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The first three events don't seem to interrupt intimate time between two partners and the fourth can be regulated by the player by simply not scheduling any more activities for a resident, if having too many friends is leaving too little time in the resident's schedule for their partner (although I'd still always recommend each resident having a few friends, in case they start to feel lonely or need to come out to someone). Because of this, I don't think there's any real disadvantage in keeping residents' houses close together. I think a central location is also more beneficial for houses, since this leaves them open to a larger area of the town and gives them a larger choice of nearby locations to visit on their daily basis.
For new players, it's worth bearing in mind that while the starting size of the town is 8 x 8 squares, when fully upgraded, the town is 14 x 14 squares. I think the town can be upgraded three times as you level up on your first playthrough, and each upgrade increases the width and length of the town by two squares. (i.e. 8 x 8 to 10 x 10 to 12 x 12 to 14 x 14). It's fine to build a few locations on the edge of the town before it is fully upgraded, but make sure not too completely block off the outer edges of the town until it is fully upgraded.
Also, when unlocking a new type, make sure that there is at least one location in the town that the resident will 'love' (these are likely to be locations that are unlocked once selecting the new type to advertise to, but you can always check what type will like the location on the shop menu). Before moving in new residents, try to guess what type they are. Then, ideally move them into a house which has locations nearby that will satisfy both partners in the couple. However, when you start getting loads of locations, it's best not to bunch up all the locations that are loved by a specific type in the same area. You should try to spread them around a bit.
If you think that you've built a row of locations that is isolated from the rest of the town, I'd recomnend trying to find a way to reconnect them to another road. You can use the tool to build new roads to build a road from the isolated area to a road from a less isolated area. Just make sure that you still have room to build more locations, if you haven't built them all already. Unless your residents complain about not being able to visit certain locations in the KittyFeed, you probably don't need to build additional roads like this until you've expanded your town more than once.
Sorry if this post is a bit long, just trying to give any help that comes to mind. It's been a while since my first playthrough and, while this strategy worked for me, it may not be optimal, so feel free to correct anything you disagree with. If anything I've said is a bit vague or if you've got any more specific questions, just leave another comment here and I'll try to answer it when I see it. :)
You are a sweetheart!
As for your new question, 'boring' activities (e.g. mindless tv, gazing out of the window, etc.) cannot be completely removed, but the number of these activites will automatically reduce if there are nearby locations that the resident enjoys visiting (as residents will visit these instead). This is why it's good to place residents nearby locations they are interested in. This is also why, when you do have lots of interesting locations in town, these 'boring' activities mainly show up late at night (when many locations are automatically closed to visitors).
Also, one more thing I forgot to mention that I knew some people were annoyed about was that the abandoned mansion can only be obtained as a location by converting one into a location after expanding your village (you cannot purchase it from the shop). If you demolish all the abandoned mansions or convert them all into houses, you cannot obtain one again until you start a new town. There is no need to reset your game if this does happen to you however as you get the option to start a new love village once you get your current village to obtain town status. You won't lose unlockables or money by doing this, but you will lose your old town. The new town will have new abandoned mansions that can be converted into locations .
Again, thanks for your comment. I'm just glad to know that my comments are helping this community :D. Happy matchmaking (or lovelifing)!
I thank you for all your work and I need your help again! I wonder if you know clear indicators for love/like/dislike/hate in residents' dialogue. I'm doing some kind of table, gathering all the data to later make an in-depth guide, and I definitely couldnt do without your support! It looks something like this (I dunno if it will display correctly):
my excel screen heh [imgur.com]
As you see, sometimes I'm not entirely sure whether I interpret their phrases correctly. And maybe you know if second personality affects residents' negative score of some activities or is it totally dependant on their main personality?
P.S. I apologise for my grammar in advance, not a native speaker, unfortunately
I'm guessing that you're making your Excel table by looking at how friends react to different interests when scheduling activities? If so, then I'd recomnend judging their opinion of interests by their body language rather than what they actually say.
This is the body language shown in events where you try to make two residents become friends, so the body language in different scenarios (such as the Love Eggs minigame) might be slightly different.
I've also noticed that residents only have interests that other people of the same type either love or like (i.e. if a Geeky type has geocaching as an interest on their profile, you can assume other geeky types will also love or like geocaching). A similar sort of system also works for guilty pleasures (e.g. if a person comes out as having an inner edgy type and has tropical fish, campfires and management skills as guilty pleasures, you can assume these are interests that edgy types would love or like). You can also assume that these interests would not be liked by the main personality type of that client (so if the client was geeky, you could assume that other geeky types would have a neutral or worse reaction to these guilty pleasures, unless they had a second personality which loved or liked the guilty pleasures).
If you want to determine whether a resident loves or likes an interest using the KittyFeed, wait for them to talk about performing it on the KittyFeed. A pink smiley face indicates that they love the interest. A green smiley face indicates they only like the interest. An orange frowny face indicates that they dislike the interest. A red frowny face indicates that they hate the interest. This applies whether an interest is the client's own interest or another person's interest. A client might also talk about multiple things in one post though and show multiple faces if they do, so try to link the correct face to the part where they're talking about the interest (the other faces will belong to different parts of the post).
Also, no worries about the friend request, I'm still flattered that you like talking to me. Also, your English isn't absolutely perfect, but it's still really good. I wouldn't even have realised you were a non-native speaker, if you didn't mention it!
In my profile I have a screenshot of my 2nd village when it was fully expanded with everything built. It worked very well.
And yes the community of players are great people who have produced extremely helpful guides. A great thanks to all of them as well.
And Kitty Powers series is like the first "casual" stuff I'm so into I'm actually writing a guide about! With the help of this wonderful community c: