The Birth Control Mirror

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Buzzler:
Quote from: Gelina on 2010 July 07, 01:24:46

For instance does a higher overall number mean the person is more or less likely to be pollinated?  It appears that the individual numbers being higher increases the odds of pollination, but the overall score being lower increases the odds of pollination.
In all cases higher score means higher chance of pollination.

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If a sims' overall number is at or below 50, is that person considered a redneck (assuming I'm using the default settings)?
The other way around: If a person is considered a redneck, the redneck score (50 by default) will be applied. Only rednecks get that specific score. After that there's no special treatment for rednecks.

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Job Score (JS) - based on level of job
Level and income, the latter probably being inaccurate for the new career types. Plus, there's a little malus for part-timers.

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Financial Score (FiS) - based on total value for household, including house, lot, stuff and cash on hand
divided by the number of sims belonging to the household.

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Family Score (FaS) - based on single/married, number of kids already have
Plus mali/boni if the sim or her partner are polyamorous, live in the same household, are overstuffed, have a free crib.

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ReS - I have no clue what this is.  Is this the raw Redneck score?
That is the Relationship Score. Kinda sneaked in unannounced with either the update for the Ambitions patch or the bugfix. It's a measurement for the age and trait compability of the couple in question.

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Age Score/Compressed Age Score (AS) - first number gets higher as you age, the second one is bell-curve-ish
Age score is already bell-curve-ish and with the default age shifting it's a pretty good approximation of the RL distribution of the age at which women give birth (in the so-called First World nations). Since this score is actually multiplied with the sum of the other scores and not just added, there's the possibility to lessen it's influence with compression. That simply means all age scores will be shifted in direction of the middle, i.e. 500.

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Wish Score (WS) - higher if family oriented or showing want to have babies
There's no wish to have babies, not for inactive sims. It's entirely trait-based with a whole lot of randomness for insane sims. Wish score alone is actually pretty crude, but I think together with the other scores it gives a pretty good assumption of the overall situation of a sim and the likelihood of him/her developing the wish to breed.

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Risk Score (RiS) - higher if flirty, hopeless romantic, great kisser, party animal
Basically yes, as it is also entirely trait-based. The only trait taken into account of the ones you stated is flirty (and unflirty). The others are more like indicators for the question whether or not the sim is likely to omit contraceptions or fuck up at using it. Like genius, absent-minded, dumb (if AM is present), daredevil, loser, lucky/unlucky and a few more.

Gelina:
Thanks for the clarification!  What about situations where I played a family and left them with a want to have a baby before I switched to another family?  Does that affect their score at all?

Buzzler:
Quote from: Gelina on 2010 July 08, 11:20:54

What about situations where I played a family and left them with a want to have a baby before I switched to another family?  Does that affect their score at all?
No, it doesn't. I'm aware that this is AwesomeMod's home turf, but I don't take it for granted that everyone uses AwesomeMod. So to me inactive sims having wishes at all is a special case. Inactive sims having the wish to breed is an even more special case. The result is a very special case, that really is too rare to be taken into account. Plus, IMHO the spawning of wishes isn't really that sensible anyway, so there's not much of point.

dilpill:
Thank you for all the work you've done on this mod, Buzzler. It's far easier to use this than trying to manually manage population.

I have a few questions. In the Maintain-O-Mat mode, is the number of current pregnancies used when calculating the neighborhood's total population? It seems that the BCM currently runs in fits and starts in this mode. It tends to overshoot the target population by about 7-10 sims and then has to sit idle until the population naturally settles back to the target, at which point it will overshoot by 7-10 sims again. This leads to a less than smooth population distribution. If current pregnancies are not counted as part of the population, making it so that they are would probably fix this.

Also, would it be possible to implement a super-smooth mode where a target population is set and the BCM tries to maintain a pre-calculated number of pregnancies? For example, if lifespan was set to 80, pregnancies lasted for 3 days, and a user wanted a population of 120, the BCM would keep the number of pregancies around 4.5 every day. This would make all of the numbers in the "Demographic's Deviance" table in the "Raw Data" function close to 0.

Buzzler:

Updated to experimental Version 11
Hint: For all I know, Sustain-o-Mat might be completely fucked up now.

Quote from: dilpill on 2010 July 21, 22:33:10

I have a few questions. In the Maintain-O-Mat mode, is the number of current pregnancies used when calculating the neighborhood's total population?
It was; I fixed it in version 11. Sorry about the experimental status. I was in the process of finally implementing real pollinations instead of the "Boom, you're pregnant!" stuff and didn't want to go back to the old code.

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Also, would it be possible to implement a super-smooth mode where a target population is set and the BCM tries to maintain a pre-calculated number of pregnancies? For example, if lifespan was set to 80, pregnancies lasted for 3 days, and a user wanted a population of 120, the BCM would keep the number of pregancies around 4.5 every day. This would make all of the numbers in the "Demographic's Deviance" table in the "Raw Data" function close to 0.
In a closed loop system you can only have one feedback value. Target population and target number of pregnancies would make it two values. I've added something to cap the number of simultaneous pregnancies according to your description though. Plus one to give Sustain-o-Mat something to work with. Capping it at the exact number would have the effect that the population could never reach the target population.

Don't overestimate the deviance stuff. It's nice if the values are close to zero, but having exactly zero deviance will probably never happen except by pure chance. That's because sims don't age smoothly but in fixed steps and all at the same time.

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