Game Play Questions, How do YOU play?
speedreader:
This has been such an interesting thread to follow!
I have my main neighborhood which tends to start bloating at about generation 3. That's when I get simpotence. At that point I usually begin a new neighborhood with one CAS and then make friends with/move in all the townies, marry them to each other, and then get bored with them. (Once I created the Isle of Dan and every female townie had one child by my CAS Dan. Dan was very busy keeping up with all his children.) I go back to my main hood and some form of "newness." In the past I have used the MATY plague, a band of roving gypsys that moved in on existing lots and bedded the residents, alien takeover, and cowplants next to the sidewalk on every lot (gosh are sims dumb!)
This time my "new" tactic has been death to random sims by dice roll. Using a list of all my sims, I rolled the dice through the entire list and marked them for death. When I am done I will have eliminated about 30% of my neighborhood.
I try to ensure that 10% of my neighborhood is gay to keep with national statistics (US). With ACR I hoped they would choose for themselves, but apparently I still have to guide them. I do use the random generator for a lot of choices, but I dislike using randomness for some choices, like sexuality, because gayness/hetero just doesn't fit everyone.
Same with college. If my sim wants to be a rock god, what's college got to do with it? Just dive in there and make music. Usually my knowledge sims go to college, and those who want to have careers in appropriate fields. Unlike Maxis, I don't think an artist needs college, but an Education Minister sure should have a degree! And college has a cost of 5,000 simoleans/semester. I dash them through college as they earn the necessary skills for an A
I personally love it when a sim with very little charisma wants to be mayor! Makes it challenging. I have also incorporated some 'rules' from a previous similar thread. A sim with less than 8 outgoing points cannot practice charisma without a want. Same with body (6 points required) and cleaning (5 required). To teach homework to a child the sim must have 4 skills acquired by studying (cooking, cleaning, mechanical). Making smartmilk requires 8 in any skill. Or they can have the new parenting skill for homework or smartmilk. (Meadow will finally be able to make smartmilk!)
I also use the lot sync timer to keep my families aging together.
I found with The Sims that my interest flagged tremendously once the advertising for Sims2 got heavy because I couldn't see the point anymore. I'm starting to feel that way again with the up-tick on Sims3 info. So far I haven't seen any irresistable reason for buying Apartments so perhaps I will just spend time getting a garage sale together to get enough $$ for a new 'puter to run Sims3! I can't believe I am still running Sims2 with expansions on my 5-year old emachines (Radeon 9000 video card)!
J. M. Pescado:
So far, there's nothing good I've heard about TS3 that's really THAT great compared to TS2. TS3 is not gonna be the huge leap that TS2 was over TS1. It may even be an utter flop. There is basically nothing in TS3 so far that we can't REALLY already do in TS2. That neighborhood aging thing? Guess what? It would be entirely feasible to code such a thing in TS2. Except that it seems to be a firmly DO NOT WANT thing.
Zazazu:
I had decided that a particular couple in my game would be childless by choice. It just seemed right for them: they were both Fortune sims and the woman was the youngest (youngest set of twins, anyway) of seven children. So I'd set ACR to never try for them, but neglected the Risky Woohoo odds, which are about 10% in my game. Oops. I got hit on that couple, then on her sister's house, both with risky odds.
My gay sims don't have children as I don't have same-sex pregnancy. There is no adoption yet in TI (I may be setting it up, I'm not sure..depends on how far the Way of Cheese drama goes). So gay sims don't have kids. It's kind of sad for the Family/Family gay couple I have.
Quote from: J. M. Pescado on 2008 August 08, 15:08:21
That neighborhood aging thing? Guess what? It would be entirely feasible to code such a thing in TS2.
I already do neighborhood aging, but without EAxis telling my townies to marry each other and take themselves out of the dating pool.
speedreader:
Quote from: J. M. Pescado on 2008 August 08, 15:08:21
That neighborhood aging thing? Guess what? It would be entirely feasible to code such a thing in TS2.
I already do neighborhood aging, but without EAxis telling my townies to marry each other and take themselves out of the dating pool.
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That leaves me with 2 questions. 1) How do you age your neighborhood, and 2) In Sims3 will a byproduct of aging the neighborhood together cause townies to marry each other...
Zazazu:
For #2 - they said that townies will take houses, grow up, have children, and marry. "They" being EA in some of the fansite interviews. You can check SnootySims or the cesspool that is TSR.
For #1- I have notownieregen and nodormieregen. I have a spreadsheet of all my townies and their age groups, plus their last round aged. When the eldest playable of a generation hits teen, all townies but half the adults (the ones that aged last round) and the current teens get summoned to my 1x1 holding zone lot and selected/aged. New teens of course get their aspirations picked by RandomStuff. Old teens are added to college by going into one of my college 'hoods and sending them to college, then plopping them in a dorm and using Inge's teleporter to make them back into townies. Elders meet Grimmy. I then spawn some new kids from the townie creator.
I like a lot of randomness, so I don't hand-create new townies or pick their outfits. I do switch face templates between five sets I have, so each "generation" of townies comes from a different set. It sounds really complicated, but I have it down to less than half an hour now.
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