Forum Discussion
NikkeiSimmer
7 years agoLegend
"igazor;c-16836051" wrote:"Nikkei_Simmer;c-16836034" wrote:
That's all fine well and good, but by the economics definition of the term: Debt to Asset Ratio. The debt to asset ratio is a leverage ratio that measures the amount of total assets that are financed by creditors instead of investors.
You set it at 0 and that means that your Debt Service Ratio at zero doesn't do anything to dictate whether or not your sim can buy himself out of town or not. Since I put it at a 99% Debt to Asset Ratio, any sim is going to have to saddle an extraordinary amount of debt in order to be able to move out. (that means any sims that I create in order to populate my town (the descendants of my sims are not going to move out). And unless he's insane enough to buy more items than he can possibly ever do to balance the DSR to match what he needs to do to be able to "emigrate" outta town; he's not going to be able to do so. And having done real estate in actual real life for over six years, I know exactly the point of a Debt to Asset ratio...in actual practice.
Debt to Asset Ratio as per the Science of Economics a la Twallan (not to be confused with real life economics in any way)
0: This just means the entire emigration by way of debt ration scenario is shut down. It's what a value of "0" means in many of the mods' contexts and has nothing to do with math or economics.
-1: This is impossible as ratios cannot be negative. The sims so designated by way of their Sim, Household, Caste, or Town Options (not General) will move out of town at the earliest opportunity since their real debt ratios will always be greater than -1 by definition.
1, 2, 5, or some other small number: It won't take much debt to trigger an emigration ratio.
99: It would take A LOT of debt to trigger an emigration ratio, assuming they have any assets. At 100, the sims would be declared bankrupt (by the mod's definition, not by a formal court proceeding).
999999999: Is meaningless to the mod.
Erm...are we still having fun? :)
OK...Well, I prefer to stick with the 99% Debt to Asset Ratio - it just means that none of my sims that I choose to populate the town with will be leaving.
As far as the immigration pressure gauge, I just reset it back to 0 - since it states 0 as the default to deactivate immigration.
So that coupled with the zero service pools on all Service sims (which in any case, I don't need them running around a la Kevin Costner), let's see if there's any "trickle-in" factor on immigrants. If there is, the pressure's going right back up to 5000.
The only inhabitants who should be topside right now are 5 radiation-resistant aliens, the Grim Reaper and a ~bleeping~ unicorn.
And I just set the pets to... NRaas > SP > General Options > Options:Pregnancy > Options:Adoption > Allow Pet Immigration > False as you instructed someone else back in June of 2016. As well as set all "chances" in that category to 0. So I shouldn't be getting any pets spawning in either as well, since I have Register set to only 1 unicorn. Sorry, ~sarcasm~, that unicorn is going to be lonely.
These are the only residents that should be left in that game, outside of my active "family" in the bunker.
https://2.bp.blogspot.com/-7HkNA3bjNto/W---mw0clSI/AAAAAAAAbAs/dz8Srr_W4b0u6KsPBB2Mkjx5tSd1PeoKQCLcBGAs/s1600/The_Topside_Bunch.jpg