I'm not going to force people to read my stories to learn about my usual playing habits, but here they are: I usually play our dynasty challenges, and whenever the rules allow me to, I take a lot of progression into my own hands because the game won't do enough for me. This usually consists of moving in sims, pairing them up, and making loads of out-of-house babies. I do this to a point where I'm famous for it.
And that's relevant, I promise.
Anyways, I noticed something while reading other people's dynasties: they get
something resembling progression in their games. There's a lot of buzz and crying (mostly by me) over the game's vanilla story progression not making babies, but I try to read whatever I can and a decent amount of players have some other progression to report. Their second generation's cousin got married! Generation five's half-sister moved in with her steady partner! And other hypothetical situations like that.
But me? None, at least in some of my games. Then I noticed a trend.
Inactive households progress in my game more when I do less. And this is actually supported by the game's code, which puts a cap on events that happen in town. But my theory is that it takes
all events into the equation.
I'm going to present a few real scenarios I encountered to start.
1. I first attempted a Life States Dynasty back in late 2012. The rules prevented me from doing my usual antics (this was before I developed them much at all anyways), so I did not make any events happen. For a while, it was just my founder and her husband and the kids who didn't really do much. I kept tabs on the town and plenty of sims got married, or divorced. Relationships ran rampant. Households merged and split up. Aside from no one reproducing, it was a booming town.
2. I attempted the Immortal Dynasty plenty of times in 2012 and into 2013. This gave me plenty of time to perfect the art of populating the town within the ruleset for that challenge. That meant that I got better at doing more to progress the town on my own. As a result, the amount of events happening in my town dwindled with each attempt. I went from my first attempt, where I saw plenty of sims in new steady relationships and even a marriage or two, to my penultimate one where close to nothing happened. I also noticed a large drop-off in how many sims would get turned into occults.
3. I finished a life states dynasty attempt and left a lot on autopilot. When it came to checking up on the extended family and friends, people got into steady relationships. Plenty of townies turned into occults as the game went on.
4. I finished an immortal dynasty, and things got complicated:
- My first five generations were spent progressing the town by hand and producing babies that would eventually become future spouses. To say that nothing happened without my input is, in fact, accurate. Between extended family and friendships, I noticed that NO ONE EVER got into a steady relationship with anyone. Only four original townies turned into occult beings. But I generally ended up with a dozen or more babies each generation, plus a bunch of relationships I set up.
- I retired my official townie breeding program after generation five/when his promiscuous stepdad died, though I still had my male immortals and two jaded ex-spouses father children outside of the household. My production levels dropped off. Meanwhile, the town saw its first townie-turned-occult in 30 weeks, and one of the extended family members got herself a girlfriend without my help.
5. At the moment, I'm playing a 4x4 dynasty and going absolutely nuts with marrying sims and making babies. I've noticed the same lack of outside progression as I did with my immortal dynasty.
In contrast, the dynasties I've read that have some sort of progression in their towns have a more hands-off approach to their inactive sims.
My anecdotes aside, I want to have a discussion on this. What trends with story progression have you noticed? What seems to affect it for you? And am I alone?
This thread is not for pestering me for advice on breeding townies or complaining about the game not doing that, though.