This Sims 2 blog follows the lives of the Nuidya tribespeople of the southern plains, as they try to survive, thrive and figure out what exactly it means to be a dragonspark. Along the way, there'll be drama, romance, utter silliness, high-fantasy worldbuilder rambling and lots of cats. Just watch out for those storm demons - they're sneaky. :)

Sunday, April 07, 2019

Traits and Elements v3: 3t2 Edition

Hey guys, this is the 100th post on my... eight-year-old... blog! I promise that now I'm no longer hoodless, I will be posting more frequently. Anyway, to celebrate post 100, and since it's likely to come up during Daran zan-Ku's naming ceremony, I'm sharing my most recent overhaul of the Traits and Elements system I developed for Kulo Seeri - using hexagonal-bipyramid's TS3 converted traits!

At first I didn't want to use the 3t2 traits in Kulo Seeri after putting so much work into my custom list. Then I realised that being able to check traits by looking in a Sim's inventory, rather than a notebook or external program, made it so much easier for me to keep track of. So I decided to sort the TS3 traits into elemental lists and be done with it.

Just one problem: TS3 has 99 traits, and I have eight elements. 99 does not divide into eight equal lists. But it does divide by nine - so, enter a new category: the Void traits! A Void trait is any trait that Nuidya culture considers extremely undesirable and/or evil. Mostly, traits involving technology and other things that aren't done in Kulo Seeri. They're mostly there because I didn't want to leave them out, and because it could add extra depth and conflict to my stories.


The list looks like this (note: some traits that appear on my custom list as well as in TS3 have switched elements, to keep the even split).


Freshwater is the element of childlike whimsy and mischief. Sims with Freshwater traits tend to be good-natured but troublesome and attention-seeking, much like the river sprites that appear in Nuidya folktales. Its traits are:

Adventurous
Childish
Couch Potato
Diva
Easily Impressed
Excitable
Good Sense of Humour
Great Kisser
Inappropriate
Loves the Cold
Natural Born Performer

Earth is the element of love, especially for family, and protection. Sims with Earth traits tend to be kind-hearted, good parents and partners, but also worriers. Not necessarily pushovers, though! Its traits are:

Animal Lover
Family-Orientated
Friendly
Frugal
Gatherer
Hopeless Romantic
Irresistible
Loves the Outdoors
Natural Cook
Neurotic
Nurturing

Wood is the element of hard-working, usually stubborn and serious types. Sims with Wood traits tend to expect everything to go right, often getting frustrated when they don't. Its traits are:

Can't Stand Art
Clumsy
Coward
Dislikes Children
Dog Person
Heavy Sleeper
No Sense of Humour
Perfectionist
Socially Awkward
Unflirty
Workaholic

Saltwater is the element of sadness and introspection. Sims with Saltwater traits tend to be more comfortable alone on the beach watching the waves than in a large social gathering. They're not necessarily loners, but often feel like outsiders. Its traits are:

Angler
Brooding
Dramatic
Hates the Outdoors
Light Sleeper
Loser
Loves to Swim
Neat
Sailor
Snob
Technophobe

Metal is the element of crafters and artisans, especially those who approach things differently and break new ground. Sims with Metal traits are often social, but tend to lead the herd more often than they follow it. Its traits are:

Ambitious
Avant-Garde
Born Salesperson
Eccentric
Flirty
Handy
Mean-Spirited
Party Animal
Savvy SculptorSlob
Social Butterfly

Air is the element of creativity and innovation. Not to be confused with Metal, those with Air traits lean more towards art than "practical" crafts, and aren't usually as outgoing. Its traits are:

Absent-Minded
Artistic
Commitment Issues
Eco-Friendly
Genius
Good
Mooch
Perceptive
Rebellious
Supernatural Fan
Virtuoso

Fire is the element of energy and passion. Sims with Fire traits tend to feel every emotion stronger than most other Sims do. They're also very social and charismatic, once they get past their tendency to take offence at things that wouldn't bother other Sims. Its traits are:

Athletic
Brave
Charismatic
Daredevil
Hot-Headed
Hydrophobic
Loves the Heat
Over-Emotional
Schmoozer
Star Quality
Unstable*

Stone is the element of calm, tradition and wisdom. Stone traits tend to lead Sims to keep to themselves, usually immersing themselves in study or meditation. They also don't take kindly to being disturbed in the middle of those things. Its traits are:
Bookworm
Cat Person
Disciplined
Grumpy
Loner
Lucky
Never Nude
Night Owl
Proper
Shy
Vegetarian

Finally, there's Void - seen as the complete absence of any of the eight natural elements, what counts as a Void trait in Kulo Seeri is usualy technology-related, but can also represent a bad omen, or an aspect of the personality that goes against the standards of most Nuidya. Its traits are:
Bot Fan
Computer Whiz
Equestrian
Evil
Green Thumb
Insane*
Kleptomaniac
Photographer's Eye
Supernatural Sceptic
Unlucky
Vehicle Enthusiast

*no, I will not be portraying these traits as "LOL CRAZY". EA might, but I've lived with mental health issues too long to be that insensitive. Nuidya view such traits as a sign of connection to otherworldly powers - whether the ancestor spirits or the storm demons, it's not always clear, but they're not shunned, even in Void cases.

As for how traits are assigned: at the moment, I use the Trait Randomiser Mask from the trait project. All personality, aspiration, age and interest checks are turned off, because it is totally possible for one person to have conflicting personality traits. Max number of traits for all ages is set to 5, and inheritance percentage is set at 40%.

Birth moon also plays a part in it: all Sims born from this point onwards will be given two random traits from their birth moon's element, and the rest will be randomised with the mask. If they were born in a cusp quarter, they instead get one trait from each element either side of their birth date.

Now, here's where the naming ceremonies come in. Traits are not assigned until a Sim learns their first toddler skill. I haven't yet worked out what happens if a Sim becomes a child without learning any toddler skills, as happened with one of my only set of quins a few years back, but when they do learn that first skill... I set up a buffet table and music, and teleport in the extended family, council members and anyone else who would be likely to attend. Then the toddler's elemental affinity is divined by the chief elder (in other words... I randomise the traits using the mask) and she'll give the toddler a name that would be auspicious for them. This gives me something to go on when picking names; when a baby is born, I combine grandparents' names for a temporary "infant name".

And now, I think I've covered everything. Time to stop rambling and go cobble another story post together :)

1 comment:

  1. Oh, this is so cool. I have been thinking about incorporating traits but this is just so well thought out and cohesive with the Nuidya culture and calendar. I really like that the traits are heritable and related to birth month, and thinking of making the Void trait category is creative and fits so well. I like how you divided them - they really make sense. And the categories you put them in are not cliche - like putting flirty in metal, for breaking new ground, or putting snob in salt water as a sort of outsider-feeling person.

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