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BACC questions

I'm finally going to start my BACC shortly, and have read other BACCs and various BACC rules and variants. Is there a career that is "best" to unlock first? Should a grocery be my first business? Any advice is appreciated. Thank you!

Comments

( Read 15 — Comment )
eien_herrison
Aug. 23rd, 2011 09:04 pm (UTC)
It's not an unlocable career, but I always do my best to get my founder in to the Gamer career if I can -- buying all the items is expensive, but you do get the pinball reward which, if you make it the main entertainment in the house, can pay a lot of money.

I also tend to make my NPC comm buildings (the ones you get for 4 playable households) to be military, athletic and adventure -- the first one because it has to be an NPC lot, and the other two because of the (normal) cost requirements.

I always have my founder open up a food/grocery stall as in my game sims can only order food once a grocery store has been established. I also make a restaurant early on as I find them a pain to run -- once I get to level 5 I tend to forget about it. Generally I tend to focus on opening careers that need one person to top it before it's open to everyone: culinary, dance, business etc. This is largely because if I can open it while I have a small population it means others can go in to it easily if they have the LTW for it.

Other advice: any sims who have a non-job or an impossible LTW (for example, a founder wanting to top Journalism) gets put in to Business at the earliest opportunity. I also try to open as many business as I can -- between these two, this should help rack up your business district number. For university funds I go on a sliding scale from sims paying 5% of cash between $1k and $5k, up to 70% if they have more than $150k when it comes time to collect taxes.

Gaining money for taxes: there is a ridiculously cheaty way. Have a sim with a gold sales badge (one you can control) and <8 Playful points with 3 or more Logic points, a ticket machine and put the price up to $999. A Dazzle or two gets people in, and if you have something like a bubble blower on the lot they'll stay for a while. In between dazzling customers, have your sim meditate so they don't lose motives. If you need an energy top-up, have some coffee or if you can manage it and have the aspiration use the energy rejuvinater reward.

And wow, that was long: hope it helped you anyway :)
laridian
Aug. 25th, 2011 03:24 am (UTC)
It's long but VERY much appreciated! :) Everyone seems to have a different take on how to do a BACC, and I want to make sure I have fun with it and not get frustrated.

Thanks for that tax money idea, too! That's a good thing to keep in mind.
pnkpnthr334
Aug. 23rd, 2011 09:31 pm (UTC)
In almost all of my attempts, I use my first NPC lot for a military base. I make it a sort of all purpose building, with a grocery store, gym, library, cafeteria, etc. That way my Sims have some place to go to socialize, buy groceries (if they don't garden or fish) and it opens a job.

As for owned businesses...I just pick what I think suits that Sim, or if their LTW is for a job that requires a business.

You may want to check out buildacity_sims if you have more questions. :)
laridian
Aug. 25th, 2011 03:24 am (UTC)
Thank you! And I didn't know there was a community for BACC, I'll definitely take a look!
bacc_krow
Aug. 24th, 2011 01:18 am (UTC)
The ruleset that you follow will affect your strategy, so it's best to decide on rules first. Once you have that, you'll have a better idea of how you want to approach things.

I don't play with the goal to get a high population ASAP, I just kind of swan along and have fun - I don't care if they're wealthy or not, and half the time I forget that you're supposed to be unlocking careers and junk like that.

As for lots themselves, you'll want a grocery fairly early on - the fridge will last you ~2 weeks, depending on who's in the house and the size of the fridge itself. A grocery will help with that. A nightclub or social space is good too, since you'll want to get your sims out of the house. Some of your early lots will probably be influenced by the LTWs of your founders and their spouses. My first lot was a sports bar because the townie spouse's LTW was to be top of the Athletic track, and getting that high income would help build the family's wealth to expand into other businesses. You just gotta go with the flow.

