Dynasty Pack/Sims 4 Reimagining
Although I think the idea itself is one many and myself wanted for the sims the execution is rather lazy in comparison to what most of us wanted it to be. The idea I have is two separate packs that join with the fairies and mermaid packs along with the medieval world building needed for these expansions. A game I wanted to mention is ROBLOX's game "Rise to Royalty" in this game clever world building and good game loop engineering keeps the player engaged in a medieval gameplay. While I like the idea of a modern-day royalty timeline a medieval theme would work better with the cartoonish feel of the sims especially with packs like cottage living it's possible to go back in time with the game. This concept could be adapted into a mod or hopefully looked at by EA developers when creating packs for Project X. Ranks 'Rise to Royalty' has many different ranks you either are born into or work for, this includes nobility, sages, servants, market peasants, knights, heirs, carpenters, rulers, bakeries, tailors, etc. Mind you this is a free to play game so putting this into perspective many different ways of life and tasks could've been created for the pack, making rock collecting and harvesting able to sell at a local market. In 'Rise to Royalty' heirs and monarchs have the ability to fall ill having to see a sage in order to get over sickness this could be a cool new death for the sims, causing scandals, maybe even incorporating a way to poison/sabotage fellow members that would require you to fulfill journeys around different world packs in order to fulfill it. Servants also have tasks as well including sweeping, dusting, and preparing food for the royals, nobles fulfill royal's orders (grabbing them a special dessert, to gifting them an outfit) and approve or disapprove messages from other neighboring countries and upset peasants. To include yourself into a dynasty you would either spawn as part of one, become a servant through a interviewing process with a royal, or you can fall in love with a royal. Dynasties would meet with each other in order to arrange marriages between royal sims. Royal sims must get with other royals in their respective ranks or risk falling in love with a peasant, creating a scandal, and be banished or accepted by the kingdom on a series of combability tests. Medieval fairy-tale connected game pack Seeing as Sims 4 is cash grabby and makes two-part packs (first pet stuff & cats and dogs, cottage living & horse ranch, parenthood, high school years, & growing together, etc.) fairies and mermaids could've been its own pack that cross plays with the Royalty pack. Of course, this would be another expansion pack but a good, conjoined replacement for fairies, island livings poor excuse of mermaids, and other things that could be incorporated. These two packs would have two separate worlds but with the same vibe expect the fantasy pack would look more like the spellcaster's world than a regular willows creek. The fantasy pack could have interesting storylines including like a Peter Pan inspired neverland world or like a Tinkerbell world vibe. Pirates would be possible in this pack which in past Sims games we've seen as an option, this could honestly work into its own neverland kind of pack rather than making island living with mermaids it would be a separate game pack similar to outdoor retreat just in a Hawaiian or Caribbean environment. Although mermaids was a huge plus for the Island Living pack gameplay was lacking and mermaid's consistency with the pack idea itself was just lost on me. Ideally Neverland would be separate from Island living featuring pirates, fairies, and mermaids. These occults would make sense together and gives enough reason for a forty-dollar price tag. The map would the magical land of ___ in it would be waterfalls, treehouses, lots of nature scenes, hiking trails and lagoons. Fairies would be reachable via a special tree holding a magical door shrinking the player which then transports them into the fairy domain here they meet other Faries training in order to gain abilities. The regular map would look enchanted, with cottages and fairy houses, new furniture would be sea and nature themed with leaf objects and shell/clam shaped objects to fit both occults in the pack. Mermaids would have the ability to catch and heal or release fish; they can also sing a siren song to attract tourists and break pirate ships. Their musical ability would be a new one called hypnotic call. Sometimes the siren call would work and sometimes it won't depending on the skill level. Mermaids would also have seashell phones which are cone shaped shell objects they can interact with to call to gain rarer fishers when fishing and interacting with Atlantis (which would be its own kingdom that will only be available with the dynasty pack). Fairies on the other hand would have the same powers as they did in the original pack along with working with plant sims and a bigger focus on mother nature while the mermaids would also have their own sea god, they can also worship. Pirates would come with the sword fighting skill, sailing, and the treasure finder aspiration, through rabbit holes they can gain the sailing skill while also finding treasures along the way. Pirates would work similar to an adventurer having journals and tables containing maps. Pirates can gain "sea knowledge" which would be another skill where they research the ocean through computers, books, finding seashells, crabs, or fish on the beach. This would go towards their treasure finder aspiration. An object that could be cool in a pack like this is a cage where pirates can capture