Showing posts with label simology. Show all posts
Showing posts with label simology. Show all posts

Saturday, January 15, 2011

Design Preferences

I've been trying to expand a bit when it comes to decorating my sims houses. Design preferences have come and gone and have come back again to Apple Valley. Originally based on Simmerville's system, it has been modified for Apple Valley residents.

I now use a combination of my sims' favorite color and their two design styles randomly (or not randomly) chosen from ten options.

The design styles that I use in my hood are: Coastal, Contemporary, Cottage, Country, Eclectic, Exotic, Modern, Rustic, Traditional and Vintage.

Each design style has a few different key words to help me visualize a sim's preference.

Thursday, December 30, 2010

Deeper MAXIS Hobbies, Part 2

As I have been playing for quite some time with my personality and trait system, I decided to update you on the changes I made in game. As always, feel free to borrow/steal/use them in your game and tweak them to suit you. Ask any questions, concerns or comments as well.

Deeper MAXIS Hobbies, Reduex


Based on a sim's one true hobby, I decided that they would have a corresponding skill strength. This means that they will learn that chosen skill faster (mostly through the Thinking Cap from the aspiration rewards and skill bonuses from SimBlender). Some hobbies will also have a boost in talent badges, meaning that they will start with a bronze badge (of thier chosing if multiple badges are available) even without studying.

Wednesday, December 15, 2010

Assigning Money Management Styles Based on Simology

I've been wondering how to add a bit more dimension to my sims, especially when it comes to debt and spending habits. Thankfully I came across an article about money management styles and I wondered if I could apply that to my sims.

Basically each money management style is seperated by traits, actually thier serious score and thier money interest score, so there's nothing new for me to randomly roll, I just look at my simmies' stats. Also, the nature of their money management style is pretty fluid as well. Here's a brief overview of the money management styles.

Tuesday, November 30, 2010

Traits, Part 2

As I have been playing for quite some time with my personality and trait system, I decided to update you on the changes I made in game. As always, feel free to borrow/steal/use them in your game and tweak them to suit you. Ask any questions, concerns or comments as well.

Traits
I have a list of 54 traits-most taken from TS3 list, others from personality profiles and myself. Things like grouchy and sweet were removed since the ingame personality/zodiac signs takes care of that. Also, I added things like witchy/vampire/etc to indicate if the sim would like to become a creature. I also added fertility, sexual preference and body type.

Saturday, October 30, 2010

Deeper MAXIS Aspirations, Part 2

As I have been playing for quite some time with my personality and trait system, I decided to update you on the changes I made in game. As always, feel free to borrow/steal/use them in your game and tweak them to suit you. Ask any questions, concerns or comments as well.

Aspirations, Reduex

At first I chose aspirations based on the family members. For example, if the parents were family and fortune then the children would be one or the other. Now aspirations are chosen based on thier personality, wants as a child, interests, traits and OTH-if known. Aspirations can change as the sim ages or based on a ROS, so they're more dynamic.

I assign aspirations as follows.

Fortune:
-personality= mostly serious, not lazy or shy sims
-interests = Money, Work, Crime
-OTH= n/a

Knowledge
-personality= mostly serious, shy and neat sims.
-interests = Environment, Paranormal, Weather, Sci-Fi, Health
-OTH= Science, Nature, Tinkering

Family
-personality=mostly nice sims, not lazy sims
-interests= School, Toys
-OTH: Culinary

Popularity:
-personality= mostly outgoing and playful sims.
-interests = Culture, Entertainment, Fashion, Politics, Sports
-OTH: Sports, Music & Dance

Pleasure:
-personality= mostly playful, lazy sims.
-interests = School, Toys, Travel,
-OTH: Games, Sports

Romance:
-personality= mostly outgoing, playful and nice sims.
-interests = Culture,
-OTH= n/a

Grilled Cheese (secondary aspiration only):
-personality= mostly lazy sims.
-interests = food
-OTH: Culinary

Behind the Aspirations
Aspirations mean slightly different things to me. They give me the why behind some of the wants that my sims roll up. They can also be described using some of the TS3 traits.
 
Fortune: This sim is very ambitious, disciplined, and at their worst is a workaholic. They can be a bit neurotic and snobbish at times, however they love art and the finer things in life to bolster their reputation.
 
Knowledge: This sim can be described as a bookworm, always reading and can be a bit clumsy. They can also be a whiz with technology, eccentric and often are geniuses.
 
Family: This sim often likes children and animals and are very family oriented. Decisions are made based on the family.
 
Romance: There are two versions of this aspiration in my game
-Romance-Commitment Issues: This sim often dislikes children, can be very flirty and is a great kisser and woohooer.
-Romance-Hopeless Romantic: This sim loves romance novels and stories of true love. This is how I try to reconcile those family/romance sims.
 
Pleasure: This sim can tend to be a bit childish and a couch potato. They are often easily impressed with just about everything and are often heavy sleepers. They are heavy party animals
 
Popularity: This sim is very charismatic and a natural sales sim. They can be dramatic at times and a party animal.
 
Grilled Cheese: This sim is a food addict with a narrow obsession with cheese.

Thursday, September 30, 2010

Deeper MAXIS Personality, Part 2

As I have been playing for quite some time with my personality and trait system, I decided to update you on the changes I made in game. As always, feel free to borrow/steal/use them in your game and tweak them to suit you. Ask any questions, concerns or comments as well.

Deeper MAXIS Personality-Reduex

I haven't really given MAXIS personality much play. Yes, my sims have it, but since I can control them even messy sims clean up thier homes. Recently, I've been looking at the traits in depth and really thinking what each one entails. So in addition to what the game programs them to do, I arranged for the personality traits to give me clues about various other traits (such as glasses/weight/career choice and aspiration/etc).

