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- General - Story Dilemma Advice Thread
#1076
3rd Nov 2020 at 4:48 AM
Posts: 30
Quote: Originally posted by Lady L.
I'm playing the Newsons, and Georgia and Garrett have just aged up to children, and Gavin's become an adult as well. Up until now, none of the Newsons have gone to school, since I doubt Gavin or Ginger could have enrolled them without alerting the authorities to the fact that they were living without an adult. Now that Gavin's an adult, he could theoretically get legal custody over his siblings and enroll them all in school. However, if he does that, it'll come to light that he kept Gabriella and Gallagher out of school. Should he keep his siblings out of school and away from any interaction with the government? Or should he send only Georgia and Garrett to school and try to hide the existence of the others? Send them all and risk getting the kids taken away? Something else? |
Might be fun and cute storytelling if he tries to homeschool them? But I also like the response above me. Very well thought out.
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#1077
3rd Nov 2020 at 3:01 PM
Posts: 3,938
I have Simlogical schools installed and would use flexi school and have them being homeschooled as that's going to happen first in my BACC before the town is big enough to be able to run a schoolhouse for the children.It's set in the 1840's and school wasn't really required by law back then though it was a right to choose to go if you wnted to.
#1078
3rd Nov 2020 at 6:45 PM
Last edited by AndrewGloria : 3rd Nov 2020 at 7:05 PM.
Posts: 6,209
Thanks: 116 in 1 Posts
Thanks everyone. I think that's it decided then. When they marry, they'll move to Bianca's house. Here are pics of their current houses:
Harry Hastie's House (where Carla Cameron currently lives), 311 Custer Boulevard, Downtown Veronaville
Maxis Nightlife Tiny House (bin house), with lots of eccentric additions and changes --- Upper floor bed/sitting room and shower room -- lockable "Art room" at the back, where Carla paints and grows money trees -- and rear extension to garden.
Bianca Monty's House, 33 Mendoza Lane, Downtown Veronaville
Almost unchanged from when Maxis built it.Bianca's house is small, but it will be adequate for the two of them. There is a bit of room to expand at the back (using the Lot Adjuster).
Actually there are quite a few teenage householders in my game. Most of them seem to know what they're doing. Bianca is currently the only adult in her street!
Of course one of the teen-led families is the Newsons. They moved into town a few years ago, trying to escape harassment elsewhere. On the whole they have been sympathetically received in Veronaville. Schooling -- especially for teenagers -- is not compulsory here. Gavin has never gone to school here; Ginger has only gone occasionally. Of course the constitutional head of state is the Grand Duchess, Juliette Capp, and she is still a teenager herself. Her brother Tybalt has taken a sympathetic intererest in the Newsons, and has told her about them. They're not in any danger from the authorities here.
Harry Hastie's House (where Carla Cameron currently lives), 311 Custer Boulevard, Downtown Veronaville
Maxis Nightlife Tiny House (bin house), with lots of eccentric additions and changes --- Upper floor bed/sitting room and shower room -- lockable "Art room" at the back, where Carla paints and grows money trees -- and rear extension to garden.
Bianca Monty's House, 33 Mendoza Lane, Downtown Veronaville
Almost unchanged from when Maxis built it.
Actually there are quite a few teenage householders in my game. Most of them seem to know what they're doing. Bianca is currently the only adult in her street!
Of course one of the teen-led families is the Newsons. They moved into town a few years ago, trying to escape harassment elsewhere. On the whole they have been sympathetically received in Veronaville. Schooling -- especially for teenagers -- is not compulsory here. Gavin has never gone to school here; Ginger has only gone occasionally. Of course the constitutional head of state is the Grand Duchess, Juliette Capp, and she is still a teenager herself. Her brother Tybalt has taken a sympathetic intererest in the Newsons, and has told her about them. They're not in any danger from the authorities here.
Lab Assistant
#1079
4th Nov 2020 at 10:41 PM
Posts: 95
Thanks for your input! Unfortunately, Gavin hasn't got time to homeschool the kids, as running the farm they live on is hard work!
The farm was actually Gavin's inheritance from his biological father. When he met with his father's lawyer, Trent Traveller, to get the fa legally put in his name, Trisha rolled the want to be friends with him. So she's convinced Trent (who's actually almost-friends with Ginger) to help him get legal custody. With an actual lawyer and nobody to contest custody, the judge will rubber-stamp it without too much thought.
The farm was actually Gavin's inheritance from his biological father. When he met with his father's lawyer, Trent Traveller, to get the fa legally put in his name, Trisha rolled the want to be friends with him. So she's convinced Trent (who's actually almost-friends with Ginger) to help him get legal custody. With an actual lawyer and nobody to contest custody, the judge will rubber-stamp it without too much thought.
Mad Poster
#1080
7th Nov 2020 at 7:47 PM
Posts: 3,563
Quote: Originally posted by Lady L.
I'm playing the Newsons, and Georgia and Garrett have just aged up to children, and Gavin's become an adult as well. Up until now, none of the Newsons have gone to school, since I doubt Gavin or Ginger could have enrolled them without alerting the authorities to the fact that they were living without an adult. Now that Gavin's an adult, he could theoretically get legal custody over his siblings and enroll them all in school. However, if he does that, it'll come to light that he kept Gabriella and Gallagher out of school. Should he keep his siblings out of school and away from any interaction with the government? Or should he send only Georgia and Garrett to school and try to hide the existence of the others? Send them all and risk getting the kids taken away? Something else? |
What are your SimWorld's laws about home schooling? Would it have been required to tell anyone the kids were home schooled?
Also, if you use FlexiSchool, you should be aware that like real world home school it takes much less time than public or private school to educate the kids, and once they have the basics you really only have to supervise unless there are Reasons why the kid can't handle self-instructional material. (Pick your home school material carefully. Mr. Churchill has the most entertaining history books, if you're in the right era, just so you know, if you ever need to, the man was wasted on politics.)
Pics from my game: Sunbee's Simblr Sunbee's Livejournal
"English is a marvelous edged weapon if you know how to wield it." C.J. Cherryh
#1081
8th Nov 2020 at 3:33 AM
Posts: 3,938
It would be fine for teens or older to live on their own without any adults and even take care of smaller siblings in most of my games especially in my TOT or apocalypse challenges which would be set in the 16th or 17th centuries when teens would start at nine years of age and according to the laws be legally adults even hough not physically matured to adults.I even have a Mod that lets me have teens find their own place and strike out on their own in case their childhood home is too crowded.
