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MrJenkinsBK's avatar
13 years ago

The Adam And Eve Challenge

The Adam And Eve Challenge (Major Rule Update) PLEASE READ

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OVERVIEW.
This challenge Is very much different from the normal Legacy Challenge. It is a On going Gen Challenge. Your family is going to have to learn how to come to grips with being a founding Family. Learning to weather the trails, tribulations and glory of starting a town. Cementing a legacy that rivals those of the Goths.

In the Beginning there was Man and Woman.


From the start....

From the start....

1. Create a game save that is only for this challenge. The challenge begins with two Sims a Male and a Female.

2. It is preferred that they are started as Young Adults.

3. Please remember in creating your Adam and Eve that these are the ones that your whole game is based on.

4. The only Active household to be used are those Sims that are born of the genes of the First Two that are the "Founders". So those little traits and genes will have a big effect as time goes along.

5. You are never allowed to make any other Sim. Pets may not be created with them.

6. The only time you may play another Sim that is not of the family is one that is married into the family.

7. You may switch active house holds only to those that have the blood running through them of the Adam and Eve Sim.

8. After the first two Sims are created NO OTHER SIMS MAY BE CREATED FOR THAT FAMILY

-You need a completely empty world. Lots can be laid out if you want, but none of them may be built at all and any community lots must be set to "No Visitors Allowed". How you obtain such a world, whether you empty out one of the premade ones or whether you have a custom one does not matter. I only draw the line at worlds that have a bazillion spawners for rare stuff all over the place.

Remember this as you progress...

1.Each Gen MUST leave something behind. Be it a park gym or library in the families’ name. Be creative with this aspect of the challenge.

2.Your Adam and Eve can only start with $250,000. No other moneys are to be added for the length of the challenge. The reason that I say start with a small fortune is because that is what is to trickle down your generations. No Family ever started a town with no money.


General Rules:

-Aging may be set Normal - this challenge tends to punish you for setting it too long by making it take forever, and for making it too short by making meeting the requirements difficult. Keeping it at default. Also, story progression should be on.

- No cheating! Especially by doing anything that helps with skilling and money - that's kind of the whole point of the thing. Generally speaking, mods/objects that make your game run better are okay, while mods/objects that make actually playing the game easier are not. Fixing bugs is never considered cheating - do what you have to in order to save your game. All mods that actually make it harder are always allowed.

- When using Edit Town mode, you are not allowed to build any residences your Sim isn't immediately going to purchase or change the designation of any community lot from "No Visitors Allowed" unless it's about to be purchased or has been otherwise earned.

-You may not abuse lots you don't have to buy by putting fancy skilling or mood boosting objects there so that your Sims don't have to buy them at home are not. Landscaping, tables and benches, that sort of thing is fine. Hot Tubs and grand pianos are not. Rabbithole lots should mainly be the rabbithole and landscaping. "Visitors Allowed" and "No Visitors Allowed" lots should be used sparingly and only for places without much in them (a lot that's merely a fancy pedestrian walkway or a subway station would be good examples). Small parks should be just that - if you can fish there then it's a fishing spot, and if it has skilling objects like chess tables it's a big park. Fire Stations need to be more fully outfitted to keep everyone working there happy, but I think you get the picture: be reasonable.

-It's always acceptable to use mods or cheats whose effect is purely cosmetic (i.e. they make something look different but don't actually effect anything). When building you may use any fancy cheat codes to make it look nice you want, for both residential areas and community lots. You may also use buydebug to place things you need from there to make your lots fully functional - including spawners if you want to be able to, say, fish for Deathfish in the graveyard. But you may not abuse this by, for example, making a lot full of rare spawners just to make finding the good stuff easy. What you may not do is edit things like their traits and skills.

-Each Sim may only earn 1 community lot for you. So if your Sim has maxed Cooking and has $61,500, then you may not get both the Diner and the Bistro - you'd need a second Sim to max Cooking to get both. And it must be the same Sim - if you have one Sim max Handiness and another max Athletics, you have not earned a Military Base. Also, lots that don't require any skills must still be earned by a specific Sim (and purchased with their household's money), and you may not change your mind about which one did it.

- Your Sim may not sell any of the lots that they purchase. For any buyable venue, you may only edit it through the real estate system unless you're fixing a bug. If a venue becomes unowned due to Sims dying or whatever, another Sim must purchase it so that you can edit it using their money instead of the unending supply you get in Edit Town mode.

