Sims 2 Gameplay
Here are some notes on how I play the sims.
Section 1: Rounds, Time, and Aging
In other challenges, like the MCCC, I don't do anything too special. I use an aging mod that's basically 2 days = 1 year and each turn in a round is just the length of a season. I keep track of who's turn it is and once everyone has had a turn, it's a new round.
However, sometimes for other gameplay, especially in my modern game that has less strict rules, I do things differently. I turn aging off and record their birthdays. This is has a more narrative feeling, which works for my modern gameplay as it's more story focused then my MCCC game.
Aging
I use a simple mod for ages that is 1 day = 1 year. And with aging off, I can decide when their ages change. And since it's 1:1, I will always have a handy reference to how old someone is.
Every household's turn is two years, so after every turn I age everyone by 2 days. At certain points, I will age transition them in game. I try to make sure their age transitions happen in their recorded birthdays.
Turns
A household turn can last any length of time I'd like, since I'm not playing with such strict rules. But I will try to make sure they last a full season. Additionally, I will want to play them for long enough that they have money for taxes and other fees.
- December
- January
- February
- March
- April
- May
- June
- July
- August
- September
- October
- November
Every month is divided into the seasons. In the early days of a neighborhood, I will have a turn last more than one month to help speed things a long. But as the population grows, turns will get shorter.
When setting up the schedule, I'll try to have it so the households experience different seasons. Although, I will always check if a sim is due to age up and schedule accordingly so that nobody is having a birthday in the incorrect season or month.
Section 2: Money and Taxes
Sims all get jobs. I want the economy to be as integrated as possible, so I try to avoid the rabbit hole careers or I try to find ways to incorporate them with other aspects of gameplay.
For example, my mayor sim will be in the politics career. But they also have to run for office and be elected (I calculate this by relationship scores + interests ) and my law enforcement sims will operate the police station. My doctor sims will also operate a hospital that other sims can visit.
I edit the careers to reflect this as my sims will need a lot more free time and a bit of reduced income from the career (Since they're also getting income from other sources now)
Sims also pay taxes that go to the neighborhood's treasury. I keep track of this in a spreadsheet (I don't give it to any sim) and those funds are used for paying for community lots and services. Every certain threshold of funds will unlock new stuff for the neighborhood, true to BACC fashion.
In addition, I have fees for a variety of other things like marriage licenses, adoption, bail, school tuition, and other stuff. Sims will also get debt because Haha.
I use a mod to really increase the cost of uni as well.