The previous two chapters in the Idea Book were on the Map Editor and Biome features. The Map Editor was all about creating a town map before creating a town while biomes were about the town environments and what’s different about each. Both chapters are related to town creation ideas. However, they only go in-depth over features I want to see in the next game. This chapter is all about town creation. I know this has been a feature for a while, but I chose to have a different sequence.
Inspired by Happy Home Designer’s character creation and New Leaf’s new town creation mechanics, I had an idea on how the sequence should go. This chapter is all about the steps of town creation, the tutorials, and how Traditional Mode goes.
Steps of Town Creation
There are six steps when you start a new town. Whether if you have played for the first time or if you deleted your town for any reason (data corruption, intentional reset etc), you will always begin with these steps.
- Step 1: Adjust the time – like every game, Rover will ask for accuracy of time. If the time of the day and year is wrong (or if you want to start at any time of the year, like how I prefer to start a town in January), you can adjust the clock. Once you finish that step, you can move on.
- Step 2: Create a character – just to re-iterate what I said on the first step, creating a character always comes first. You get to name your character, decide what gender your character is, and piece of cake. But if you want to get the whole cake, there are a few more kicks. Instead of answering Rover’s questions about moving to determine your face, you get to choose what eyes you want from the beginning, just like how Happy Home Designer did it. You will see twelve eyes, six colors of eyes, and six skin tones. The eye selection depends on gender. For instance, the half-circle eyes like what the base villager in City Folk and Smash has are for the male gender, but the same eyes with eyelashes (just like what Andrea has) are for the female gender. Once you pick the skin tone and eye shape, there’s no going back. The selection becomes permanent. However, you can change your eye color later. Once you select the eyes and skin tone, you will have two more steps. You get to choose your hairstyle on the next step. For the second time in Animal Crossing history (and for the first time in the main series), you can choose what hairstyle and hair color from the very beginning. You don’t need to wait until the Shampoodle is built. You can just decide on hairstyle at the start. But the only hairstyles available from start are the hairstyles for your character’s gender. The last step involves answering Rover’s questions. He will ask you a question about moving. There are four answers. The answers determine the personality of your character. It can share the same personality as the normal or lazy villagers, uchi or smug villagers, peppy or jock villagers, or snooty or cranky villagers. See the personality section for more information.
- Step 3: Create a town – after you create your character, you will create a town. The first step involves naming your town. You can now have up to 12 characters instead of 8 like in previous games. Then you get to choose the map. If you have already used the Map Editor before you decided to create a new town, you will be given the option to use the map or not. If you choose not to, or if you don’t have a map set up yet, you will be given four randomized maps. Once you choose one of the maps, or choose your made-up map, you will be going to the next question, which determines your biome. After choosing your biome, Rover will continue chatting with you until the train pulls into town.
- Step 4: Set a house plot – once you arrive, you will be inaugurated as mayor, but you will need to find a plot for your house. Town Hall is on Main Street, which isn’t far from the Train Station. Just like in New Leaf, you can choose a location for your house. Of course, you will be forced to live in a tent for now, but you can update that later.
- Step 5: Isabelle’s quests – once you set up a plot, you will work on the tutorials. There are eight tutorials in total, though only two of them are assigned by one of the villagers. Once you complete the tutorials, Isabelle will ask for your birthday, give you a town pass card, and you will begin your inauguration ceremony.
- Step 6: Obtain your permit – on the day after you are inaugurated, you can go to the mayor’s seat. But you cannot simply get the perks of being a mayor yet. You will need to pass three requirements. The first one is to pay your down payment. Then you will need to get a TPC photo. After that, you will have to do one major quest – get a 100% approval rating. Just like New Leaf, you will start with 15%, and it will take two days to get it. The same ways you can obtain permit in my game idea are the ways to obtain permit in ACNL. After finishing this step, you have fully unlocked the features of the game.
If you were creating an alternative character, the only steps that will apply are Steps 2, 4, and 5, unlike all six steps I listed. Also, Step 5 doesn’t end with an inauguration like it does with the mayor.
Rover’s Questions and Player Personalities
Just like how Rover asked you questions in previous games, he can ask you questions that you can answer to determine the biome of your town and the personality of your character.
