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corgisim's avatar
corgisim
Seasoned Rookie
21 hours ago

Live in maid staff

The butler is nice, but I built a large Manor House with a downstairs staff quarters and I can’t fill/utilise it properly. It would be nice to be able to assign a full staff (maid, laundress, governess, farm hand, horse groom, cook) and have a fully functioning “upstairs/downstairs”

4 Replies

  • SheriGR's avatar
    SheriGR
    Hero
    13 hours ago

    I love those ideas, HollownessDevour​ ! What fun! I can see that blending well with the royal pack, though I have done a blended experience with the royal pack in my game, as that is what appealed to me. I basically started with my Hyrule Castle lot which I made to be playable off-the-grid (though I'm not playing it that way, as I grind through enough on my lot that removing the moderate amount of modern comforts I use would put me over the top... the only thing that would make it reasonable would be to use eco lifestyles items that don't make sense with the feel of the rustic, old-world castle feel... and having a full staff to keep things going, as you mentioned). However, having made it that way it is full of stone everywhere and has a blend of a modern and old-world castle feel, as do the sims I have running it. Rhoam worked his way up to king, though he did so without taking down others. Link pulled the Master Sword from the stone but will never use that fact to take the throne from him.

    Then on the other side of the map I blended my legacy sims, their alien-abduction daughter, and one of my supersims into the Monty bloodline through Dante marrying one, then the other after the first wife passed. This household lives in a modern mansion I made with those types of aspects from the pack, and likewise no one has been 'overthrown', yet both households have produced heirs who am thinking may partially inter-marry to make the dynasty/royal families thing even more interesting, and likely peacefully as possible since that is my way in Sims. So, I have had a lot of fun exploring some of the more rustic options and modern options of the packs and world at the same time. I must say, I have had a lot of fun doing so. And my butlers, whom I don't have to pay per 'free services' perks, definitely earn their not-pay! 😁

    All that to say there are so many ways you can play things out and get creative! I hope you're having fun as things are now in regards to these types of options, and if they add some of the features you mentioned in your post I think you and I would be enjoying many more ways to mix things up in our game. Thanks for sharing your ideas!

  • This is how I thought a Medieval/Noble EP would look like (I made this 10 months ago).

    Medieval

    • Mill to make flour and refine sugar.
    • Wheat and Sugar Cane plants.
    • Lot Trait: Estate (adds NPC servants cook, clean, feed animals, etc. at no direct cost (or much lower cost than services) but they need food and a bed (assigned) or will leave daily and return the next day).
    • Era Living Lot Challenge (basically "Off the Grid" and "Back to the Old Days" with applicable stand-in items to make up for lack of tech/appliances).
    • Rats and Pestilence Lot Challenge (basically if you have your hygiene get to orange/red while on this lot, you roll a chance to get the plague. Lot gets dirtier faster and if the lot gets excessively dirty rats appear and can bite Sims with a chance of getting the plague). Plague if not treated results in Death by Plague.
    • Death: Plague.
    • No phones! Homing pigeons or other alternate ways to get services, etc.
    • Traits: Scholar (learns logic and other academic skills faster as long as it is not technology based). Renaissance Sim (learns Creative skills faster as long as it is not technology based). Underprivileged (learns all skills slower, has more fails and low quality crafted items).
    • Renaissance Fair and activities (for those who want to integrate the medieval theme to a modern game). This could be a community lot type that changes Sims to medieval costumes.
    • A large/grand orrery on a community lot for Scholar and Renaissance Sims to discuss horary, astronomy and astrology. Allow adding solar eclipse events to the calendar once a month/season, and add birthdays to calendar (otherwise birthdays will be populated when born on said day).
    • Simology: Astrology Signs (with seasons will be tied to the closest applicable season). Astrology signs can improve certain traits' moodlet results if they are complimentary to the sign. Example moody traits (Gloomy, Macabre, etc.) may be associated with the Cancer sign and complimentary to creative moods, Scorpio may be complimentary to flirty moods and the Materialistic trait. This should inspire to make Sims' traits complimentary to their zodiac sign and/or vice versa or otherwise fun to make them conflicting.
    • Birthstones (Crystals Creations cross-pack) if wearing your birthstone (aka in game crystal) mood's moodlet has double effect.
    • Pets: Baby Dragons.
    • NPCs: Servants.
    • Writing Skill via books/scrolls.
    • Archery (Hunting)/Sword  Fighting skills.
    • When hunting you can acquire red/white meat.
    • Forest rabbithole: for hunting, quests, etc.
    • Quests like a jobs board.
    • Celtic, Norse, Gothic, etc. inspired cultures for CAS and Build/Buy. Pop culture wise for inspiration GoT, LotR, maybe even Dragon Age references, etc.

    Optional Pirate Theme complimentary GP:

    In homage to Sims Medieval, an optional Pirates and Nobles type Game Pack to go with but also can be stand alone could be ideal. Like this Pirate Game Pack Idea.

  • corgisim​ HollownessDevour​ I absolutely agree! I did this as well in the castle I built! I love butlers (fidgety as they can be at times), but the butler is the only one I can assign to the 'staff quarters'/living area. It would make so much sense 'story-wise'/realistically if we had options for a large or wealthy (or super needy) home of adding a second butler and assigning further tasks (like tending horses/livestock), assigning uniforms to the additional butler to make them more maid/ranch hand-like, or even choosing an indoor and outdoor uniform for the ranch hand (who seems to barely ever leave anyway and is forever all over the castle in his grubby 'uniform'), and have the option to have the ranch hand assigned a bed, etc.

    It would also be wonderful if the locks could include options like staff entry to control the flow of them to not be through the front door if you have a very elegant home. I'm not a snobby person, and have waited on tables at elegant parties irl, but I would never expect a ranch hand to tramp on through the front door in his poop/barn shoes and run around doing things he likes or to help at a grand ball in that garb. <cringe> 😅

    As far as 'options' I tried for my basement 'servant's quarters', I added a wine press and humble kitchen and hang-out area in the basement 'servant's quarters' and tried having roommates live there, but they can't seem to behave themselves well enough still for a castle, even if I choose sims I know/made, since they are forever flirting more than they should. Plus they invite all manner of friends to hang out everywhere in the home that you don't lock down to household only. However, if you make sims yourself for the roommates you ask and make them unflirty, neat, and a few other personality/likes/dislikes, you can avoid some of the bad stuff with roommates, and if you give them a proper and neat trait, they should be a bit helpful, or at least not destructive. Another thing I did was add a couple of sims to the household that are mine and developed and I moved them in in the 'servant's quarters area, made them well dressed and proper, and would use them to train the new sims in some skills (like a tutor/trainer), help out with tasks, take care of the horses/animals/garden, cook, etc. That worked out really well, actually. However, it's not the same as having 'extra' sims in the household that don't fill a household slot and who autonomously help in good ways.

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