Neat: [5+ points] organized, neat-freak. This sim would color code recipes, clean up immediately and freak out over messes. Pays bills as soon as they come in, always remembers birth control (ACR birth control is on). Clothing is neat and ironed, hair is perfectly styled, more likely to wear a watch and leave for work or school as soon as carpool arrives. Gains cleaning skills much faster at a rate of 3:1 (for every third skill point they earn by studying, they gain a bonus one through SimBlender)

Messy: [4 or less points] disorganized, cluttered. This sim would have more clutter, lose bills and forget payments and birth control (ACR birth control is off). Clothing is wrinkled, mismatched, barefoot. Wears PJs most of the day. More likely to leave for work or school at the last possible minute, or late most days.

Outgoing: [5+ points] Attire is more trendy and skimpy, more likely to wear lots of jewelry, dyed hair. Gains charisma skills much faster at a rate of 2:1 (for every one skill point they earn by studying, they gain a bonus one through SimBlender). Gains friends much faster by having an initial relationship boost of 20 with all new sims (using SimBlender, relationships with new sims start at 20)

Shy: [4 or less points] More likely to have glasses, hairstyle will be such that sim can hide behind, attire is more conservative

Active: [5+ points] Wears gym clothes most of the day, more likely to be fit. Gains body skills much faster at a rate of 3:1 (for every third skill point they earn by studying, they gain a bonus one through SimBlender)
Lazy: [4 or less points] Wears PJs most of the day, more likely to be overweight. Automatic entry into secret society. Will ask sims to complete their homework, term paper and assignments.

Playful: [5+ points] Will play on playground equiptment to increase fun, chose play with interactions to increase fun, will wear hats and face makeup, attire is more trendy, dyed hairstyles. Have a very high dancing skill (modified with SimPE).

Serious: [4 or less points] genetic disposition to wear glasses :P attire is more conservative, more likely to be designated "genius" and allowed Smart Milk during toddler years. Gains logic skills much faster at a rate of 3:1 (for every third skill point they earn by studying, they gain a bonus one through SimBlender). Have a very high meditation skill (modified with SimPE).

Nice: [5+ points] More likely to perform errands for others, give gifts, easily influenced, will have an easier time making friends. Gains friends much faster by having an initial relationship boost of 20 with all new sims (using SimBlender, relationships with new sims start at 20).

Mean: [4 or less points] Likes to torment, argue. Will have a harder time making friends and will become easily furious with other sims and stay furious longer. Relationships grow at a slower rate by having an initial relationship decay of -20 with all new sims (using SimBlender, relationships with new sims start at -20).

Saturday, August 28, 2010

Assigning ACR's Ideal Family Size Based on Simology

Many people have a preset number of children in mind that they want to have and then no more. While others never really feel like their family is complete. Thanks to ACR's newest feature of "ideal family size" sims can have the same preferences.

I decided that a sim's ideal family size would be dependent on their personality and aspiration. We all know that family sims love children while romance sims could do without them most of the time. Also, pleasure and popularity sims would want less children than knowledge and fortune sims, but to to a smaller degree of difference.
 
Since I assign aspirations based on personality, I had to look to see if any aspirations were based on high outgoing or nice score. Since popularity is mostly outgoing, I assigned it a higher Aspiration ACR rank, also since knowledge had to be shy (low outgoing), I gave it a smaller Aspiration ACR rank so that my knowledge sims would at least desire some children. As a result, I coded each Aspiration ACR rank as follows:
family= 1
knowledge= 2
fortune= 3
popularity= 4
pleasure= 5
romance= 6

Looking at personality, I decided that the more outgoing a sim was, then the more likely they would like to have more sims in their family. Also since niceness was a requirement for the family aspiration in my hood, I decided that the nicer a sim, the more children they would like to have. As a result I developed a personality dependent score as follows:

Outgoing + ( 0.5 * Nice )

And the final ideal family size formula as follows:

Outgoing + ( 0.5 * Nice ) / Aspiration ACR Rank = Ideal Family Size
 
This formula fits into my spreadsheet quite nicely without having to collect any additional information such as interests or making the formula complex by considering family background (would those sims from large families prefer large families as well since they enjoyed the experience, or would they prefer smaller families in an attempt to give each child more attention)

Based on primary aspirations only, the formula gave pretty ideal results of what I envision each sim as desiring for their ideal family size. There were a few surprises, such as Jesse (Carr) Kent wanting 14 children since he's a very nice, outgoing family sim. Which leads into the next topic, that just because they have that ideal family size doesn't mean that they will have that many children. Thanks to ACR try for baby based on aspiration and my own birth control rules, then some sims won't have their ideal family size-sorry Jesse. I also noticed that as of now, the average ideal family size for my hood is 3.6 which fits into what the size of most families. I have also included a chart of how the fertile sims (teen and older) in my hood view their ideal family size.


Of course, the actual size of the family is also regulated by finances (can the couple "afford" another child?) , age (older sims have lower fertility rates with ACR), unplanned pregnancies, medical issues (the "barren" trait), spousal preference (for those sims who want 2 children vs 7 children) and of course their wants (if they both roll wants for a child, then I remove birth control, if the partner with the lower child tolerance rolls a want for a baby, then I also remove birth control) .

