JesLet40
4 years agoSeasoned Ace
Newcrest challenge 3.0 - Discover University edition (UPDATED)
Hey everyone!
I’ve been playing with the Newcrest challenge, both inspired by the original and the 2.0 – version, but found that that I it didn’t completely fit my playing style. So here is the “Newcrest Challenge 3.0 – the Discover University-version”
The main set up is the same, your main sim and their family must live and build in Newcrest. However, you are not requested to stay there – some challenges actually requires you do go elsewhere, you just can’t live any where else, nor may the children that will one day become next generation (the heir).
The spares may live anywhere you or they want, but MUST be turned into NPCs as soon as they move out of the active household. Same goes for any household that is left behind by the new active generation. You can only play one generation at the time (if grandma or grandpa lives with the next generation after completing their own aspirations, that is fine but only one active household at one given time.)
As this is the Discover University edition, obviously that pack is required to play the game. Any other pack is voluntary. Cats and Dogs aren't mentioned, but obviously pets are allowed in any family. In addition to Discover university you will need MCCC to make sure townies have lives without your active interference. In other words, NPCs should get married, have kids, get divorced on their own - and it's from this pool of townies that spouses will be picked. Whatever other settings you may want is up to you but you may never use it to finish aspirations, increase money-levels or advance in careers. Basically nothing that makes the game easier.
Any and all mods of your choosing are also ok, as long as they don't do any of the following:
Any mod making the challenge harder is encouraged (I personally use Kuttoe's careeroverhaul mod, making careers harder, and the wages more realistic, but that's my personal choice)
You will also need some kind of random traits/aspiraions creator. Aspiration must obviously be chosen for the heir to fit the challenge, but may not be changed for anyone else in the household (or the heir child) until they have fulfilled it and then randomly can be assigned another. At no point do you get to choose traits with the exception if the trait goes straight against the aspiration for the generation (such as hates children for gen 2). If so you roll the dice for a new trait once and once only.
NPC-rules:
Other rules that might differ from the original challenge:
Ageing must be on, but you can set the speed on whatever you prefer using MCCC or general setting (the longer the time, the harder challenges you should choose).
Traits must be randomised (as stated above) but reward traits are fine as long as they make sense for the sims experiences and life situation. (A super green thumb is logical after years of work as a gardener, but not at the start of your career, frugal makes general sense if struggled to make ends meet at some time, a very studious sim might become a savant or fast reader after going to uni...)
The heir can be any sibling in the family not necessarily the first. The heir can also be adopted if a couple cannot have kids.
You can travel anywhere in any world, but can only live in Newcrest after they’ve graduated university.
Your sim CAN go to university even to live in a dorm for a period but ONLY if they meet certain criteria. If they do not meet them they can still attend uni, but from home instead. The criteria are as follows:
For anything else the general conditions of the first challenge still apply. There are some minor changes to the generations namely the following:
GENERATION 1 – THE GARDENER
ASPIRATION: FREELANCE BOTANIST – BUILD: PARK
Choose your starting lot carefully because this lot will be turned into the local park once you have completed gen 1
Rules:
If you have seasons you must choose Gardener as a career.
If you do not have Seasons you can choose any of these careers:
The goal is to reach the top of your career, fulfill your aspiration and grow at least 8 plants to perfect quality before it's time for the next generation to take over. Once you are finished, evict your sim from the lot and remake the lot into a public park. The 8 plants must be a part of the park.
Additional challenges (choose your difficulty):
The generation is finished once you've fulfilled your aspiration, reached the top of your career and built your park. Move onto gen 2.
GENERATION 2 – THE BABY LOVER
ASPIRATION: BIG HAPPY FAMILY – BUILD: STARTER HOMES
This sim’s aspiration is to have a big happy family, they need some houses to live in though! Build the affordable starter home neighborhood (you can pick any 1 of the 3 hoods) and then watch in satisfaction as your big happy family moves into the neighborhood.
Rules:
Build the neighborhood first. No house may cost more than $55,000 to buy and 2 houses must be under $20,000. Move your family into any house they can afford in this neighborhood.
The careers available for generation two (what you choose will have impact for your possible choices later):
As their children age up into young adults move them out and turn them into NPCs (the exception being the heir). You are allowed to move them into the houses you built if you want, but you can also make them homeless and let them find a house of their own.
The sim may go to university, but only if they choose the education career.
As a teen the sim must have the babysitter part time job.
Additional voluntary challenges:
Once your aspiration is complete so is generation 2.