exotic creatures, they can either capture a parrot in one of their travels or a fairy sim, which can cause drama and be good for story centered gameplay. Royalty Pack and Map The royalty pack idea I had in mind would be set in medieval kingdoms around the world with different careers that could be applied to the pack. This would include, knight, servant, tailor, kingdom cook, and baker. Knights have a more interactive role at the palace and come with cross pack play in horse ranch. Knights are able to own and train horses to be steads, new accessories for horses would also be added so knights can apply armor to them. Knights can visit their headquarters near the castle, if the user has horse ranch there will stables where they can view their horses and train them. Royals themselves will automatically gain a trait of royalty which will be separate from their other traits so you can still choose 2-3 others. The royalty trait affects the sims self-awareness and attitude causing them to be rude to regular people. They will also have special interactions like asking someone to give them a gift, cross the street, open the door and other social interactions that will annoy regular sims. If you have the celebrity pack royal sims will have a moodlet of superiority and have a special greeting with top movie stars called "elite greeting" following an exaggerated and almost fake funny interaction between the two. If a person has cats and dogs, pets who are born into royalty also have the royal trait and will act snobby to regular pets, walk different, and prefer more expensive toys or gourmet meals. It could also come with new items for cats and dogs like a diamond bone or an over-the-top bed and grooming station. Markets would have events similar to city living where festivals are held almost like a Notre Dame market vibe. The world of this expansion pack would automatically turn off the ability to cheat ingredients making simmers utilize the market for their meals, this can be turned off in settings. Tailors and Bakers could be interactive careers but don't have to be, the tailor skill would be integrated with new cas items, a sewing machine, mannequins you can put your made clothes on and more. If you are high enough in the tailor or baking skill you can go on the computer and apply to work in the castle which will give you more money and an opportunity to meet the king and queen. It's hard not to avoid technology so phones and computers would ultimately still work in this world. Royals can hold town meetings to decree new laws, balls, and galas. I feel like when it came to cas it was lacking rank wise there wasn't many clothes to differentiate royal and peasants so that should also be added as well. UI Elements Kingdoms will be able to hire multiple people for their castles, a live in servant can be one of them and you can have the ability to be a live in servant depending on which option you choose in the career. Royals can hire sages, must have at least 3 knights, and two nobles. Hiring would work like catering, mixologist, and pianist jobs, but they will last longer with workers becoming part of the castle's ecosystem. Workers of the castle will have a reputation to uphold this includes knights, tailors, bakers, nobles, etc. your reputation could get you fired, speaking ill about the royals, hanging out with the revolutionists, or not being up to your tasks can make you lose your privileges which you can only earn again after fulfilling tasks to regain reputation. Royals would have a different reputation system, laws they pass, reputation of castle's employee's tasks, the kingdom's view of you through public scandals or statements give out, and how giving you are to the people. If reputation cannot be saved and goes down, then kingdom would be overthrown and protested. Galas and balls can only be held with good reputation and the public's perception will be known to monarchs due to nobles giving weekly reports of citizen's opinions on the rulers which nobles will also be tasked with writing on computers. Scandals and Family Trees Citizens will have an option on their computer to deep dive on royals' history, citizens who are writers can either make good or bad articles on kingdoms. Castle workers are allowed to "expose" affairs or dirty secrets to other citizens and royals for money as well as royals and workers are allowed to spread their "secrets". These would be added interactions that could affect reputation. Sims can also spread "rumors" that aren't true and can either be resolved by public statements or be believed by everyone. People of the castle can write secret letters to people on computers about different opinions or affairs they are having. New traits can be added as secretive, scandalous, and snitch, secretive people are more likely to get away with things and less likely to be seen committing suspicious acts, scandalous people are more likely to get caught, as they like to be the center of attention and are prone to getting in trouble or being mischievous, they will get a happy moodlet when lying to another sim but get angry when "exposed", lastly snitches are likely to "blurt" out the truth which would be a moodlet and automated interaction based on how long ago the secret was told and depends on who is the near the snitch that would want to hear it. Snitches will physically express nervousness when told the secret but are more nosy than regular sims and asks many questions about other sim's secrets. DNA tests are also brought into the pack in order to determine if a child is a product of an affair. Family tree research will also be integrated by going on the