RBB SCS - Social Evolution Mod 1b - Reproductive Rights
Posted: Thu Jul 09, 2009 1:18 pm
This mod allows a Capitalist society's values to be created and re-enforced based upon the evolution of Reproductive Rights.
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Name Replica Building Required Prosperity Required Spirituality Cost Conditioning Happiness Prosperity Creativity Authority Income
Prostitution House Concourse Hotel >50 < 10 5000 standard 0 +20 +5 1000
Contraceptive Factory Textile Factory >100 < 20 5000 standard 0 +20 +5 1000
Objectification Manufacturer Tract Mansion >150 < 30 5000 standard 0 +20 +5 1000
Sensual Entertainment Centre Nightclub >200 < 40 5000 standard 0 +20 +5 1000
Abortion Clinic Hospital >250 < 50 5000 standard 0 +20 +5 1000
Marriage Councillor Meeting House >300 < 60 5000 standard 0 +20 +5 1000
Euthanasia Ward Animal Rescue Office >350 < 70 5000 standard 0 +20 +5 1000
Artificial Insemination Station Doctor's Office >400 < 80 5000 standard 0 +20 +5 1000
Genetic Shop Pet Shop >450 < 90 5000 standard 0 +20 +5 1000
"richardbrucebaxter" wrote:Note this mod is a subset of a larger mod designed to emulate social evolution in a capitalist society. It includes the following;
"richardbrucebaxter" wrote:New clothing:
This mod also includes a first attempt at correcting the inherent bias in sim clothing selection. It could be argued that the majority of resident clothing selected for sim's in this game are indicative of a capitalist society, which in this game is defined to have a dominant value for "prosperity" as opposed to any other social value.
"richardbrucebaxter" wrote:So at least one other social value has been chosen to result in a preference for clothing indicative of itself, and for those residences valuing "spirituality" above other social energies (Eg Farm House / Homestead) sim clothing is replaced with western clothing pre 1950s, via a new clothingset called "Conservative".
"richardbrucebaxter" wrote:The buildings are intentionally under priced, as they are seen to actually prevent a society from reaching maximum happiness (due to conditioning), but am open to suggestions on this.
"richardbrucebaxter" wrote:I considered giving these buildings differences in income generation / social value creation - but held off on this as it would bias their selection in the long term (like say building a fusion power plant instead of a fission power plant). I am open to suggestions on how their effect on a society might differ. When investigating scenarios I came to the conclusion that what I really needed in SCS to properly model social evolution was the ability to remove (rather than use "-") a social energy, as a building which uses ("-") a social energy cannot operate when there is not enough of it and the building is therefore useless.
"richardbrucebaxter" wrote:By replaced, I do mean a permanent substitution. SCS clothing sets are based upon home and workplace, and appear to be independent of a society's archetype (I did a check of this earlier). This would have been the optimum solution as clothing selection in the real world generally follows trends (fashion) which are constrained by popular opinion (social energy).
"MidrealmDM70" wrote:... but it also prevents them from being upset.
"MidrealmDM70" wrote:I don't know if there is a way to have a workplace make workers less happy, but you could have it affect nearby venues (reducing happiness or atractiveness or both)
"MidrealmDM70" wrote:You could use an ability emmitter (at full map radius) to reduce the production of a certain societal value (using an negative insterad of a positive).
"MidrealmDM70" wrote:Other ideas would be to affect the spawn chance of certain types of Sims, reduceing the chances of beneficial ones or increasing the chances of harmful ones...
"MidrealmDM70" wrote:Also some (or most) of those locations seem like they would be more appropriate as Venues than Workplaces
"richardbrucebaxter" wrote:For a capitalist society this is not necessarily a good trade off - where as for an authoritarian state I don't think this would matter. They each have a capacity for 20 "workers", so they are not only producing a lot of income (as well as social energy output), they are also performing a high amount of social conditioning.
"richardbrucebaxter" wrote:These were very cool ideas in general, but as you say some of these might be extending the creative licence a bit far.
"richardbrucebaxter" wrote:I agree, however at the time I wanted the ability for these buildings to create income for a society thereby making them an attractive x term solution for a government.
Thanks for all of your excellent ideas. I will investigate changing the workplaces to venues, and will most likely implement the global social energy modifiers.
I am still not sure about contentness being the aim for a capitalist society (possibly there are times when a society may help itself self out when it sees there is a problem - the synergy feedback scenario you have outlined makes sense - when the going gets tough...), however when I played it, it seemed implicit in the game that happiness is the aim of sims and hence their society except in those societies where conditioning is mandated and they don't necessarily want to be happy.
In general I am not a massive fan of special sims and micro management - they look cool and I don't mind them having some minor role, but they potentially make the game overly complex if one treats SCS as a simulator with optimum paths. (note that I don't own destinations), but I think your suggestions for individual building functionality were pretty sweet and so may start to work on this also.