I realized that I needed a set of standards in place for my graduate programs. The undergraduate programs are mostly covered with the University pack, but since graduate studies is something I made up for my game, I need a bit more guidance.
Showing posts with label simology. Show all posts
Showing posts with label simology. Show all posts
Monday, March 5, 2018
Monday, September 19, 2016
Simlish Credit-Worthiness
In my game, my sims have had it too easy to get loans. I've basically given any sim a loan that needed one. Since I want more financial variety in my game and some difficulty, I've decided to create a simlish credit-worthiness score and alter my existing loan calculators.
Thursday, May 15, 2014
Simmish Parenting Styles
I was wondering about the differences in parenting and how to add more dimension to my hood, not every parent treats their children like Cliff and Claire Huxtable. In my game, the parenting styles have no value judgment for the most part. Parents can love their children, but still have different parenting styles. Now that the parenting disclaimers are out the way and we understand this applies to a game, a quick preview:
Authoritarian (Serious 6+, Nice 5-)
Authoritative (Serious 6+, Nice 6+)
Permissive (Serious 5-, Nice 6+)
Uninvolved (Serious 5-, Nice 5-)
Monday, February 17, 2014
Woohoo Study, The Girls
I usually look at ACR tokens and see who my current top 10 couples are, but there has been little movement in that list. So this Valentine's Day I'm looking at something a little more heated. Laura of Lakeside Heights did a study on fictional woohoo, and I thought I would do the same...almost. But instead of making general categories, I would look at specific sims. I chose a few random ones of each category based on comments that I thought you guys might enjoy. Not sure if this is NSFW.
Today we look at the girls
Today we look at the girls
Friday, February 14, 2014
Woohoo Study, the Boys
I usually look at ACR tokens and see who my current top 10 couples are, but there has been little movement in that list. So this Valentine's Day I'm looking at something a little more heated. Laura of Lakeside Heights did a study on fictional woohoo, and I thought I would do the same...almost. But instead of making general categories, I would look at specific sims. I chose a few random ones of each category based on comments that I thought you guys might enjoy. Not sure if this is NSFW.
Today we look at the boys
Today we look at the boys
Monday, June 10, 2013
Chance Cards and Simmies
Over at N99 there was a discussion about chance cards and since I haven't shared how I do chance cards, I decided that a post was in order.
Monday, August 13, 2012
Multiple Births
I use the multiple birth hack in my game and modify it several different ways. I also combine this with the family aspiration reward for increased chance of twins and the cheesecake twins cheat as well.
Fertility Treatments
IVF treatments get increased odds for multiples as follows: 45% single, 30% twins, 15% triplets, 10% quads.
This is what happened with Ilila and Brandon Peterson, they received fertility treatments and their odds for multiples increased and they birthed little Jude and Brooklyn.
Advanced Maternal Age
Advanced maternal age (over 35 years old) get increased multiple odds: 55% single, 30% twins, 10% triplets, 5% quads.
Fiona and Jesse Kent fall into this category (though they also fit into other categories since Fiona and her mother are twins) since Fiona was about 35 when she conceived and gave birth to Jessica and Jennifer.
Generational Multiples-single case
If either parent to be or grandparent is a multiple: 45% single, 35% twins, 15% triplets, 5% quads.
Ray and Lydia birth twins Ari and Ava thanks to this, since Ray's father, Ajani, is a twin.
Generational Multiples-multiple cases
If both parents to be (or grandparents, or any combination of ) are a multiple: 40% single, 40% twins, 10% triplets, 10% quads.
Rebecca and Julio Wilsonoff birthed twins Abel and Amanda due to this. Julio is a twin, while Rebecca's father, Ajani, is also a twin.
Ginger and Grex Grey fall under this one multiple times. Ginger is a twin, her mother Cassandra was a twin, and her father Matthew was a triplet. Grex is also a twin. If these two didn't have any twins, I would be more surprised. But Annie and Bryant were their first and only set of twins.
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What methods do you use to determine multiple births?
Fertility Treatments
IVF treatments get increased odds for multiples as follows: 45% single, 30% twins, 15% triplets, 10% quads.
This is what happened with Ilila and Brandon Peterson, they received fertility treatments and their odds for multiples increased and they birthed little Jude and Brooklyn.
Advanced Maternal Age
Advanced maternal age (over 35 years old) get increased multiple odds: 55% single, 30% twins, 10% triplets, 5% quads.
