- No one sim households
- Three households to start with, more sims and households to get added during play
- Starting households are most likely scattered over several worlds already in the beginning
- I always create clusters of connecting worlds, but which ones connect depends on the save
- Occult Play, but a sim's loyalties towards their peer group (culture, career, mob) are usually stronger than to others of their occult type
- Usually androids (custom), often spellcasters and werewolves, rarely vampires and aliens
- Aging off, manual aging and timeskips as needed
- Normal skill progression, sims YA and older get either a couple of skillpoints or helpful traits for free
- Manually changing seasons, holidays to be set as needed a couple of days before
- My regular mods plus a special folder with mods cc for this specific save
- Yes to cheats for the player, no for the sims
- A clear goal to reach, either "play x years" or "achieve this specific ingame goal", not every household has access to all careers/objects/means of income, households often compete for the goal