Sundays.
-If a household can’t afford any fun objects then they will be given £1000 simoleons to buy any fun objects they want.
-The Nanny service is free.
-No more police crashing parties.
-Sims can dress however they want
-Teenagers may drink from bars and use the bubble bar.
-There must be a community lot where sims can go to have fun such as an arcade, park or nightclub.
Fortune
-Wealthy sims pay 20% more tax.
-Teenagers and Elders are encouraged to get part-time jobs. (If a teen or elder rolls a job want it must be fulfilled.)
-Sims who own business pay 10% less tax.
-Burglar alarms are free.
-Sims at the top of their career, have a rank 10 business or a gold talent badge pay 20% less tax.
-University fees are cut by 50%.
-Stealing another sim’s newspaper or lawn ornaments will result in a fine of £500 simoleons.
-Sims caught counterfeiting money must pay £5,000 simoleon fine.
Knowledge
-By law, sims are required to have a bookcase and a telescope in their house if they can’t afford it then, then the family will be given money to buy the cheapest bookcase and telescope.
-University is free for all sims.
-Children and Teens whose grades fall below a “C” will be taken away and put in an orphanage.
-Supernatural sims and sims who have been abducted pay 5% less tax.
-Sims who maximize at least one skill pay 20% less tax.
-Sims who maximize all their skills pay no taxes at all.
-Children and Teens must be taught how to do their homework.
-There must be a community lot where sims can learn skills such as a library or a science lab.
Family
-Toddlers must be taught at least one of their toddler skills, failure to do so will result in the child being taken away when they age up.
-Pregnant Sims too poor to afford a crib and changing table will be given the money to buy them before the baby is born.
-Sims will three or more children pay 20% less tax.
-Elders must live with a relative if they have no relatives they must move in with a friend.
-Sims who cheat on their partners and are caught will be fined.
-Orphan sims will be moved into the house of their nearest living relative. If they have no other family they will be moved in an orphanage. Teenagers cannot live alone.
-One adult must be a full-time caregiver until household children are teens. (can be a parent, grandparents, relative, or for the wealthy a live-in Nanny)
-When two sims get married they will receive £2000 simoleons.
-Using the bubble blower is illegal.
-There must a community lot where families can spend time together, such as a park or community centre.
Romance
-All objects that sims can woohoo in now cost 10% less to buy.
-Single parents pay 5% less tax.
-Sims with ten or more romantic partners pay 20% less tax.
-Sims are encouraged to find love. (All wants to with romance must be fulfilled.)
-Getting married is strongly discouraged, those who want too cannot throw a wedding party.
-There must be a community lot where sims can meet up with potential partners without fear of being judged.
-Parents are free to give their children to an orphanage if they don’t want them.
Popularity
-All sims must visit at least one community lot per week. Failure to do so will result in £500 simoleon fine.
-There must be a party whenever a sim gets married, ages from a teenager to an adult or graduates from university.
-Sims with ten or more best friends pay 20% less tax.
-The pizza and Chinese delivery service are free. (Cheat the money back.)
-The Nanny service is free.
-No more police crashing parties.
-Sims are encouraged to live together, households with four or more sims pay 10% less tax.
-There must a community lot where sims can mingle together such as a park, town hall or a nightclub.
Grilled Cheese
-Fire alarms are free for all sims.
-On Sundays, everyone must eat at least one grilled cheese sandwich.
-Sims with maximized cooking skill or have a Golden Gardening badge pay 20% less tax.
-Everyone is encouraged to plant crops to get the best ingredients for grilled cheese sandwiches.
-There must be a restaurant where only grilled cheese sandwiches are served.
-Sims in the Culinary career pay 10% less tax.
#948
1st Aug 2020 at 7:48 PM
Posts: 759
Less of a dilemma, more of a "lunchtime poll" I guess
You win a million dollars the day aliens land and announce... lol nope
If you had Goneril and Albany divorce in your game, what was the reason that finally drove them to it? I want to make them divorce to create Drama (tm) and absolutely destroy Ariel mentally, but my plan (have Albany adopt a kid without Goneril's permission) tragically failed after Albany rolled away the baby want after locking the divorce fear.
Also, if you had them seperate, what arrangements did you do? Who did the kids stay with?
You win a million dollars the day aliens land and announce... lol nope
If you had Goneril and Albany divorce in your game, what was the reason that finally drove them to it? I want to make them divorce to create Drama (tm) and absolutely destroy Ariel mentally, but my plan (have Albany adopt a kid without Goneril's permission) tragically failed after Albany rolled away the baby want after locking the divorce fear.
Also, if you had them seperate, what arrangements did you do? Who did the kids stay with?
#949
1st Aug 2020 at 8:18 PM
Posts: 16,742
Thanks: 1742 in 10 Posts
I haven't played them long enough to do this, but two things occur to me right off the bat:
Lesbian Goneril. And/or:
"You don't want to help me fill that next baby want? Fine. I'll go through somebody else."
Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
Lesbian Goneril. And/or:
"You don't want to help me fill that next baby want? Fine. I'll go through somebody else."
Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
#950
2nd Aug 2020 at 1:16 AM
Posts: 6,214
Thanks: 116 in 1 Posts
Who Posted
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