Forum Discussion
Lizzielilyy
9 years agoSeasoned Ace
The sixth chaos is here! I noticed a recent spike in visits to the site so thought I might reestablish the challenge. Here is
Civil War
Please note: this chaos works best with the Get Together expansion pack but does not require it. Without the EP, use your own creativity to set up factions.
The government services have unveiled a series of elitist clubs that are in opposition with the monarchy. Rumour has it, this is in response to a secret club featuring the monarchs themselves and their favourite subjects. Something must be done before an uprising occurs!
a) Secret societies: The lead of the monarch’s personal guard has discovered three societies in the realm. Each society is dedicated to the way of life found in each of the other three realms, they would rather their own realm changed its ways than simply relocate. Create three new clubs; each restricted by invite only and the careers, wealth and activities that corresponds with one of the other realms. Every neighbourhood must have at least one member in one of the societies, no sim may belong to more than one at once.
b) Rumour has it: It would appear the clubs each want reform in the realm due to rumours that the monarchs play favourites with their subjects. Create a club to which the monarchs (no heirs) belong and four members. The four members must be the richest in the realm, must be at the top of the realm’s favoured career(s) and must come from separate households. The meeting place for this club is the palace itself.
c) Connections: The secret societies are growing in numbers by the day, but only one is dangerously strong. One of the societies has another monarch as its leader! Worse yet, the realm is starting to get wind of their own monarchs’ club of favourites. Employ three l.v 4 writers to promote the fairness and non-elitist nature of the monarchs. With another monarch leading a society, each member must now dislike the monarchs and change their aspirations to fit their reformed ideals. By now each society must have a uniform and perks inspired by their realm and its activities.
d) Numbers game: Each society must now gain a new member as their ideas grow in popularity. This is caused by the worst betrayal, there is a mole within the monarchs’ secret society! One member of the monarchs’ society must be also a member of the faction with another monarch for a leader. Employ two detectives (or secret agents) (l.v 4 and l.v 2) to find out who this mole is! If you already possessed these workers before chaos ensued, proceed to f). If not, continue to e).
e) Fracture: The realm is divided into four; three factions and loyalists to the crown. Sadly, the loyalists are greatly outnumbered with two less members than each society. Good news is the mole has been outed! They are now enemies of the crown and will be imprisoned before they are trialled for their treason. Bad news, they were found out since they announced the rebellion plans by the other realm – it’s too late! Employ six astronauts to level 5 and send them out to patrol the borders. They must be moved out or treated as NPCs. By now, the loyalists must have the infamous perk while the other monarch’s faction must be popular. Proceed to g).
f) Loyalty: The monarchs have decided that they must stop any more threats of disloyalty. A band of loyalists has already come together in their honour; each member’s household will receive $1000 from the monarchs’ personal funds for every member their club gains. If it manages to persuade members of another faction, the reward is doubled. The mole is outed when they announce that the plans for rebellion have stalled due to the loss of two members to the loyalists. The loyalists club must have the popular perk, the other factions must be infamous. Continue to h).
g) Defence: With the threat of civil war on their hands, the other factions have offered to join forces with the loyalists. In return they demand that the monarchs disband their secret society and compensate all their subjects for their neglect. By now the loyalists and the rivals must have 25 or more active perks in their club. Will they agree? If so continue to i). If not, proceed to j).
h) Secrecy: When the crown appeals to its subjects to disband the factions and unite with their rulers to avoid further threats of war, the subjects fight back at their favouritism. Regardless that the war has been stalled, the realm they live in is not for them anymore! They offer the monarchs a choice; disband the secret society and compensate all their subjects for their neglect or face an uprising from a united realm. By now the loyalists and the rivals must have 25 or more active perks in their club. Will they agree? If so continue to i). If not, proceed to j).
i) Reparations: It has become apparent that what was once a social club for the hardest working and best families in the realm is now seen as a cult favoured and furthered by the crown. The monarchs disband their society and promise a fairer system, paying out $500 to every family that did not belong to the society. In response, the happier families disband their factions and the other monarch is left with only one realm to rule. Although they are now severely disliked by the monarchs of this one. With the loyalists reinforced and civil war avoided, the monarchs decide it is about time that more places to meet and socialise are developed. Three new hangouts are built.
j) Repercussions: The crown refuses the offer, saying that they are entitled to socialise with and reward the hardest working families in the realm. The three factions are not bluffing, they unite as one sole rebellion and force themselves on the monarchs. All soldiers at the border are killed and the households begin wearing the colours of the other monarch. Their aspirations and careers are influenced and citizens that are still growing begin to adopt traits of the other realm. With only a few loyalists remaining and their secret society, the crown must employ a strategy to tackle the civil war. Will they relinquish their title and be absorbed by their rival realm, compromise and allow their citizens to coexist with differing ideals or fight back and win their realm over with the risk of further bloodshed and disaster?