Friday, July 30, 2010

Career Choices for Simmies

Sometimes my simmies have career related LTWs...other times, it's up to me to decide what career they go into. How do I do this? Several ways:

  1. Look at the wants panel. Sometimes they'll roll a want for a specific career. If so, then I chose from one of those and they take the first one available and the one that fits their personality and lifestyle.
  2. Look at a combination of personality, aspirations, interests and hobbies-which is what this post will talk about. Of course the usual, feel free to borrow/steal/use these in your game and tweak for your own hood.
Usually by the time my sims are teens, I will start thinking about their career and what they want to persue as their career. Here's the list that I use to think about which careers would work for each sim. It is not necessary for a sim to have EVERYTHING listed, but it's more like a score. The more qualities a sim has for that career, then the better suited that sim is for that career.

Athletic
-Personality = Active, Outgoing
-Aspiration=Fortune, Popularity
-Interests = Sports,
-Hobbies  = Sports, Fitness
-Traits = n/a

Business
-Personality = Serious, Outgoing
-Aspiration=Fortune, Family
-Interests  = Money, Work
-Hobbies = n/a
-Traits = workaholic

Criminal
-Personality= Active, Mean
-Aspiration =Fortune
-Interests = Crime, Money
-Hobbies = Fitness
-Traits = brave, rebellious

Culinary
-Personality = n/a
-Aspiration = Popularity, Grilled Cheese
-Interests = Food
-Hobbies = Culinary
-Traits = food addict,

Law Enforcement
-Personality = Active, Serious
-Aspiration = Family
-Interests = Crime
-Hobbies = Fitness, Sports
-Traits = brave

Medicine
-Personality = Serious, Neat
-Aspiration =Fortune, Knowledge
-Interests = Health
-Hobbies = Fitness
-Traits = n/a

Military
-Personality = Active
-Aspiration = Popularity
-Interests = Work
-Hobbies = Fitness, Sports
-Traits = brave, disciplined

Politics
-Personality = Outgoing, Serious
-Aspiration =Fortune, Popularity
-Interests = Politics
-Hobbies = n/a
-Traitsu = activist

Science
-Personality = Neat, Serious
-Aspiration =Knowledge
-Interests = Animals, Environment, Weather
-Hobbies = Science, Tinkering, Nature
-Traits = eco-friendly

Slacker
-Personality = Outgoing, Playful
-Aspiration =Pleasure
-Interests = Travel, Toys
-Hobbies = Film & Literature, Games
-Traits = rebellious

Artist
-Personality = n/a
-Aspiration = Pleasure, Family
-Interests = Culture, Entertainment, Fashion
-Hobbies = Arts & Crafts
-Traits = n/a

Natural Science
-Personality = Neat, Serious
-Aspiration =Knowledge
-Interests = Animals, Environment,Weather
-Hobbies = Science, Tinkering, Nature
-Traits = eco-friendly

Show Business
-Personality = Outgoing, Active
-Aspiration =Fortune, Popularity,
-Interests = Culture, Entertainment, Fashion
-Hobbies = Film & Literature
-Traits = trendy

Paranormal
-Personality = Neat
-Aspiration =Knowledge
-Interests = Paranormal, Sci-Fi
-Hobbies = Science, Tinkering
-Traits = brave

Adventurer
-Personality = Active
-Aspiration = Popularity
-Interests = Culture, Weather
-Hobbies = Fitness, Sports
-Traits = brave, adventurous

Education
-Personality = Outgoing
-Aspiration =Knowledge, Family
-Interests = School, Toys
-Hobbies = Science
-Traits = patient

Gamer
-Personality = Playful
-Aspiration = Pleasure
-Interests = Toys
-Hobbies = Games
-Traits = rebellious

Journalism
-Personality = Outgoing
-Aspiration = Popularity
-Interests = Travel, Weather, Work
-Hobbies = Film & Literature
-Traits = n/a

Law
-Personality = Outgoing, Serious
-Aspiration =Popularity
-Interests = Crime
-Hobbies = Film & Literature
-Traits = n/a

Music
-Personality = Outgoing
-Aspiration = Popularity
-Interests = Culture, Entertainment, Fashion
-Hobbies = Music & Dance
-Traits = n/a

Architecture
-Personality = Serious
-Aspiration =Knowledge
-Interests = Environment
-Hobbies = Arts & Crafts, Tinkering
-Traits = n/a

Dance
-Personality = Active
-Aspiration = Popularity
-Interests = Culture, Entertainment
-Hobbies = Fitness, Sports, Music & Dance
-Traits = n/a

Entertainment
-Personality = Active, Outgoing
-Aspiration =Fortune, Popularity
-Interests  = Culture, Entertainment
-Hobbies  = Music & Dance, Film & Literature
-Traits = n/a

Intelligence
-Personality = Neat
-Aspiration =Knowledge
-Interests = Work, Travel
-Hobbies = Film & Literature, Tinkering, Science
-Traits = brave

Oceanography
-Personality = Active, Serious
-Aspiration =Knowledge
-Interests =Animals, Environment, Weather
-Hobbies = Fitness, Nature, Science
-Traits = eco-friendly

Let's use Si'Enya Warwick for this example. Her OTH is nature, aspiration is popularity and her traits are insecure, trendy and perpetual bachelorette. Personality: Neat 5; Outgoing 3; Active 7; Playful 3; Nice 7. Topic three interests: Environment=10; Weather=10; Animals=9

So we're looking for a career that needs a sim with an Active, Nice, Shy and Serious personality, that loves the environment, weather and animals; persues popularity and their OTH is nature. Which is actually strange that Si'Enya is popularity, she is better suited for Knowledge. I may have assigned her aspiration back when I was looking at the surrounding family members to pick aspirations. Ok, let's fix that.

