During the update hiatus, Earl and Jenna Potter had their third child, a little boy named Ernest. This round Ernest became a toddler, the twins are nearly teens, and their fourth child, Clifford, was born. Baby #5 is due early next round. Financially, this family is doing quite well, with Earl working in the Military career. He managed to score a promotion this round thanks to a body point he must have received from a chance card. He won't get another unless it's chance card related, since he's not allowed to skill purposely, but he makes a good wage nonetheless. Once Herman becomes a teen next round, he'll get a job as well.
Happy Simming!
Saturday, May 30, 2020
Friday, May 29, 2020
RKC 5/29/20
Since we last heard about the Pratts they had another son, Edmund, and this round they completed their family with yet another son, Alfred. That makes four boys and two girls. We've had so many boys born recently that there just aren't enough girls to go around marriage-wise, let alone taking into account many of the Peasants being related to one another. Not to mention that some of the girls (like the Pratts' oldest daughter Emelina) have ended up going to the church, for lack of any prospects at the time she grew into teen. Since my Merchant heirs are also looking to the Peasant class for wives, I may need to consider some new CAS families to keep things moving forward.
Happy Simming!
Happy Simming!
Thursday, May 28, 2020
RKC 5/28/20
The last real update we had for the Petersons left them at expecting their fourth child, which turned out to be twins, Anthony and Sarah. On this round they welcomed their sixth and final child, another boy named Paul. Altogether that's four boys and two girls. In addition, their second child (and oldest girl) became a teen, which meant it was time to decide her fate. Peasant girls actually have more options than any other group. In order of desirability: #1-become the witch's apprentice, #2-become a servant, #3-marry a Merchant, #4-become the orphanage director, #5-marry a Peasant, and #6-join the church. For Mary it worked out like this: the witch doesn't need an apprentice, there are no openings for servants, none of the Merchant heirs are ready for marriage, she's ineligible to be orphanage director (Peasants must have been raised in the orphanage in order to be the director), and she's related to all the current Peasant heirs, which leaves her only remaining option - join the church. She joined the convent run by her aunt Alida. Philip (the heir) is currently related to all the available Peasant girls, which means he'll have to wait a while to find a bride.
Happy Simming!
Happy Simming!
Monday, May 25, 2020
RKC 5/25/20
Today we have the Potter family (Henry & Diana). It was a fairly eventful round. On the first day, Henry's father Joshua died at the age of 80. The next night their fifth child was born, a boy named Felix. On the final day, both Miles (#2) and Nora (#4) grew up, as well as baby #6 getting going. Since Miles became a teen and he's not the heir, it was time to decide what he'd be doing with the rest of his life. Peasant boys have three options: #1-become a servant in a Royal or Noble household, #2-start a new household, get married, have kids, or #3-become a monk. Since there are no servant positions available, but there are a number of empty shacks, Miles will be starting a new household. He won't be able to get married for a while, since currently all the Peasant girls are related to him in one way or another. It might be a good thing for him in the long run. He'll have more time to save money before having a house full of mouths to feed. His older brother Donald is in the same boat marriage-wise, so we'll have to wait and see how that turns out once some more girls are born.
Happy Simming!
Happy Simming!
Sunday, May 24, 2020
RKC 5/24/20
Quick post today; I only played nuns. In the first convent, in which Alida Peterson is the Mother Superior (did I mention previously that Elizabeth Nero died, leaving her position to Alida?), the only exciting thing that happened was a kitchen fire. No one was hurt. In the second convent, in which Roberta Nordstrom is Mother Superior, the only thing that happened was Roberta becoming an elder.
Next up are the Peasant households. Happy Simming!
Next up are the Peasant households. Happy Simming!
Friday, May 22, 2020
RKC 5/22/20
Ok, so I haven't been able to get on here for a long while. I have played through quite a bit though, so much in fact that I really can't remember everything that's happened so I'll finish updating the round I was working on (to the best of my recollection), then give just the highlights of the next round and the current round up to where I am now before continuing with regular updates.
First up is the witch. The current witch is Nanette Peterson, who is a good witch. Witches are always selected from among Peasant girls, and since they are both powerful and respected/feared, it's one of the best options a Peasant has. The witch gets to live life on her own terms and do as she wishes, which is more than can be said for any other role open to Peasants. The witch runs a home business potion shop, where she sells potions and reagents that she makes. She grows her own food, doesn't pay taxes (the King is afraid to anger her), and doesn't attend church (she's not welcome there), so she never really needs to leave her cozy cottage on the outskirts of town. She has a cat who is her familiar (a real cat, not the one that can be summoned), though she serves no real purpose other than company. I also allow the witch to make robots which I'm reasoning as inanimate objects powered by her magic. Best of all the witch and her familiar are allowed on drink of elixir each week, extending their lifespans through magical means. I've toyed with the idea of the witch unleashing a plague on the townspeople when she eventually becomes an elder, but I'm not sure how that would work exactly. Plus I have issues with killing children. Not to mention that this witch is a good witch who likely wouldn't do such a thing. I guess we'll just table that until I figure out what I want to do.
Following the witch are the courtesans. They are also of the Peasant class, though they have much nicer furnishings and fewer hardships than ordinary Peasants. As you might expect, they make their living from "entertaining" the men in town. This tends to lead to illegitimate children being born. I generally only keep two ladies in residence at a time, along with the first two girls born in the subsequent generation to carry on the trade. All other children are sent to the orphanage where they might be adopted by a Merchant or Noble family, but it's not common. The courtesans' "income" comes from selling date flowers/rewards for cash. Recently, they've had a bit of a dry spell, as none of the playable men have been coming by the house. Next time they're played, I'll need to send them out to a community lot in hopes of snagging a date.
