Thursday, September 10, 2015

Population


The sim's population stems from the Sim Multiplier.

The Sim Multiplier is basically a number that you multiply by the number of playable sims to get your community's total population.

  • All PLAYABLE sims count.  This means that townies and NPCs do not.  
  • Servos count towards your sim multiplier.  
  • Pets do not count toward the sim multiplier.  
So the formula would be... 

Sim Multiplier x Playable Sims = Populations

Sim Multiplier Points:  
  • +1 for your first community lot
  • +1 for your first total of 5 community lots
  • +1 for every additional 5 community lots (after the first count)
  • +5 for your business district
  • +5 for your downtown
  • +5 for your university
  • +15 for your military base

Example:  If my hood has a total of 21 sims with 11 community lots and no subhoods, then my sim multiplier would be:

   1 for your first community lot
   1 for your first total of 5 community lots
+ 1 for every additional 5 community lots
   3 = Sim Multiplier

Sim Multiplier x Playable Sims = Population
3 x 21 = 63

My town would have a population of 63.


Restrictions


1.  Electronics.  My game begins in the 1700s, so I have instituted a rule that expands on the "no electricity until it is unlocked" rule: no electricity until the year that it became common place for communities to have a connection to an electric grid.

  • 1880s.  By the 1880s, cities had access to electricity, but each power station was only able to power a few blocks.  
  • 1930s.  By the 1930s, everyone except rural communities had access to electricity.  The reasoning: it was too expensive to string miles of farmlands with electrical wiring, especially since many farmers were too poor to afford electricity.  
  • 1970s.  By the 1970s, farms began to have access to electricity.  
My sims will not have the option to unlock electricity until the above dates, depending on the status of that particular neighborhood.  In addition, there are more rules that further restrict the usage of specific electrical items according to when they were invented and when they became common household items.  
  • Refrigerator.  Available in the 1920s.  
  • Stove.  Cast iron stoves are available in the 1800s.  Coal burning stoves were available in 1833.  Electric stoves are available in the 1920s.  
  • Microwave.  Available in 1946.  
  • Food Processor.  Available in 1971.  
  • Fire Alarm.  Available in the 1890s.  
  • Security Alarm.  Available in the 1850s.  
  • Alarm Clocks.  Available in the 1850s.  
  • Telephone.  Available in the 1880s.  
  • Cell Phone.  Available in the 1970s.  
  • Stereo.  Available in the 1930s.  
Historically-correct substitutes may be used for any of these items at any time.  


2.  Plumbing.  No plumbing until specific aspects are unlocked.  Chamber pots, outhouses, barrels, cisterns, water pumps, dry sinks, etc can be use used in its place.
  • 1900s.  Cities had access to indoor plumbing for the first time (indoor plumbing relied on electricity to work).  
  • 1930s.  Most families had indoor plumbing by the 1930s, except for the poorest of farmers.  
  • 1950s.  Everyone had indoor plumbing, even farmers.  

In addition to the era restrictions above, specific plumbing items are banned until the date they became common household items.

  • Toilet.  Available in the 1850s.  
  • Sink.  Available in the 1900s.  Dry sinks were used until they were connected with plumbing.  
  • Shower.  Available in the 1850s.  When plumbing was connected, so too were showers.  
  • Bathtub.  Available in the 1900s.  Light weght bathtubs that could be moved and put away when not in use were filled by hand until they could be connected by plumbing.  
  • Hot Tub.  Available in the 1970s.  Exception: public bathhouses.  

Historically-correct substitutes may be used for any of these items at any time.

3.  Transportation.  No sims are permitted to start with having cars; in fact, cars are pretty much banned until 1886 when the first petrol-fueled car was invented.  Walking is your sim's key mode of transportation, with horses, wagons and carriages opening up after a sim starts a "car" business selling these items (which cannot be done until after wholesale businesses are opened).

  • Taxis.  Banned, until the 1950s.  Preferably use an era-appropriate mesh.  
  • Cars.  The first petrol-fueled cars were invented in 1886, so cars become available after this time.  Only era-appropriate meshes are permitted.  
  • Bicycle.  Invented in the early 1800s, so as long as it looks reasonably accurate to the era, go ahead!  
  • Motorcycle.  These are available in the early 1900s.  

All era-appropriate override meshes can be used to replace default cars for careers, cars in neighborhood view, NPC vehicles, etc.

4.  Services & NPCs.  No NPCs of any kind are permitted in the beginning of the game.
  • Delivery Services.  This includes food, pizza and Chinese delivery.  These services are banned until the 1950s since all families are required to rely on their own merit for food and survival,  Grocery stores may be run by families whenever the family is ready to open one up.  
  • Emergency Services.  Includes: Police and Fire Department.  If one of these show up by accident or default, that's fine, but you are banned from using these options.  Otherwise, they are locked
    • Fire Departments.  Since fire alarms were not invented until the 1890s, the fire department is restricted until this date also.  Sims can put out fires on their own, though! 
    • Police Department.  The police force as we know it today was not created until the 1840s.  Therefore, calling the police department is not available until this time (though sims can work in law enforcement before this date, and can be teleported to a lot for story-telling purposes).  
  • Other NPCs.  These include: Nanny, Maid, Butler, Gardener, Bartender, Matchmaker, Obedience Trainer, Exterminator, and Repairmen.  You are not permitted to use these NPCs, mostly because I prefer to use my playable sims in NPC career and teleport them in for specific jobs.  


5.  Townies.  When your settlers move into their lots, they are banned from interacting with any and all townies.  Townies must be unlocked to interact with them.