So NOW we're looking for a career that needs a sim with an Active, Nice, Shy and Serious personality, that loves the environment, weather and animals; persues knowledge and their OTH is nature. Whew, makes more sense. Now it's time to start narrowing down the careers. We're going to narrow it down by Personality, Aspiration, Interests, OTH and traits (if applicable). You will see that you get a different list depending on how you narrow it down.

By narrowing the careers down according to aspirations we get:
Medicine

Science

Natural Science

Paranormal

Education

Architecture

Intelligence

Oceanography

By narrowing the careers based on OTH we get:
Science

Natural Science

Oceanography


By narrowing the careers down according to interests we get:
Oceanography

Architecture

Natural Science

Science


[one match only]

Journalism

Adventurer


By narrowing the careers based on personality we get:
Law Enforcement

Oceanography


[one match only]

Military

Athletic

Business

Criminal

Medicine

Science

Natural Science

Show Business

Adventurer

Architecture

Dance

By looking at all the lists we get a few career choices that stand out for Si'Enya
  • Oceanography
  • Natural Science
  • Science
This is where it get's interesting and you have to get your creative juices stirring, let's look at Si'Enya's life so far. She's been hard at work trying to complete her bug collection and she has worked two summers as a camp counselor leading nature trails. We also have to look at the career caps (currently 2 playable sims per career with few exceptions)-thankfully all three careers are open.  We can eliminate oceanography as Si'Enya hasn't shown an interest in marine life during her teen years.

"I know what I want to do!"

"Excuse me, Si'Enya, you're interupting the process."

"Isn't this process about me?"

"Well...yea..."

"So shouldn't I have an opinion?"

"Um...ok...?"

"I would like to be a project leader."

"What?"

""I would like to lead researchers and students in entomology studies concerning the effects of the changing environment on our insect population and how the changes in insect population effect our environment. It's a very serious issue you know, why do you think I've been trying to catalog the insect species in Apple Valley?"

"Ugh...I thought you were collecting them."

"No and can you believe that I can't find the Paratrooper Spider, they used to be abudant in this environment, but I can't find it. Don't you think it has something to do with the changing environment?"

"Umm, yea...sure."

Well, it looks like Si'Enya has chosen the science career. Looks like a good choice.
If you perfer to have someone else do the work for you, then try Simmerville's Career Planner. You answer a series of questions for your sim and they provide a list of recommendations based on skill level, personality and family situation. I don't think they have the free-time career tracks added to the database.

Wednesday, June 30, 2010

Simmish Cultures

I was asked to give a little bit more detail about my simmish cultures and heritages of my simmies. I love learning about different cultures and since the world is full of them, here are a few of the current cultures in my hood. There will be more cultures as I delve deeper into my simmies lives and build the corresponding locales for them to visit as well. Feel free to steal/borrow/use these in your games as well. I hope to start adding downloads of the buildings in the future for those who are interested in recreating the locales in their game.

Inherited Cultures
These are cultures that I inherited from other simmers when their sims moved to my hood.

Sokitumi-Nicole Humphrey was originally from Sokitumi, an island nation that had several goddesses including the famed goddess of love, Goddess Lahubutaniya and the god, Anghj. This simmer did an excellant job of fleshing out Sokitumi from native words such as Melihari (hello), government names (Peaceful Regency) and a beautiful background. To hear this simmer discuss Sokitumi it seemed like a magical society untouched by modern spoils. You can check out Nicole's former blog and Nicole and Lyndon's conversations for more insight on this culture. I created Sokitumi on one the islands of my tropical subhood which uses the Emerald Isles from Amber's Journey. Sokitumi is also the only tropical island where the default Maxis tropical vacation clothing makes sense.

Simborough-Sandy Warwick and Jadhira Shazad arrived in Apple Valley after a Gender Swap with Simborough. Simborough is a FSBS hood and because this simmer is from the UK, that's what I envisioned Simborough as. You should browse through the website and learn more about Simborough's multicultural hood.

Native Cultures
These are cultures that I developed for my simmies based on gameplay options. Most of these are a result of Bon Voyage and not wanting to use the standard vacation hoods that shipped with the game.

Kimikuria: this is my "asian" vacation hood using the Ellis Island from Amber's Journey. It's loosely based on the east asian countries like Japan, China and Korea. Kimikuria is the land of zen gardens, old wise men, and mahjong . The lots are mostly the oriental series downloaded from wolfsim68 at TSR. The lots that I built use the same exterior wallpaper and roof color so that all the lots are uniform in apprearence. Li Yoo is originally from Kimikuria and the Warwick family spent three simyears there on assignment. The name was chosen based on the "asian" sound of it.


Hacienda Bay: this is the hometown of the Herendez family, starting with Alfonzo and Margurita Herendez (Greymount TS1, Apple Valley TS2) who immigrated from the bay. It is loosely based on the caribbean islands like Puerto Rico with it's british colonial style buildings, lush plants and ocean views. Currently this is only one lot in my "tropical" vacation subhood. I am in the process of rebuilding it since my first version will not "place" on the neighborhood thanks to the fact that it's a beach lot. The goal is to make it one complete island as my tropical subhood is the Emerald Isles from Amber's Journey. I don't remember exactly how or why I chose this name since it was during TS1 days (2004).

Tiki Isle: this is the hometown of the Kent family, starting with Toby and Veronika Kent (Greymount TS1, Apple Valley TS2) who immigrated from the isle. The isle is loosely based on the caribbean islands of Cayman Islands and Jamaica. The isle features a rich culture in terms of food, dance and "juice" exports. Currently this lot is in the planning stages and will eventually take up an entire island in my tropical subhood (Emerald Isles from Amber's Journey) as well. This name was chosen based on the shipped Tiki sets with the game.