Last in the rotation is the orphanage, where all the unwanted children of the courtesans are raised. To be fair, it's a nicer place than most Peasant children grow up in and they have at least the possibility of being adopted into a nice family. The orphanage director is either a single Merchant woman or a single Peasant woman who was raised in the orphanage herself. The orphanage is funded by the government, but the director can (and often needs to) gain extra money through selling her sewing projects. Once the children in her care reach teen, they are assigned to a position open to Peasants. If they are lucky enough to be adopted, they get to enjoy the benefits of their hosting family's class until they reach the age of placement for that class, at which point they go back to Peasant class. It was fun while it lasted and all that. It's really not that terrible for them because they have the opportunity to be educated and learn skills that they wouldn't otherwise have access to, leading to more promotions, and therefore more income for their families.
After that round I went through another entire round, during which little of note happened. Probably the most exciting (and dangerous) thing that happened is the fire in the castle. I have free will turned off there to prevent the Royals from doing chores around the house, which is the duty of the servants. Anyway, while I was paying attention to the servant, a fire started on the top floor in the sitting room off the King and Queen's bedchamber. The King and Queen, having no free will, continued to sit calmly chatting as fire raged around them. When I noticed the Buy Mode button grayed out, I discovered the fire and sent the Royals out while their servant battled the blaze. He was able to put it out finally, but nearly everything has to be replaced. It was a close call.
Apart from the fire the only notable events were: Josephine Nero became and elder (she's still waiting for her son to return home from boarding school and take over as heir), Elizabeth Nero (Mother Superior of the first convent) died, naming Alida Peterson as her successor, and David and Jozette Peterson welcomed twins. Other babies were born of course, life carried on as usual, the Royal twins finished boarding school and returned home, etc.
At this point I've played through more than half of another round. I just finished the boarding school today and will begin regular updates tomorrow with the nuns. Until then, Happy Simming!
First up is the witch. The current witch is Nanette Peterson, who is a good witch. Witches are always selected from among Peasant girls, and since they are both powerful and respected/feared, it's one of the best options a Peasant has. The witch gets to live life on her own terms and do as she wishes, which is more than can be said for any other role open to Peasants. The witch runs a home business potion shop, where she sells potions and reagents that she makes. She grows her own food, doesn't pay taxes (the King is afraid to anger her), and doesn't attend church (she's not welcome there), so she never really needs to leave her cozy cottage on the outskirts of town. She has a cat who is her familiar (a real cat, not the one that can be summoned), though she serves no real purpose other than company. I also allow the witch to make robots which I'm reasoning as inanimate objects powered by her magic. Best of all the witch and her familiar are allowed on drink of elixir each week, extending their lifespans through magical means. I've toyed with the idea of the witch unleashing a plague on the townspeople when she eventually becomes an elder, but I'm not sure how that would work exactly. Plus I have issues with killing children. Not to mention that this witch is a good witch who likely wouldn't do such a thing. I guess we'll just table that until I figure out what I want to do.
Following the witch are the courtesans. They are also of the Peasant class, though they have much nicer furnishings and fewer hardships than ordinary Peasants. As you might expect, they make their living from "entertaining" the men in town. This tends to lead to illegitimate children being born. I generally only keep two ladies in residence at a time, along with the first two girls born in the subsequent generation to carry on the trade. All other children are sent to the orphanage where they might be adopted by a Merchant or Noble family, but it's not common. The courtesans' "income" comes from selling date flowers/rewards for cash. Recently, they've had a bit of a dry spell, as none of the playable men have been coming by the house. Next time they're played, I'll need to send them out to a community lot in hopes of snagging a date.
Last in the rotation is the orphanage, where all the unwanted children of the courtesans are raised. To be fair, it's a nicer place than most Peasant children grow up in and they have at least the possibility of being adopted into a nice family. The orphanage director is either a single Merchant woman or a single Peasant woman who was raised in the orphanage herself. The orphanage is funded by the government, but the director can (and often needs to) gain extra money through selling her sewing projects. Once the children in her care reach teen, they are assigned to a position open to Peasants. If they are lucky enough to be adopted, they get to enjoy the benefits of their hosting family's class until they reach the age of placement for that class, at which point they go back to Peasant class. It was fun while it lasted and all that. It's really not that terrible for them because they have the opportunity to be educated and learn skills that they wouldn't otherwise have access to, leading to more promotions, and therefore more income for their families.
After that round I went through another entire round, during which little of note happened. Probably the most exciting (and dangerous) thing that happened is the fire in the castle. I have free will turned off there to prevent the Royals from doing chores around the house, which is the duty of the servants. Anyway, while I was paying attention to the servant, a fire started on the top floor in the sitting room off the King and Queen's bedchamber. The King and Queen, having no free will, continued to sit calmly chatting as fire raged around them. When I noticed the Buy Mode button grayed out, I discovered the fire and sent the Royals out while their servant battled the blaze. He was able to put it out finally, but nearly everything has to be replaced. It was a close call.
Apart from the fire the only notable events were: Josephine Nero became and elder (she's still waiting for her son to return home from boarding school and take over as heir), Elizabeth Nero (Mother Superior of the first convent) died, naming Alida Peterson as her successor, and David and Jozette Peterson welcomed twins. Other babies were born of course, life carried on as usual, the Royal twins finished boarding school and returned home, etc.
At this point I've played through more than half of another round. I just finished the boarding school today and will begin regular updates tomorrow with the nuns. Until then, Happy Simming!
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