Sims 3: Integrated Economy
Zazazu:
Quote from: MrMugg on 2010 January 21, 19:13:31
Quote from: CharmingFirewaller on 2010 January 20, 21:18:36
Just for nostalgia's sake, I went and visited some of my favorite Sims 2 sites and came across tutorials by a player named Jade Elliott (who probably hasn't even purchased the Sims 3 since she up and left long before its release). For those who are familiar with her old blog you'd probably know how fond she was of the integrated economy in her game. Transactions were made between sims, residents paid taxes and a mayor was even elected (based on relationship points and other factors, if I remember correctly). It made the town/hood come to life.
This caught my interest. I had started a legacy town awhile ago in Sims 2 with only one sim, and my goal was to build the neighborhood up and only have businesses that were run by citizens there. The election of mayor and taxes are really interesting, though. I would like to learn more about that, but the Wayback Machine link doesn't come up with the site.
AFAIK, I think JadeElliott used the tax level that's become the standard in most whole-hood challenges: 10%. As someone who has run several 'hoods in TS2 based off my own formulas and odd rules, I can tell you that 5% is barely felt and 20% will make it so that spawn will have to live on an empty lot with a tent until they are halfway through adulthood. Monique's computer (maintained by Chaavik over at Insim) can help handle the finances.
Not sure what she did about elections. My next Mayor was a resident in the Political career line. The closest to Mayor was pegged for the next one and moved into the mayoral mansion on the previous mayor's death day. If no sim was in the Political line, any townie who already had the job of Mayor was jerked over. Otherwise, it was a random roll among the residents.
In my two matriarchal caste 'hoods, the eldest female child of the eldest female child in the Orange/Government caste was always the next mayor and she and her compatriots from the other three castes wore tiaras in addition to their caste rings to show their status.
CharmingFirewaller:
You're probably right, MrMugg. An integrated economy system in the Sims 3 may be too difficult to implement right now. I guess we're going to have to wait for a later EP to make it all possible. By the way, I've attached a copy of Jade Elliot's tutorial if you're interested. All credit goes to her as I haven't made any changes to it.
Quote from: LauraW on 2010 January 21, 20:03:35
Quote from: CharmingFirewaller on 2010 January 21, 17:39:05
It's a shame that the cash registers pick random sims. Does this mean anyone on the lot could get picked or is a new NPC generated for the job?
It randomly chooses an unemployed Sim in the town..and sadly, that Sim doesn't even get a paycheck!
That does suck. A fixed salary would have been better than nothing. That way when a sim purchases an item we could at least pretend that the person behind the counter benefits from it. But no. EA would rather just let the money go "POOF!"
Quote from: Zazazu on 2010 January 22, 00:08:31
In my two matriarchal caste 'hoods, the eldest female child of the eldest female child in the Orange/Government caste was always the next mayor and she and her compatriots from the other three castes wore tiaras in addition to their caste rings to show their status.
That sounds like a good alternative instead of having elections and calculating skills and relationship points. And ooh, tiaras...nice touch. Got pictures? Would love to see them. :)
pbox:
There is a bit of discussion on sim economy and open vs. closed systems and how the existing rabbitholes could be used etc on pages 18 and 19 of AwesomeMod requests: http://www.moreawesomethanyou.com/smf/index.php/topic,17396.450.html . JMP also comments on the doability of some aspects there.
Regarding work uniforms / food at the bistro: some things can be customised already, by way of tweaking the appropriate XML. In my own game I have overrides for all the EA careers I am using, including different uniforms, wages, work hours, performance metrics, matching opening times for the rabbitholes and so on. It does require a lot of testing but other than that it's pretty straightforward since most of it is pretty plain English and well commented. There's also a few threads in the Intestines of Trogdor on work metrics and such.
In my previous game (before I realised that the EA careers could be entirely overridden) I had no rabbitholes at all, it was purely a farming/fising community. You can already trade between sims with AM alone, no need for the "Give" interaction (although that may be nicer, I haven't tested it yet in-game). Just drag and drop stuff on the other sim, done.
CharmingFirewaller:
Quote from: pbox on 2010 January 22, 03:52:41
There is a bit of discussion on sim economy and open vs. closed systems and how the existing rabbitholes could be used etc on pages 18 and 19 of AwesomeMod requests: http://www.moreawesomethanyou.com/smf/index.php/topic,17396.450.html . JMP also comments on the doability of some aspects there.
Regarding work uniforms / food at the bistro: some things can be customised already, by way of tweaking the appropriate XML. In my own game I have overrides for all the EA careers I am using, including different uniforms, wages, work hours, performance metrics, matching opening times for the rabbitholes and so on. It does require a lot of testing but other than that it's pretty straightforward since most of it is pretty plain English and well commented. There's also a few threads in the Intestines of Trogdor on work metrics and such.
Thanks, pbox. I'm no modder but I suppose it wouldn't hurt to read up on stuff and find out what can and can't be done. I'm gonna go check those threads out. :)
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