computer you can deep dive on your family and add to your existing family tree with new results of distant relatives. Cross Pack Elements Atlantis would also come with the royalty expansion pack and be a new part added into the fairy-tale world, allowing mermaids to interact with the kingdom by calling Atlantis on the seashell, travelling into a separate underwater world with the kingdom and its system. Sages(healers) can also collect fairy's pixie dust or mermaid shells for some of their remedies ensuring cross pack play. Healers/sages would be different from spell casters because with the new world there would be different sicknesses added the healers would have to focus on. They also cannot cast spells but gain the healing skill to basically cheat these illnesses of course their remedies would include a vast amount of ingredients from any pack (honey, herbs, vampire teeth, etc.). Spell casters will also have added spells and can be hired by a kingdom. Thank you for coming to my TedTalk support and comments would be appreciated EA needs new ideas and they need to listen to their creative audience!249Views2likes0CommentsRoyalties from games don’t expire
It would be great if we could disable daily royalties in the game. There may be other royalties that don't expire; I've only experienced those from writing games so far, but there may be more. The ones from books expire and it’s more manageable.5Views0likes0CommentsCircus theme expansion pack
Hi everyone! I’ve been a huge Sims fan for years, and I just love this game so much. There’s one theme I’ve been dreaming about forever that we still don’t have… a proper Circus expansion or game pack! The circus life or something Imagine: A new “Circus” career branch (acrobat, clown, magician, fire eater, tightrope walker, ringmaster…) A Big Top venue lot type + caravan/trailer residential lots New skills: Acrobatics, Juggling, Contortion, Knife Throwing, Fortune Telling Circus makeup, cool costumes, striped tents, cotton candy stands, carousel objects, Traveling circus events that visit different worlds I’m a massive circus nerd in real life and I think this would be the most magical, colorful, over-the-top pack ever. It could be whimsical and family friendly and also a little dark and spooky with evil clowns running around, either way it would be so much fun! Does anyone else think this would be amazing? Or am I the only circus-obsessed simmer out there? 😅 I’d love to hear your ideas and see if we can get this on the devs’ radar! Thank you for reading my little dream post ♡123Views3likes3Comments[BG] [S] How do I know which objects were destroyed from fire and lightning?
Hello there, I've been struggling with the destroyed objects that became ash from fire and lightning. For burned objects, I can replace them right away. But for destroyed objects that became ash, I don't know how to locate the exact item/swatch on BB mode to replace them. I wish there's a list of stolen objects like when they were stolen by burglar so I know which objects were gone. Or if there's a way or mod to notify about this, please let me know. Thanks so much!Making Traits Matter: A Proposal for Cohesive Personality & Neighborhood Stories
Does anyone else feel like their Sims are just "skins" with the same basic AI underneath? While we have an incredible array of traits, aspirations, and likes/dislikes, they currently feel like separate islands that don't talk to each other. I’m proposing a core overhaul of how Personality, Aspirations, and Memory Systems function—across all lifespans—to make the game feel truly alive and autonomous. [b]1. Personality-Driven Autonomy (All Lifespans)[/b] Personality should be the "brain" of the Sim, starting from Infancy and evolving through Elderhood. [list] [] [b]Trait-Driven Weighting:[/b] Traits should act as multipliers for autonomy. A Creative Sim should be 5x more likely to pick up an instrument than a Lazy Sim. [] [b]Active Likes/Dislikes:[/b] If a Sim Dislikes Fitness, they should NEVER autonomously use a treadmill. Currently, the "Preferences" system feels like it only affects moodlets, not actual decision-making. [*] [b]Aspirations as "Life Filters":[/b] An Aspiration shouldn't just be a checklist for the player; it should dictate the Sim's focus. A Sim with the Master Chef aspiration should autonomously seek out the stove or cookbooks during their free time. [/list] [b]2. Deepening Trait Logic: Specific Examples[/b] To make Sims feel unique, their "Action Picker" needs specific logic based on their traits: [list] [] [b]The Jealous Trait:[/b] Instead of just a "Tense" moodlet when a partner is away, Jealous Sims should autonomously "Check Social Media" or "Check In" via phone more often. They should have a lower threshold for "suspicious" autonomy. [] [b]The Erratic Trait:[/b] This should be the "Wild Card" for Neighborhood Stories. The Erratic Sim should be the only one who randomly quits a high-level career or moves to a different world overnight. [] [b]The Non-committal Trait:[/b] These Sims should autonomously favor "Exit" actions. If a relationship bar gets too high, they should feel "Tense" and seek out solo travel rather than accepting every romantic interaction. [] [b]The Hates Children Trait:[/b] This should be a hard "No" in the code. They should never autonomously interact affectionately with infants, and Neighborhood Stories should never trigger an adoption event for them. [/list] [b]3. A Cohesive Memory & Relationship System[/b] Individual and shared memories should act as the foundation for how Sims treat one another. [list] [] [b]Shared History:[/b] If two Sims have a "Negative" memory together (like a public