GENERATION 3 – THE AUTHOR
ASPIRATION: BESTSELLING AUTHOR OR ACADEMIC (OR BOTH FOR A HIGHER CHALLENGE) – BUILD: LIBRARY
Generation 3 will build the library and be a successful writer leaving many books and a library for future generation.
Rules:
The sim must attend university, and get a degree in Language and Literature. Whether or not they live in dorms or at home is dependant on if you are finished with gen 2 when they start as well as your own choices.
You sim may only have the Writer career and only choose the Author branch.
The home your sim lives in, will be turned into the library the same way the first house was turned into a park once the aspirations and career goals are filled. The library must include your objects from your career rewards, as well as at least one photograph of the library’s founder. It also must include research machines and computers for those who study.
Additional challenges:
Proceed to generation 4 once the library is built. Gen 3 might move into the house with gen 4 or can be evicted and turned into an NPC.
GENERATION 4 – THE ATHLETE (WELLNESS GURU)
BASE GAME OPTION: ASPIRATION: BODYBUILDER – BUILD: GYM (WITH A POOL)
SPA DAY OPTION: ASPIRATION: ZEN GURU – BUILD: SPA (WITH A GYM AND POOL)
This sim is all about body image, sims around town are looking chunky but there is no gym/spa venue. Become a renowned athlete and build a great spa/gym for Newcrest.
Rules:
Your sim may or may not go to university before getting started. If they go they must choose the biology field and must then choose the Bodybuilder branch once they start working.
If you choose not to attend university your sim may choose between either branch of the athletics career. No other career is open for this sim.
Once your aspiration and job are complete you can build the spa/gym (if you have spa-day it must be a spa, otherwise a gym), it also must include your career objects and also host a pool. If you have LMS’s live in business mod your gym can be at your home, thereby earning you money as well, though once the main sim has died the gym must be turned into a proper gym/spa venue.
If you use the live in business-mod, the building process can happen simultaneously as the aspiration and career happen. Otherwise you must wait until you’ve obtained both before you build your spa/gym. Note that if you build a spa – a gym must be included in the build.
Additional voluntary challenges:
Complete at least one more aspiration than the main one. These aspirations must be completed BEFORE you start on the bodybuilding one, and may be started already as a teenager. The number of aspirations decide the difficulty.
The generation is finished once the main aspiration has been fulfilled, the maximum of the career reached and the gym is built. Now move onto gen 5.
GENERATION 5 – THE SUBURBIA PARENT
ASPIRATION: SUCCESSFUL LINEAGE OR SUPER PARENT (PARENTHOOD) – BUILD: MIDDLE CLASS HOOD
This generation's main aspiration is to have a successful family and be a fantastic parent and lead a stable life.
Rules:
Build the neighborhood first. Move your family into any house they can afford in this neighborhood. No house may cost more than $135,000 simoleons to buy and 2 houses must be under $65,000 simoleons.
They may attend university before starting on their aspiration. If they do so, they must choose the Psychology major and they must have the soulmate aspiration while attending (whether or not you finish this aspiration or not is another matter). They can do this as long as gen 5 is done before they need to attend uni.
Your sim can choose to be in the educator career OR to be a stay at home parent, depending on your choices in gen 2. If gen 2 was a stay at home parent, this gen must be an educator and vice versa.
If they are a stay at home parent, they may still earn money with hobby, like painting or writing, or even a freelance career once their toddlers are kids and go to school.
If they choose the education career, the spouse and main sim must take turns to work from home as long as there are toddlers in the house so that no toddler ever have to go to daycare. That means that the spouse too must have a career where working from home is an option.
This is a sim who want their children to thrive and learn and experience things – a part of this is travel. Once every sim-year, this family takes their children on vacation into one of the other worlds for at least two nights. These trips are not for relaxing, but for their children to gain new skills. Depending on your packs – take the family one one-two vacations a year in the one of the other worlds with the exception of Britchester. Try to make time for one trip to each world you have in game during the challenge. Make sure each kid gain one skill point of some kind on each trip.
As their children age up into young adults turn them into NPCs with exception for the heir. You may give them any amount of money as they move out that you can afford. You are allowed to send one or all of the kids to university from home (gen 6 is never allowed to live in dorms) to guarantee them successful careers before they move out.
The heir may not move out until after your aspiration is complete, no matter what age they are.
