#15

29th Nov 2016 at 1:14 PM
Last edited by ieta_cassiopeia : 29th Nov 2016 at
1:15 PM.
Reason: Long post alert
Warning! Long post alert!
My head-canon is that the aliens, hundreds of years ago (but until at least after the events of Sims Medieval) used to be Sims - hence why they look like them and are compatible with them. However, they ventured into space, formed their own society and, except for the Pollination Technicians and their descendents, never came back to SimNation.
Aliens abduct Sims for a variety of reasons:
- Knowledge aliens became Pollination Technicians to learn and spread learning. They may see a Sim and be curious to learn more about them (and to give them the gift of some alien knowledge in return).
- Family aliens may long for a descendent and, perhaps failing to find a fellow alien in their adolescence with which they wish to make a family, become Pollination Technicians to find a partner among Sims.
- Romance aliens may fall in love with a Sim looking at them through the telescope, and have become Pollination Technicians hoping exactly that would happen
- Popularity aliens join the ranks of Pollination Technicians because, particularly with the hive society forged by the aliens, there is a lot of emphasis on friendship, loyalty and team spirit there. It is the place where a Popularity alien is most likely to feel at home. Investigating, choosing and abducting Sims is part of the duty, and also part of finding friends that cross interspecies boundaries (an option unavailable to other aliens)
- Fortune aliens become Pollination Technicians because aliens who successfully abduct Sims are well-rewarded by the hive society, not just financially but in terms of status and fame. This is especially so if their descendents do anything noteworthy to help aliens (such as earn a scholarship for university).
- Pleasure Sims do everything (becoming a Pollination Technician, meeting and abducting a Sim) primarily because it is fun - or because Pollination Technician allows an unusually large freedom of choice in terms of actions.
Aliens are compatible with male Sims only (in the vanilla game - in my version, they are compatible with both men and women), which is why only men have alien babies (in the vanilla game).
In my head-canon, aliens live in many worlds across the galaxy, having a preference for the warmer parts (but not too warm) of Earth-like planets and those worlds which they can terraform into similar states. They are technologically far in advance of Sims, but have a much less dynamic society, which is part of the reason Pollination Technician roles are so hotly-contested.
There are also several planets colonised by the aliens who have rejected the hive society and live in ways that, to a greater or lesser extent, resemble SimNation Sims on Earth. (Incidentally, all of these worlds describe themselves as SimNation or their language's equivalent, at least in some contexts). Only the best Pollination Technicians get to visit SimNation on Earth, as it is the ancestral homeworld; lesser Technicians are assigned to these other worlds. On rare occasions, Sims may even join the aliens, but it is made extremely clear that if this is done, it is a one-way trip and that they must remain on a Technician space vessel. (The first death-by-satellite, in this head-canon, was a cover-up for such a defection),
The aliens that are in the hive society mostly live in luxurious conditions by Sim standards, though it is not something a Sim keen on ornamentation would enjoy. Rather, it would be a minimalist aesthetic where everything just... ...works. Everything that should be comfortable is, everything that should move does so without jump bugs or the least jerky frame, everything that should stay still does so. Nobody is in serious want, though workers sometimes complain about awkward working conditions (especially if they are tasked with jobs in hard vacuum or other inhospitable places). Anyone bearing new knowledge is highly valued, and this is uploaded into a shared database that could be imagined as a super-efficient version of the internet. Some drones work as mental librarians, sorting and optimising this space so that if anyone wants information, what they need will come to them without needing anything so cumbersome as a search engine or blatant filter tags required.
Work is valued highly by the hive. The High Queen delivers orders for all strategic work to be done. Depending on position in the heirarchy, other aliens may have discretion to make decisions on a smaller scale, or (like the Colony Drones) only be able to act on instructions. Excellently-done work may lead to promotions, though an alien will be in the same line of work for their entire adult lives. Only an alien raised to be a Birth Queen can ever rise to the level of High Queen, and it is impossible to transfer departments if a Colony Drone, no matter how good their work. Alien psychology/sociology is such that the majority of aliens see no problem at all with such specialism, even though nearly all Sims in SimNation would. Retirement is rare in the hive, and generally retired aliens (whatever the reason) die soon after retirement, because an alien who can work without causing problems to the rest of the hive tends to insist on doing so.