Lab Assistant
#1082
8th Nov 2020 at 11:28 PM
Posts: 95
Mine's a modern 'hood, so kids and teens are expected to be in school. I've never properly tried homeschooling (I have the Flexischool in but not the homework book), but I think the rules would be that they must be registered with the school board (more of a storytelling requirement than anything) and keep pace with the public school (grades must be at least a C-).
#1083
9th Nov 2020 at 5:16 PM
Posts: 3,938
MY BACC is taking place in the 1840's in Dodge and school isn't required by law there though it's a right by law to be able to have the chance at getting an education if there's a school near enough to attend or home schooling is an option.I would use the teens move out as a story telling form of having them run away and stilk be playable in a modern town or when mine makes it into modern times.Anybody living in the 17th century had to have the funds to be able to afford schooling if their kid was going or they didn't attend school and many children and kids in the 19th century never even went to school as they were working on farms or had to work for a living and that still happend until the middle of the 20th century with kids having to leave school at very young ages to go to work.
Field Researcher
#1084
9th Nov 2020 at 10:37 PM
Posts: 427
Question - how should I proceed?
I'm starting a BACC, but my Sims are creating a community on an entirely new planet. The planet is u inhabited. There are native insects and birds (they birdwatch all the time - there's little else to do). The fish are imported.
What about the dogs and cats? Should I create bizarre looking creatures native to the planet and make them strays?
Or should I create a rule as to when the Sims are allowed to import/buy pets?
I'm starting a BACC, but my Sims are creating a community on an entirely new planet. The planet is u inhabited. There are native insects and birds (they birdwatch all the time - there's little else to do). The fish are imported.
What about the dogs and cats? Should I create bizarre looking creatures native to the planet and make them strays?
Or should I create a rule as to when the Sims are allowed to import/buy pets?
#1085
9th Nov 2020 at 10:51 PM
Posts: 3,392
If it is possible try make default replacement for wolves because game creates them anyway. About dogs and cats I think colonists may miss usual dogs and cats and import them from Earth and sell in pet shop.
#1086
10th Nov 2020 at 12:27 AM
Posts: 16,741
Thanks: 1742 in 10 Posts
Back up your game. Experiment with making bizarre creatures in the petmaker. Have fun with it? Have bizarre strays. Don't enjoy it? Restore backup and let colonists import domestic animals. There are many psychological benefits to having familiar critters around which should be even more important in a completely unfamiliar environment. Consider confining them so they don't wreck the ecosystem, though.
You might be able to have fun thinking about the ecosystem (why did fish have to be imported? Why shouldn't all ecological niches be inhabited?) and creating creatures, plants, and rules derived from its differences from the sims' homeworld. Think about it and see if you find this angle inspiring.
Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
You might be able to have fun thinking about the ecosystem (why did fish have to be imported? Why shouldn't all ecological niches be inhabited?) and creating creatures, plants, and rules derived from its differences from the sims' homeworld. Think about it and see if you find this angle inspiring.
Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
#1087
10th Nov 2020 at 4:35 AM
Posts: 3,938
I've gotten a BACC where the pioneers are settleing out west in the 1840's in the Kansas territory in a town called Dodge and pets haven't arrived yet though they'll be starting to own pets when the local stores begin stocking a pet display in the shop.
Scholar
#1088
15th Nov 2020 at 7:13 PM
Posts: 1,146
I'm hoping I can get some advice, because I haven't yet found a satisfying solution to this issue. Some of my Sims commit crimes, major and minor. I would like to have a way that they can get caught and punished sometimes, but I haven't figured out rules that really work for me yet. I have tried sending them to "jail" in the past, but I didn't enjoy playing them in jail.
Here's the specific story situation that's brought this back up for me. Previously in Pleasantview, one of my Sims, Andrew, quite suddenly died after his live-in girlfriend left him for his brother. I have been ruminating about Andrew's death. It was very convenient for his brother Charles--perhaps too convenient? I have always found something off about Charles. He's a bit too controlling, likes to have everything his way. That's why his first wife left him. Charles is also in the Law Enforcement career, so he could probably easily cover his tracks. It would make sense in the story if he did murder his brother, and that feels more like good storytelling to me than that Andrew just happened to conveniently die of the flu.
This has happened before. When Malcolm Landgraab suddenly died, I suspected either his wife, Angela, or Dustin, who worked for him, had a hand in it. Both of them had motive and opportunity. But if so, no one ever found out.
So I'm wondering, if Charles did murder his brother, how would such a crime get exposed? And what would be an appropriate punishment that also wouldn't be terribly dull to play? Death penalty? Banishment? Does anyone have any gameplay rules for this kind of thing they can share that might spark some ideas? TIA
Here's the specific story situation that's brought this back up for me. Previously in Pleasantview, one of my Sims, Andrew, quite suddenly died after his live-in girlfriend left him for his brother. I have been ruminating about Andrew's death. It was very convenient for his brother Charles--perhaps too convenient? I have always found something off about Charles. He's a bit too controlling, likes to have everything his way. That's why his first wife left him. Charles is also in the Law Enforcement career, so he could probably easily cover his tracks. It would make sense in the story if he did murder his brother, and that feels more like good storytelling to me than that Andrew just happened to conveniently die of the flu.
This has happened before. When Malcolm Landgraab suddenly died, I suspected either his wife, Angela, or Dustin, who worked for him, had a hand in it. Both of them had motive and opportunity. But if so, no one ever found out.
So I'm wondering, if Charles did murder his brother, how would such a crime get exposed? And what would be an appropriate punishment that also wouldn't be terribly dull to play? Death penalty? Banishment? Does anyone have any gameplay rules for this kind of thing they can share that might spark some ideas? TIA
#1089
16th Nov 2020 at 1:05 AM
Posts: 764
Hmm... I was thinking maybe you could create a subhood where criminals get banished to. In this hood, they would have to fend for themselves; grow their own crops, live off of the cheaper furniture, etc. You could maybe place Lamare's Electric Box in some of the houses, so they have a risk of having unstable electrics and the like. This is just one of many directions you could take this.
When a game is predictable, it's boring.
That goes for any medium that isn't life.
That's why The Sims 2 is my favourite sims game.
