Normalville 000

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This is rather skip-able, it's simply a place where I keep notes on how I see Normalville functioning - stuff that I know when I'm playing. I simply wrote it out for those of you who're curious just want kind of place I'm imagining.



Intro to Normalville



First of all, Normalville started out with an arid landscape - you'll notice this in some of the screenshots. I eventually changed it to lush because it fit the place that had by then grown in my imagination better (for even more details how and why I created Normalville, check the Author's Notes, once I get around to writing them).

Here is the oldest overview screenshot of Normalville that I have (circa the time when the generation 3 was growing into teenhood, right after the terrain was changed):



On to the families:

First of all, as you can tell by the last names I give the families I create: I intentionally go for stereotypes, at least when I'm creating the family. But I am fairly sure readers realize that I'm not necessarily posting about my own values here. *g*

Normalville was created to be mostly white, and rather oldfashioned - or maybe traditional is a better word. While there had been some darker-skinned sims from the beginning, the lighter-skinned inhabitants have never quite warmed up to them. Mind you, they're even worse about the green aliens, what with their perverted origins. And while the blue-skinned alien offspring I introduced right at the beginning are doing fairly well, they're doing that by flying below the radar. They all don't exist, officially.

When I decided to import quite a few Maxis families ("Maxisville"), I plopped them down at a different corner of the neighborhood and considered them to be a neighboring town with very different values: much more equal when it comes to skintones, so much so that even green-skinned aliens were maybe not universally accepted, but were mostly considered 'weird', not 'inferior'. They're still considered a seperate town, but a recent catastrophe (also known as "player's whim" *g*) has forced them to move in with each other, limiting them to 3 - huge - families. Eventually, Normalville and Maxisville will interact and intermarry - I think I can keep them mostly apart when I start to match up the current (5th) generation, but after that, they'll have to intermarry to widen the gene pool. I will probably move their houses to Downtown when I get back to playing normally after I'm done with the story rewriting, to make the seperation more clear.

What hasn't shown up yet, but what I have been doing with Bluewater Village (= the shopping district) is to take all the sims I'd discontinued playing in my main game, and re-added them. It was mostly Maxis sims I'd discarded (Nina Caliente, Mary-Sue Pleasant, Ripp Grunt, etc), some Normalville Romance sims, and with the inhabitants that come with BV, I've created another subtown. This one is quite small, tho, and will have to merge with main Normalville soon-ish.

I do have a political spectrum inside Normalville, and generally know if a particular family is more liberal (the Cheaters, Brokes, Nordics, for example) or conservative (the Breeders, most notably, but also the Strict or the Normals, depending on the generation). I also make sure that top career levels are only in use once: there's only one mayor, chief of police and Captain Hero or chief of hospital staff. There's religion, but I've left it as an unspecified Christianty-based one. The attitudes towards sex also range from conservative to liberal, which means that some families will heavily frown upon or even activly act against those who are homosexual, while others will be much more accepting. Again, Maxisville is much more accepting.

University attendance is limited: a sim has to be Knowledge, Fortune or Popularity, *and* good enough grades/enough money - although granted, occasional exceptions happen.

Just before NL came out, gave in to the fact that Normalville had become too glitchy to play, and recreated the whole neighborhood: I cloned everyone, used CAS to get them into the game, and then did a lot of editing with SimPe and the InSiminator to get everything working again. I did lose some of the recessive genes, but overall, this worked well. I did put everyone back into their old homes, but I used to opportunity to refurnish nearly all of them. And since then, I've been slowly re-building houses to be more to my liking, so please overlook the occasional sudden transformation of livingspace in the pictures.

I don't normally script events - most of the storylines at least start out naturally. Granted, now that I've been playing for a long time, I'm much more likely to get an idea from something that happens and actually do an elaborate set-up, but my main playing style is just that: simply playing the game.

One last thing: I'm prefectly aware that generation 3 got totally out of hand: not only did I have tons of kids running around, I also imported the Maxis families. I am actively working on limiting the number of sims in play, so that gen 4 and 5 will only be allowed one offspring.



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