Civil War
Please note: this chaos works best with the Get Together expansion pack but does not require it. Without the EP, use your own creativity to set up factions.
The government services have unveiled a series of elitist clubs that are in opposition with the monarchy. Rumour has it, this is in response to a secret club featuring the monarchs themselves and their favourite subjects. Something must be done before an uprising occurs!
a) Secret societies: The lead of the monarch’s personal guard has discovered three societies in the realm. Each society is dedicated to the way of life found in each of the other three realms, they would rather their own realm changed its ways than simply relocate. Create three new clubs; each restricted by invite only and the careers, wealth and activities that corresponds with one of the other realms. Every neighbourhood must have at least one member in one of the societies, no sim may belong to more than one at once.
b) Rumour has it: It would appear the clubs each want reform in the realm due to rumours that the monarchs play favourites with their subjects. Create a club to which the monarchs (no heirs) belong and four members. The four members must be the richest in the realm, must be at the top of the realm’s favoured career(s) and must come from separate households. The meeting place for this club is the palace itself.
c) Connections: The secret societies are growing in numbers by the day, but only one is dangerously strong. One of the societies has another monarch as its leader! Worse yet, the realm is starting to get wind of their own monarchs’ club of favourites. Employ three l.v 4 writers to promote the fairness and non-elitist nature of the monarchs. With another monarch leading a society, each member must now dislike the monarchs and change their aspirations to fit their reformed ideals. By now each society must have a uniform and perks inspired by their realm and its activities.
d) Numbers game: Each society must now gain a new member as their ideas grow in popularity. This is caused by the worst betrayal, there is a mole within the monarchs’ secret society! One member of the monarchs’ society must be also a member of the faction with another monarch for a leader. Employ two detectives (or secret agents) (l.v 4 and l.v 2) to find out who this mole is! If you already possessed these workers before chaos ensued, proceed to f). If not, continue to e).
e) Fracture: The realm is divided into four; three factions and loyalists to the crown. Sadly, the loyalists are greatly outnumbered with two less members than each society. Good news is the mole has been outed! They are now enemies of the crown and will be imprisoned before they are trialled for their treason. Bad news, they were found out since they announced the rebellion plans by the other realm – it’s too late! Employ six astronauts to level 5 and send them out to patrol the borders. They must be moved out or treated as NPCs. By now, the loyalists must have the infamous perk while the other monarch’s faction must be popular. Proceed to g).
f) Loyalty: The monarchs have decided that they must stop any more threats of disloyalty. A band of loyalists has already come together in their honour; each member’s household will receive $1000 from the monarchs’ personal funds for every member their club gains. If it manages to persuade members of another faction, the reward is doubled. The mole is outed when they announce that the plans for rebellion have stalled due to the loss of two members to the loyalists. The loyalists club must have the popular perk, the other factions must be infamous. Continue to h).
g) Defence: With the threat of civil war on their hands, the other factions have offered to join forces with the loyalists. In return they demand that the monarchs disband their secret society and compensate all their subjects for their neglect. By now the loyalists and the rivals must have 25 or more active perks in their club. Will they agree? If so continue to i). If not, proceed to j).
h) Secrecy: When the crown appeals to its subjects to disband the factions and unite with their rulers to avoid further threats of war, the subjects fight back at their favouritism. Regardless that the war has been stalled, the realm they live in is not for them anymore! They offer the monarchs a choice; disband the secret society and compensate all their subjects for their neglect or face an uprising from a united realm. By now the loyalists and the rivals must have 25 or more active perks in their club. Will they agree? If so continue to i). If not, proceed to j).
i) Reparations: It has become apparent that what was once a social club for the hardest working and best families in the realm is now seen as a cult favoured and furthered by the crown. The monarchs disband their society and promise a fairer system, paying out $500 to every family that did not belong to the society. In response, the happier families disband their factions and the other monarch is left with only one realm to rule. Although they are now severely disliked by the monarchs of this one. With the loyalists reinforced and civil war avoided, the monarchs decide it is about time that more places to meet and socialise are developed. Three new hangouts are built.
j) Repercussions: The crown refuses the offer, saying that they are entitled to socialise with and reward the hardest working families in the realm. The three factions are not bluffing, they unite as one sole rebellion and force themselves on the monarchs. All soldiers at the border are killed and the households begin wearing the colours of the other monarch. Their aspirations and careers are influenced and citizens that are still growing begin to adopt traits of the other realm. With only a few loyalists remaining and their secret society, the crown must employ a strategy to tackle the civil war. Will they relinquish their title and be absorbed by their rival realm, compromise and allow their citizens to coexist with differing ideals or fight back and win their realm over with the risk of further bloodshed and disaster?