- You may freely Kick out Non-Heirs, provided that the household you're moving them to a lot that is fully furnished. "Fully furnished" means that they've at least got a functional kitchen, bathroom, and enough beds for all the Sims living in it all enclosed by walls with flooring and wall coverings - you know, an actual house. Doesn't have to be a spectacular one. Though if every residence in your city is terrible then your city is terrible.

- The only way to fail this challenge is if all Sims you could possibly control in the city die. (Which would seriously be an epic failure if you're much beyond your starting Sim.)

- If you have World Adventures, any Sims who go on vacation are disqualified from earning any community lots. Sims who have already earned a community lot for you suffer no penalties.

- If you have Ambitions, the rules for professions are as follows: Firefighters are allowed when you have a Fire Station. Investigators are allowed when you have a Police Station. Ghost Hunters are allowed when you have a Science Lab. Stylists are allowed when you have a Salon. Architectural Designers are allowed when you have a City Hall. (Note: all self-employed careers are unlocked by the City Hall, but that's just the way the games designed.)

- If you have Generations, boarding schools are fully allowed. The inheritance reward is not okay –anything that give you money without earning it is NOT ok. Daycares are allowed with you have a City Hall.

- All things Pets are allowed.

- If you have Showtime, The Dusty Old Lamp is NOT allowed, you may not wish for money. A stage may be added to any normally earned Big Park. Stages may be included in any other lot, but the Sim earning the lot must be a level 10 performer in addition to the other requirements. Acrobat, Magician, and Singer are allowed when you have a Big Park with a stage.

- If you have Supernatural, your starting Sim must start as a human. If one of the family members is turned to a Vampire that sim is considered DEAD.
If one of the family members is a ghost that sim is considered DEAD. Similar to aging, you can set the moon to do whatever you want as long as you set it and leave it there.

- If you have Seasons, you can set up the weather however you want as long as you set it and leave it there.

- If you have University Life, Roommates are allowed, but at minimum they must be assigned their own bed. And if you lock them out of part of the house, they must be granted a similar space of their own. For example, if you lock them out of your private bathroom, then they must be provided with a private bathroom of their own.

- If you have Island Paradise, Ports do not have to be earned but shouldn't contain anything beyond the port itself, mooring places, bike racks, parking spaces, and minor decor and landscaping. Houseboats have the same rules as regular houses. Lifeguards are allowed when you have a City Hall and at least one beach.



Residential Lots
- First, if you want to move a Sim out of your household and into a new one you may build a new house on condition that they immediately purchase it and move into it. This means that they need to be able to afford it, of course.

- Secondly, you may move your current household into a new lot and build them a new home there, provided that at least one Sim is left behind to occupy the old house.

- In all cases, you may not shortchange a Sim by giving them anything less than a fully furnished home (though it doesn't have to be spectacular - you can give them a small trailer home, but it has to be something they can actually live in). The current household you're playing is an exception since you're actually going to have to put up with it, so if you want them to live out on the lawn that's fine, but until you fix that you can't switch households.

- Your current household may purchase additional homes, but these may not be sold unless you either bulldoze everything first or immediately have a member of the current household move into that lot.

Rules for Moving Sims In or Out:
- Sims may only be moved into a household using the social interaction and not by using Edit Town or a mod unless you're experiencing a bug or something like that.

- If the Sim you're moving in is an NPC, SHE/HE may only be married into the household.
- Sims may only be moved out of a household using their phone or computer, and not by using Edit Town mode unless you have a mod that eliminates getting extra money from the process. All Sims that are moved out no matter which method you use must be provided a home by you - you may not use the 'kick out' option or leave Sims on the clipboard if you're using Edit Town.

- You may not move an entire family from one lot to another - at least one family member must be left to live in their old house.

Story progression may cause vacant homes or homeless Sims, but you may not.