During the character creation step, Rover will say “So you are moving. How do you feel about it?” Your answers are “Great”, “Okay, I guess…”, “I’m so excited!”, and “Why do you care?”
Answers and personalities:
- “Great” – Lazy/Normal
- “Okay, I guess…” – Smug/Uchi
- “I’m so excited!” – Jock/Peppy
- “Why do you care?” – Cranky/Snooty
The personalities of your characters have no significant effect on your town. However, different personalities have their own benefits and drawbacks.
The villager compatibility differs based on your character’s personality. The most significant effect is on the amount of times you can talk to a villager before they start getting tired of talking to you. The normal is 12 times maximum. After that, they’ll be done with talking to you. However, you may have more or less, depending on your character’s personality. The ones of the same personality will allow you to talk to them 18 times per moment rather than 12, but the opposite personalities only allow 6.
If your player has the same personality as the Lazy villagers or Normal villagers, both the Lazy and Normal villagers will allow talking to them 18 times before they get tired. However, the Cranky and Snooty villagers only allow up to 6 times. The whole thing would be the other way around if your player has the same personality as the Cranky or Snooty villagers. If your player has the same personality as the Smug or Uchi villagers, the situations will be the same, but only to the Smug, Uchi, Jock, and Peppy villagers, and vice versa.
In terms of benefits, your player may have bonuses based on personalities.
- Lazy/Normal – landscaping bonus
- Smug/Uchi – community bonus
- Jock/Peppy – hunting bonus
- Cranky/Snooty – wealth bonus
Since Lazy villagers love gardens and Normal villagers enjoy working, the sweeter playable characters of both genders have an advantage of landscaping. During the process of hybridization, hybrids don’t necessarily grow, even if the requirements are fulfilled. However, if the player personality is Lazy or Normal, hybrids will always grow, even with a regular watering can and not on Beautiful Town ordinance. Not only that, but you’ll have a higher chance of getting a stump pattern instead of regular stumps. No matter what player you have, a silver axe will always reveal stump patterns. A regular axe or golden axe rarely yields them. But these type of players have a 75% chance of getting a special stump pattern with a golden axe or regular axe, even on the island. And there’s still more. These players can grow perfect fruit trees of any fruit, regardless of what your town fruit is. And weeds get pulled faster by these players than other players.
To wrap up the benefits of the landscaping bonus:
- Hybrids will always grow
- Tree stump patterns are more common
- All perfect fruits will grow
- Weeds are pulled faster
The Smug villagers tend to be more polite and kind while the Uchi villagers are caring and defensive. As a result, players with this personality, male or female, will have a bonus in villager interactions. One of the interaction advantages is that they are more likely to get villager pics once the villagers move away. Another advantage is that villagers are more likely to visit your house, even the Jock and Peppy villagers, which are less compatible with these players. They can visit your house randomly, but only during visit mode. A third example is that they are more likely to receive gifts from other villagers. Last, but not least, they will pay more than the Re-Tail when you sell fish or insects to them.
To sum this up:
- Increased chance of getting villager pics
- More frequent randomized visits
- More presents from mail or interactions
- More Bells earned after selling fish or insects
Both Jock and Peppy villagers tend to be very sporty and playful. Therefore, players of this personality would have advantages on fishing and bug hunting. What happens here is that you have a better chance of catching rare fish. Fish like coelacanths and blue marlins are more common while fish like sea basses and horse mackerels are less common. The benefits also include beetle hunting. Rare beetles like the golden stag and giant stag tend to be easily scared, but they aren’t as scared by these players, making them easier to catch. The advantages of this bonus isn’t limited to increased rarity, but also reduces speed of dangerous insects. Bees won’t fly as fast as normal after you shake a tree. Tarantulas and scorpions would move slower, but would still attack you once they spot you. Last, but not least, but your character would be able to swim faster to catch seafood in the sea. Basically, catching fish, insects, and seafood are much easier, creating a benefit on museum donations, money making, and obtaining golden tools.
