Simmerville
3 years agoLegend
I'm adding a detailed guild system to my game
My game is already extremely detailed. If you already know my blog (or rather the connected community pages which are stored off blogger), you know I'm a 100xnerd when it comes to details. It's actually an important part of my game. I know it's not for everyone, but now I wondered if anyone else have some sort of (made up) guild in their game?
Sims can craft, grow and sell so many different resources. I wanted to make sure I have at least one household producing each possible product/crop, and I also wanted a way to make this kind of work a tad more exclusive. So, in the past a Farm Right was required to sell directly from the personal inventory. Now I'm about to replace those rights with deeds, to include products that are not really farm related. Only the deed owner can now sell directly from inventory.
But as always - there is more :) My kingdom currently has 8 regions, and deeds come with 1-4 deeds per product, spread to kind of match the regional population as well as climate. Each region has a Broker, who simply keeps a storage of most products that are grown or crafted in that region. Then I pretend deed holders must deliver according to deals, meaning they will mostly just sell, but occasionally deliver their products to the Broker (by household management). Deeds comes with a base cost depending on how many regions it serves (being the only deed for that product gives a cost of §8,000), and value grows over time. Making the deed more valuable and passing it down as heirloom, I think there is a bigger chance that some crafting will stay in a family for generations. Main heir might start building needed skills at early age.
Deeds are listed in my Heirloom section, but also on each holder's household member's bio page. Also, deed owner gets a framed diploma to certificate their membership with the Guild.
Yes - to buy a deed, the owner must be a member of the corresponding Guild. There are 5 guilds - for Sovereigns, Merchants, Artists, Farmers and Academics. Each guild naturally has a core group of 3, normally the oldest or someone owning the most or oldest deeds. Core reports to one of the five departments of The People Chamber.
For each product I know exactly what regions have the deeds, but with 100 products I can't keep track on all deed holders. I focus on those living in my 4 played regions. The system will most likely adjust over time, but I think this is the best system I ever had for home based businesses. *Anyone* can still craft and sell *whatever* they want, but only in smaller scale, and never by selling directly from the inventory (if there exists a deed for the product). For example - Ona Rosewood has been making flower arrangements for decades, she needs no deed because she sells small scale from a street table. If a hobby becomes a major income source it's time to get a deed, though.
Do you have a system for handling home based businesses?
Sims can craft, grow and sell so many different resources. I wanted to make sure I have at least one household producing each possible product/crop, and I also wanted a way to make this kind of work a tad more exclusive. So, in the past a Farm Right was required to sell directly from the personal inventory. Now I'm about to replace those rights with deeds, to include products that are not really farm related. Only the deed owner can now sell directly from inventory.
But as always - there is more :) My kingdom currently has 8 regions, and deeds come with 1-4 deeds per product, spread to kind of match the regional population as well as climate. Each region has a Broker, who simply keeps a storage of most products that are grown or crafted in that region. Then I pretend deed holders must deliver according to deals, meaning they will mostly just sell, but occasionally deliver their products to the Broker (by household management). Deeds comes with a base cost depending on how many regions it serves (being the only deed for that product gives a cost of §8,000), and value grows over time. Making the deed more valuable and passing it down as heirloom, I think there is a bigger chance that some crafting will stay in a family for generations. Main heir might start building needed skills at early age.
Deeds are listed in my Heirloom section, but also on each holder's household member's bio page. Also, deed owner gets a framed diploma to certificate their membership with the Guild.
Yes - to buy a deed, the owner must be a member of the corresponding Guild. There are 5 guilds - for Sovereigns, Merchants, Artists, Farmers and Academics. Each guild naturally has a core group of 3, normally the oldest or someone owning the most or oldest deeds. Core reports to one of the five departments of The People Chamber.
For each product I know exactly what regions have the deeds, but with 100 products I can't keep track on all deed holders. I focus on those living in my 4 played regions. The system will most likely adjust over time, but I think this is the best system I ever had for home based businesses. *Anyone* can still craft and sell *whatever* they want, but only in smaller scale, and never by selling directly from the inventory (if there exists a deed for the product). For example - Ona Rosewood has been making flower arrangements for decades, she needs no deed because she sells small scale from a street table. If a hobby becomes a major income source it's time to get a deed, though.
Do you have a system for handling home based businesses?