Fiona and Jesse Kent fall into this category (though they also fit into other categories since Fiona and her mother are twins) since Fiona was about 35 when she conceived and gave birth to Jessica and Jennifer.
Generational Multiples-single case
If either parent to be or grandparent is a multiple: 45% single, 35% twins, 15% triplets, 5% quads.
Ray and Lydia birth twins Ari and Ava thanks to this, since Ray's father, Ajani, is a twin.
Generational Multiples-multiple cases
If both parents to be (or grandparents, or any combination of ) are a multiple: 40% single, 40% twins, 10% triplets, 10% quads.
Rebecca and Julio Wilsonoff birthed twins Abel and Amanda due to this. Julio is a twin, while Rebecca's father, Ajani, is also a twin.
Ginger and Grex Grey fall under this one multiple times. Ginger is a twin, her mother Cassandra was a twin, and her father Matthew was a triplet. Grex is also a twin. If these two didn't have any twins, I would be more surprised. But Annie and Bryant were their first and only set of twins.
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What methods do you use to determine multiple births?
Thursday, May 10, 2012
Maxis Scholarships, Expanded
My post on SPATs garnered a lot of attention and a few simmers have adapted different ways to have university admissions into their games. During a discussion on N99 I was reminded that I hadn't posted anything about my system for scholarships. Here's briefly some ways that I make Maxis scholarships expanded as well as some suggestions on how to adapt it to your hood.
Sunday, April 22, 2012
SPAT, Reloaded
Since my original post, this system has proven to be a bit more complicated than I would have liked for my play style, so I tweaked it some more. It is now much more simple and easy to calculate without depending on excel and it only uses two major aspects of simology to calculate now-skills and hobbies.
Monday, April 16, 2012
The SPAT and Colleges
I use SPAT scores to determine acceptance into Pierce University. The SPAT was developed by Laurel Crossing as a test to measure achievement for students applying to colleges and universities. SPATs are comprised of three sections: CSE (core skill evaluation), CIE (core interest evaluation) and CHE (core hobby evaluation). The CSE, CHE and CIE were discussed previously here.
While complying the SPAT scores for my high school seniors as they prepare to enter the great world of higher education I realized that I couldn't just do a simple addition of each subset. The CSE ranges from 0-70, the CIE ranges from 0-180 and the CHE ranges from 0-100, meaning a simple addition could have SPAT scores in the hundreds. Which wouldn't be a problem except most of the FSBS hoods and their universities had minimum SPAT scores in the 15-30's. I couldn't send my simmies there with SPAT scores in the 100s, yet I couldn't ask so many hoods-including mine-to change their entrance requirements.
While complying the SPAT scores for my high school seniors as they prepare to enter the great world of higher education I realized that I couldn't just do a simple addition of each subset. The CSE ranges from 0-70, the CIE ranges from 0-180 and the CHE ranges from 0-100, meaning a simple addition could have SPAT scores in the hundreds. Which wouldn't be a problem except most of the FSBS hoods and their universities had minimum SPAT scores in the 15-30's. I couldn't send my simmies there with SPAT scores in the 100s, yet I couldn't ask so many hoods-including mine-to change their entrance requirements.
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.
A Vintage design style can mean anything from Mid-Century Modern, Hollywood Glam, 1950's Simplicity, Art Deco to Retro 1970's.
A Country design style design style can mean anything from Wine Country, Southwestern, to...well, Country.
An Exotic design style can mean anything from Tropical, Asian, Ethnic, Moroccan or something evoking that sim's cultural background.
A Traditional design style can mean anything from Classic, Arts & Crafts to Colonial.
A Rustic design style can mean anything from Western to Mountain Lodge.
A Coastal design style can mean anything from Nantucket to Mediterranean and all the coasts in between.
A Modern design style, besides Modern and Minimalist can also mean Zen.
A Cottage design style can mean anything from French, Shabby Chic to English Country.
A Eclectic means anything goes and can also mean Bohemian
A Contemporary design style is comfortable and welcoming without being cluttered and dark.
Sometimes I am able to use some of my sim's traits and One True Hobby (OTH) to assign design styles. I don't do this as often as I find that design styles and personality often don't match and I prefer the more randomness of rolling a design preference.
Personality & Design
My neat sims are more likely to like modern or contemporary styles thanks to the clutter free aspect. If they like exotic, then it will be more of a clean zen style.
My serious sims tend to prefer a traditional style.