Additional challenges – same as gen 2:
Once your aspiration is complete so is generation 5
GENERATION 6 – THE CREATIVE GENIUS
ASPIRATION: PAINTER EXTRAORDINAIRE – BUILD: MUSEUM
Generation 6’s sim is an aspiring artist and thinks that Newcrest is lacking in museums for the more refined members of the community. Become a world famous artist and build a museum, you can even name it after yourself!
Rules:
Your sim may only have the Painter career and can only choose the Master of the Real branch.
Your sim may attend university and take a degree in fine art, but may NOT live in dorms but must stay in gen 6 home until finished with university. Only once uni is over may your sim move out and build their own home (or move into an existing home).
The house you build for your sim is what will turn into the museum, so build wisely while having a future museum in mind. Once your aspiration and job are complete move out your sim and complete the museum by removing any house hold furniture. The museum must must include your career objects AND at least 10 of your own painting of excellent quality. Make sure to include easels so future generations can learn painting at the museum.
Additional voluntary challenges:
Once the main aspiration is complete and your sim has reached the top of their career move onto generation 7.
GENERATION 7 – THE BARTENDER
ASPIRATION: MASTER MIXOLOGIST – BUILD: BAR &/OR NIGHTCLUB
Generation 7 is all about rebelling against their middle class roots and having fun, there are now a few much needed community lots but nowhere to go to hangout and have a few drinks. Master Mixology and build a local watering hole (bar) for your sims to enjoy.
Rules:
You sim may only have the Culinary career and only choose the Mixology branch.
They may go to university as a young adult, but must live on campus. Pick the any field that this sim would find fun or easy, and be an active member in at least one of the social group (for added difficulty add more groups). The sim should go to all activities of their organisation as well as any other organisation’s bar nights – they must also throw at least one party a week themselves. (This Sim is all about partying after all, and if they flunk out as a result or take an eon to finish, they do).
You must complete the aspiration and get the top of the career branch before you can build, though if you use LMS’s live in business you can start building as you go earlier (but must still be able to take care of your ordinary job).
Once your aspiration and job are complete you can build the bar, it also must include your career objects (especially the bar). The bar should be on your home lot. Once finished, evict the sim, and turn it into either a bar or nightclub venue.
Additional voluntary challenges:
Complete at least one more aspiration than the main one. These aspirations must be completed BEFORE you start on the master mixologist one. For added difficulty complete more than one. You can choose one (or more) of the following:
The generation is finished once the aspiration has been fullfilled, the maximum of the career reached and the gym is built. Now move onto gen 8.
GENERATION 8 – THE CHEF (OR ENTERTAINER)
ASPIRATION: MASTER CHEF – BUILD: RESTAURANT (DINE OUT REQUIRED)
BASE GAME ALTERNATIVE: ASPIRATION: JOKE STAR – BUILD: LOUNGE
Nightclubs and bars are all good and well, but there are better ways to entertain people. If you have dine out your sim must become a chef and must build a restaurant, but if you don’t have dine out, choose the base game alternative and build a lounge.
Rules:
If you have dine out your sim may only have the chef career and only choose the culinary branch. Otherwise your sim must have the entertainment career and choose the comedian branch.
Your sim may go to university, may live in dorms if you choose to (and they meet the criteria) and should take the corresponding education to their aspiration (culinary or drama).
You must get the top of the career branch before you can build your restaurant, but must not have completed your aspiration before you run your restaurant. You may run the restaurant until the aspiration is complete and you start with the next gen (you can keep owning the restaurant as an NPC but may not actively run it).
If you instead build a lounge you build it after you have completed the other goals.
The restaurant/lounge must include your career objects as well as photos of the founding sim.
Additional voluntary challenges:
Once you are finished with your aspiration and career start gen 9.
GENERATION 8 – THE ASTRONAUT
ASPIRATION: RENAISSANCE SIM or NERD BRAIN SIM – BUILD: A LEARNING CENTRE/OBSERVATORY (GENETIC LOT OR LIBRARY LOT)
This sim is all about the world outside this one and this sim, really wants to get out of Newcrests – far, far away from it.
Rules:
Your sim must go to university, and must finish at least 2 degrees while there (but can live either at home in gen 7s house, in dorms or on their own in Newcrest while attending). One of these must be Physics but the other can be anything you choose (though if Interstellar Smuggler is the goal, villany is recommended as the second one).
Your sim must become an astronaut, and can choose either branch.
The house the sim lives in is what will be turned into an observatory – however, in order to have some residential lots left, this generation sim may buy and live in the library (turn it back into a residence) to expand it into a full blown learning centre/observatory. (turn it into a residential lot again and let the sim reside there, though this is not a requirement but an option). If they do so they may add onto the library but may not change the general library unless to improve it.