It has elements of unpredictability and everything feels more involved.
The Sims 4 is another story altogether...
When a game is predictable, it's boring.
That goes for any medium that isn't life.
That's why The Sims 2 is my favourite sims game.
It has elements of unpredictability and everything feels more involved.
The Sims 4 is another story altogether...
Field Researcher
#1090
16th Nov 2020 at 2:41 AM
Posts: 427
The prisoner chip could be used for house arrest, rather than a proper jail.
I have a dice set I use and will soon have a kidnapping in Pleasantview. There will be certain odds of the kidnapper getting caught that I will roll for, with any walkbys who know the victim increasing the odds of release.
I have a dice set I use and will soon have a kidnapping in Pleasantview. There will be certain odds of the kidnapper getting caught that I will roll for, with any walkbys who know the victim increasing the odds of release.
#1091
16th Nov 2020 at 7:02 AM
Posts: 2,856
Thanks: 198 in 2 Posts
@sturlington, I did go on and on once about the sim law system I was working on. I'll edit it a bit and post it again here for you. Fair warning it's pretty long:
I don't have a lot of neighborhood traditions, at least not yet. But I just very recently came up with some rules and notes about what my sims' legal system is like. I came up with it partly because I wanted a concrete list of crimes & offenses I could charge my sims with, things that they might do on their own in addition to some story ones that I orchestrate. Also, I had been doing a bit of hood planning in my Pleasantview and as I got to the police station, I realized I had no idea how I wanted to act out that career and what they would need on a police station lot. I realized I wanted my officers to go on patrol, but that would only be some of the time. Most of the time they'd be at their desk working, right? Then I also realized I wanted to try running a jail. But then how would sims get sent to jail? So that's when I started thinking about what I could use my town hall for and how to come up with a way to play the law career and set up trials. (I do a lot of integrated hood planning, as I hope to start one myself.)
I decided I'm going to have a courtroom in the town hall where The Judge goes to work. The Judge will most likely be whoever is The Law (top of Law career), but can also be elected, be the current political leader, or be a small group of Judges that decide cases. Anyway, he or she will go to work at the town hall and I'll then teleport in prosecutors (lawyers, or police if there are no playable lawyers) and defendants as each case arises. Then The Judge will make a ruling based on the tally of evidence. And when police and lawyers do desk work at their offices during their turns of the rotation (i.e., sit at a desk and write articles with Monique's computer or something similar), I'll imagine that's them putting a case together for The Judge to review. For police, that's them reviewing cameras and security systems and gathering evidence; for the lawyers, they're reviewing all the cases the police brought to them, deciding which cases will go to trial, and then they're preparing their summaries and arguments for those cases. The "evidence" will be game photos, which is nice for me because it'll help me get back into taking story pictures for sims. Hopefully.
...PCSims had a few items for lawyers, including some podiums--one for witnesses and one for judges. Sims speak at it and then get paid a sum. For the Judge podium, though, you can judge a sim and at the end of the judge's speech, a pop up will tell you if the accused was guilty or innocent. The pop up seems to be random, too. There's also a typewriter that lets your sims write novels for money; I think that's to simulate court reporters & paralegals. And then there's an attorney table that one sim sits down at and acts as the attorney giving advice while another sim sits down across from the attorney and listens. The attorney sim talks for a bit then gets paid when the interaction is over...
Oh, and here are my notes that I wrote up, for those who like to get nerdy about rules & integrated hood ideas:
Minimum system requirements = Judge, prosecutor, & defense
Basic tenant = guilty until proven innocent because 1. Watcher (player) is omniscient 2. photo evidence is key to the sim legal system 3. I thought it might be fun to play this way, opposite to my true beliefs.
Anyway, in my sim universe, the law says pics or it didn’t happen. Also, photos don’t lie. Therefore:
-Any case can potentially go to trial; whether a case is tried or not is dependent on whether the legal system has time and/or the will to get to the case & how strong the evidence is (lawyers can choose to drop a case they think has weak evidence or just because they feel like it)
-A case = at least one piece of evidence that a sim has committed one of the offenses below
-Evidence = Explicit photo evidence, implicit photo evidence, or eyewitness testimony (evidence submitted by defendant = photo evidence of doubt)
-Defendants are not guaranteed legal counsel; but if they can afford one/convince one to represent them, they can have a lawyer. This is mainly to avoid bloat/too many sims in an integrated system & to avoid bogging things down with attention to detail. ... Basically, cases should be fun, quick judgments for the player & not require too much prep/explanation/actual legal knowledge/detailed analysis. Therefore:
-If a sim is appearing before a Judge as a defendant in a case, he/she is most likely guilty
NOTE 1: Pictures are taken by home security systems & public cameras (i.e. by player), or by other sims -> if no alarms/cameras (player pictures) & no witness or witness photo => no evidence => no case
NOTE 2: Needs adaptation for neighborhoods in older time periods. Perhaps the Judge or a religious leader sees “visions” of crimes, which are then prosecuted?? Of course, corrupt officials can make stuff up. Also, eyewitness testimony might need to be weighed more.
Offenses, ranked by tier & least to most severe:
Tier I (low level crimes; suggested punishment = monetary fines & community service)
1. Trespassing — sims barging in uninvited; telescope slappers; trespassing in military or government buildings without clearance; sims showing up when they are supposed to be banned from a lot (violating a court order); sims & creatures violating territory boundaries of a truce or treaty
2. Harassment — unjust picking on a sim; examples include excessive pranking or annoying a sim, stalking a sim and repeatedly picking fights. (teens and up can be charged)
3. Public indecency — woohooing, and in stricter societies making out as well, on public lots -> public woohoo may be permitted on certain lots, depending on local laws, BUT always extra penalty for indecency on family friendly lots, or lots where teens and under might conceivably visit
4. Public brawling — fighting on community lots, dorms, hotels, or businesses — crime for adults and up
Tier II (slightly more serious crimes; suggested punishment = jail time, monetary fines, and/or community service)
1. Desertion — failure to complete military or intelligence service contract
2. Theft — pickpocketing, stealing newspaper or gnomes, leaving a business without paying, counterfeiting
3. Neglect — failing to take care of kids or the infirm or elderly; failing to keep residence tidy & prevent spread of roaches
4. Grand larceny — theft of objects/stealing $1,000 or more in cash or goods, counterfeiting more than $1,000
5. Trash can kicking — Tier 2 offense because it can potentially spread roaches and then cause disease. Strict governments might instead call this ‘Endangerment of Public Health and Safety’, and then use this offense to prosecute sick sims violating quarantine, zombies, or other creatures
Tier III (very serious crimes; suggested punishment = monetary fines, jail time and/or attitude adjustment--i.e., sim forced to become a Grilled Cheese Sim)
1. Kidnapping — taking away a sim child or younger without parental or guardian consent; forcing a sim of any age, to remain in a location without the free will & ability to leave (does not apply to government, the military, and martial law scenarios BUT does protect townies; exists to protect townies & npcs against playable sim violence & mayhem, though it can be hard to prove a playable of this)
2. Coercion — Forcing a sim to do something against, or without, his or her free will, by whatever means–magic, violence, etc. (Ex: Using Extractum Amorus to break up another sim’s marriage)
3. Unwanted magic — any spells done to a sim without that sim’s consent, any magic or supernatural item/thing done to or given to a sim without that sim’s consent
-Accused can argue against this -> they must prove consent to perform magic on the other sim was given. Consent can be given through a series of prior incidents/actions.
