Forum Discussion
mw1525
7 years agoSeasoned Ace
Let's look at the base game in maximum terms. This would be a 2009 game before any mods were created to correct any features. This is what the game offers: If you take a look at Sunset Valley without any additional Sims, the world has 151 Sims attached to it.
69 Townies
14 in the Library
11 Homeless
28 NPCs
29 Dead
So the world starts with 69 Sim. If all the homeless Sims move in the number jumps to 80 living Sims. If all the ghost appear, graphically that's 109 Sims right off of the bat. But, let's remove the ghost and deal with the living, the base number is 80 Sims.
Now, if you factor in there are 23 empty lots which could potentially have houses built on them, that's 23 new residences. If you add the maximum number of Sims per household that puts the townie population at an additional 184 Sims (23x8), bringing the total number of possible townie Sims count to 264. If you further factor in there are 17 uninhabited lots in the game and you max those houses out with 8 sims each the number becomes and additional 136 Sims, bringing the maximum number of Simmer added Sims to 400. This number will rise higher if you max out each townie household (not going to do the math for that one). Keep in mind no homeless Sims must be in the game to fully utilize the pre-built empty homes in order for this number to be correct.
Now, I don't know about population caps as it has always been my understanding that the number of Sims generated depended solely on how capable your PC is. And, the number of townies depended on the actual in-town space and conditions to house them. As far as culling goes, I have always been under the impression this is the game's way of 'balancing' the population. Again, this is just my understanding of it.
69 Townies
14 in the Library
11 Homeless
28 NPCs
29 Dead
So the world starts with 69 Sim. If all the homeless Sims move in the number jumps to 80 living Sims. If all the ghost appear, graphically that's 109 Sims right off of the bat. But, let's remove the ghost and deal with the living, the base number is 80 Sims.
Now, if you factor in there are 23 empty lots which could potentially have houses built on them, that's 23 new residences. If you add the maximum number of Sims per household that puts the townie population at an additional 184 Sims (23x8), bringing the total number of possible townie Sims count to 264. If you further factor in there are 17 uninhabited lots in the game and you max those houses out with 8 sims each the number becomes and additional 136 Sims, bringing the maximum number of Simmer added Sims to 400. This number will rise higher if you max out each townie household (not going to do the math for that one). Keep in mind no homeless Sims must be in the game to fully utilize the pre-built empty homes in order for this number to be correct.
Now, I don't know about population caps as it has always been my understanding that the number of Sims generated depended solely on how capable your PC is. And, the number of townies depended on the actual in-town space and conditions to house them. As far as culling goes, I have always been under the impression this is the game's way of 'balancing' the population. Again, this is just my understanding of it.
About The Sims 3 General Discussion
Connect with fellow Simmers and share your experiences in The Sims 3 official community.6,369 PostsLatest Activity: 2 days ago
Recent Discussions
- 3 days ago
- 3 days ago