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6 years ago
I use them religiously. I decide on which traits to use based on role-play more than anything else. For example, in Willow Creek, I decided the wealthier area of town has the best schools, so added "good schools" to all of the residential lots in that area, as well as the westernmost ones in the less pricey area. EA has a lot with Quake Zone in one of the towns, so I added that to the handful of lots closest to it, etc.
I basically go through the entire world in the neighborhood management screen when I start a new game and add traits to every single lot using this logic. I also sprinkle the less 'area of effect' ones throughout as well. Pick a few lots to be haunted, a few to have gnomes, etc, until I feel like it's all good. No lot has 0 traits, but not all of them have more than 1 either.
They have a subtle effect on gameplay, and I like doing it this way so that I have to go to the lots based on traits if I want the effect, rather than being 'cheaty' and just adding the traits I want at any moment in time to the lot I am on.
I basically go through the entire world in the neighborhood management screen when I start a new game and add traits to every single lot using this logic. I also sprinkle the less 'area of effect' ones throughout as well. Pick a few lots to be haunted, a few to have gnomes, etc, until I feel like it's all good. No lot has 0 traits, but not all of them have more than 1 either.
They have a subtle effect on gameplay, and I like doing it this way so that I have to go to the lots based on traits if I want the effect, rather than being 'cheaty' and just adding the traits I want at any moment in time to the lot I am on.
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