HaveYouSeenSean
6 years agoRising Ace
Most N.A.P.s implemented with Eco Living are atrocious. I have some ideas.
After writing a draft of 4000 words, I decided that going in-depth on every single N.A.P. was counterproductive. Instead, I will simply do a small list with proposed changes. If you desire to look at the old N.A.P.s, I will leave a link somewhere on this thread. Alternatively, if you desire to leave your own suggestions – I can add them to this thread, with credit, if you desire – or feedback on my suggestions, feel free.
Some ideas are kept simple on purpose. I feel like each thing should not do a hundred different things.
Some notable changes across the board
↪ Each N.A.P. no longer grants influence points once it is in effect. My current Sim is sitting on 8000+ points solely due to the fact the N.A.P.s in her neighbourhood are insanely strong for what she does. After thirty minutes of play, you have enough points to dominate the board, no matter what. You gain influence points for doing things of note, such as making friends, getting promoted, getting married, et cetera. Doing some push ups should not give you influence.
↪ Only neighbours can vote on N.A.P.s in that neighbour. This seems like an oversight, but I have no idea why Nancy Landgraab is in my neighbourhood, voting on things.
↪ NPCs can appeal N.A.P.s without your consent (assuming you have the option in settings enabled so that they can vote). Your Sim can counter this by spending influence, assuming they are quick enough.
↪ Unless something is mentioned, consider it removed. If I have not listed it, it is not meant to be there.
Back to the Old Days: Sims who use technology gain less motives from the objects. This impairment begins at twenty-five per cent and rapidly increases to seventy-five per cent. If they are caught using technology by their neighbours, they will receive a caught! moodlet, which may cause social interactions with neighbours to fail. They will also receive a fine, which increases each time the Sim is caught (is added to the bills). Every now and then, a Sim may come by unannounced and make sure your Sims are following the rules. They will peak into windows and see what you are doing. If you are reading, they will praise you and spread this around, earning you a few influence points. If you are caught breaking the rules, the above will happen.
Sims who are following the rules will experience increased motive gain from reading, playing chess, fishing, or crafting on any machine that does not require power. If the object also raises skills, they will gain bonuses to skill experience. They will also gain friendship faster with neighbours, unlocking a new social interaction, which is ‘gossip about neighbours’, which allows you to learn if someone is breaking the rules. Under the mean category, you can also accuse someone of breaking the N.A.P. and, under mischief, submit a false accusation.
Clean Energy Production: Mostly unchanged as it does very little. However, you no longer gain passive influence. Instead, you gain a trait (once you hit a certain per cent of ‘clean energy’ produced that negates the coughing/moodlets from industrial zones.
Eco-Friendly Appliances: Sims will have a much easier time upgrading objects to be eco-friendly. They will also gain increased skill gain for repairing objects. During this N.A.P., you can offer to upgrade your neighbour’s objects, assuming your skill is high enough. You will go to a rabbit hole, earning some money and some parts.
Foodies Unite!: Sims will be able to cook better quality meals, donate meals to those that need it, gain increased experience, urge others to cook, gain more powerful moodlets from cooking and eating various foods. Expanding your palate is encouraged, giving your Sims more potent and longer lasting moodlets. Sims will also enjoy receiving food orientated gifts during this time. Your neighbours may also drop by, leaving various gifts of food.
Free Love: Sims will no longer suffer from jealous should their partner flirt with other Sims in their neighbourhood. Also, during this time, romantic actions have a much higher success rate, Try for Baby will succeed more often, and Sims will accept WooHoo, even if they have barely any romantic relationship. Entering a committed relationship during this time will be harder yet will reward your Sim with some influence and a trait that allows them to cheer up their partner, dispelling a few negative moodlets.
Fun-Loving Community: The fun motive decays much quicker than usual, but when full, makes Sims insanely happy. Rarely, a neighbour may drop by and gift your Sim a random cheap fun item.