For example, let’s say Samantha decides to accuse Kimberly of performing Unwanted Magic because Kimberly cast a spell on her that made her act like a chicken. But if Kimberly can prove that she cast numerous spells on Samantha, including good spells, without complaint, she can argue back that she had consent to use magic on Samantha; Samantha just didn’t like the magic Kimberly choose. Thus sims have to be careful agreeing to be spelled/hypnotized/turned into a creature/take a potion, or whatever--because to the law, it doesn’t matter what kind of magic is used, or the side effects, just that consent is given/not given.
The law notes that this may seem irrational/contradictory to other offenses, but then the law would argue that you should have accused the defendant of another crime instead of Unwanted Magic. Because the law seeks to consider & protect all sims, human and sims with magic/magic-like technology. Because if you had magic, you'd obviously use it, right? Right. Magic itself should not be evil/a crime. Also, the law considers scenarios where a sim might have meant well, but whatever they tried to do backfired. So you see, sims can’t have their cake and eat it, too; if they are willing to use magic & shortcuts, they have to be prepared for the consequences. Only unwanted magic, magic that violates a sim's free will, is the crime here.
(NOTE: More creature-phobic societies might interpret this offense differently and ban all magic performed on others or all magic, in general)
4. Reckless Endangerment — performing acts that may lead to the harm of others (ex: grilling indoors, leaving a cowplant unsecured, leaving potentially dangerous objects unsecured, creating a zombie, using an aspiration reward like the Weathernaught in the green or below, inviting a sim to woohoo in a hot tub in the rain, etc. Very broad and can be used with story events. Like, if a sim tinkers with electronics and then someone else is electrocuted from that object, that tinkerer can potentially be charged with Reckless Endangerment, and would have to prove that they are knowledgeable enough to be tinkering around with electronics)
5. Suspicion of Violence — when it cannot be proved that a sim directly harmed or murdered another, but evidence heavily implies it. Sentence for this offense can include jail time but is usually monetary. (Ex: Sim A dies of disease, but was not sick prior to dying. There is evidence of Sim B working on a virus or gardening/harvesting poisonous plants, or even using “evil” magic. Sim B also had a grudge against Sim A. The judge realizes that Sim A was mostly likely poisoned, but without explicit evidence of Sim B poisoning Sim A, the judge cannot charge Sim B with murder, only Suspicion of Violence and/or Reckless Endangerment)
Tier IV (most serious; suggested punishment = jail time and/or attitude adjustment)
1. Murder — a sim causes direct harm that leads to another sim’s death. If a sim did not explicitly perform an action that caused the death of another, they can only be charged with Reckless Endangerment or Suspicion of Violence
NOTE: Sims can be charged with more than one offense, but usually, for simplicity of the court, should just be charged for the highest offense. Generally, sim courts do not have a death penalty, as all pixelated lives are precious and go through enough, but individual courts can vary
Judge calls court into session once a rotation. Judge is preferably The Law, or some other level in the law profession, or the judge position from politics. But, if no sim is in the law career, a position of power, like mayor, king, etc., will do as Judge. If there is a sim in level 10 of the law career, that sim is always favored as a Judge (unless government is a monarchy, etc.) and the mayor/position of power can’t be an extra Judge as long as there is a sim in the lawyer career to act as Judge. Basically, law stuff is for sims in the law career.
Number of cases depends on number of police officers & lawyers to bring cases forward. A playable in the law enforcement or police career tracks can handle 1 case per business day (i.e. 5 per weekly rotation), or, if the sim is level 7 (?) or above, 2 cases per business day. Thus sims might have to bribe/use influence to get the case they want a decision on heard.
NOTE: An added downtown/metropolis can be assumed to have a full police station and law office, and buildings representing such should be built. A full office = 1 sim in every level, so 14 cases per office can be handled (though a Judge may not be able to hear every case, or may choose to dismiss a case)
->Number of cases a Judge can handle = logic - ½ playful, per rotation
-Again, Judge can choose to throw out case, or hear a case and give a sentence
NOTE FOR LATER: Perhaps judges should be elected, or there should be a way to get rid of judges, in case of corruption
NOTE FOR LATER 2: Politics can also be used to determine what types of cases to pursue. A society concerned with Health might consider Endangerment of Public Health and Safety a very serious crime and choose to decide on more cases dealing with that issue. A society not interested/in support of crime might not pursue cases of Murder, Suspicion of Violence, or Theft, especially depending on the public influence and standing of mob bosses and criminals. A pro supernatural society might not pursue cases of Unwanted Magic, while a very individualistic society might prioritize cases on Coercion, Kidnapping, and Theft. Etc., etc.