fight), their autonomous interactions should stay "Cold" or "Mean" for a significant period. [] [b]Trauma & Growth:[/b] Major life events (fires, deaths) should leave a "Memory Buffer." A Sim who survived a fire might autonomously avoid the stove or "Panic" near fireplaces for several days. [*] [b]Neighborhood Rumors:[/b] If a neighbor is involved in a scandal, other Sims should "remember" this and have unique autonomous reactions (like Gossiping or Avoiding) when they see them. [/list] [b]4. Fixing the "Chaos" of Neighborhood Stories[/b] The current system functions like a random number generator. It needs actual logic: [list] [] [b]The Baby Boom Fix:[/b] The system MUST check Household Funds, Bedroom Count, and Traits before triggering an expansion. [] [b]Trait-Filtered Events:[/b] Events should match the Sim. Ambitious Sims focus on jobs; Romantic Sims focus on dating; Family-Oriented Sims focus on kids. [/list] [b]5. Technical Proposal: A Base Game "Personality Engine"[/b] This must be a Base Game Update. If the foundational "brain" is improved in the Base Game, every DLC pack released afterward will feel more cohesive. [list] [] [b]The "Action Picker" Logic:[/b] Add a logic check to every autonomous action: "If Trait/Aspiration/Memory = Conflict, THEN Probability = 0." [] [b]Relational Broadcasters:[/b] Update the way Sims react to world events so the game "pings" their individual history and traits before assigning a choice. [/list] The Sims 4 has the potential to be the deepest life sim ever made, but the systems need to be woven together. We want to watch our Sims live their lives and be surprised by their choices because those choices actually match who they are. [b]What do you all think? Which trait or memory do you feel is currently the most "broken"?[/b] Sorry if there was any confusion while reading . I had to change some of my formatting so the forum doesn’t mistake my feedback as invalid code .Q&A: Royalty & Legacy
#AD (just in case this counts as social media) I was invited to join the CFE (not final build) opportunity for The Sims 4: Royalty & Legacy. Thank you to the EA Creator Network for this chance to answer questions for you about the pack! I will be taking and answering mainly questions about gameplay - Skills/Traits/Aspirations/Career/Venues/Systems/Collections/Lore - and anything else you guys want to know about! I did test with ALL PACKS in as I believe this is yet another pack with cross-compatibility possibilities related to the various systems. (Please Note: Testing with other packs in is unsupported before regular Early Access, so may be extra buggy.) Testing was/will continue to be done on a mix of fresh CAS Sims and premades, to see lore and experience different levels if they are present. Format will be similar to past Q&As where I have links to each subject and add more info to each based on questions asked and as I discover things through gameplay. I can't start posting right away this time due to the embargo, but will be continuing to take notes/screenshots and will post info when I can. P.S. - I have a Creator Code, so if you find my Q&A useful you might consider it as an option at checkout. Using my code gives me a small commission (5% regularly, 7% during sales) and can even save you a little bit of money on TS4 DLC during sales (normally 5%). My code is EmmaVane. Just enter the code on the the payment screen where Promo Codes normally go. Thank you, EA for this opportunity. INDEX (to follow): ACCESS TO WATER DYNASTY SYSTEM: Dynasty Perks Dynasty Values NEW VENUES & LOT TRAIT: Backroom Venue Community Market Venue Clandestine Lot Trait NEW CAREER & OCCUPATIONS: Noble Career (WIP) POWERSHIFTS (WIP): ⚔️Simcalibur (additional info, thanks to crinrict ) 🕷️Anansi's Well PREMADE UPDATES Family Trees (Laurent, Dreamer & Alto) Dynasties (Goth & Landgraab)7.6KViews13likes92CommentsWhat would you want with Ina island living refrsh?
Island living is often regarded as small pack.I think a refresh will do some good 1.Revamped mermaids I feel like mermaids get a bad wraped. Adding new powes and maybe a mini skill tree could be ideal.Adding more actions ,you can do underwater. Like maybe you can have rabithole option to grabbed fish or find treasure underwater.Maybe add the ability for other mermaids can like another supernatireaul make humans mermaids by a kiss. Make a couple hidden undwater lots. For the human side island living.There is a lot of polyesean culuture.So maybe they can add dancing or Hulu dancing. Maybe evan be able teach others how to dance. Life gaurds should be a small active non rabbit hole carer. What things you would like to see in an island living refresh?170Views9likes9Comments[EbN] Naturopath Career Daily Task, stop dependency on Computers
I am not sure about anybody else, but I really dislike how many times (or that it happens at all) the need to study on computers. My performance is dropping like mad (every time I choose this career) if this crops up 2 or more days in a row. I play a computerless household, as I cannot stand them, and for a nature theme pack, this just seems a non-canon task. I think eventually you can if Apothe-curist Branch is chosen stops this task but I think it shouldn't be in the career at all.[EbN]+[OR] Add Herbalism to Apothecary Table
I think that for cross compatibility sake Herbalism should be an option for the Apothecary Table. edit: also RoM not all alchemy ingredients fit in the table (like apples/angelfish/etc.) It really be nice for all Alchemy/Apothecary/Herbalism stuff would be branched/umbrellaed under cauldrons/apothecary tables, and ingredients in the table/storages.106Views11likes5Comments