Game guide:More Sims Community Lot

This article is yet complete and will have a serious cleanup.

One of which is by doing modification outside the game, by unparking your CPU. By following the tutorial instructions of the author in the link, this should increase the performance, allowing for effective and quickly pulls more sims to lots.

Sims To populate lots, you would of course need sims for that. Kind of makes sense, as how can’t you attempt to gather sims to particular spot in a ghost town. Another thing, a town/city can’t be busy If there aren’t many housed sims in it. Think of the the motto that a individual can’t really come to a lot from out of nowhere, If they’re apart of the town.

Kind of an obvious, but sort of a crucial part: Move in sims by either doing manually from edit town mode or waiting for the simulation to do the job for you. *note:*You could even try rapid immigration option from Nrass Storyprogression mod. Just find and click the town hall or its map tag, choose ... The more inhabited sims there are, the better.

If possible, include as many diverse Sims as possible, that are with varying traits, skills and work schedules. This will push available and ‘promoted’ inactive sims to visit the corresponding commercial lot. Also, giving residents or changing their existing traits to a party animal and social butterfly would also help encourage more sims to leave their homes. Play around, try things and experiments. Really this depends of the worlds setting based of the number of the population and by their current conditions.

Trivial notes: - Sims that leave work late (from criminal, music and culinary) will lurk at night.

Lot editing and modification. Besides/Alongside filling residential lots with more inhabits, there are changes that you can do to community to boost/nerf visitor cap. But before jumping so, you need to first understand how such lots attract sims. Each lot with the right citizens can make them potential attraction site. There are few factors, aside above npc-related, that determine the density of the lot: the lot assignment, the instances of assignments, the advertising objects and lot’s profile-fitting applicable npcs.

Based on the assignment the lot, the number of Sims that would visit varies. Some may have a low visitor density, while others may have extreme high one. *insert cap values of each lot*. University Life ones in particular attract more Sims. The lot’s assignment also determines which sims will be pulled, corresponding with the individual’s career, traits and a single skill point they had attained. Set up lot assignments that meets the popular need/theme of the world. The distribution as followed:

Venues - regulation of visitation from Sims. (Art gallery with artistic without can’t stand art, beach outdoorsy/athletic /o hatesoutdoorsy, Diving area with scuba diving, fishing spot with anglers and fishing, graveyard and dive bars with criminals, gym with atheltic/criminal/military or disclined sims /o couch potatoes)

If you have lots that serve no any attractional-purpose other than to be a rabbit-hole site, set these has no visitor allowed. Sims will still visit them to enter their set rabbit holes, but they won’t stay outside the building. After leaving the rabbit hole, they will immediately head home.

With the simulation running, individual sims are programmed to visit random lots they see fit instead of folking to single one as a bunch of collective. So just like in real life: the more lots the worlds has the more sims will be scattered around the town. However, as the side-effect of having too many instances of the lot zoning can cause certain particular lots to be visited lets. This is especially problematic intertwined with the population issue. The main to idea for increasing the count is to try to keep instances per lot assignment in limited numbers as possible and limit their access. Other than getting rid of them, you can set them as No Visitor Allowed-lots to revoke access from inactive Sims. For a complete optimal recommendation, it would best to stick with just one lot per its assignment type. For instance, If you have a library lot, just stick to one. However, if you plan to utilize rabbit holes in venues, you can use specific ones to the advantage of actually pulling in Sims. More on that, read the Combine RH with venues section.

Although with rabbit holes having the nature to steal visitors, these buildings can however be used in advantage way of attracting sims. Certain rabbit holes will not only pull sims to enter and use them for whatever reason (go to work/school, shop or attend an event), but also encourage them to stay on the lot after finishing their task. Using such method can also break the lot’s initial max visitor threshold. The following list lists rabbit holes that attracts and keeps sims staying on the lot: the bistro, bookstore, city hall, diner, grocery store, hospital, stadium, theater. *ref thing:* This behaviour however isn’t present in combo-RH unless overwatch mod is installed. Using these rabbit holes in combination of lot assignments can make venues more crowded than ever.

??Despite becoming over-advertised for latenight lots, it’s not advice to place down in any lot. This is due of poor implementation where the object inevitably discourages inactive sims for arriving.??

First of, it would be best to get rid of lots that aren’t suitable for the world’s current demographic setting. These means that lots won’t pull many visitors when there aren’t many citizens that meets its associated statue quo: - Animal parks won’t have a lot of visitors If there aren’t many pets in the world. (duh) - Showtime’s venues will end up empty in a world with little to no singer/acrobat/magician Sims. - Without no surprise, supernatural lots will become desserted if there are no supernaturals to visit such lots..

Another thing to note, city-related lots (clubs, lounges and bars) are impractical in town-defined world. At the very least, it would best to keep with just one of three venues, with the chosen single group type.