Green Gardening: Your Sim gains increased experience, plants better quality plants, and receives more harvestable per attempt. Plant Sims are more frequent and the chance to become one increases with each gardening attempt. Becoming a Plant Sim earns you influence.
Green Initiatives in –: Unchanged.
Juiced Community: Unsure on what to do with this one as all suggestions I had would break the rating of the game.
Modern Development in –: Unchanged.
Power Conservation: I find this N.A.P. useless and have no idea how to change it.
Promote Creative Arts: Sims have a higher chance of making better quality objects, their objects sell for more, and they gain skill faster. During this time, your neighbours become ‘art lovers’ and will applaud you for having art items in your home. Giving art related gifts will have a better benefit than normal objects. Sims will also be more likely to paint, write, or craft and if they cannot, they will become upset.
Rock Your Body (and Mind): Sims will lose weight quicker, gain more muscle quicker, and will have much better health overall. If your Sim has/gains 10 Fitness during this N.A.P. being active, they will gain a trait that makes them immune to the effects of Industrial zones (same as Clean Energy Production). More Sims will jog around, bike around, and there will be less cars driving around with more foot traffic. The hygiene motive will decay slower than usual.
Roughhousing Encouraged: Removed. Out of all the N.A.P.s, I find this one the most useless. Neighbourhood Brawl exists already.
Self-Sufficiency: Removed. Other N.A.P.s do this.
Sharing is Caring: Sims will no longer swipe objects. Instead, Sims can use any object without complaint (Always Welcome). However, neighbouring Sims may also randomly drop by and help themselves to your food, watch your television, and even sleep in your bed! Sims have increased skill gain when using objects that are not theirs, motives increase faster when using objects that are not theirs, and will gain friendship by using objects that belong to other people. During this N.A.P., giving out as gifts objects is more effective.
Support the Performing Arts!: Removed. Can be merged with ‘Promote Creative Arts’.
Tech Support: Removed. Can be merged with ‘Fun-Loving Community’.
Upcycling Initiative: Recycling gives more materials, fabricated furniture takes less time and materials to create, and hand-crafted items sell for more.
Water Conservation: See ‘Power Conservation’.
We Wear Bags: Removed. Instead, Sims will wear bags when they are embarrassed (can be turned off and on in settings).
Some ideas are kept simple on purpose. I feel like each thing should not do a hundred different things.
Some notable changes across the board
↪ Each N.A.P. no longer grants influence points once it is in effect. My current Sim is sitting on 8000+ points solely due to the fact the N.A.P.s in her neighbourhood are insanely strong for what she does. After thirty minutes of play, you have enough points to dominate the board, no matter what. You gain influence points for doing things of note, such as making friends, getting promoted, getting married, et cetera. Doing some push ups should not give you influence.
↪ Only neighbours can vote on N.A.P.s in that neighbour. This seems like an oversight, but I have no idea why Nancy Landgraab is in my neighbourhood, voting on things.
↪ NPCs can appeal N.A.P.s without your consent (assuming you have the option in settings enabled so that they can vote). Your Sim can counter this by spending influence, assuming they are quick enough.
↪ Unless something is mentioned, consider it removed. If I have not listed it, it is not meant to be there.
Back to the Old Days: Sims who use technology gain less motives from the objects. This impairment begins at twenty-five per cent and rapidly increases to seventy-five per cent. If they are caught using technology by their neighbours, they will receive a caught! moodlet, which may cause social interactions with neighbours to fail. They will also receive a fine, which increases each time the Sim is caught (is added to the bills). Every now and then, a Sim may come by unannounced and make sure your Sims are following the rules. They will peak into windows and see what you are doing. If you are reading, they will praise you and spread this around, earning you a few influence points. If you are caught breaking the rules, the above will happen.
Sims who are following the rules will experience increased motive gain from reading, playing chess, fishing, or crafting on any machine that does not require power. If the object also raises skills, they will gain bonuses to skill experience. They will also gain friendship faster with neighbours, unlocking a new social interaction, which is ‘gossip about neighbours’, which allows you to learn if someone is breaking the rules. Under the mean category, you can also accuse someone of breaking the N.A.P. and, under mischief, submit a false accusation.
