PropertyValue
rdfs:label
  • Moving
rdfs:comment
  • Households are moved into a residential lot from the Family bin or the Lots and Houses bin making it available for play. A household can be moved into an unoccupied or occupied lot, thus merging the two households. Until The Sims 2: University, Sims in the family bin could not be combined with other households. This feature allows teens who are becoming young adults so they can go to college to join an existing (non-Greek) household, and allows graduates to do things such as re-join their families or form households with friends from college.
  • Moves can vary greatly depending on things like the distance to be moved, the number of people, the amount of content. Are you moving from a furnished place or are you moving furniture and appliances?
  • A creature's movement allowance determines how quickly it can move. The rate at which a group of creatures - adventurers included - can move will usually be governed by the speed of the slowest individual. The following tables show how to translate the standard movement rate characteristic into distances and rates of movement. Distances given below are in yards. For tabletop purposes, remember one inch is the equivalent of two yards. Note also that the movement allowance corrosponds to the distance in tabletop inches per round at cautious rate.
  • If a neighbor asks to move away, the player has the choice of saying either "Don't go!" or "Take care!/Good luck!" Different animals have different responses. If an animal has been thinking on whether to move or not for quite a few days (even a week), they will move away. It may take the villager anywhere from almost a day to a few days to pack and leave. When a villager has packed all of their belongings into boxes in their house, they are colloquially referred to as being in boxes. Once a villager moves out, their house is demolished, subsequently leaving behind a patch of dirt and a signpost. A couple days after a villager has moved out, a new villager will move in on top of a signpost somewhere in the town. Signposts were removed in Animal Crossing: New Leaf, in which a villager can mo
owl:sameAs
dcterms:subject
dbkwik:animal-crossing/property/wikiPageUsesTemplate
dbkwik:animalcrossing/property/wikiPageUsesTemplate
dbkwik:sims/property/wikiPageUsesTemplate
Name
  • Moving
Caption
  • A Sim moving
abstract
  • Households are moved into a residential lot from the Family bin or the Lots and Houses bin making it available for play. A household can be moved into an unoccupied or occupied lot, thus merging the two households. Until The Sims 2: University, Sims in the family bin could not be combined with other households. This feature allows teens who are becoming young adults so they can go to college to join an existing (non-Greek) household, and allows graduates to do things such as re-join their families or form households with friends from college.
  • Moves can vary greatly depending on things like the distance to be moved, the number of people, the amount of content. Are you moving from a furnished place or are you moving furniture and appliances?
  • A creature's movement allowance determines how quickly it can move. The rate at which a group of creatures - adventurers included - can move will usually be governed by the speed of the slowest individual. The following tables show how to translate the standard movement rate characteristic into distances and rates of movement. Distances given below are in yards. For tabletop purposes, remember one inch is the equivalent of two yards. Note also that the movement allowance corrosponds to the distance in tabletop inches per round at cautious rate. If you prefer to think in metric terms, you can treat the rates given below as metres, which is accurate enough for our purposes. Cautious Rate is the rate normally used for underground adventures or adventures set inside buildings. It is also the rate used when moving formed bodies of soldiers. In both cases, it envisages a certain amount of standing still, communication, hesitation, caution, and other delays. In the case of the military, the need to retain formation also prevents troops from moving very fast. Standard Rate is the rate used for individual adventurers moving out in the open, along a road, for instance. Characters may use this rate underground if they wish, but they will be forever tripping over broken paving, banging their heads on beams, and getting in each other's way. The GM can make a Risk test for characters attempting this, giving them W damage on each failed test. Run Rate is the rate used when characters want to run as quickly as they can. This should be regarded as the fastest a character can move. Running characters are very vulnerable to traps, encounters, and accidents, so this rate is reserved for emergency use. Characters using this rate underground should take a Risk test with a -10% modifier, taking W damage on fail results. Characters using this rate for more than a single round drop one yard of speed for each subsequent round as they become more and more breathless, until they are reduced to Standard Rate.
  • If a neighbor asks to move away, the player has the choice of saying either "Don't go!" or "Take care!/Good luck!" Different animals have different responses. If an animal has been thinking on whether to move or not for quite a few days (even a week), they will move away. It may take the villager anywhere from almost a day to a few days to pack and leave. When a villager has packed all of their belongings into boxes in their house, they are colloquially referred to as being in boxes. Once a villager moves out, their house is demolished, subsequently leaving behind a patch of dirt and a signpost. A couple days after a villager has moved out, a new villager will move in on top of a signpost somewhere in the town. Signposts were removed in Animal Crossing: New Leaf, in which a villager can move to any place in the town. In Wild World, the boxes are marked with a Tom Nook leaf, suggesting Tom Nook moves people out as well as in. Villagers can move from a friend's town if the player has them on their Friend Roster. In Animal Crossing: New Leaf, villagers can visit Main Street under the guise of 'shopping' or 'visiting'. If the villager that moved was the only animal in town to have a certain personality then another animal of the same personality will move in- this ensures that there is a balance of characters in the game. Villagers may move to another player's town provided there has been some form of contact between the two towns some time previously. The Player can also move out by going at the Civic Center and selecting "Moving". When a villager is planning on moving, the best way to get them to stay is through talking to them, then writing them a letter and attaching a present. In City Folk, sometimes villagers that have lived in the player's town can be seen in the city, but they will not recognize the player.