When a Judge goes to work, he or she has the following options:
1. Review a case, throw it out, & exonerate the defendant/accused
2. Review a case, find the defendant guilty and issue a monetary fine, jail time, community service or a combo of those
3. Slack off and not review anything
4. Accuse a random sim of a crime & try the case
5. Accuse a public servant (police officer, fire fighter, mayor, lawyer, tax collector, general, etc.) of Misconduct & Neglect of Duty (Failure to perform duties & willful neglect of duty)
-Judge MUST be The Law or the government leader (monarch, preferably, but in desperate times, the mayor, etc., will do) to do this
-To accuse another Judge of Misconduct & Neglect of Duty, there has to be multiple Judges or a higher authority to appeal to (like a monarch or president)
-Sims found guilty of Misconduct & Neglect of Duty can face monetary fines & jail time
To decide a case, evidence is tallied:
1. Explicit photo evidence = +50 (one time bonus) (Ex: pic of sim kicking a trash can)
2. Implicit photo evidence (pics that imply defendant is guilty; can only be used instead of explicit photo evidence, not together; ex: in a case where Sim B is suspected of poisoning Sim A, a photo of Sim B working on a virus at the biotech station would be implicit photo evidence) = +10, per implication, up to 5 piece of evidence
3. Law Enforcement, Military, or Intelligence Agency Eyewitness = +10 (one time bonus)
4. Eye witness testimony = + 5 per witness, max of 3 witnesses (can be in addition to #3)
5. Existence of Government Law Office (i.e. prosecutors exists to argue case) = +10 (one time bonus)
6. Lawyer arguing on defendant’s behalf = -10; -20 if lawyer is level 7-9 or owns a rank 5 or higher lawyer-related business (?), -30 if lawyer is The Law (this last can only happen if The Law is not also The Judge; there either needs to be multiple Judges or a government leader/monarch as Judge)
7. Photo evidence of doubt (Photo evidence that redirects suspicion/proves a different sim could be responsible) = -5, per implication, up to 8 pieces of evidence (Rare to have; sims with lawyer representation are more likely to have such evidence. Basically, this is a story device that can be used for sims to be found innocent)
8. Judge’s logic => add that number to calculation
After tally, Judge/player can decide, or can do a random roll: Tally Total = % chance defendant is guilty => so roll 1-100, if # = under tally total => defendant is guilty; if # is over => defendant is innocent
That was from the Have you made up traditions/laws in your game? thread, in case anyone was wondering. And another thread you might want to check out is Do you use a prison system in your neighborhood?, but you said you didn't like Simlogical's prison system, so idk.
And at the risk of going on too long--cuz again that previous post of mine is a book, . I'll just add that you can introduce rolls to help you figure out when crimes get investigated and looked into. I think doing this would work well with what I originally had in mind, too, since my system is also pretty much story based and would have no set rules on what things are suspicious or who gets caught for things like murder. (I'm a big fan of doing rolls, so that's what I tend to recommend. ) So my story would be that Sim City Insurance investigates all unexpected deaths, or even all non-old-age deaths. That works nicely actually because I use Monique's Non-Elder Insurance Hack, so it's definitely plausible that the insurance company would do investigations for sudden/accidental deaths. I would make up a chance that the company finds something suspicious and turns it over to the police; I'd probably do something simple like even vs odd, but you could figure out a percentage that works for you and include modifiers for things like prior unexpected deaths or accidents in the same residence.
Then once the investigation is turned over to the police, my law system rules above would kick in. If I forgot to take pictures for evidence I could substitute random rolls. And if you don't like the way the simlogical mod works, there's other ways you can simulate jail, like setting up a work camp or you could banish sims for a time period--that way you don't actually play them and just age them up when they're released. You can also make them do government service--working at the local church or soup kitchens, etc. Or maybe the sims are prevented from doing or having certain things--like any degrees they have are taken away or they can't own a business or inherit property. Maybe they can't get certain jobs. Etc.
I don't have a lot of neighborhood traditions, at least not yet. But I just very recently came up with some rules and notes about what my sims' legal system is like. I came up with it partly because I wanted a concrete list of crimes & offenses I could charge my sims with, things that they might do on their own in addition to some story ones that I orchestrate. Also, I had been doing a bit of hood planning in my Pleasantview and as I got to the police station, I realized I had no idea how I wanted to act out that career and what they would need on a police station lot. I realized I wanted my officers to go on patrol, but that would only be some of the time. Most of the time they'd be at their desk working, right? Then I also realized I wanted to try running a jail. But then how would sims get sent to jail? So that's when I started thinking about what I could use my town hall for and how to come up with a way to play the law career and set up trials. (I do a lot of integrated hood planning, as I hope to start one myself.)
I decided I'm going to have a courtroom in the town hall where The Judge goes to work. The Judge will most likely be whoever is The Law (top of Law career), but can also be elected, be the current political leader, or be a small group of Judges that decide cases. Anyway, he or she will go to work at the town hall and I'll then teleport in prosecutors (lawyers, or police if there are no playable lawyers) and defendants as each case arises. Then The Judge will make a ruling based on the tally of evidence. And when police and lawyers do desk work at their offices during their turns of the rotation (i.e., sit at a desk and write articles with Monique's computer or something similar), I'll imagine that's them putting a case together for The Judge to review. For police, that's them reviewing cameras and security systems and gathering evidence; for the lawyers, they're reviewing all the cases the police brought to them, deciding which cases will go to trial, and then they're preparing their summaries and arguments for those cases. The "evidence" will be game photos, which is nice for me because it'll help me get back into taking story pictures for sims. Hopefully.
...PCSims had a few items for lawyers, including some podiums--one for witnesses and one for judges. Sims speak at it and then get paid a sum. For the Judge podium, though, you can judge a sim and at the end of the judge's speech, a pop up will tell you if the accused was guilty or innocent. The pop up seems to be random, too. There's also a typewriter that lets your sims write novels for money; I think that's to simulate court reporters & paralegals. And then there's an attorney table that one sim sits down at and acts as the attorney giving advice while another sim sits down across from the attorney and listens. The attorney sim talks for a bit then gets paid when the interaction is over...
Oh, and here are my notes that I wrote up, for those who like to get nerdy about rules & integrated hood ideas:
Minimum system requirements = Judge, prosecutor, & defense
Basic tenant = guilty until proven innocent because 1. Watcher (player) is omniscient 2. photo evidence is key to the sim legal system 3. I thought it might be fun to play this way, opposite to my true beliefs.