Clean Energy Production: Mostly unchanged as it does very little. However, you no longer gain passive influence. Instead, you gain a trait (once you hit a certain per cent of ‘clean energy’ produced that negates the coughing/moodlets from industrial zones.
Eco-Friendly Appliances: Sims will have a much easier time upgrading objects to be eco-friendly. They will also gain increased skill gain for repairing objects. During this N.A.P., you can offer to upgrade your neighbour’s objects, assuming your skill is high enough. You will go to a rabbit hole, earning some money and some parts.
Foodies Unite!: Sims will be able to cook better quality meals, donate meals to those that need it, gain increased experience, urge others to cook, gain more powerful moodlets from cooking and eating various foods. Expanding your palate is encouraged, giving your Sims more potent and longer lasting moodlets. Sims will also enjoy receiving food orientated gifts during this time. Your neighbours may also drop by, leaving various gifts of food.
Free Love: Sims will no longer suffer from jealous should their partner flirt with other Sims in their neighbourhood. Also, during this time, romantic actions have a much higher success rate, Try for Baby will succeed more often, and Sims will accept WooHoo, even if they have barely any romantic relationship. Entering a committed relationship during this time will be harder yet will reward your Sim with some influence and a trait that allows them to cheer up their partner, dispelling a few negative moodlets.
Fun-Loving Community: The fun motive decays much quicker than usual, but when full, makes Sims insanely happy. Rarely, a neighbour may drop by and gift your Sim a random cheap fun item.
Green Gardening: Your Sim gains increased experience, plants better quality plants, and receives more harvestable per attempt. Plant Sims are more frequent and the chance to become one increases with each gardening attempt. Becoming a Plant Sim earns you influence.
Green Initiatives in –: Unchanged.
Juiced Community: Unsure on what to do with this one as all suggestions I had would break the rating of the game.
Modern Development in –: Unchanged.
Power Conservation: I find this N.A.P. useless and have no idea how to change it.
Promote Creative Arts: Sims have a higher chance of making better quality objects, their objects sell for more, and they gain skill faster. During this time, your neighbours become ‘art lovers’ and will applaud you for having art items in your home. Giving art related gifts will have a better benefit than normal objects. Sims will also be more likely to paint, write, or craft and if they cannot, they will become upset.
Rock Your Body (and Mind): Sims will lose weight quicker, gain more muscle quicker, and will have much better health overall. If your Sim has/gains 10 Fitness during this N.A.P. being active, they will gain a trait that makes them immune to the effects of Industrial zones (same as Clean Energy Production). More Sims will jog around, bike around, and there will be less cars driving around with more foot traffic. The hygiene motive will decay slower than usual.
Roughhousing Encouraged: Removed. Out of all the N.A.P.s, I find this one the most useless. Neighbourhood Brawl exists already.
Self-Sufficiency: Removed. Other N.A.P.s do this.
Sharing is Caring: Sims will no longer swipe objects. Instead, Sims can use any object without complaint (Always Welcome). However, neighbouring Sims may also randomly drop by and help themselves to your food, watch your television, and even sleep in your bed! Sims have increased skill gain when using objects that are not theirs, motives increase faster when using objects that are not theirs, and will gain friendship by using objects that belong to other people. During this N.A.P., giving out as gifts objects is more effective.
Support the Performing Arts!: Removed. Can be merged with ‘Promote Creative Arts’.
Tech Support: Removed. Can be merged with ‘Fun-Loving Community’.
Upcycling Initiative: Recycling gives more materials, fabricated furniture takes less time and materials to create, and hand-crafted items sell for more.
Water Conservation: See ‘Power Conservation’.
We Wear Bags: Removed. Instead, Sims will wear bags when they are embarrassed (can be turned off and on in settings).