OTHs & Design
My nature loving sims are more likely to like rustic, cottage or country styles with their natural and organic cues.
My tinkering sims are more likely to like modern styles with lots of metals and glass.
By looking at a sim's favorite color and two design traits, I consider their background and why they have those design traits (besides the fact that it was randomly rolled). My database is allowed to roll the same trait twice, ie Cottage, Cottage. To me, this signals that the sim's design style is pure 100% Cottage.
A Few Examples of This is Action
Jane Smith
You might remember, Jane Smith from my previous post on traits and personality. Jane was assigned Modern & Exotic as her design styles. This gives me three keywords to work with when designing her first apartment: Yellow, Modern, Exotic. Due to her earlier travels around the world as an animal linguist, she collected a lot of souvenirs for her apartment. Considering that she's very neat, she hates clutter and prefers a minimalist style. In fact, it was during a trip to Kimikura that she fell in love with the zen-like design and has tried to incorporate it into her apartment.
John Doe
John Doe lives across the hall from Jane Smith. His design preferences are Grey, Modern, Rustic. He moved with his father to the city as a teen after spending his childhood with his mother in the country, hence his combination of sleek modern with touches of rustic elements to remind him of home.
Designing for single sims is easy, but once you have two or more sims together, then it gets complicated.
The Doe Family: John, Jane, Jack and Jill
Of course, John and Jane eventually bumped into each other at the mailbox and it was love at first sight. Three months later they were married and eight months later they delivered their extra wedding guests twins, Jack and Jill. Their design traits are Jack: Black, Rustic, Vintage. Jill: Brown, Contemporary, Coastal. This gives me a total of 10 design preferences: Yellow, Grey, Black & Brown; Modern, Rustic, Vintage, Contemporary, Exotic, Coastal.
The family must compromise in the living area of their home. Since the John and Jane pay the bills, the living area is mostly a combination of their styles, but a few touches from the teens can be found as well.
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If you decide to try this out in your game, let me know how it works for you.
PS: If you want to take a fun little design quiz yourself, head over to Sproost.
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.
A Vintage design style can mean anything from Mid-Century Modern, Hollywood Glam, 1950's Simplicity, Art Deco to Retro 1970's.
A Country design style design style can mean anything from Wine Country, Southwestern, to...well, Country.
An Exotic design style can mean anything from Tropical, Asian, Ethnic, Moroccan or something evoking that sim's cultural background.
A Traditional design style can mean anything from Classic, Arts & Crafts to Colonial.
A Rustic design style can mean anything from Western to Mountain Lodge.
A Coastal design style can mean anything from Nantucket to Mediterranean and all the coasts in between.
A Modern design style, besides Modern and Minimalist can also mean Zen.
A Cottage design style can mean anything from French, Shabby Chic to English Country.
A Eclectic means anything goes and can also mean Bohemian
A Contemporary design style is comfortable and welcoming without being cluttered and dark.
Sometimes I am able to use some of my sim's traits and One True Hobby (OTH) to assign design styles. I don't do this as often as I find that design styles and personality often don't match and I prefer the more randomness of rolling a design preference.
Personality & Design
My neat sims are more likely to like modern or contemporary styles thanks to the clutter free aspect. If they like exotic, then it will be more of a clean zen style.
My serious sims tend to prefer a traditional style.
OTHs & Design
My nature loving sims are more likely to like rustic, cottage or country styles with their natural and organic cues.
My tinkering sims are more likely to like modern styles with lots of metals and glass.
By looking at a sim's favorite color and two design traits, I consider their background and why they have those design traits (besides the fact that it was randomly rolled). My database is allowed to roll the same trait twice, ie Cottage, Cottage. To me, this signals that the sim's design style is pure 100% Cottage.
A Few Examples of This is Action
Jane Smith
You might remember, Jane Smith from my previous post on traits and personality. Jane was assigned Modern & Exotic as her design styles. This gives me three keywords to work with when designing her first apartment: Yellow, Modern, Exotic. Due to her earlier travels around the world as an animal linguist, she collected a lot of souvenirs for her apartment. Considering that she's very neat, she hates clutter and prefers a minimalist style. In fact, it was during a trip to Kimikura that she fell in love with the zen-like design and has tried to incorporate it into her apartment.
John Doe
John Doe lives across the hall from Jane Smith. His design preferences are Grey, Modern, Rustic. He moved with his father to the city as a teen after spending his childhood with his mother in the country, hence his combination of sleek modern with touches of rustic elements to remind him of home.
