From the original ruleset:
- All of them!
From the additions and changes:
- Randomly generating three starting sims, though I'll admit I did count them separately because I'm easily confused by things like that.
- Only try for baby outright if one of the sims rolls a wish to do so.
- May not alter the structure of houses. What you start with is what you get, move if you want an upgrade.
- 20% chance for CAS sims created after the initial three to be a random supernatural.
- If a sim rolls a wish to spread supernaturalness, you must act on it.
My own rules:
- Risky woohoo - done manually, every sim starts off with a 4/10 chance for each woohoo to actually be a try for baby, decreased to 3/10 after the first child, etc, to a minimum of 1/10. Blame lack of healthcare benefits for birth control.
- Rotations are daily, and seasons are four sim-days long. All seasons are kept in sync by manually changing the seasons when it's time to. Days of the week don't matter for story/household-syncing purposes.
- Children taken away by the social worker must be immediately re-adopted into another family, even if adoption isn't unlocked yet.
- Adoption may be used once per household for "free," otherwise they must roll a want just like trying for baby above.
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