Leisure time is restricted in the hive, which is a major driver in Pleasure aliens deciding on a career as a Pollination Technician. All partnerships are life-long, determined by the local Birth Queen at adolescence, and only those where one partner is a Birth Queen may bear children. Adultery involving a Birth Queen is forbidden and punishable by death, but anyone else may cheat with impunity. (To ensure neutrality in such situations, the High Queen does not have a partner). Nonetheless, families do result even among those partnerships not involving a Birth Queen, and it is possible for such a partnership to be rewarded (among other things) with permission to adopt a child.
However, means of acquiring fun, comfort and energy are both effective and varied, including helmets that can directly affect the relevant parts of the brain. There are a variety of team sports (ball sports including random gravity changes, skateboarding/hoverboarding and climbing being the most popular, depending on the planet) played on the worlds with alien hives, and Pollination Technicians have leagues played between the staff of different vessels (SimNation typically has a couple of dozen alien spacecraft flying over it at any given time - unless there's a convention being held, then the number gets into the low thousands and the occasional crash landing is expected). Most adolescents and adults also enjoy dancing, particularly with electronic dance spheres and/or with novelty dances with specified movement sequences (the "smustle" dance is exactly as popular with aliens as with Sims, and some planets send DJs in SimNation mixing new versions of the smustle dance music royalty cheques).
Pollination Technicians are primarily the diplomats of the hive society (who have that name because they alone know how to "pollinate" other species). In the hive, the courtship process and lab-based sciences are both extremely complex, so those who are best at them at the beginning of adolescence and also show interest in diplomacy are inducted into Pollination Technician training. On becoming adults, they are given a posting over a suitable world in a UFO. Most of their time is not spent abducting people, but building relationships - with astronomy and dance fans, true, but also with powerful people and creative minds. They want to create a peaceful universe with lots of creativty, and enjoy finding subtle and effective means of advancing this. More than a few treaties are suspected to have had their influence. That they sometimes find themselves sharing genetics as well as treaties, goods and technology is a happy bonus (how much a bonus depends on the specific technician).
SimHampton Sims are aware of much of this. They welcome the aliens and their part-alien descendents alike (except the criminal ones) and have a treaty with them. This ensures that:
- abduction requires advance permission (though Sims often forget they permitted abductions at the moment it occurred - the first thing Pollination Technicians are required to do after abduction is to show the Sim the permission document they signed)
- any Sim who requests a mind-wipe due to Too Much Information must be given one
- when returning a Sim, it must be to their home (not "somewhere in town" or "it was sort of down the road") and without causing the Sim any injury
- a ban on non-consensual baby creation or experimentation (by any means) is permanently in place
- laws applicable to both Sims and aliens are strictly enforced - so no murders, thefts or similar may be done. Each party would attend court in their own jurisdiction, with video links used, and guilty parties are given the same sentence as they would have the injured party been of their own species. This is particularly strict to the aliens, whose hive society permits execution for serious crimes. Protocols exist enabling the aliens to arrest and detain Sims suspected of being guilty of an offence until they can be delivered to a Sim court.
- the setting-foot of either Sim or alien onto any world controlled by the other jurisdiction is currently banned (no full-blooded aliens to walk on SimHampton soil, no SimHamptoners to walk on a world controlled by the hive). This could change by future arrangement but is unlikely ever to occur. Those breaking the rule are evaluated for potential illness/injury (the most common cause of a breach being spacecraft crashes), returned to their home jurisdiction as discreetly as possible and given a serious penalty (long prison sentence for a Sim, execution for an alien). Small alien children are exempt from the latter two if nobody is available to look after them
- Illegal imports/exports are banned. Things not fitting into SimHampton/hive society cannot be introduced, and anything that is imported/exported must be taxed and labelled correctly
- science must be done by a Sim that would suggest an item is possible (though proof the scientific theory works is optional) before the aliens are permitted to share an example. This also works in reverse for Sim research on psychology, sociology and other fields relating to areas in which the aliens are relatively low in knowledge.
There is only one species of alien; they are scientifically known as drioru because they are genetically little different, and descendent from, the drioru who first colonised space. However, they're usually called "aliens" by the Sims of SimHampton, to avoid confusion with the terrestrial drioru who chose to stay away from space and, later, shun high technology.
I have never played a hive society in Sims, and probably won't for some time. I like the idea of them being vaguely mysterious.