Designing for single sims is easy, but once you have two or more sims together, then it gets complicated.
The Doe Family: John, Jane, Jack and Jill
Of course, John and Jane eventually bumped into each other at the mailbox and it was love at first sight. Three months later they were married and eight months later they delivered their extra wedding guests twins, Jack and Jill. Their design traits are Jack: Black, Rustic, Vintage. Jill: Brown, Contemporary, Coastal. This gives me a total of 10 design preferences: Yellow, Grey, Black & Brown; Modern, Rustic, Vintage, Contemporary, Exotic, Coastal.
The family must compromise in the living area of their home. Since the John and Jane pay the bills, the living area is mostly a combination of their styles, but a few touches from the teens can be found as well.
---
If you decide to try this out in your game, let me know how it works for you.
PS: If you want to take a fun little design quiz yourself, head over to Sproost.
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.
Skill Bonuses
When a sim with a OTH is studying a skill or participating in their chosen hobby then they get a skill bonus on every third skill. For example, if a sim is painting and they just gained their 3rd creativity skill point, then they get an extra skill point from SimBlender, thus making them have 4 skill points. If a sim is painting and they gain their 7th creativity skill then they don't get a bonus.
Talent Badge Boost
Once a sim has identified their OTH then they automatically get a bronze talent badge of their choice.
Arts & Crafts:
-Skill Strength= Creativity
-Talent Badges= Pottery, Sewing, Flowers, Toys
Culinary:
-Skill Strength= Cooking
-Talent Badges= none
Films & Literature:
-Skill Strength= Charisma
-Talent Badges=Sales
Fitness:
-Skill Strength= Body
-Talent Badges=Restocking
Games:
-Skill Strength= Logic
-Talent Badges=Toys
Music & Dance:
-Skill Strength= Creativity
-Talent Badges= none
Nature:
-Skill Strength= Cleaning
-Talent Badges=Fishing, Gardening
Science:
-Skill Strength= Logic
-Talent Badges=Register
Sports:
-Skill Strength= Body
-Talent Badges=Restocking
Tinkering
-Skill Strength= Mechanical
-Talent Badges=Robots
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.
Skill Bonuses
When a sim with a OTH is studying a skill or participating in their chosen hobby then they get a skill bonus on every third skill. For example, if a sim is painting and they just gained their 3rd creativity skill point, then they get an extra skill point from SimBlender, thus making them have 4 skill points. If a sim is painting and they gain their 7th creativity skill then they don't get a bonus.
Talent Badge Boost
Once a sim has identified their OTH then they automatically get a bronze talent badge of their choice.
Arts & Crafts:
-Skill Strength= Creativity
-Talent Badges= Pottery, Sewing, Flowers, Toys
Culinary:
-Skill Strength= Cooking
-Talent Badges= none
Films & Literature:
-Skill Strength= Charisma
-Talent Badges=Sales
Fitness:
-Skill Strength= Body
-Talent Badges=Restocking
Games:
-Skill Strength= Logic
-Talent Badges=Toys
Music & Dance:
-Skill Strength= Creativity
-Talent Badges= none
Nature:
-Skill Strength= Cleaning
-Talent Badges=Fishing, Gardening
Science:
-Skill Strength= Logic
-Talent Badges=Register
Sports:
-Skill Strength= Body
-Talent Badges=Restocking
Tinkering
-Skill Strength= Mechanical
-Talent Badges=Robots
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.
Worrier
Serious 5+, Money 5-
The worrier lies awake at night worrying about simoleans but aren't actually sure how much is in their savings account. This sim is pretty serious, but lacks the money knowledge to feel comfortable with thier money.
Thoughts on Debt
The worrier sim will take on debt, but will neglect to read the fine print or even know the terms of thier loans. This results in being overwhelmed with debt and worried about thier financial health.
Example
Bill Carr is a worrier, his serious nature makes him aware that money is pretty important and that he should create some sort of financial plan for his family, but he doesn't. Instead he doesn't look at the details of his debt is is surprised when debt collectors start calling.
Hoarder
Serious 5+ / Money 5+
The sim hoarder loves sales and is a bargain hunter. They are conservative with money, and highly conscious about savings.
Thoughts on Debt
The hoarder doesn't mind taking on debt of appreciating assets, however they are usually very careful about adding debt to their lives. They perfer paying in cash or saving up for a large purchase instead of taking on debt.
