Well, here goes nothing - welcome to my first ever dynasty! I recently got it into my head to attempt one in a bid to add some challenge to the game (and thus stop me from dropping every family I played midway through their second generation!), and this latest Power Of 10 dynasty looked like a fun and relatively uncomplicated introduction to the format, with a decent scope for storytelling too. Precisely how deep into the story side of things I'll be going remains to be seen - the founding generation will absolutely be slow and story-driven, since in an ideal world that's what I'd do throughout, but I can absolutely foresee me having to dial things back further down the line in an effort to actually finish the dynasty! Assuming I get anywhere near the end, that is...
I'd wanted to play the founding generation for a bit before committing my progress to a thread, mainly to ensure that things wouldn't end prematurely in a mess of my own creation... the trouble with that otherwise sensible strategy is that I've kept playing instead of writing! I've finally managed to polish off my overlong and honestly somewhat indulgent prologue though, and having amassed a decent backlog of screenshots that should help keep updates flowing I don't really have any excuse to not kick things off right now! Well, not quite right now - I'm going to take a moment to get some housekeeping out of the way first:
RESTRICTIONS: (nothing major, mostly just tightening the rules)
Traits: heirs will always have unique traits, at least one of which will be randomised outright, with the rest chosen semi-randomly. I wanted to address my tendency to pick from the same pool of traits over and over again, hence the first part, and since I want the game to throw me some curveballs for the sake of interesting story opportunities I didn't just want to pick them by hand. After a lot of consternation, the "plan" I've settled on is to keep rolling each trait until I get something I fancy working with, with the restriction that in at least one case per heir I have to pick the first roll. This means that, if I re-roll the heir's child and teen traits, I have to take whatever the game gives me for their YA trait, so if I don't feel like taking that risk it might be wise to settle for a suboptimal initial roll earlier on. If RNG gives me a trait that an heir's already had, re-rolling it doesn't count. Spares will be dealt with identically apart from ignoring uniqueness, and all will have their toddler traits randomised; they obviously have to have repeats!
Satisfaction points: based on a dry run of the first generation, I think it's fairer to only start counting each heir's points once they become teenagers; that is, if they age up with 4,000 points, they'll need to acquire 14,000 before they get to purchase rewards. I'm also not going to be actively working towards that goal before they move out, though I'm not going to put a formal limitation on it because I can't really write one that isn't open to abuse...
Parties: sure, they don't have to be gold, but I'm only going to count them if they are, just because.
Clubs: I'm not intending to use skill boost perks or any club vibe other than the happy ones, and Rally The Troops will only be used sparingly and realistically, as a one-shot "second wind" during a long-haul gathering. I would have barred it outright, but it turns out herding NPCs for screenshots is a heck of a lot easier if they aren't stumbling around the prone form of a passed-out pal in the process...
SETUP:Content: all packs bar Realm of Magic and Discover University, though of course this is subject to change...
Mods: from the sanctioned list, I have Smaller Mosaic and Daily Save installed - there's a stint early on where I had a bunch of luumia's lighting fixes as well, but I disabled them when I started getting lighting glitches and, despite it having become clear that they weren't to blame, I haven't bothered to reintroduce them. Beyond that, I have some quality-of-life fixes for CAS (More CAS Columns, TidyCAS and CleanUI), plus a good chunk of CC and a couple of sliders; none of this affects my gameplay at all, but I'm declaring it partly for completeness and partly because I don't mind if people ask me where I found certain things!
Settings: week-long seasons, starting in Spring, with thunderstorms and blizzards enabled 'cause I like variety.
Manage Worlds: as well as (nearly) filling out Newcrest with spas, restaurants and other one-off lots, I've added the Dust Bowl and Chez Sul Sul to Oasis Springs to round it off. I've also added dressers to a whole bunch of places, the list of which I'm reproducing here because I've already lost it once: The Blue Velvet, Burners & Builders, Desert Bloom, Oasis Springs Dust Bowl, The Solar Flare, Aham Ashram Yoga Studio, Chez Llama, Perfect Balance Spa, Casbah Gallery, Myshuno Meadows, Stargazer Lounge, Club Calico & Orchid A Go Go. Furthermore, Park and Play has been given books, speakers and potties to make it more playdate-friendly, and the Lost Gardens of Healing now has an additional bush that makes it more date-friendly. Oh, and I've also stolen oshizu's idea of having an informal graveyard, but that's all I'm gonna say about it for now...
Right, so that's that out of the way - I'll edit a chapter list into this post once I have actual chapters to list, so apart from the stats post I'm about to reserve, my next post here should be the start of this dynasty proper!