Banking System, when?
Any pack, expansion, game, or stuff, could come with some kind of banking system!
I never keep track of what is my teens' part-time job money and their parents; never. Yes, there's mods for this and I use them sometimes, but I stil think it should just be in game. If nothing else, this game is centered around the simoleon. From a piggy bank, penny jar, suitcase of cash to a bank account, loans, trusts, and credit cards, the household funds can still exist [as this is how you'd access build/buy] but it'd add options to either the item bought in live-mode or an option to set "pay with" on the sim to "pay with" my card, credit card, checks [for elder sims?], simoleons [maybe even a wallet/purse in inventory that works like the backpack and has its own inventory for loose simoleons, a debit/credit card, id, etc], or pay with house funds [possible arguments for adults and punishments/chastising if kids and teens don't ask permission and are caught] similar to the utensil setting.
It'd come with a Bank Venue: one of the first things you'll want to do in a new save is set up a bank account - transfer household funds to the account and now you have the ability to pay bills from phone or computer [but if you don't, your game continues as is, mailing simoleons to pay bills]
++Having an account - set how much goes to whichever kind of account: checking, savings, business funds, household from royalties, paychecks, and businesses. Ability to create a separate crypto account [I guess, since it's in B&H], invest in stocks for non business sims that works better, donate to charity from accounts, student loans would go through the bank, set up allowance for kids with account access and trust funds, services can be paid from account or maybe pay the handyman in cash or in plumbing parts or a combination of both.
++Ability to take out loan or open credit card - which will charge interest and will call if your behind... maybe even show up if you took a loan from shady "bank" [a shark] or send the "nicer" repo man if you took the loan from a more legit establishment.
++Maybe even make this a possible business [though who wants to run a bank] - where sims will come and open accounts/trusts, take out loans, and your job is keeping their money safe; once your vault reaches a certain amount of money you'd need to find ways to protect it... by "send it off" via lending, investing, or offshore securing, if not... you'll frequently attract thieves. shrug.
+++Operations and Required Items - desk staff, teller staff, security staff, with atms, safes, lockboxes, vaults needed on the lot to have a functioning bank, which will entice criminals & burglars [which of course can be a setting to be turned off].
+++Banks aren't safe - A - popups can occur off-lot alerting to thieves if you [1] have security staff or [2] an alarm system and they may be thwarted OR, if the thieves are bold, ON LOT THEFT, if [1&2] you have no security/alarm, [3] they fight you and you lose [need 8+fitness?], and/or [4] don't have a fully upgraded vault room... well... you're gonna have some angry account-holders or be in the negatives if you're not wealthy enough. Maybe forced to close or file for forgiveness to wipe slate clean [/if insured]?
+++Banks aren't safe - B - chance of failed protection - bad/good loans, bad/good investments, and pirates/gangs attacking armored truck drivers or ships with your money will have chance cards popups to lose or make money. [Though sometimes I want to time a popup, so maybe a less urgent "check-in on funds" option from computer or phone which may result in a "smooth-sailing" report]
++Further gameplay:
+++Shady sims can now heist a bank [active?], alone or with criminal partners [they can fight the security [5/6+ fitness], disarm the alarm [6+ logic, 5+ programming, 6+ handiness, one or all?] and break into personal safes [3/3/3], atms [4/4/4], bank safes/lockboxes [5/5/5], non-upgraded small vault [7/7/7], fully upgraded small vault [8/8/8], not upgraded large vault [9/9/9] and fully upgraded large vault [10/10/10] with of course payouts according to object and/or at random
+++Criminal sims, if not already shady will have rabbithole and active heist capabilities, [both can click on vendors/stalls to rob or intimidate <- this just makes sense regardless of banking system].
+++Once placed on any lot, items such as atms, safes, vaults, even dressers, [couches, shelves, clocks?], & laundry baskets come with a chance of being pickpocketed or robbed autonomously by applicable NPC sims [shady, criminal, bad-mannered, mean, evil, etc] and yes, you can call cops on them, fight them, or [if 4R] blackmail them.
+++Wallets/Purses could also come with a risk of being pickpocketed autonomously and/or robbed if left out of inventory [teens could take their parents card and get in trouble if caught or they realize]
++All ages gameplay - newborn to toddlers can be set as recipients of money in a will or trust fund, parents can get kids and teens their own youth accounts/card, give access to their debit/credit cards, set up allowance based on chores or grades, or the kids might just keep their money safe in a secret location in their dressers, a piggy bank, jar, book, antique clock, or in a couch cushion, and elders may prefer paying with checks [this causes longer buy and payment processes and slightly annoys teens and young adults]
++More for base game NPC Cop - arrest burglars/thieves/pickpocketers and if playing as criminal - chance to distract [7+ charisma], bribe [2k], or fight to get away [7+ fitness], or slip away [7+ mischief or 5+ handiness] .
All of this doesn't NEED to be the main feature of a pack but a secondary draw and it will make tracking whoever's money easier for when splitting households, create bank gameplay for regular and schemer simmers, and create added challenge for sims who want a 350k house immediately without motherlode and don't mind the loan payments, on top of bills, and the possible consequences.