Community Lots - Each one has some sort of requirement:
- Base Game Rabbitholes:
Criminal Warehouse - Maxed Athletics and Logic, and buy (not partner) the rabbithole. ($50,000)
Bistro - Maxed Cooking, and buy (not partner) the rabbithole. ($37,500)
Bookstore - Maxed Writing, and buy (not partner) the rabbithole. ($27,000)
Day Spa - Buy (not partner) the rabbithole (Business Degree). ($50,000)
Diner - Maxed Cooking, and buy (not partner) the rabbithole. ($24,000)
Grocery Store - Maxed Gardening and buy (not partner) the rabbithole. ($27,000)
Hospital - (Science and Medicine Degree), and buy (not partner) the rabbithole. ($105,000)
Office Building - buy (not partner) the rabbithole. (Science and Medicine Degree) ($58,000)
Science Lab - (Science and Medicine Degree) buy (not partner) the rabbithole. ($140,000)
Stadium - Maxed Athletics and buy (not partner) the rabbithole. ($115,000)
Theater - Max any instrument (Guitar, Bass, Drums, Piano) and Logic. ($58,000)
City Hall - Maxed Charisma (no money requirement).
Graveyard - Must purchase the lot (no skill requirement).
Military Base - Maxed Handiness and Athletics (no money requirement).
Police Department - Maxed Logic, Athletics, and Painting (no money requirement).
School - Maxed Charisma and Logic (no money requirement).

- Base Game Other Lots:
Art Gallery - Maxed Painting, and must purchase the lot.
Beach - Maxed Athletics or Scuba Diving, and must purchase the lot.
Big Park - Maxed Logic and Gardening, and must purchase the lot.
Fishing Spot - Maxed Fishing, and must purchase the lot.
Gym - Maxed Athletics, and must purchase the lot.
Library - Maxed Writing, and must purchase the lot.
Pool - Maxed Athletics, and must purchase the lot.
Small Park - Maxed Gardening (no money requirement).

- World Adventures Other Lots:
Academy - Maxed Martial Arts, and must purchase the lot.
Chinese Garden - Maxed Photography, and must purchase the lot.
Nectary - Maxed Nectar Making, and must purchase the lot.

- Ambitions Other Lots:
Consignment Shop - Maxed Sculpting, and must purchase the lot.
Fire Station - Maxed Athletics and Handiness (no money requirement).
Hangout - Maxed Charisma (or Mixology if you have Late Night), and must purchase the lot.
Junkyard (regular or no visitors) - Maxed Inventing (no money requirement).
Laundromat - Must purchase the lot (no skill requirement).
Salon - Maxed Painting (no money requirement).

- Late Night Rabbitholes:
Film Studio - Maxed Charisma and Writing, Five Star Celebrity Status, and buy (not partner) the rabbithole. ($95,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).

- Late Night Other Lots:
Clubs (Disco, Dance, or Poolside) - Max any instrument, at least One Star Celebrity Status, and must purchase the lot.
Bar (Sports, Local Watering Hole, Dive) - Maxed Mixology, and must purchase the lot.
Lounge (Fusion, Vampire, Exclusive) - Maxed Charisma, at least Three Star Celebrity Status, and must purchase the lot. See Supernatural Other Lots for another way to earn a Vampire Lounge.

- Pets Rabbitholes:
Equestrian Center - Maxed Riding, and buy (not partner) the rabbit hole. ($115,000)
School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement).
Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).
Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000)
Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000)

- Pets Other Lots:
Cat Jungle - Must complete the Cat Herder Lifetime Wish, and must purchase the lot.
Dog Park - Must complete the Canine Companion Lifetime Wish, and must purchase the lot.
Horse Ranch - Must complete the Jockey Lifetime Wish, and must purchase the lot.
(Pet shops, for those with the limited edition of Pets, are earned by completing the Ark Builder Lifetime Wish and buying it.)

- Showtime Rabbitholes:
Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).
Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000)

- Showtime Other Lots:
Coffeehouse - Must earn a Big Park with a stage first, and reach Level 10 in any performance career (no money requirement).
Live Show Venue - Must earn a Coffeehouse first, reach Level 10 in any performance career, and must purchase the lot.
Private Venue - Must earn a Live Show Venue first, reach Level 10 in any performance career, and must purchase the lot.
Big Show Venue - Must earn a Private Venue first, and reach Level 10 in any performance career (no money requirement).
(Note: If you use the Flying V's Coffeehouse or Hoi Polloi Event Center from the lot bin, be aware that they respectively contain a diner and a theatre within the lot. To use them one Sim must meet the requirements for both - so, for example, to use the Flying V's Coffeehouse you must already have a Big Park with a stage, and the Sim earning it must have maxed cooking, $24,000 to purchase the diner on the lot, and be at Level 10 in a performance career.)