Example
Rebecca Wilsonoff is a classic hoarder. She looks for sales and discounts and often saves up for large expeneses. She is very conservative with money, instead of taking on large amounts of debt for Ana Rayne's surgeries, she sold the large family home and downsized to an urban townhouse to free up the necessary simoleans.
Spender
Serious 5- / Money 5-
The sim spender does exactly that spend freely. A spender thinks that buying and owning new things makes them happy, and feel unhappy if they can't afford things that friends have. They like to stand out and thier purchases are status symbols.
Thoughts on Debt
Whatever it takes to get what they want, spenders will max out multiple lines of credit and often have a deck of credit cards.
Example
Li Yoo is a spender. She enjoys the finer things in life and is willing to pay dearly for it. The nicest loft in the metro, the latest designer shoes, picking up the tabs for expense lunches with friends and flying across the simworld in first class.
Binger
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.
- Worrier (Serious 5+/ Money Interest 5-)
- Binger (Serious 5-/ Money Interest 5+)
- Spender (Serious 5-/ Money Interest 5-)
- Hoarder (Serious 5+/ Money Interest 5+)
Worrier
Serious 5+, Money 5-
The worrier lies awake at night worrying about simoleans but aren't actually sure how much is in their savings account. This sim is pretty serious, but lacks the money knowledge to feel comfortable with thier money.
Thoughts on Debt
The worrier sim will take on debt, but will neglect to read the fine print or even know the terms of thier loans. This results in being overwhelmed with debt and worried about thier financial health.
Example
Bill Carr is a worrier, his serious nature makes him aware that money is pretty important and that he should create some sort of financial plan for his family, but he doesn't. Instead he doesn't look at the details of his debt is is surprised when debt collectors start calling.
Hoarder
Serious 5+ / Money 5+
The sim hoarder loves sales and is a bargain hunter. They are conservative with money, and highly conscious about savings.
Thoughts on Debt
The hoarder doesn't mind taking on debt of appreciating assets, however they are usually very careful about adding debt to their lives. They perfer paying in cash or saving up for a large purchase instead of taking on debt.
Example
Rebecca Wilsonoff is a classic hoarder. She looks for sales and discounts and often saves up for large expeneses. She is very conservative with money, instead of taking on large amounts of debt for Ana Rayne's surgeries, she sold the large family home and downsized to an urban townhouse to free up the necessary simoleans.
Spender
Serious 5- / Money 5-
The sim spender does exactly that spend freely. A spender thinks that buying and owning new things makes them happy, and feel unhappy if they can't afford things that friends have. They like to stand out and thier purchases are status symbols.
Thoughts on Debt
Whatever it takes to get what they want, spenders will max out multiple lines of credit and often have a deck of credit cards.
Example
Li Yoo is a spender. She enjoys the finer things in life and is willing to pay dearly for it. The nicest loft in the metro, the latest designer shoes, picking up the tabs for expense lunches with friends and flying across the simworld in first class.
Binger
Serious 5- / Money 5+
The sim binger is a combination of hoarder and spender. These sims keep on top of their debt, and can find the lowest rate on a debt vehicle. At the same time, the binger's will buy flat-screen TV just in time for the sports party.
Thoughts on Debt
Managed debt is ok, according to the sim binger. They often pay for their splurges with either savings or a small short-term debt before paying it off.
Example
S'Ahmisa Warwick is a binger. She is a whiz with money, increasing her stock portfolio and making wise investments to increase her very cushy nest egg of more than $250,000. However she splurges all the time for her friends and herself. She will buy tickets to a far away place at the last minute because she needed a break, she will partake in massages after a hard class or even send secret gifts of groceries or needed supplies to families in need when she feels the need.
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.
Trait #1 is reserved for 18 non personality (fixed) traits, ie: barren (ACR=sim can not get pregnant), 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.
Here is my current Trait List that I use in my game. My random generator choses one from each list. Also, conflicting traits are put on the same trait list (ie frugal and big spender, optimistic and pessimistic, etc)
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.
Trait #1 is reserved for 18 non personality (fixed) traits, ie: barren (ACR=sim can not get pregnant), 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.
Here is my current Trait List that I use in my game. My random generator choses one from each list. Also, conflicting traits are put on the same trait list (ie frugal and big spender, optimistic and pessimistic, etc)
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.
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).
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.
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) .
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:
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
"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.
- 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.
- 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.
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
"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
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.
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.
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