Maximum population in the save file before sim culling?
Last month, I faced my first "auto-culling" experience in my save file.
I noticed some sims in "other household" are missing without a notification pop-up. 10 sims are missing! I went to check in "MCCC_GetPop" but there isn't any number of "Total Culled/Netherworld Sims".
Fortunately, I have the backup file and lost only the nighttime progress. However, I started feeling unsafe to play the game until I knew who was missing and what's pattern of how the game chose someone to be culled. I replayed that save a few times then I could collect the information.
*I knew there was information about the culling system somewhere a long time ago. But I don't find any recent topic about that, so I have to start a new one. If there are any, please tell me.
This is what I found in my case...
- Removed sims in my test sessions always 3 Secret Society members, all stray pets (6), and Erwin Pries! (Total 10)
- Culling progress starts when all active sims sleep, not the day-changing.
- Culling progress is triggered when the population number ("Total Sims" in MCCC_GetPop) exceeds 670. (The Sims count in-game is around 615. This might not count the hidden sims.)
- Non-hidden Sims who are removed are in the "Other Household". All of them are "Secret Society (from DU EP)" who are homeless. Other homeless sims are still saved but I'm not sure if they will be next. I guessed that the game chooses to remove unimportant sims first.
- Hidden Sims who are removed are...
- Stray pets... all of them (6 sims)
- Erwin Pries (He's a hidden sim but seems not necessary to have?)
I tried to find ways to avoid culling without using mods but finally gave up. I'm glad that MCCC can prevent sim culling, but I don't sure about how many sims I can have in one save file without breaking the game.
I want to start a topic about "sharing your population data in your save file" as well. But I'm more curious about unwarned "sim-culling" right now.
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Side note - I play the game without "Get Famous EP", so my population number grows faster because the game has to generate new NPC despite using the existing one.