Adam and Eve Challenge
PhantomNeko:
How do we know Eve ate an apple from the Tree of Knowledge? It could have been a Lifefruit or Omniplant.
J. M. Pescado:
The actual fruit is not actually stipulated in the Bible, merely that it was a fruit. Apple is a popular assumption, but has no basis in the text.
caterpillar:
Quote from: J. M. Pescado on 2009 October 28, 16:25:48
I'm not sure if it's necessarily TRUE that townies didn't exist in the Adam and Eve era. I mean, they have spawn who subsequently do a lot of begetting of their own...so either townies exist but are not mentioned, which is consistent with Sims mythology in general, or there is a lot of incest going on.
Genesis 4:16
And Cain went out from the presence of the LORD, and dwelt in the land of Nod, on the east of Eden. (King James Bible)
Nod is the rabbithole the bible townies come from, apparently.
kuronue:
Quote from: J. M. Pescado on 2009 October 30, 08:04:37
The actual fruit is not actually stipulated in the Bible, merely that it was a fruit. Apple is a popular assumption, but has no basis in the text.
A pomegranate is also likely, and we all know those are Bad News.
Blurpinstein:
Quote from: Lion on 2009 October 28, 14:04:19
No, taxes aren't really collected. User decides on a tax rate and "collect" manually. You could set up a sim as the treasurer and have all the residents send him/her the taxes. You can use Twallan's super computer to transfer money. When you build a community, the cost will be deducted from the treasurer's family funds. Or you can just deduct taxed amount from each family's funds and keep the record on your notepad of all the taxes collected and costs of constructions.
Taking direct control of taxes may work well in the early portion of the game, but I feel that manually taking care of taxes would eventually become just too tiresome. As much as I want to make the game as realistic as possible, I think that comes a point where realism must be sacrificed for gameplay. I would be open to this form of tax collection if there was some sort of modification that automatically did it for me, but to my knowledge none exists.
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I'm thinking of a combination of randomization and affordability rule when it comes to adding community lots (inspiration from Zazazu's TS2 ideas). I roll the RandomStuff to see what the community "decides" to construct, and the cost of construction has to be deducted from the funds pooled from all the families in the neighborhood.
But doesn't random choices (for community lots) just lead to building community lots that aren't practical to your sims' needs? To my understanding, it seems you want the sims to choose their community lots autonomously. But choosing a building randomly does not mean *they* are choosing it. All it means is that the building is chosen at random, which does not seem very practical. I like the idea of the sims autonomously choosing what to build but unfortunately this is not possible because sims are retarded and do not know what is best for them.
And to my larger point... In the Sims 3 it is impossible to accurately simulate business. Sure, through the manual transfer of money like you proposed we can have the town buy the "grocery store" but what would be the motive of the town to do so? Who would profit from it? And if no one profits, then what is the point of having the business at all, much less a business chosen completely randomly. In real life, towns do not use taxes to buy businesses. People are taxed to pay for water, electricity, protection, etc. Taxes are not used to pay for science centers, diners, and bookstores. Businesses are paid for by private individuals for the sole reason of making money. As of now, there is no business component to the sims 3 so it is not possible to simulate this area of life accurately. This is why I think it is best to keep the community lot part of the game simple. For me personally, manually taking away taxes to spend on specific things is too time consuming and seems more like a chore than a benefit to gameplay. I see where you are going with it, and maybe in the future there will be mods that can do this type of thing automatically. Until then, I feel that having unlockable-community-lots is the best way to simulate this without harming gameplay. It is certainly not perfect or very accurate to how things really work, but presently it is the best way to represent realism without making it seem like a chore. But if it works for you, keep doing it.
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RandomStuff is a utility written by Hook to generate random numbers or events of a preset that you can define: http://www.moreawesomethanyou.com/smf/index.php/topic,8253.0.html. You can edit a txt file in stead of actually flipping a coin.
Thanks, this is exactly what I was looking for.
UPDATE...
I've been thinking it over, and I have warmed up to the idea. I've tried it out and its actually not as complicated as I thought it would be. I've added your tax system to the rules.
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