I used my first public lot as a restaurant, to help unlock Culinary and so they had a social space that wasn't someone else's business. The second lot was a cemetary, because I was rather tired of having ghosts bothering my playables. My third will probably be a cafe of some sort, dunno. I don't plan ahead too much, it's more fun to just take it as it comes. C:
laridian
Aug. 25th, 2011 03:26 am (UTC)
That's been the hard part, everyone seems to have adjusted the rules for themselves, and while I know I could do that too, it's bewildering trying to figure out what will give me a good start. I have limited playing time these days and don't want to get frustrated by picking really dumb starting businesses. ^^;;

I hadn't thought of the need for a graveyard, but yes, one will be necessary at some point. I've never run an OFB restaurant, so the idea of doing that for Culinary... well, that might be better for a public lot. Thank you!
bacc_krow
Aug. 25th, 2011 03:40 am (UTC)
When I picked up a BACC for myself, I went with the rule set that made the most sense to me. I then took the rules and tweaked them to suit my playing style. Doing something similar may help you figure out what you want to do. The BACC community you were linked to has a post with common/popular rule variations, so be sure to mosey on over and check that out too. C:
laridian
Aug. 27th, 2011 01:21 pm (UTC)
Reading all the rule variants helped a lot. I'll probably still end up tweaking things, but it does help to see what other people have done!
hidden_kitten
Aug. 24th, 2011 02:24 am (UTC)
A grocery is a FANTASTIC first business, for probably the exact reason you think: the other sims will come buy the fresh food, which fills them more. First comm lot is one to unlock Athletic
laridian
Aug. 25th, 2011 03:27 am (UTC)
Thank you! so a grocery lot it is, then. Does it have to be all the stuff the sim him/herself generates, or are there buyable grocery items? (I can't open sims on this computer, so I can't look right now)
bacc_krow
Aug. 25th, 2011 03:36 am (UTC)
If you have OFB then there's freezers and such that when placed on a lot, act as grocery shelves. That's what I use.
hidden_kitten
Aug. 25th, 2011 03:37 am (UTC)
Home-grown :D I have a market in my BACC and it does fairly well (the restaurant did better, though, because I had two sims running it...and I accidentally had townies oops).
madame_ugly
Aug. 24th, 2011 12:59 pm (UTC)
When it comes to careers, I always worked on the business career the most since you need X folks to top it so you can add extra shopping districts (and adding extra shopping disctricts adds to you multiplier and gives you more space for sim housing as population increases--and if you're using bin/pre-made sims, it "unlocks" all the binners in Bluewater Village). I was always working to increase the multiplier while trying to keep actual population at a manageable number (since rotating play through a ton of houses is tedious).

As for what business to start, I always started with a flea market style shop for low overhead (my starting sim could usually have a flea market up and running pretty quickly after move in). And if you're a loophole finder, you could sell produce/grocery items at the flea market so it could technically be a "grocery" so new folks that move in can frequent it for grocery needs.

For the "free" business lot you can earn I always went with military. That way I could get sims into that career and start raising the tax base.

Another trick I love is Servo creation. My starting sim always got to work on that craft table as soon as funds allowed. Servos are dynamite for running businesses and I'd have a few running "half way houses" to move in townies (to up the population) and get them all skilled up (and get them money) before they got their own places in the neighborhood.
laridian
Aug. 25th, 2011 03:29 am (UTC)
Yes, I did see how the business districts really help boost the multiplier.

I'll have to look up what the military lot does again (though I'm not keen on having sims live there, so yeah, it'll probably have to be a public lot). I've been getting a lot of good ideas for stores from reading BACCs, but I hadn't thought of servos. I remember you had one in your BACC though. Thanks for the good tips!
eien_herrison
Aug. 26th, 2011 10:43 am (UTC)
For the base, original rules the Military lot only opened up the Military career -- it could only be an NPC lot (a comm lot earned with every 4th household) and doesn't count as a comm lot for points (i.e. normally you get 1 comm lot point for the 1st, 5th, and every 5 lots after that, military doesn't count; if for example you had four households, each of which owned one business, plus the NPC military lot, you would only have 1 comm lot point). Some people have chosen to make the military lot be an all-in-one lot (clothes shopping, food shopping, entertainment, restaurant), while other rule sets require the military base to be something different -- one ruleset I remember requires the military base to be a sub-hood.

For me, Servos are good but take time to get -- Plantsims for businesses are awesome as they only have three needs to look after. That dazzling trick I explained upthread? If you use it with a Plantsim, you don't need to worry about energy, but just make sure you've got a sunlamp on the lot.

And of course, this is making me want to go back and play my BACC.
( Read 15 — Comment )

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