Ozian: this is the birth place of Elphaba Mendenhall, who was born with a rare skin disorder that made her pigment a bright green. For those familar with the Wizard of Oz and Wicked, then you will recognize Elphaba as the Wicked Witch of the West. This place doesn't exist in the game yet, but I might consider creating this locale for Anthony and Susie to explore.

Thaindia: this is the hometown of Jadhira Shazad and I'm very excited to be starting the building of this island that is loosely based on the south east asian cultures like Thailand, India, Singapore and the Phillipines. Currently it's a single island set as a "asian" vacation subhood. I've included a sneak peek of one of the structures on the island. This name is basically a combination of Thailand and India :P

Thursday, October 8, 2009

Randomizing Zodiacs

I've been running reports in excel for my sims and noticed that the zodiacs were in no case random-more like I continuously clicked either Gemini, Aquarius or Libra for my simmies. I've decided to reassign zodiacs-mostly for children, but a few single adults as well, to make the numbers more random and inject a bit more genetic diversity. I'm curious to see if this bumps up my low ACR scores in the hood.

Thus far ACR scores have increased, however, they have not increased like I thought they would. For example, before changing zodiacs S'Ahmisa and Verde had a solid 1 bolt. I didn't alter thier zodiac, yet when I viewed thier ACR, they were a solid 3 bolts. Perhaps this is because they were set to independent teens.

I have also noticed that the scores change a bit more, perhaps this is because of the dynamic token status. Nothing major, but my couples seem to alter scores by +/- 4 points depending on the time of day :P

I'm happy to finally have a little more variety, it won't really take place until I alter personality traits as well. I think I'll alter the genetic personality traits of children and younger so that the personality can pass on via DNA.

Saturday, July 11, 2009

ACR vs Wants Induced Romance

Ok, by now many of you know about the Dawson/Grey/Sweeny drama. For those who don't simply read through the Dawson and Sweeny's entries as a recap.


Background

It started with ACR pulling rank. Grex Greyand Jolie Dawson-without any wants-proceeded to make-out with each other and then woohoo. Whoa! Where did that come from? They have two bolts, but ranked thier spouses higher. Since it was a one time thing, I decided to go with the storytelling view that it was an attack of passion, they didn't know what had happened.


Then we move on to Ginger Grey and Tobi Sweeny. They have three bolts with each other. For some reason Tobi's attraction score is more for his wife (his total attraction score), but when ranking bolts, Ginger is higher (He has 100/100-love with both, but is BFF with Ginger). I guess the game gives bonus points for that wedding ring since Ginger's attraction score is higher for Grex as well. They are both attracted to each other more than thier spouse-both ACR attraction (not total attraction score) score and bolts, but haven't acted on it based on ACR. Instead, they farted hearts all over each other and then rolled romantic wants. This proceeded in a want induced affair.


ACR vs Wants
Now that we have the background, how do I determine which trumps what? I decided that if the sim rolls the want, then they have logically thought it out-sometimes-and REALLY want that. However, ACR can just be hormones raging.


So Grex and Jolie shared a one night stand that is not to be repeated, while Ginger and Tobi embarked on a blown out affair. We'll see where this takes us.

Wednesday, May 20, 2009

Pregnancy in the Hood

Since so many of my sims are pregnant and will be delivering from 2002 to 2005 (yep, some families are that far ahead), and to calm my own baby cravings, I decided to post about pregnancy in Apple Valley.

Since the SimLonic calendar has 1 rotation/1 simday=1 simyear (or 8 SimLonic months), a pregnancy can't be 9 months and I also don't want to "speed my pregnancy" vis Tombstone of L & D and miss all the cute belly shots. So here's how I deal with it:

Once a pregnancy is "confirmed" either through throwing up, pregnancy scanner or -it too late-belly pop, then I continue to play that household for the three simdays until the birth. Instead of turning aging off, whenever it gets to be 5 o'clock PM, I set the hour to 9 o'clock PM (since at 6 o'clock the sims age).

Using this method, babies are due 6 SimLonic months after conception and will be featured in a mini-update :)

Monday, February 9, 2009

Aging and Celebrations

So in celebration of my birthday, let's talk about aging and other celebrations in Apple Valley.


Aging
One simday is equal to one year in the hood, so each age span is as follows:



infant-1 simday (0-1 year)
toddler-4 simdays (1-4 years)
children-5 simdays (5-10 years)
teen-7 simdays (11-18 years)


*young adult-4 simdays (19-22 years)
*if teen decides not to attend university, then they spend an additional 4 simdays as a teen*
adult-29 simdays (23-50 years)
elder-varies (51+)

Birthday Celebrations

I only celebrate the big birthdays in which the sims change life stages. These birthdays are the resident's rites of passages.


Birthdays are usually marked with cake and your family nearby (unless your family is full of workaholics who forgot your birthday causing you to grow up alone in your bedroom, but that's another story).

The 1st birthday includes cake and usually a family only event, unless your family is part of the movers and shakers crowd. The child birthday (5th) includes a guest list of local children so the birthday sim can meet new residents and start making friends. The young adult birthday has no fanfare as this is when the sim enters college, so to my sims, this isn't a big birthday celebration, though entering university is a rite of passage. The adult birthday also include cake, or in some cases a night out on the town with lots of bar hopping and drinking.

The teen birthday is a BIG rite of passage, marking when the child is on it's way to becoming an adult. Depending on the culture of the family it is similar to the Bar Mitzvah or Bat Mitzvah, QuinceaƱera, Seijin Shiki or a Sweet Sixteen party. Parents usually start having "the talk" with the teens, and the teens recieve thier own cellphone (from the hood for free-nice perk!). Of course, the financial status of the family will indicate if the celebration includes a large formal event or simply family members present when you grow up and your favorite meal.