6.  Community Lots.  In the beginning, no community lots!  Your sims are trying to build and establish their homes as their first priority.  Further, only community lots that have been bought by playable sims or with taxes for public use are permitted in the neighborhood (so no magical "free" lots, though they can be non-profit, such as a park).

7.  Businesses.  Sims may open home or community lot business, but until a Downtown connection is established, these businesses are restricted to items crafted by the sim.  Crafted items do include produce, meat and fish.

8.  Hobby Lots.  No hobby lots until the town has graduated to city status.

9.  Careers.  All careers start off as locked.  For more details on unlocking careers, read the Career Restrictions section.


Getting Started



I would like to note, right off the bat, that I use a modified version of the Build A City Rules.  This reflects my playstyle, my preferences, what makes sense to me, and what can be best translated into historical terms.

Getting Started

1.  Hood.  Create an empty and clean hood neighborhood using mods like antiregen and clean hood templates.  Place appropriate hood decor.  Since we're starting off as a rural community, trees, brush and maybe a few farmland tiles are appropriate.  Feel free to add any decor for natural aspects, such as ponds, rocks, beach waves, etc.

2.  Families.  Create 1 founder family and 4 settler families for a total of 5.  These sims should be teens, young adults, adults and elders (since the life of a settler might be too difficult for young babies, toddlers and children).  I like to assign each family a trade of sorts (i.e. Founder family is destined to be in politics and/or law enforcement; settler family 1 might be dairy farmers; settler family 2 could be apple orchardists; settler family 3 could be farmers; settler family 4 might be woodcutters/carpenters; settler family 5 might be fishmongers).  Specific personality details are typically randomized unless I have a detailed family concept in mind.  

3.  Money.  I'm not a fan of the way money is calculated for families, so I've decided to take a different approach.  I use a class structure that includes poverty level, lower class, middle class, and upper class sims, with a range of wealth.  For each family, I use a random generator which indicates how much money that family will start off with.  If I have a very specific concept in mind for one of my sim families, I might override this and instead randomize the roll to fall somewhere in between the sim's chosen class tier.  I use the familyfunds cheat to give them money.  

Upper Class | $45,000-$70,000
Widdle Class | $25,000-$45,000
Lower Class | $15,000-$25,000
Poverty Level | $5,000-$15,000

4.  Lots.  Not every sim gets a massive lot when moving into the neighborhood!  Their lot size depends on the lifestyle they're going to lead, the architectural style they will follow (which can change from generation to generation), and the wealth at their disposal.  A family who will have a dairy farm, for example, might want a larger lot because they will need room to have a barn and a field for their cows, calves and cattle.  A farmer might need a larger lot as well, but perhaps not as large as the dairy farmer, so that he can start a crop with room to expand as his own family grows.  A very wealthy merchant might want a medium-sized lot so that they can have a decent sized house with room for a home business on the first floor.  Keep in mind: you can always use lot adjuster to make the lot larger (and charge the sims per square) at another time if they find their lot is not big enough, as long as their is room around their chosen space to expand.  

5.  Move In.  After placing a lot for each family, move them in.  These sims should be living in tents for the time being, until their houses can be built.  Before this can be done, the lot needs to be cleared of all trees and shrubs (which I simulate by placing chopable trees, which will be used for fireplaces, stoves, campfires, and the actual building process).  Before you do anything else, teleport the playable families you just played onto your lot, and talk to everyone.  Really get to know them!
6.  Rounds.  Now it's time to play in rounds.  A round is simply a cycle of playing all the families you have created in a specific order of your choosing.  When you have cycled through them all, a round is completed.  I prefer to play my families for a full week - Monday through Monday - and simply add new families to the end of the original rotation list.  I also use an extensive RoS that gives me specific objectives to achieve during that round, or as many rounds as needed.  Whether you play this way is completely up to you, as long as you obey the rounds rule!

Wednesday, September 9, 2015

Welcome to Aurora Shores!



I see you have found my new blog!  Yay!  Feel free to browse, read, and comment - I love it when members engage!

If you're reading this, you probably already know why you're here and what the blog is about, but just in case you're still clueless...

Aurora Shores is a blog based on the Build a City Challenge for the Sims 2, an effort to make a fully sustainable and economically responsible city while progressing through historical eras with as much accuracy as I can stand (lol).  I use an alternate set of rules for the BACC, as well as a few custom tweaks, and will undoubtedly tweak more as I go along to make the challenge more difficult in some aspects and easier for myself in others.  My goal is to have Aurora Shores survive into the modern day, and to use historical-themed custom content along the way.

I'm still not sure which way I'm going to lean as of yet; probably more story-driven.  I will post pictures and updates as I play, with background information and insight into the characters and how they think, what they want, and reveal plots for them as I go.  As of right now, Mondays are dedicated to a gameplay series (where I explore the rules, guidelines, and methods I use in my playstyle), Fridays are dedicated for family and profile posts and dates, while I plan on introducing actual story-driven posts on Wednesdays.

When I play the Sims, it's based on my sim's wants and desires.  That is to say, if they roll a want to have a baby, even if it's not something I would have chosen to do, I take that cue and make it happen.  In addition to this, I utilize an RoS (Randomized Scenarios) to add interest, flavor, plots and additional goals for my sims.  All my sims are played in rounds, which means all the families are played for the same amount of time in a specific order until none are left; when one round ends, a new set of RoS objectives are generated and the round begins again!

Keep in mind that the settings on my current laptop are set to low.  It's an old laptop and overheats if used too extensively with higher settings.  So no, don't expect awesome shots - but I promise to do the best I can!

Feedback is valuable, and I would love for you to share your opinion!  I hope to make this blog an enjoyable read for all future fans of TS2 and BACC!