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#1 Old Yesterday at 3:38 PM
Default When playing rotationally, do inactive playable households that own businesses earn or lose money when you're playing another household?
I'm a bit confused about how Open for Business works in rotational play. I tried it out in Pleasantview by having Brandi Broke run an electronics store. I played on the business lot, made a few sales, and left with some items that still needed restocking. I tracked her family funds, then switched over to the Pleasants. While playing as Angela, I had her buy a TV from Brandi's store and noticed the cashier was also restocking items.

When I switched back to the Brokes, I saw that the family funds went back down to the original amount I tracked. I've been searching forums and the internet to figure out how OFB works in rotational play, but I haven't found any clear answers. So, now I'm wondering: when you visit these family-owned businesses with another household, do they actually gain or lose money based on sales, restocking, and staff wages?
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Mad Poster
#2 Old Today at 1:56 AM
Mine usually lose money. Their funds appear to be debited with cost-of-sales and staff wages but sales revenue is not credited to them. Before sending Sims to to an owned business, I try to visit the owning household and take a note of their funds. After my Sims have visited them, I will go back to the owners, and try to put their funds to roughly what they would have been, if the game had done the calculations correctly. In one case I made a spreadsheet to help me calculate how much to give to the owners of a nightclub. The game was deducting wages paid to staff, but not giving them anything for money spent by clubbers.

I honestly find this one of the least satisfactory aspects of The Sims 2. I really object to having to do manual bookkeeping for my business owners. I find it a rather boring chore, and is why I don't play more owned businesses. I often end up sending my Sims to shop at unowned businesses, so I don't have to do these calculations.

I would love a mod that fixed this problem, and suggest that those working on a modernised version of The Sims 2 should make this a priority.

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