Wedding Celebrations
Weddings are a BIG deal in Apple Valley. I create a custom gown created for the bride (usually I post the gowns at A.Pentragnani) to reflect thier personality and style of the wedding. Anything from African inspired gowns, to glamourous hollywood art deco gowns. Sometimes tuxedos, bridesmaids gowns and accessories like veils, flowers, hats, or purses are made.
Inspiration boards from Style Me Pretty are consulted for the theme of the wedding. These boards help give direction in terms of colors and textures for the reception, types of food, formality of the event and invitations. Yes, invitations. Since Apple Valley is a sim-to-sim hood, a lot of residents have families in other SUN hoods. They are invited to send thier sims to Apple Valley for the event and many times it's a large family reunion.
Sometimes bridal showers, bachelor and bachelorette parties are held depending on the sim and the urgency of the wedding.
Photographers are hired to snap photos of the event. This is a fairly simple process of inviting the photographer (currently Antonio Herendez) to the event and selecting him. He then snaps photos of the event with the personal camera and larger antique camera. These photos are then given to the family and he is then paid a nice fee for his services.
Like all weddings, the formality and expense varies from a large church wedding, to a modest backyard event, to a visit to the courthouse, depending on the sim.
Funerals
Funerals vary in formality from a simple mourning bewteen the family at the gravesite, to a full memorial service at the church or home with a guest list that rivals a wedding. Black and grey is worn, the mood is somber and snacks are laid out. At the memorial service, the urn of the deceased it displayed for all to mourn it, before it is moved to the cemetary. At the very least, the family has a chance to mourn the loved one.

Other Celebrations
Annivesaries, retirement parties, house warming parties, etc are held as well. This depends on the family and thier financial status. Sometimes a simple dinner out is enough, other times there is a full fledged party that is planned for years.


So, how do you celebrate life's events for your simmies?

Sunday, January 11, 2009

Personality and Background

This is long!

Sim personality and background in Apple Valley has undergone a few changes since I've been playing.

TS1
Obviously in TS1, when it was still Greymount, there wasn't aging (except for the occasional child growing into an adult). I loved that the stories were deeper and richer, I knew so many details of my simmies. Jack Daniels search for love and mother to his twin daughters, and his struggle for wanting a romance filled bachelor life. Margurita and Alfonzo Herendez and thier trials with immigrating to Greymount from Hacienda Bay, her modeling career that she left to raise thier children and his career as a science geek (classic beauty and the geek). Starr Grey and Alisa Crawston's famous careers spent touring other SUN hoods and living the celebrity life. They had favorite colors, favorite foods, rich details in thier dating lives, everything! Time was on my side as I played these sims year after year, adding more and more details to thier lives.

TS2-The Early Years
Then TS2 came out and with it came aging and genetics and I also lost a lot of details. Aging seemed so quick! Even though all the sims in the hood aged at a consisent rate, it still was too fast! Within a year, the same babies born would die as elders. Much too fast to have any real details in thier lives.

I had to find them a spouse and get them pregnant before they turned elder. No more dating around, more and more sims married thier high school loves. No more career hopping, whatever job you got on the first day-you retired from that one. I no longer knew my simmies. I wondered, who is this and why are they so boring! Needless to say, a lot of simmies moved out the hood/died because of boring lives. I hated that! I wanted to return to my detailed simmies and thier rich lives.

TS2-The Middle Years
I started experimenting with keeping detailed records of my sims backgrounds. This large document kept track of the max number of skills they could learn, aspirations, would they ever marry, ever have children, vegan or not, favorite attire style, everything! Then I added Simmerville's trait system as well. At first it was fun...then it bogged me down and I stopped using it. Too much upkeep doesn't make playing much fun.

Aging was slowed a little as RL became more hetic. I knew my sims a little better, but it was too cumbersome.

TS2-Now
With the annoucement of TS3, I knew that I wouldn't be leaving my TS2 behind. RL is very busy and I barely play as it is. Instead I will continue to play and enjoy all the aspects I hadn't seen yet-such as the Genie lamp, playing a frat, getting all the vacation tokens. However, one aspect of TS3 intriguied me-traits.

Finally, something to make my simmies more interesting and is much easier than a HUGE document. I played around with my random generator files until I was satisified that I had the right combination of traits and in game behaviors to make truly unique sims.

Since now my sims age about one year every 3-4 months, I can spend more time on the details and by limiting the amount of details, I am no longer bogged down. My current trait system has 6 traits and I am going more in depth with the tools MAXIS already gave me.

Apple Valley Trait System
My current trait system is as follows:

Primary Aspiration: assigned upon teenhood
Secondary Aspiration: assigned upon adulthood/young adulthood
Favorite Color: either randomly assigned upon toddlerhood based on the random generator document or based on the color of the clothes they age into.
Trait #1: randomly assigned upon birth
Trait #2: randomly assigned upon birth
Trait #3: randomly assigned upon birth

I keep the notes on each sim in thier bio (except for aspirations). This trait system allows the sim to "grow" into thier selves.

What Next?
I decided to use what the game gave me instead of creating so many extras that bogged my playstyle down. MAXIS gave us aspirations (two if you have FreeTime), interests, personalities, hobbies, and turnon/offs. Since I rarely create new sims in my game (so many of the sims are born in AV) then interests/personalities and turnons/offs are randomly assigned by the game.

Deeper MAXIS Personality
I haven't really given MAXIS personality much play. Yes, my sims have it, but since I can control them even messy sims clean up thier homes. Recently, I've been looking at the traits in depth and really thinking what each one entails. So in addition to what the game programs them to do, I arranged for the personality traits to give me clues about various other traits (such as glasses/weight/career choice and aspiration/etc).