To sum this up:
- Rare fish ate more common
- Tree bugs (generally beetles) are less sensitive to nearby motion
- Bees, tarantulas, and scorpions move slower
- Character can swim faster
The Cranky villagers and Snooty villagers tend to be more selfish and greedy. Players of the same personality get no karma. The benefits of making money apply to these players. One example is the Bells that are emitted from money rocks. The maximum amount of Bells emitted is 20,000 Bells (good luck 40,000; bad luck, 10,000). The others still have 16,000 Bells as the maximum. They can also earn more Bells by shaking trees. Each day, only 10 fruitless trees can hold 100 Bells per tree. Using these players, there are 20 trees that do that rather than 10. In terms of growing money trees, they will always grow, no matter how much Bells you bury. There’s no gambling or risk taking. It’s 100% more likely to happen. Last, but not least, but when you use a silver shovel to hit money rocks for more ore, more golden ore and silver ore will be emitted.
To sum this up:
- Money rocks emit 25% more Bells than normal
- Twice as many fruitless trees store Bells
- Money trees will always grow
- More golden and silver ore can pop out of rocks
Your entire town can get benefits based on the personality of your mayor too. While the mayors get the same benefits as the regular characters, they can affect the town as well. The following mayor personalities will yield these bonuses:
- Lazy/Normal – Mini-projects increase your town’s rating and PWP suggestions are faster.
- Smug/Uchi – Campsite and Hotel visitors are more frequent.
- Jock/Peppy – more fossils and gyroids appear per day.
- Cranky/Snooty – Reese’s turnip prices are higher. The lowest price is 100 per turnip.
In regards of choosing your biome, Rover will ask two questions once you get to that step. The first one is “Do you like to live in hot places or cold places?”. The second one is “Do you prefer living where it’s wet, or where it’s dry?”.
Answers and biomes:
- “Hot” and “Wet” – Jungle
- “Cold” and “Wet” – Forest
- “Hot” and “Dry” – Desert
- “Cold” and “Dry” – Tundra
Once you set up your house plot, you will begin the tutorials/jobs. There are eight of them in total.
- Task #1 – meet all six villagers
- Task #2 – find a seashell and give to Isabelle
- Task #3 – mail a Baby Bear to one of the villagers
- Task #4 – sell the Cardboard Box to the Re-Tail
- Task #5 – learn the interior design feature
- Task #6 – deliver a shirt to one of the villagers
- Task #7 – grow three fruit trees
- Task #8 – catch three different fish or insects
This one can be easily skipped if you have talked to all of the villagers while looking for a plot. If not, Isabelle will tell you to talk to the villagers. You should also learn the basics of playing Animal Crossing as you talk to the villagers.
Just like in ACNL, Isabelle will make you bring a seashell to her.
Once you bring a seashell to her, you will be given some stationary. Pick one of the six villagers and write something. Don’t forget to put a Baby Bear that Isabelle also gives you in the mail. Once you send it to the Post Office, you can return for another task.
Isabelle will give you another item. This time, it’s a Cardboard Box. You will be requested to take a visit at the Re-Tail where you’ll meet Reese. Sell her the box and you’re done with this task.
When you step out of the Re-Tail, the same villager you mailed a letter to will be outside. He/she will tell you to take him/her to your tent. When you arrive, he/she will tell you all about the design menu feature. You will be given a Camping Cot as you must import it to the design menu, and place in room. The next item is a Cardboard Box like what you sold at the Re-Tail. Then you’ll be given a Lantern. Last, but not least, you’ll be given a Backpack. Not only you’ll learn about interior designing, but you’ll learn the functions of each piece. There are beds and chairs, tables, items you can tap A on, and items that are display only.
Once you leave your tent, the same villager will give you a present as he/she requests sending it to another villager in town. It is a shirt for another villager, as he/she will not only take the present, but also teach you about changing your clothes.
Isabelle will give you three fruits in a basket after returning to Town Hall. She will also sell you a shovel if you haven’t bought one yet. Your task is to bury the fruits in town. If you ate the fruits, you can shake the trees to get other fruits. Once you’re done, you will return to Town Hall for one last task.
Isabelle will request you to catch three fish or insects. Just like in ACNL, you can choose what you like better, and you will be given a free net or fishing rod if you haven’t got one yet. Catch three fish or insects and show Isabelle your encyclopedia to complete this quest.