Anyway, in my sim universe, the law says pics or it didn’t happen. Also, photos don’t lie. Therefore:
-Any case can potentially go to trial; whether a case is tried or not is dependent on whether the legal system has time and/or the will to get to the case & how strong the evidence is (lawyers can choose to drop a case they think has weak evidence or just because they feel like it)
-A case = at least one piece of evidence that a sim has committed one of the offenses below
-Evidence = Explicit photo evidence, implicit photo evidence, or eyewitness testimony (evidence submitted by defendant = photo evidence of doubt)
-Defendants are not guaranteed legal counsel; but if they can afford one/convince one to represent them, they can have a lawyer. This is mainly to avoid bloat/too many sims in an integrated system & to avoid bogging things down with attention to detail. ... Basically, cases should be fun, quick judgments for the player & not require too much prep/explanation/actual legal knowledge/detailed analysis. Therefore:
-If a sim is appearing before a Judge as a defendant in a case, he/she is most likely guilty
NOTE 1: Pictures are taken by home security systems & public cameras (i.e. by player), or by other sims -> if no alarms/cameras (player pictures) & no witness or witness photo => no evidence => no case
NOTE 2: Needs adaptation for neighborhoods in older time periods. Perhaps the Judge or a religious leader sees “visions” of crimes, which are then prosecuted?? Of course, corrupt officials can make stuff up. Also, eyewitness testimony might need to be weighed more.
Offenses, ranked by tier & least to most severe:
Tier I (low level crimes; suggested punishment = monetary fines & community service)
1. Trespassing — sims barging in uninvited; telescope slappers; trespassing in military or government buildings without clearance; sims showing up when they are supposed to be banned from a lot (violating a court order); sims & creatures violating territory boundaries of a truce or treaty
2. Harassment — unjust picking on a sim; examples include excessive pranking or annoying a sim, stalking a sim and repeatedly picking fights. (teens and up can be charged)
3. Public indecency — woohooing, and in stricter societies making out as well, on public lots -> public woohoo may be permitted on certain lots, depending on local laws, BUT always extra penalty for indecency on family friendly lots, or lots where teens and under might conceivably visit
4. Public brawling — fighting on community lots, dorms, hotels, or businesses — crime for adults and up
Tier II (slightly more serious crimes; suggested punishment = jail time, monetary fines, and/or community service)
1. Desertion — failure to complete military or intelligence service contract
2. Theft — pickpocketing, stealing newspaper or gnomes, leaving a business without paying, counterfeiting
3. Neglect — failing to take care of kids or the infirm or elderly; failing to keep residence tidy & prevent spread of roaches
4. Grand larceny — theft of objects/stealing $1,000 or more in cash or goods, counterfeiting more than $1,000
5. Trash can kicking — Tier 2 offense because it can potentially spread roaches and then cause disease. Strict governments might instead call this ‘Endangerment of Public Health and Safety’, and then use this offense to prosecute sick sims violating quarantine, zombies, or other creatures
Tier III (very serious crimes; suggested punishment = monetary fines, jail time and/or attitude adjustment--i.e., sim forced to become a Grilled Cheese Sim)
1. Kidnapping — taking away a sim child or younger without parental or guardian consent; forcing a sim of any age, to remain in a location without the free will & ability to leave (does not apply to government, the military, and martial law scenarios BUT does protect townies; exists to protect townies & npcs against playable sim violence & mayhem, though it can be hard to prove a playable of this)
2. Coercion — Forcing a sim to do something against, or without, his or her free will, by whatever means–magic, violence, etc. (Ex: Using Extractum Amorus to break up another sim’s marriage)
3. Unwanted magic — any spells done to a sim without that sim’s consent, any magic or supernatural item/thing done to or given to a sim without that sim’s consent
-Accused can argue against this -> they must prove consent to perform magic on the other sim was given. Consent can be given through a series of prior incidents/actions.
For example, let’s say Samantha decides to accuse Kimberly of performing Unwanted Magic because Kimberly cast a spell on her that made her act like a chicken. But if Kimberly can prove that she cast numerous spells on Samantha, including good spells, without complaint, she can argue back that she had consent to use magic on Samantha; Samantha just didn’t like the magic Kimberly choose. Thus sims have to be careful agreeing to be spelled/hypnotized/turned into a creature/take a potion, or whatever--because to the law, it doesn’t matter what kind of magic is used, or the side effects, just that consent is given/not given.
The law notes that this may seem irrational/contradictory to other offenses, but then the law would argue that you should have accused the defendant of another crime instead of Unwanted Magic. Because the law seeks to consider & protect all sims, human and sims with magic/magic-like technology. Because if you had magic, you'd obviously use it, right? Right. Magic itself should not be evil/a crime. Also, the law considers scenarios where a sim might have meant well, but whatever they tried to do backfired. So you see, sims can’t have their cake and eat it, too; if they are willing to use magic & shortcuts, they have to be prepared for the consequences. Only unwanted magic, magic that violates a sim's free will, is the crime here.
(NOTE: More creature-phobic societies might interpret this offense differently and ban all magic performed on others or all magic, in general)
4. Reckless Endangerment — performing acts that may lead to the harm of others (ex: grilling indoors, leaving a cowplant unsecured, leaving potentially dangerous objects unsecured, creating a zombie, using an aspiration reward like the Weathernaught in the green or below, inviting a sim to woohoo in a hot tub in the rain, etc. Very broad and can be used with story events. Like, if a sim tinkers with electronics and then someone else is electrocuted from that object, that tinkerer can potentially be charged with Reckless Endangerment, and would have to prove that they are knowledgeable enough to be tinkering around with electronics)
5. Suspicion of Violence — when it cannot be proved that a sim directly harmed or murdered another, but evidence heavily implies it. Sentence for this offense can include jail time but is usually monetary. (Ex: Sim A dies of disease, but was not sick prior to dying. There is evidence of Sim B working on a virus or gardening/harvesting poisonous plants, or even using “evil” magic. Sim B also had a grudge against Sim A. The judge realizes that Sim A was mostly likely poisoned, but without explicit evidence of Sim B poisoning Sim A, the judge cannot charge Sim B with murder, only Suspicion of Violence and/or Reckless Endangerment)
Tier IV (most serious; suggested punishment = jail time and/or attitude adjustment)
1. Murder — a sim causes direct harm that leads to another sim’s death. If a sim did not explicitly perform an action that caused the death of another, they can only be charged with Reckless Endangerment or Suspicion of Violence
NOTE: Sims can be charged with more than one offense, but usually, for simplicity of the court, should just be charged for the highest offense. Generally, sim courts do not have a death penalty, as all pixelated lives are precious and go through enough, but individual courts can vary
Judge calls court into session once a rotation. Judge is preferably The Law, or some other level in the law profession, or the judge position from politics. But, if no sim is in the law career, a position of power, like mayor, king, etc., will do as Judge. If there is a sim in level 10 of the law career, that sim is always favored as a Judge (unless government is a monarchy, etc.) and the mayor/position of power can’t be an extra Judge as long as there is a sim in the lawyer career to act as Judge. Basically, law stuff is for sims in the law career.
