The Sims Medieval is a life simulation video game that was released in March 2011 by Electronic Arts for Microsoft Windows and Mac OS X, and on September 22, 2011 for iOS, as part of The Sims series. It was also made available for Windows Phone on March 26, 2013. Set in medieval times, it allows the player to build a kingdom through quest-driven gameplay. During presentation at E3 2010, a pre-order exclusive Limited Edition was also available.[1]
Producer Rachel Bernstein stated that subsurface scattering had been added to character models to give the characters a "painterly look". Other upgrades are reported to include "next-gen sims tech", and a new engine for light within the game.[citation needed]
The Sims Medieval is a stand-alone game in The Sims series and it is the fifth game (excluding EPs/SPs and collections) released on Windows and Mac OS X. The Sims Medieval was released March 22, 2011. The game runs on The Sims 3 engine and is a spin-off similar to the way in which The Sims Stories games were a spin-off of The Sims 2.[2] However, there are notable differences; The Sims Medieval is not simply The Sims 3 translated to a medieval setting.
"The Sims Medieval Pirates & Nobles Adventure Pack introduces new quests, treasure hunting, and hundreds of new objects for your medieval kingdom! Your epic story starts when the Pirates of Aarbyville and the Nobles of Tredony arrive in your kingdom, followed quickly by sword fights, love affairs, grand adventures and mysteries. Go treasure hunting to uncover hidden objects. Embark on new quests to help your kingdom achieve a new ambition. Stylize your kingdom and Sims with new pirate and nobility themed objects and wardrobe. The fun never ends with this new adventure pack!"
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-sims-medieval-guide.com/cheats.php
Neither states anything about not saving as a textfile, so maybe try follow these instead. Note that Carl's guide points to the warning about cheats from EA. I don't use cheats, but there are other active players of Sims Medieval that do, you'll find them on the official forum:
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Since the merchant is the richest and has the most yard space I had her buy all the cooking equipment, bestchairs and tables. And with 600,000 bucks she can easily keep the town larder's stocked with every item. So thereis always a place for my sims to get the best food. I've noticed sims take food from the castle larder so I onlystock the market, wiz tower, spy room and barracks.
This is a "sandbox" simulation game in which players create, customize, and control a character called a "Sim" through its daily activities in medieval times. Players are free to pursue a variety of quests as they observe and attempt to influence other Sims (e.g., knights, monarchs, wizards, merchants) in the kingdom. Some interactions lead to sword fights and duels, which are generally accompanied by grunts and clanging sound effects. Sims can also cast magic spells to electrocute characters, slap or fight each other, and kill fellow Sims by poisoning their beverages. As players socially interact with Sims to build relationships, they can pursue more intimate encounters, such as the ability to kiss, "make out," or engage in WooHoo (i.e., sex) with another Sim: this action depicts the selected avatars squirming, giggling, and moaning under bed sheets until hearts float overhead. (The WooHoo option is available to both heterosexual and same-sex couples.) Throughout the game, Sims can vomit, emit flatulence, and use chamber pots to relieve themselves. In some sequences, players may consume alcoholic beverages and acquire appropriate "moodlets" (e.g., Buzzed, Tipsy); when Sims drink too much, they may vomit or pass out.
For starters, the game obviously doesn't take place in contemporary setting. While other Sims games are set in a time resembling the present day, with objects like laptops, smartphones and tablets introduced as they became more common in the real world, The Sims Medieval does the opposite. Instead, it takes place in medieval setting, as the title suggests, with the clothing and aesthetic to match. It also received a Pirates and Nobles expansion, which added new quests and items.
Different heroes get entirely different sets of skills outside of these basics, however. Take the Peteran priest. She can convert locals to the Peteran faith, deliver sermons, pray, and evangelize out in front of the church. Your doctor collects leeches from streams, gathers herbs and flowers, and treats citizens in a creepy-looking contraption. Some of these new elements are fun to play with and exude the usual Sims silliness and tongue-in-cheek melodrama. The bard, for example, writes poems and recites them to others. To make him do so, you have him talk to other sims for inspiration, visit the docks and ponder the night sky, or just hang around the forest. Once he has a variety of subjects to write about, you send him to his desk and choose what subjects to write about, and he puts pen to paper. Or perhaps you'd rather he write a play. In this case, you follow a similar procedure, but once the play is complete, you recruit an actor, and the bard and his protege act out this comedy or tragedy on the stage at the local tavern. It's a joy to watch this little play come to life, with the sims hamming it up like community theater thespians taking on Macbeth.
These are neat twists on the Sims formula, and at first, they're different enough and entertaining enough to inspire the benefit of your doubt. Each campaign (called an ambition) is divided into a series of quests, which you choose from a list after you complete the latest one. Quests have you controlling one or two sims, using these skills to find out, for example, what disease might be affecting the populace or where you might find a proper suitor for the queen. When taking on a quest, you might be given multiple ways to approach it. An evil witch has returned. Do you marry her, rob her of her power, or kill her off for good? Only certain sims (or pairs of sims) can carry out certain paths, so the king takes the marriage path, whereas the wizard (or the physician, or the priest) takes the power-robbing path. From here, you control one or two heroes and perform individual tasks that lead to quest completion. This means having the blacksmith forge weapons, the merchant trade in faraway lands you never get to see, and the bard write a play so magnificent that the local critic declares it a perfect work of art. As they write, study, and pray, your heroes level up, opening up new possibilities. (Make armor faster! Fight more effectively!)
It's unfortunate, given the series' pedigree, that the moment-to-moment gameplay gives you so little room to be creative. Rather, it pushes you from one very specific task to another, and it punishes you when you exercise some freedom. Should you spend too much time doing something other than assigned activities, you receive fewer renown points (used to purchase new structures) when completing your quest. In addition, you need to keep your heroes focused. The more focus they have, the greater the chance of completing a successful task. And the easiest way to earn focus is to complete two additional specific activities each day, like healing a patient (if you're a doctor) or mining for gems (if you're a blacksmith). And, so, instead of creating a family and living a dream, your sims are chained to specific deeds like slaves. (Shirking these responsibilities can even get a sim sent to the stocks.) And you as the player are no longer the puppeteer but rather the puppet yourself, and you're rewarded only for doing what the game wants you to do. How odd that the opening cinematic informs you that you are playing The Maker--that is, God--when, in fact, you are now more of a middle manager, telling your sims to do what the game demands of you, not what you want them to do.