Neat: organized, neat-freak. This sim would color code recipes, clean up immediately and freak out over messes. Pays bills as soon as they come in, always remembers birth control. Clothing is neat and ironed.

Messy: disorganized, cluttered. This sim would have more clutter, lose bills and forget payments and birth control. Clothing is wrinkled, mismatched, barefoot. Wears PJs most of the day.

Outgoing: Attire is more trendy and skimpy, more likely to wear lots of jewelry, dyed hair

Shy: More likely to have glasses, hairstyle will be such that sim can hide behind, attire is more conservative

Active: Wears gym clothes most of the day, more likely to be fit

Lazy: Wears PJs most of the day, more likely to be overweight

Playful: Will play on playground equiptment to increase fun, chose play with interactions to increase fun, will wear hats and face makeup, attire is more trendy, dyed hairstyles

Serious: genetic disposition to wear glasses :P attire is more conservative, more likely to be designated "genius" and allowed Smart Milk during toddler years.

Nice: More likely to perform errands for others, give gifts, easily influenced, will have an easier time making friends.

Mean: Likes to torment, argue. Will have a harder time making friends and will become easily furious with other sims.

Deeper MAXIS Hobbies
Based on a sim's one true hobby, I decided that they would have a corresponding skill strength. This means that they will learn that chosen skill faster (mostly through the Thinking Cap from the aspiration rewards). Some hobbies will also have a boost in talent badges, meaning that they will start with a bronze badge (of thier chosing if multiple badges are available) even without studying.

Arts & Craft: Creativity/Pottery, Sewing, Flowers, Toys Talent Badge
Culinary: Cooking
Film: Charisma/ Sales Talent Badge
Fitness: Body/ Restocking Talent Badge
Games: Logic/Toys Talent Badge
Music & Dance: Creativity
Nature: Cleaning/Fishing, Gardening Talent Badge
Science: Logic/ Register Talent Badge
Sports: Body/ Restocking Talent Badge
Tinkering: Mechanical/Robots Talent Badge

Aspirations

Based on thier personality, wants as a child, interests, traits and OTH-if known-, I assign aspirations as follows.

fortune: mostly serious, not lazy or shy sims.

knowledge: mostly serious, shy and neat sims. OTH: Science, Nature, Tinkering

family: mostly nice sims, not lazy sims. OTH: Culinary

popularity: mostly outgoing and playful sims. OTH: Sports, Music & Dance

pleasure: mostly playful, lazy sims. OTH: Games, Sports

romance: mostly outgoing, playful and nice sims.

grilled cheese (secondary aspiration only): mostly lazy sims. OTH: Culinary

Traits
The traits are a list of 54 personality traits-most taken from TS3 list, others from personality profiles and myself. Things like grouchy and sweet were removed since the ingame personality/zodiac signs takes care of that. Also, I added things like witchy/vampire/etc to indicate if the sim would like to become a creature. I also added fertility, sexual preference and body type.

Trait #1 is reserved for 18 non personality (fixed) traits, ie: barren, bisexual, fat, genius, vampire, drinking problem, sickly, etc.

Traits #2 and #3 are reserved for (18 each) personality traits: frugal, big spender, insensitive, workaholic, worrywart, traveler, activist, etc.

Traits in Action

How does this all work? Let's follow a bit of Jane Smith's life (how original :P). She was born with the traits: fat, traveler, worrywart. Upon becoming a toddler, her clothes were bright yellow.

Jane Smith
PA: N/A
SA: N/A
Favorite Color: Yellow
T1: Fat
T2: Worry Wart
T3: Traveler

The in game system tells me her:
top three interests are animals, money and politics
OTH is film & literature (and skill is charisma)
personality is neat 6, outgoing 7, active, 6, playful 6, nice 7
turnons/off are: facial hair/fatness and stink

Based off this, her PA is popularity.

Jane Smith
PA: Popularity
SA: N/A
Favorite Color: Yellow
T1: Fat
T2: Worry Wart
T3: Traveler

Jane goes through high school as the star of the debate team, editor of the yearbook, homecoming queen and voted most popular. She nurses a dream of becoming an animal rights lobbyist or an investigator journalist focused on the true nature of breeders and how simnation supports them (based on her interests and aspiration). She is always worried about something, if it's not grades, then it's her neverchanging weight that she's coming to terms with or how over protective her parents are, or how the ozone layer will disappear and kill us all or how the number of strays in the hood-well, you get the picture. When Jane enters university, she is assigned fortune as her SA (based on interests and personality).

Jane Smith
PA: Popularity
SA: Fortune
Favorite Color: Yellow
T1: Fat
T2: Worry Wart
T3: Traveler

Finally free of overprotective parents, Jane decorates her dorm room in her favorite color-yellow, dyes her hair yellow and black and finally wears that patent yellow mini-skirt and corset she found in an upscale boutique. Jane spends a year abroad her junior year and meets Hugh, a handsome blond with a goatee and size 46 pants. He reminds Jane of her father (except for the stinkyness-thank goodness). Hugh's her first true love and they promise to keep in touch. But like most long distance relationships, Jane and Hugh lose contact. Her senior year, Jane wins a grant to make a documentary about the native llamas of Fruitia (thanks to her lucky yellow hat). She learned so much that she is offered a job as animal linguist which offers a great salary and frequent trips around the globe, but worries if she will be giving up on her, if that's the right job for her, what if the animals refuse to talk to her and-you get the picture. A few years into the job and Jane decides a career change is for her, now will it be an animal rights lobbyist or an investigator journalist? She worries as picks up her mail and notices a bundle of letters from Hugh...