Number of cases depends on number of police officers & lawyers to bring cases forward. A playable in the law enforcement or police career tracks can handle 1 case per business day (i.e. 5 per weekly rotation), or, if the sim is level 7 (?) or above, 2 cases per business day. Thus sims might have to bribe/use influence to get the case they want a decision on heard.
NOTE: An added downtown/metropolis can be assumed to have a full police station and law office, and buildings representing such should be built. A full office = 1 sim in every level, so 14 cases per office can be handled (though a Judge may not be able to hear every case, or may choose to dismiss a case)
->Number of cases a Judge can handle = logic - ½ playful, per rotation
-Again, Judge can choose to throw out case, or hear a case and give a sentence
NOTE FOR LATER: Perhaps judges should be elected, or there should be a way to get rid of judges, in case of corruption
NOTE FOR LATER 2: Politics can also be used to determine what types of cases to pursue. A society concerned with Health might consider Endangerment of Public Health and Safety a very serious crime and choose to decide on more cases dealing with that issue. A society not interested/in support of crime might not pursue cases of Murder, Suspicion of Violence, or Theft, especially depending on the public influence and standing of mob bosses and criminals. A pro supernatural society might not pursue cases of Unwanted Magic, while a very individualistic society might prioritize cases on Coercion, Kidnapping, and Theft. Etc., etc.
When a Judge goes to work, he or she has the following options:
1. Review a case, throw it out, & exonerate the defendant/accused
2. Review a case, find the defendant guilty and issue a monetary fine, jail time, community service or a combo of those
3. Slack off and not review anything
4. Accuse a random sim of a crime & try the case
5. Accuse a public servant (police officer, fire fighter, mayor, lawyer, tax collector, general, etc.) of Misconduct & Neglect of Duty (Failure to perform duties & willful neglect of duty)
-Judge MUST be The Law or the government leader (monarch, preferably, but in desperate times, the mayor, etc., will do) to do this
-To accuse another Judge of Misconduct & Neglect of Duty, there has to be multiple Judges or a higher authority to appeal to (like a monarch or president)
-Sims found guilty of Misconduct & Neglect of Duty can face monetary fines & jail time
To decide a case, evidence is tallied:
1. Explicit photo evidence = +50 (one time bonus) (Ex: pic of sim kicking a trash can)
2. Implicit photo evidence (pics that imply defendant is guilty; can only be used instead of explicit photo evidence, not together; ex: in a case where Sim B is suspected of poisoning Sim A, a photo of Sim B working on a virus at the biotech station would be implicit photo evidence) = +10, per implication, up to 5 piece of evidence
3. Law Enforcement, Military, or Intelligence Agency Eyewitness = +10 (one time bonus)
4. Eye witness testimony = + 5 per witness, max of 3 witnesses (can be in addition to #3)
5. Existence of Government Law Office (i.e. prosecutors exists to argue case) = +10 (one time bonus)
6. Lawyer arguing on defendant’s behalf = -10; -20 if lawyer is level 7-9 or owns a rank 5 or higher lawyer-related business (?), -30 if lawyer is The Law (this last can only happen if The Law is not also The Judge; there either needs to be multiple Judges or a government leader/monarch as Judge)
7. Photo evidence of doubt (Photo evidence that redirects suspicion/proves a different sim could be responsible) = -5, per implication, up to 8 pieces of evidence (Rare to have; sims with lawyer representation are more likely to have such evidence. Basically, this is a story device that can be used for sims to be found innocent)
8. Judge’s logic => add that number to calculation
After tally, Judge/player can decide, or can do a random roll: Tally Total = % chance defendant is guilty => so roll 1-100, if # = under tally total => defendant is guilty; if # is over => defendant is innocent
That was from the Have you made up traditions/laws in your game? thread, in case anyone was wondering. And another thread you might want to check out is Do you use a prison system in your neighborhood?, but you said you didn't like Simlogical's prison system, so idk.
And at the risk of going on too long--cuz again that previous post of mine is a book, . I'll just add that you can introduce rolls to help you figure out when crimes get investigated and looked into. I think doing this would work well with what I originally had in mind, too, since my system is also pretty much story based and would have no set rules on what things are suspicious or who gets caught for things like murder. (I'm a big fan of doing rolls, so that's what I tend to recommend. ) So my story would be that Sim City Insurance investigates all unexpected deaths, or even all non-old-age deaths. That works nicely actually because I use Monique's Non-Elder Insurance Hack, so it's definitely plausible that the insurance company would do investigations for sudden/accidental deaths. I would make up a chance that the company finds something suspicious and turns it over to the police; I'd probably do something simple like even vs odd, but you could figure out a percentage that works for you and include modifiers for things like prior unexpected deaths or accidents in the same residence.
Then once the investigation is turned over to the police, my law system rules above would kick in. If I forgot to take pictures for evidence I could substitute random rolls. And if you don't like the way the simlogical mod works, there's other ways you can simulate jail, like setting up a work camp or you could banish sims for a time period--that way you don't actually play them and just age them up when they're released. You can also make them do government service--working at the local church or soup kitchens, etc. Or maybe the sims are prevented from doing or having certain things--like any degrees they have are taken away or they can't own a business or inherit property. Maybe they can't get certain jobs. Etc.
"Thinking of you, wherever you are. We pray for our sorrows to end, and hope that our hearts will blend." - Kingdom Hearts
XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
#1092
16th Nov 2020 at 7:36 AM
Posts: 3,938
I would have a system of law and also have it that most of the time sims are advised to use birth control to reduce the risks of crimes like child abuse which is in my game on the same level as capital murder for serious crimes and often unwanted children are vitims of child abuse or neglect.The punishment for those crimes is the death penalty if the child abuse is bad enough and put the child in danger or caused the child's death.Murder gets the same penalty if the culprit is caught and found guilty.
Sims starting fights might get house arrest and if living alone have to move into another household where the other sim can go out.That also haapens for stalking or barging into a sim's home uninvited to pick a fight with them or fighting with another guest in somebody else's home or brawling in a apartment which also leads to eveiction and having trouble finding rental housing willing to take you in.
