Forum Discussion
JacquesDeLalaing
7 years agoNew Novice
Thanks for all the answers!
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So it seems that people tend to use clubs in these ways:
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Access: One major appeal of clubs (apart from their usefullness in manipulatig random sim behaviour) is that you can also use them to manipulate the otherwise random appearance of sims on lots by using the lock door feature. E.g. allow only coworkers to an office building; allow only servants access to a kitchen (QueenofMyshuno); Prevent elderlies from hitting night clubs, etc.
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Thoughts/improvement suggestions
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Open questions
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So it seems that people tend to use clubs in these ways:
- hobby groups: This is the vanilla idea behind clubs. These clubs are designed to increase a particular skill or do a certain hobby. E.g. bowling, painting, writing, homework clubs. Sims in these clubs share a common goal/interest. this is very obvious in hobby groups, but there are also less obvious examples: e.g. a tourist group on a tourist trip (Simmerville), a random bunch of customers in a shop.
- situational groups: a bunch of sims who find themselves in a situation for other reasons than their shared interest (the involved interests can even be opposed!): e.g. city council idea (Simmerville)
- socio-political/global relationships groups: I seem to have been the only one with the strange idea to use clubs primarily as a means to make groups of sims like/dislike other groups of sims to represent their conflicting socio-political mindsets. The idea is rather complicated to realize though, as the relationship-changes only happen in actual game-situations (not passively, implicitly). So I guess you'd have to get two rivaling clubs (who like do perform mean actions against each other and are forbidden to do friendly actions) gather on the same lot at the same time in order for them to gain antipathies against each other. Tbh this would be better handled if there was an extra option in MCCC for it (e.g. run a "relationship adjustment" once every week).
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Access: One major appeal of clubs (apart from their usefullness in manipulatig random sim behaviour) is that you can also use them to manipulate the otherwise random appearance of sims on lots by using the lock door feature. E.g. allow only coworkers to an office building; allow only servants access to a kitchen (QueenofMyshuno); Prevent elderlies from hitting night clubs, etc.
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Thoughts/improvement suggestions
- The lock door feature in combination with clubs is probably their most usefull feature. I wished we could also give the lots themselves a setting and link it to universal (i.e. not club-membership) features (age!) … We shouldn't have to use clubs for that basic level of realism/immersion.
- Unfortunately, there is no way to make the membership in one club as the precondition for membership in another club. I think it would be interesting to form “inner” and “outer” circles, so to speak.
- Especially with social clubs that tend to be rather large, the limit of just 8 sims being displayed in the club UI is very annoying.
- Club management in the vanilla game is horrible. Use this mod: http://modthesims.info/d/616973/club-utils.html (thanks to Tiarella again for pointing it out!)
- For clubs that are more designed as socio-political groups, it would be cool if club-specific behaviour (versus other clubs) was NOT only triggered in club-meetings, but instead stayed active all the time.
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Open questions
- Do non-played sim club leaders start club gatherings on their own if they’re on a viable club-gathering lot?
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