13 years ago
The Adam And Eve Challenge
The Adam And Eve Challenge (Major Rule Update) PLEASE READ Follow us on Official Website Follow us on Facebook OVERVIEW. This challenge Is very much different from the normal Legacy Challenge...
Kangaroobabe wrote:
I absolutely love this challenge. Thank you for thinking it up JMJ.
I had a hard time setting up for it though. I haven't played for a while so need to update quite a few patches. Some combination of updates, world download (to save me clearing a world), mods and quite a lot of content made it impossible to even open the game. No matter what I did it wouldn't start(GRRRRRR so frustrating and I really wanted to play!!!)
I finally uninstalled everything, tossed the mods (wasn't sure how to use most of them anyway - but the career mod was handy) and whittled down the content. I have all expansions up to Island Paradise and most stuff packs. Left out Late night (never liked the vampires but loved the butler), Showtime (I never used anything from it anyway) Supernatural (the zombies drove me nuts)and Island Paradise(doesn't conform to the theme of my gaming at the mo'. May add it later)
MY GAME HASN'T RUN THIS SMOOTHLY IN AGES !!!
Here's my interpretation of the challenge based on the reviewed rules.
(Never saw the original set)
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MY BACK-STORY
An eccentric wanted to know how a town evolves from nothing to a thriving community and decide to fund a study into the subject, providing the land and start-up funds. Being that is was the twenty-first century he also decoded to give the town its own power plant. Knowing he wouldn't be around to see the outcome of the study he made ironclad stipulations in his will that all heirs in his family must continue to follow the study and be seen to be taking an avid interest in the project or lose their inheritance.
Once he had things in place he looked for an University to conduct the study and laid out the guidelines:
*A young volunteer couple must be located to be come the "Founding Family"
*They will each be given a laptop, tablet(from Sim Store) and bicycle.
($5,600 taken from the price of the home lot)***
*They will be given an account containing $250,000. They must use this account to purchase everything they need and to build their community.
*They must use their account to purchase their home lot which contains a cabin with the basic amenities and a chicken coop(From Sim Store. Tried to give them the cow pen I also bought but the download wouldn't register)
*A fishing spot is the only other lot allow in the community. It provides a food source. (and a place to go, avoiding the "stir crazy" moodlet gained by staying on the home lot. The only other way to get rid of it is to cheat. Which is not allowed)
*Being the twenty-first century, they must pay their bills
*The only income they will be allowed is "Trading" the fruits of their labor with the "Traveling Salesman" (University Representative checking on their progress) every few months. They may purchase skill building and recreational items from him. They may also become members of a book club and have the rep deliver the books.
*They are responsible for adding the "Trading Post" (Grocery Store)
THE NEXT GENERATION
*Each new generation must select an heir to be responsible for adding a building or community lot the the community
*They will have to earn their building by mastering certain skills and can only build it if they have enough money in their account to cover the whole construction.
*Once a community service is put in place (e.g. Grocery Store, Police Station) other volunteers can be recruited to run the business service. (Housing provided by the billionaire's heir)
*Children may go away to school (primary through to university) to help increase the skills needed for their contribution to the community
*All except the heir(unless they have already earned their building)may travel
*They may take up positions in the businesses already placed to earn money.
*If a family member wants to leave home (or is kicked out)they must build a home furnished with the basics to move into.
*If the whole family wants to move they must build and furnish the new home before moving and leave at least one family member behind in the old home.
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I've set up in Apalosa(?)Plans on the farm lot closest to the beach(my fishing spot). I needed to up my Sim's skills before he could catch anything though.
Both Sims spent their first day listening to Tab pods on their tablets and playing chess on their laptops. (I want all my Sims to have high logic skill so each one can tutor youngsters in their skills.) They continued this method of listening to tab casts while doing other chores. Because they had nothing else to do, nowhere to go or any other distractions, both Sims had reached lvl 5 or higher in their chosen skills by the beginning of the second week. I had them get pregnant with their first child to give them something else to do.
QUESTION: Is using the Tablet Cheating? I don't think so. I think its just like using a TV to build cooking skills etc. But would like to know for sure.
I have decided to try and place two buildings per generation,starting with life's basics; food,safety,education and health. While deleting everything I made copies of buildings and families+houses I wanted to put back and labeled their lots. I saved a copy of the blank town in case anything happens and I have to start again
Because most of the community lots are combos I decided to place one family per part (e.g. Civil center has three, city hall, police and military so that means I put down three families plus their houses)
MY STRATEGY NOTES
*The Heir is the first born child in each family. If the family has a multiple birth the first time they must choose one of the children to become the heir. Only the Heir has children in the active house. Their spouse tends to the home and children leaving them to concentrate on skill building for their contribution.
*Each family has two children. The previous generations help look after the home (Babysitting, doing the housework and gardening and tending to the animals) retiring from any jobs they have. (Self-Employment is exception – painting, writing etc)
*Set up an education plan for each child listing the best way to get the skills they need. Starting with toys and books for toddlers; through boarding school, or local school+ after school activities (teen)+ skill building items to control what skills child/teen focuses on; ending at young adulthood with a university degree (or two)
*The second child leaves home after earning their building. Get them a job if they don’t have one to keep money coming in. Place extra children from generations together in the same house. (3 bed, 2 ½ bath. Being sure to include toddler furniture and toys, useful for family visits; or if someone gets married and has kids!!)
*Any extra children from multiple births (max 2 children per family) leave the house after reaching young adulthood. Be sure to cultivate a relationship for them so they can be married before they go. Use education plan to build skills for a career path to start them of on. (Check that they are moving up the ladder)
POPULATING THE NEIGHBORHOOD
*Place new families (and their homes) to work in your businesses.
*Finding Mates:
-Have family members cultivate romances while away at Uni or on trips. Invite their romantic interest to come for a visit, propose marriage etc.
-After more families have moved in: Get to know the townies. Pursue a workplace romance. Marry the childhood sweetheart
PLAYING OTHER FAMILIES
Only played long enough to place them in their homes, assign jobs**, and check at infrequent intervals to see if they have climbed the career ladder (if no, put them up another rung)
CHEATS USED
*To call up Cheat window: Shift+Ctrl+ C
*Base cheat needed to access others: testingcheatsenabled true
*Starting Game:
-Before placing founding family: freeRealestate
-Adjusting family funds (amount =250,000 – ): familyfunds
e.g. familyfunds Williams 233,400
** To Set Career: Shift+click on mailbox, select Set Career from menu. Select career path. Select where to start on the career path. Lowest rung at the top of the circle, working around clockwise to highest rung.