Since Traditional Mode doesn’t involve mayoral features, character creation will be different on the first character, but the same on the next three. The only thing that’s the same within all three tiers of Traditional Mode, but different to Sandbox Mode, besides the mayor ceremonies and permit quest is choosing where you live. In Sandbox Mode, choosing where you live is like New Leaf’s, but in Traditional Mode, it’s like City Folk. No, it’s not like the GameCube Version because in that game, all four houses were in one spot. City Folk had them spread out. It’s also not like Wild World since everyone has their own houses.
This section is a repeat from what I said above, but explaining the differences within the three tiers. Just for a refresh, Tier One has the same gameplay as Sandbox Mode, but has no mayoral features or manageable attractions. Tier Two is reduced to New Leaf, but without mayoral features. And Tier Three takes your town back to the roots of Animal Crossing if Wild World was the first game. But the game ideas even make Traditional Mode a failed replication of Wild World and New Leaf.
Character and Town Creation:
With the exception of choosing your maps, creating a town in Tier One Traditional Mode is like creating a town in Sandbox Mode. Basically, after finishing the character creation step, Rover will ask what town name you have, and then ask what type of weather you like. Your town obviously doesn’t have to have the same name as your Sandbox Town, and it doesn’t have to be the same biome. The only thing that’s the same is the terrain design, the map layout, the landmarks in town, and the paths. In Tier Two and Tier Three Traditional Mode, Rover won’t ask you questions about weather. Your biome will automatically be the forest biome, like what Animal Crossing originally was based on.
As for the character creation steps, Tier Three is the same as Tier Two, but Tier One is the same as Sandbox Mode. In Sandbox Mode, you are given a creation menu like in Happy Home Designer where you can choose what eye shape, eye color, hairstyle, hair color, and skin tone you want from the very beginning. You can do the same thing in Tier One of Traditional Mode. But in Tier Two and Tier Three, you are given no menu. You will be answering Rover’s questions the old classic way, but just like New Leaf. Once you name your character and decide on gender, you will immediately go to naming your town (or not if you’re making an alternative character). Once you’re past this step, Rover will ask three questions based on moving. Those three determine your eye shape they did in ACNL.
Player personalities do apply in Tier One of Traditional Mode too, but not exactly like how it does in Sandbox Mode. You still get the same villager relation status and the same bonuses, but your whole town doesn’t get a bonus like in Sandbox Mode. Since you have no mayoral work, projects have no effect on town rating. Campsite visitors are just as common as usual. Same with fossils and gyroids. Reese can buy turnips at any price, including lower prices. In Tier Two and Tier Three, there are no player personalities, and thus no player bonuses. It goes like what the tradition went.
Just like in Sandbox Mode, you will have the same eight tutorials in all tiers of Traditional Mode. The only thing that differs is Task #5. Since you’re not living in a tent in Traditional Mode, you will have other things to put in your house.
In Sandbox Mode, where you just placed the tent, the items you’re given are a Camping Cot, a Cardboard Box, a Lantern, and a Backpack. You’re learning about transferring items to the design menu, switching between visit mode and design mode, bringing items back to inventory, and placing items.
In Tier One of Traditional Mode, you’ll be in a 4×4 house instead. The items given are a Common Bed, a Cardboard Box, a Table Lamp, a Clothes Closet, a Fan Palm, a Pendulum Clock, and a different carpet, rug, and wallpaper, depending on the villager’s personality. You’ll have the same design menu and inventory tutorial, as well as the stylus placement and item selection tutorial and the design mode and visit mode tutorial. You won’t learn about windows, curtains, doors, sounds scenery, or ceiling items at this point, but as you progress further, you’ll learn more about it.
In Tier Two of Traditional Mode, interior design is just like ACNL’s interior design feature. You’ll still be given the same items like in Tier One, but you get no rugs. You’ll have a carpet and wallpaper instead, based on the animal’s personality. All you’ll just learn are placement of items, changing the wall and floor, and the types of furniture.
In Tier Three of Traditional Mode, the tutorials are exactly the same ad Tier Two. The only difference is that you’ll no longer have wall items. So the Pendulum Clock is not one of the items given in this tutorial.