2.
Added a rule that allows sims to enter build mode while on a community lot in order to add items from household inventory. Please feel free to suggest less awkward wording.
Sims can place things from their personal inventory on a community lot. But, it is not possible to access the household inventory in build mode on a community lot.
The only exception is an owned retail lot. So, if you wanted to put a career award in a gym - for example - you'd have to make that lot a retail shop first by placing a cash register on it. Your Sim then has to buy that retail lot - place the career award - sell the the retail lot and change the lot type.
3.
Added a section about mods and cc in the official rules document, since it was not a simple yes/no answer.
- Do you think it is clear and easy to understand?
Yes
4.
In N1, switched deviance with food in the aspirations and culinary with criminal in the career section. (...)
- what do you guys see as pro's and con's for changing the gym and the bar/club other than "sims starting out wants to drink" ?
The game imposes requirements on most community lot types: gym, bar, lounge, park, etc. If these requirements are not met, you'll see an orange exclamation mark above the lot in 'manage worlds. There is, however, a lot type with no imposed requirements: 'generic'.
This leaves space for players to combine functions. It could, for instance, become a church/graveyard or a hotel/inn or a school...
N1 (Green highlight), I would love to hear from you regarding the restrictions on movement in N1. The game play goals is to complete on of the nature aspirations. Is this even possible on the base game without ever traveling to another neighbourhood?
- can someone please play test this?
@HelenP pointed this out already. It's not possible to complete 'Angling Ace' unless you allow access to the Forgotten Grotto and/or Sylvan Glade.
The Curator is possible, but takes longer without a postcard collection. Freelance Botanist is straightforward. Outdoor Enthusiast requires travel to Granite Falls.
7.
In N1, amended the "must leave 1 person behind when traveling to Granite Falls" to only kick in once the retail store was opened.
Is there a reason for this? I doubt the store will sell anything if not managed 'actively'.
8.
N1, added meals, gourmet meals, mixed drinks and mixed potions to the "making money" section.
Maybe add these to your list of merchandise for the retail store as well?
10.
N1 (red high light), build section, would really appreciate any thought on the required list for a retail store as I have never player with them in game.
The 'imposed' lot requirements are 1 cash register. In reality, it must have a counter for the register as well.
A shop obviously needs more to work well: display, decoration, curb appeal and convenience are important.
I suppose the option to 'advertise via internet' is off-limits with no computers in N1?
12.
N2 (green high light), still curious about the feasibility of these restrictive travel.
My Sims have been invited to 'hang out' at a friends house. They have never been invited to a party. It's easy to say 'no' and maintain general travel restrictions.
Personally? Rather than visits to friends houses, I'd like: Newcrest wide open, access to Forgotten Grotto via Oasis Park, access to Sylvan Glade, travel to Granite Falls.