- Supernatural Rabbitholes:
Arboretum - Maxed Gardening, and Sim must be a fairy (no money requirement).
Gypsy Wagon - Maxed Alchemy, Charisma, and Logic and buy (not partner) the rabbithole. ($16,000)
Vault of Antiquity - Maxed Alchemy and buy (not partner) the rabbithole. ($22,000)
Criminal Warehouse/Theater Combo - Maxed Athletics, Logic, and any instrument, and buy (not partner) the rabbithole. ($108,000)
School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement).
Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).
Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000)
Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000)

- Supernatural Other Lots:
Elixer consignment store - Maxed Alchemy, and must purchase the lot.
Supernatural hangout - Maxed Charisma (or Mixology if you have Late Night), must be a supernatural being of some sort, and must purchase the lot.
Vampire Lounge - Maxed Charisma, Sim earning the lot must be a vampire, and must purchase the lot. See Late Night Other Lots for another way to earn it with that expansion.

- Seasons Other Lots:
Festival grounds - Maxed Cooking and Athletics (no money requirement).

- University Life Rabbitholes:
Administration Center - Buy (not partner) the rabbithole (no skill requirement). ($150,000)
School of Art - Maxed Cooking or Mixology, Any Instrument, and Painting or Street Art and buy (not partner) the rabbithole. ($70,000)
School of Business - Maxed Charisma, Writing, and Social Networking and buy (not partner) the rabbithole. ($80,000)
School of Science - Maxed Gardening, Logic, and Inventing or Science and buy (not partner) the rabbithole. ($140,000)
Stadium and Annex - Maxed Athletics and buy (not partner) the rabbithole. ($115,000)

- University Life Other Lots:
Arcade - Max Jock Group and must purchase the lot.
Java Hut - Max Gardening and Cooking and must purchase the lot.
Nerd Shop - Max Nerd Group and must purchase the lot.
Rebel Hangout - Max Rebel Group and must purchase the lot.
Student Union - Max all three Social Groups (no money requirement).
University Hangout - Maxed Charisma and must purchase the lot.

- Island Paradise Rabbitholes:
School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement).
Bookstore/Office Combo - Maxed Charisma and Writing, and buy (not partner) the rabbithole. ($85,000)
Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000)
Spa/Bistro Combo - Maxed Cooking, and buy (not partner) the rabbithole. ($87,500)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).

- Island Paradise Other Lots:
Resort - Maxed Charisma and must purchase the lot.
Port - No requirements, see Rule #5 and Rule #19.
Diving Area - Maxed Scuba Diving (no money requirement).

- Into the Future Rabbitholes:
Observatory - Maxed Advanced Technology, Logic, and Athletics and buy (not partner) the rabbithole. ($190,000)
Bot Arena - Maxed Bot Building and Charisma, and buy (not partner) the rabbithole. ($115,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000)

- Into the Future Other Lots:
Bot Emporium - Maxed Bot Building, and must purchase the lot.
Cafeteria - Maxed Advanced Technology, and must purchase the lot.
Gallery Shop - Maxed Advanced Technology, and must purchase the lot.
Business Park - Must earn a Legacy Statue, and must purchase the lot.
Wasteland - Maxed Bot Building (no money requirement).
Future Lounge - Maxed Charisma, must earn a Legacy Statue, and must purchase the lot.
Dried Up Beach - Maxed Laser Rhythm (no money requirement).
-Portals are to be considered (relics) and can not be accessed until your family figures out what it is.
-Discovery of what a relic does has to be (played out) By the A&E family.
-A school is needed.
-A science facility
-A Military base
-A degree in Technology form a Creditable University.
-Once those are obtained that sim and family may visit the future. ONLY ONCE.
-In order to have free reign to the future after the first visit your sim has to max out Advanced Tech Skill.
These rules apply to Each Gen.
IE…If your Adam sees the time machine. In order for him to use it he must. Go to college get a tech degree. Top out either a Science or Military career. Then travel to the future. Once back the portal is closed to him until he max out Advance Tech skill. Upon his death the next gen would have to follow these same rules to get to the future.
-AS for bots. You are allowed ONE BOT PER FAMILY. Meaning Rosie the robot is passed along for gen to gen as if she is a prized possession aka (heirloom).
All buildings that have to do with into the future stay in the future. They may not be built in your world.
These rules are set this way to help keep the fun and balance to the Challenge.


Acceptable and Unacceptable Mods:
Those allowing more than 8 Sims in a household - Okay!
Those modifying the way money is divided when Sims move in/out - Okay!
Story progression mods - Okay!
First cousin marriage - Not Okay!