EDIT: How do you ensure that your sims are unique? Do you rely on MAXIS tools only or do you incorperate your own things?

Monday, December 22, 2008

General Playstyle

Apple Valley has had a long history reaching back into the TS1 days (2002). It is a sim-to-sim hood inspired by Simmerville. Since then I've gotten inspiration from Life of a Sim, Isle of Thyme and Lakeside Heights.

Originally Apple Valley was started in 2002 as the old dimensional hood, Greymount. I joined the SUN network in 2003, placed in the 2003 Top Theme Site Awards from SimStash and won numerous Golden Star Awards. More history about the hood can be found here. All of my current sims can trace thier family lineage to a family from TS1.

Sim-To-Sim
A key difference with Apple Valley and many other blogs that I follow is that Apple Valley follows the sim-to-sim hood playstyle drawn from Simmerville.. Meaning that I speak through my sims, almost a type of role playing. I actually thought over a period of months about establishing this behind the scenes blog as then I would be stepping from behind my sims and speaking.

Everything that is done in the hood is done by a sim. Buildings are designed by Li Sweeny, the children are educated by Johan Shazad, etc. The website is set up by the sims and they publish the newspaper.

The hood is run by a hood council that collects taxes, manages welfare and makes the big decisions in the hood.

Sim's Background
Life of a Sim provided a template for me to randomize my sim's background and preferences. Would they want to go to university? What major? Would they be good parents? Would they cheat? Are they vegaterians? What clothing style do they perfer? I now have a large excel document with information about each sim. No more perfect A+ students, straight laced families, etc. Now there's a little drama and more diversity. Currently I am working on making the random files a little smaller and easier to manage, ideally something I can manage in-game. I am playing with the idea of five traits-like the sims 3-along with favorite colors. We'll see.

Intergrated Hood
After years of playing the original MAXIS and sim-to-sim playstyle, I stumbled upon Isle of Thyme (now defunct). Isle of Thyme featured an economically intergrated hood where sims paid taxes (this wasn't new to me as my simmies have always paid hood taxes and fees) to a mayor type sim. That sim then used the money to build new projects. Also gone where the MAXIS careers, instead all sims worked for either a business owner, owned thier own business or did seasonal work from home (writing articles, painting, etc). The money that was made changed hands within the community. To further add to this, I cleaned out the hood-no more townies, only one NPC of each kind, etc. Any businesses that were in the hood-grocery store, clothing, etc came from a sim. (The tutorial for setting up a hood like this is on my website)

I only recently-in the last two weeks-moved away from this playstyle. It was too much work for me to have to play so many business lots. It wasn't fun anymore, so now my sims are entering the MAXIS workforce again, but with a slight difference. Each career has a cap, only two sims can be in any career track at a time. I am also allowing townies back into my game, but with a limit of course, I don't want hundreds and thousands of sim files for characters I don't even play.

Real Time-Real Seasons
I always played on a 1 simday rotation to keep my families insync. I struggled with the dynamic nature of the rotation, how can John fall in love with Jane during his rotation and then with Jane's rotation they get married and this is all the same simday! Enter Lakeside Heights and the concept of months! Whoohoo! For more information about real time-real seasons visit Lakeside Heights and read Laura's full explanations.

I still play 1 simday rotations where each simday is equivalent to 1 year. However, now I have months. I "revived" the SimLonic Calendar (see issue 17) with only eight months, since I currently have only nine households (more on that later).

Relationships and Families
For the most part, I "listen" to my sims. If they're attracted to another sim, then we persue them, if not, oh well. The occasional exception is when my sims meet another sim from another sim-to-sim neighborhood, converse on the Simmerville boards and fall in love. (Fredic Kent did this with Gin Hart of Palatial Heights and moved there with her. His twin sister, Fiona, also did the same with Jesse Carr of Eden who moved to Apple Valley). The sim-to-sim nature of my hood allows for families to be spread all over SimNation in other hoods. I think my families have relatives in as many as ten other sim-to-sim hoods and for the most part they keep in contact with each other.

I recently began using ACR and allowing sims to plan thier family size through this concept-yikes, hands off is scary! I am going to change the settings to reflect my current population suggestionof two kids per family.

Random Scenarios
At the beginning of each rotation I roll 2 random scenarios to occur during that rotation. As the population changes I roll more or less than 2 per rotation, but there are only 9 different families so 2 is plenty. Part of my massive Excel document is a ROS page with about 165 scenarios that are a combination of my own thinking, and Isle of Thyme's ROS file. The page randomly selects the scenario and the sim it will happen to.
Small Hood and Space Savers

Many may have noticed that my hood is tiny! I am used to playing the game on a laptop and to spend more time actually playing, I moved away from have over 100 playable sims in my game to having only nine families (about 45-50 playable sims). With this move, I have a smaller terrain for my main hood (Amber's Journey Golden Bay Island) and the largest lot size I use is a 3x3. My subhoods (vacation destinations, university, downtown) are also from Amber's Journey and are equally small.

My hood has recently moved to a desktop again and I have purged my CC files to only recolors of MAXIS objects, hair from Nouk, clothing from All-About Style (some Maxis matching things from MTS2) and a few neccessary hacks from Simlogical, MATY, Simbology, etc. I deleted the MAXIS hoods that come preloaded with the game so that only my custom hood and soap opera hood (Pahala Shore) load. Now it takes maybe 3 minutes to load the game, less than a minute to load the hood and less than a minute to load a family. So what used to take me 1.5 hours to load and play one family (without having them leave the house) now takes me 20 minutes. I'm still giddy with excitement!

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