Sims starting fights might get house arrest and if living alone have to move into another household where the other sim can go out.That also haapens for stalking or barging into a sim's home uninvited to pick a fight with them or fighting with another guest in somebody else's home or brawling in a apartment which also leads to eveiction and having trouble finding rental housing willing to take you in.
Scholar
#1093
16th Nov 2020 at 8:26 PM
Posts: 1,146
Thank you for all the suggestions! I think I am going to take bits and pieces of everyone's tips. I especially like the idea of opening an investigation into every untimely death and using dice rolls to determine the results.
#1094
27th Dec 2020 at 9:49 PM
Posts: 1,419
Thanks: 10010 in 18 Posts
I want to make characters based on my Crusader Kings runs. Based on, because they will otherwise be modern characters. I'm torn on whether or not TS2 or TS3 is the better game to do this in to begin with. On one hand, the CK education system lines up nicely with TS2 aspirations. Here's how I'd map them out:
Diplomacy -> Popularity or Pleasure
Martial -> Family or Fortune
Stewardship -> Fortune or Knowledge
Intrigue -> Romance or Pleasure
Learning -> Knowledge or Family
On the other hand, Crusader Kings is at its heart a Sims legacy challenge inside of the Paradox grand strategy engine. TS3 is better for that kind of Sims play with the NRAAS mods for story progression.
If TS2 is the better game for this, then which Maxis world is the best for putting new Sims to disrupt canon in?
1/8/2016: New avatar! Pre-censored for EA's approval.
3/19/2015: Teens are too close to YAs. EA needs to either shorten the teens, or add preteens and make YAs look older.
Diplomacy -> Popularity or Pleasure
Martial -> Family or Fortune
Stewardship -> Fortune or Knowledge
Intrigue -> Romance or Pleasure
Learning -> Knowledge or Family
On the other hand, Crusader Kings is at its heart a Sims legacy challenge inside of the Paradox grand strategy engine. TS3 is better for that kind of Sims play with the NRAAS mods for story progression.
If TS2 is the better game for this, then which Maxis world is the best for putting new Sims to disrupt canon in?
1/8/2016: New avatar! Pre-censored for EA's approval.
3/19/2015: Teens are too close to YAs. EA needs to either shorten the teens, or add preteens and make YAs look older.
#1095
27th Dec 2020 at 11:24 PM
Posts: 759
Quote: Originally posted by DrChillgood
If TS2 is the better game for this, then which Maxis world is the best for putting new Sims to disrupt canon in? |
Obviously Veronaville, the Capps and Montys are pretty much already royal/noble families, maybe the Summerdreams too, all sorts of relations could arise from that, what with keeping an eye on their interests and stuff
Either that, or Desiderata, where pretty much nobody (aside from Natasha and John maybe) has a personality and the hood is like flour
#1096
28th Dec 2020 at 12:18 AM
Posts: 6,209
Thanks: 116 in 1 Posts
The Summerdreams are definitely royal. Oberon and Titania are the King and Queen of the Faeries! (Archaic spelling intentional.) I'm sure that palace was paid for by taxes levied in Fairyland. There's no way they could pay for it with the wages from their day jobs.
#1097
28th Dec 2020 at 3:47 AM
Posts: 3,938
It can be done in an empty terrain template though you'd have to start out small and slowly build the town up like I have to for my BACC and for other towns I want to play.I wanted to play a Pleasantview Epic Challenge and the only way to do it without starting in an already corrupted town is to start in a template and try to create the ancestors of the families in that town along with a few of your own choice couples and slowly build that up into a town.
@DrChillgood -I strongly advise using an empty terrain template and setting up the town slwoly with your own sims like a BACC where the couples get moved in slowlt over time and the town grows up into a city.I've only moved in two couples in my BACC so far and another is coming in the spring of 1842 in Dodge which is the Strangetown terrain from the terrain selector for setting up a custom town.
@DrChillgood -I strongly advise using an empty terrain template and setting up the town slwoly with your own sims like a BACC where the couples get moved in slowlt over time and the town grows up into a city.I've only moved in two couples in my BACC so far and another is coming in the spring of 1842 in Dodge which is the Strangetown terrain from the terrain selector for setting up a custom town.
#1098
28th Dec 2020 at 6:17 AM
Posts: 1,419
Thanks: 10010 in 18 Posts
Quote: Originally posted by TadOlson
I strongly advise using an empty terrain template and setting up the town slwoly with your own sims like a BACC where the couples get moved in slowlt over time and the town grows up into a city.I've only moved in two couples in my BACC so far and another is coming in the spring of 1842 in Dodge which is the Strangetown terrain from the terrain selector for setting up a custom town. |
Hmm, my Fire Emblem world is already something of a BACC, so I was hoping I wouldn't have to do more building. I realized my current character is ruling in Italy, making it awkward to play in Veronaville. Maybe an emptied version of that world would be the best bet.
1/8/2016: New avatar! Pre-censored for EA's approval.
3/19/2015: Teens are too close to YAs. EA needs to either shorten the teens, or add preteens and make YAs look older.
#1099
28th Dec 2020 at 4:30 PM
Posts: 3,938
It's found in the terrain selector when you decide to set up a custom town instead of loading one already in progress and the template version won't have the same corruption as the one in progress which was loaded as a playable town for learning the game.I'm not actually doing the building in my games because it's being done by my sims as they settle the towns.I just do that work behind the scenes and pretend they're growing the town themselves.
#1100
28th Dec 2020 at 5:58 PM
Posts: 1,419
Thanks: 10010 in 18 Posts
Quote: Originally posted by TadOlson
It's found in the terrain selector when you decide to set up a custom town instead of loading one already in progress and the template version won't have the same corruption as the one in progress which was loaded as a playable town for learning the game.I'm not actually doing the building in my games because it's being done by my sims as they settle the towns.I just do that work behind the scenes and pretend they're growing the town themselves. |
I knew about the empty terrain, but I was hoping not to have to plop the lots down myself. If I wanted to play urban planner I'd fire up Cities Skylines. I'll look for an uninhabited world with lots.
1/8/2016: New avatar! Pre-censored for EA's approval.
3/19/2015: Teens are too close to YAs. EA needs to either shorten the teens, or add preteens and make YAs look older.
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