Forum Discussion
Lizzielilyy
10 years agoSeasoned Ace
This challenge is very player co-ordinated as the player will have decided their own purposes for each realm which may well differ to another’s (and mine). So note that these steps are deliberately vague but will hopefully convey a strong motive that should be carried out but designed to the player’s kingdom and sims.
Lack of Purpose
The people of the realm are beginning to lose focus. Once a realm united on its beliefs and values, nobody is really that bothered anymore. They feel that there isn’t any benefit to be enjoyed from living the lives they do and are tempted to seek their happiness elsewhere. Before the realm becomes a ghost town, or the monarchy starts to be questioned, something must be done to remind the citizens why they have always lived the way they do.
I will include my own example in a separate post to show how it would work in my kingdom. This challenge only uses one realm, although players can use any or all if they wish to!
a) Grumblings in the crowd: Instead of everybody gathering in their usual spots to carry out their routine, you will find these spots empty of people. People will be gathering in the most unlikely places to complain about their situation. Word is getting back to the monarchs, employ 4 citizens into the astronaut career and 2 into the writer career to attempt to control the situation.
b) A few leaders emerge: The more active grumblers in the realm have decided to take action in the hope of spurring on their followers. Have three citizens quit their jobs for a new, completely different career. Have each of the three then make five new friendships (there must be at least one friend for each of the three that the other two doesn’t know).
c) Sheep or shepherd: The friends will copy their leader and switch to that career, while the leaders’ spouses will also have a change of heart and their offspring will amend their aspirations.
d) Carrot or the stick: The player must decide whether to use punishment or incentive. Offer a $500 reward for every household member in a ‘purposeful’ career, an extra $1000 for teens and children with ‘purposeful’ aspirations, spend $5000 on improving the ‘purposeful’ buildings in the realm. Follow e.
Or take $500 for every household member in a new career, an extra $1000 for teens and children who have been corrupted, arrest anybody found acting without the realm’s purpose in mind. Follow f.
e) Incentive vs Experience: While many families who hadn’t been persuaded by the grumblings of their neighbours, they certainly enjoyed the advance on their income and the new local hotspot that had been built. Tensions seemed to have relaxed and the undecided won over, but those who had switched careers refused to be bought out. No more citizens or children switch careers/aspirations but make sure that those who did are at least half way through their career/aspiration and are showing it off. Follow g.
f) Outrage and fear: Outraged and minus a few thousand simoleons, the three leaders are locked in a prison (treated as NPC or moved to a separate lot). The children and teens change their minds and revert back to their old ‘purposeful’ careers and aspirations while the older citizens refuse to run scared. All sims older than teen must find a new career that isn’t ‘purposeful’ and the leaders’ spouses must be at l.v 5 to release them. Follow h.
g) Finding balance: The monarchy can’t afford to keep buying out it’s subjects and so offer a compromise. There is room in the realm for more than one industry, more than one purpose, but on one condition. At least one child from each family must follow the purpose of the realm and if a building that isn’t for the purpose of the realm is to be built, permission must be granted and funds raised by its citizens. (Permission is granted by three citizens becoming friends with the king).
h) Overload: Punishment didn’t achieve anything but enraged subjects and confused children. Now that every working subject has chosen a career that doesn’t reflect the purpose of the realm, and will surely influence their children eventually, the monarchy has a simple choice. Exile every subject that doesn’t follow their purpose, or embrace the new purpose and completely revamp their realm.
Lack of Purpose
The people of the realm are beginning to lose focus. Once a realm united on its beliefs and values, nobody is really that bothered anymore. They feel that there isn’t any benefit to be enjoyed from living the lives they do and are tempted to seek their happiness elsewhere. Before the realm becomes a ghost town, or the monarchy starts to be questioned, something must be done to remind the citizens why they have always lived the way they do.
I will include my own example in a separate post to show how it would work in my kingdom. This challenge only uses one realm, although players can use any or all if they wish to!
a) Grumblings in the crowd: Instead of everybody gathering in their usual spots to carry out their routine, you will find these spots empty of people. People will be gathering in the most unlikely places to complain about their situation. Word is getting back to the monarchs, employ 4 citizens into the astronaut career and 2 into the writer career to attempt to control the situation.
b) A few leaders emerge: The more active grumblers in the realm have decided to take action in the hope of spurring on their followers. Have three citizens quit their jobs for a new, completely different career. Have each of the three then make five new friendships (there must be at least one friend for each of the three that the other two doesn’t know).
c) Sheep or shepherd: The friends will copy their leader and switch to that career, while the leaders’ spouses will also have a change of heart and their offspring will amend their aspirations.
d) Carrot or the stick: The player must decide whether to use punishment or incentive. Offer a $500 reward for every household member in a ‘purposeful’ career, an extra $1000 for teens and children with ‘purposeful’ aspirations, spend $5000 on improving the ‘purposeful’ buildings in the realm. Follow e.
Or take $500 for every household member in a new career, an extra $1000 for teens and children who have been corrupted, arrest anybody found acting without the realm’s purpose in mind. Follow f.
e) Incentive vs Experience: While many families who hadn’t been persuaded by the grumblings of their neighbours, they certainly enjoyed the advance on their income and the new local hotspot that had been built. Tensions seemed to have relaxed and the undecided won over, but those who had switched careers refused to be bought out. No more citizens or children switch careers/aspirations but make sure that those who did are at least half way through their career/aspiration and are showing it off. Follow g.
f) Outrage and fear: Outraged and minus a few thousand simoleons, the three leaders are locked in a prison (treated as NPC or moved to a separate lot). The children and teens change their minds and revert back to their old ‘purposeful’ careers and aspirations while the older citizens refuse to run scared. All sims older than teen must find a new career that isn’t ‘purposeful’ and the leaders’ spouses must be at l.v 5 to release them. Follow h.
g) Finding balance: The monarchy can’t afford to keep buying out it’s subjects and so offer a compromise. There is room in the realm for more than one industry, more than one purpose, but on one condition. At least one child from each family must follow the purpose of the realm and if a building that isn’t for the purpose of the realm is to be built, permission must be granted and funds raised by its citizens. (Permission is granted by three citizens becoming friends with the king).
h) Overload: Punishment didn’t achieve anything but enraged subjects and confused children. Now that every working subject has chosen a career that doesn’t reflect the purpose of the realm, and will surely influence their children eventually, the monarchy has a simple choice. Exile every subject that doesn’t follow their purpose, or embrace the new purpose and completely revamp their realm.