Some time ago (in March), I shared one of the last updates on OldSunset. As you know, OldSunset has always been quite an ambitious project! I believed that in the future, many of the limitations we faced in 2012 would be resolved. And indeed, many have been. However, even today, on a high-end PC, running a massive world with over 200 lots and a multitude of Sims is impossible without crashes or errors. No matter how optimized the game is or how well the routing has been done. The ability to simulate a large number of Sims with a rich and varied diversity of interactions is a challenge. That's because, according to the creator of the AI for Sims in The Sims 3, the more Sims that are simulated, the more generic their behaviors will be.
I created mods to work around this, but OldSunset was planned to be so spread out across the map that the next problem we would face (besides save errors, inability to play beyond 4 generations, etc.) would be Sim density. With such a sprawling city, we would hardly have a dense and lively-looking world. So, I returned to the origins, used the bases we already had, and decided to divide OldSunset into smaller districts.
Today, I'm here to share with you a small reflection of this decision. With smaller worlds, we can implement a rich variety of details that we couldn't in a world that was already almost crying for help due to the number of things to simulate/load.
What do you think of the change?