The learning centre/observatory must include all career objects, as well as a telescope, a microscope, research machines, computers, a robotics station and a weather machine (if you have seasons). Don’t forget the kids, experimentation tables, and kid bookcases are a must. The lot must also include a fully functional space ship.
The generation is over once they’ve reached the top of their career, fulfilled their ambition and successfully gone to space at least in their space ship.
Additional voluntary challenges:
Once you are finished with the aspiration, gone to space at least once, and reached the top of your career, the sims moves out of the lot and its turned back into a library again – or turned into a generic lot if you chose not to live in the library. Start gen 10.
GENERATION 10 – THE BOSS
ASPIRATION: MANSION BARON – BUILD: UPPER CLASS HOOD
This sim is the last one and wants to establish a wealthy neighborhood now that they have reached 10 generations. They also want to own the largest house in Newcrest so everyone will know that they are the founders and the Legacy of Newcrest.
Rules:
Build all houses in the hood except your own, you will build it as you go along. You can give yourself a simple house to start. The houses may not cost under $150 000.
Your sim may have any of the following careers:
Your sim must go to university, must live in one of the fancier campus houses while there, and must choose the degree corresponding to the job they want to choose. While at university they must complete one aspiration that is not the main one. They must also seriously try to get into the secret society while there.
This one is a little different as you will complete the house and aspiration at the same time.
THE CHALLENGE IS COMPLETE ONCE THE MANSION BARON ASPIRATION IS COMPLETE.
Additional difficulty for the challenge as a whole:
Try to cover as many possible careers in your game by giving the spouses the careers that isn’t included in the main challenge.
I’ve been playing with the Newcrest challenge, both inspired by the original and the 2.0 – version, but found that that I it didn’t completely fit my playing style. So here is the “Newcrest Challenge 3.0 – the Discover University-version”
The main set up is the same, your main sim and their family must live and build in Newcrest. However, you are not requested to stay there – some challenges actually requires you do go elsewhere, you just can’t live any where else, nor may the children that will one day become next generation (the heir).
The spares may live anywhere you or they want, but MUST be turned into NPCs as soon as they move out of the active household. Same goes for any household that is left behind by the new active generation. You can only play one generation at the time (if grandma or grandpa lives with the next generation after completing their own aspirations, that is fine but only one active household at one given time.)
As this is the Discover University edition, obviously that pack is required to play the game. Any other pack is voluntary. Cats and Dogs aren't mentioned, but obviously pets are allowed in any family. In addition to Discover university you will need MCCC to make sure townies have lives without your active interference. In other words, NPCs should get married, have kids, get divorced on their own - and it's from this pool of townies that spouses will be picked. Whatever other settings you may want is up to you but you may never use it to finish aspirations, increase money-levels or advance in careers. Basically nothing that makes the game easier.
Any and all mods of your choosing are also ok, as long as they don't do any of the following:
- Make getting money easier (nor are money cheats allowed)
- Make learning easier
- Make things like painting, writing or going to university faster or easier (slower is ok though).
Any mod making the challenge harder is encouraged (I personally use Kuttoe's careeroverhaul mod, making careers harder, and the wages more realistic, but that's my personal choice)
You will also need some kind of random traits/aspiraions creator. Aspiration must obviously be chosen for the heir to fit the challenge, but may not be changed for anyone else in the household (or the heir child) until they have fulfilled it and then randomly can be assigned another. At no point do you get to choose traits with the exception if the trait goes straight against the aspiration for the generation (such as hates children for gen 2). If so you roll the dice for a new trait once and once only.
NPC-rules:
- Any spouse should be picked from the townies – after the first gen 1 – who must be a single young adult – no sims can be created.
- You are allowed to give NPCs make-overs of anything that would be changeable in life without surgery, so hair, make-up, clothing, nails and/or weight. You may also not change their personality.
Other rules that might differ from the original challenge:
Ageing must be on, but you can set the speed on whatever you prefer using MCCC or general setting (the longer the time, the harder challenges you should choose).
Traits must be randomised (as stated above) but reward traits are fine as long as they make sense for the sims experiences and life situation. (A super green thumb is logical after years of work as a gardener, but not at the start of your career, frugal makes general sense if struggled to make ends meet at some time, a very studious sim might become a savant or fast reader after going to uni...)
The heir can be any sibling in the family not necessarily the first. The heir can also be adopted if a couple cannot have kids.
You can travel anywhere in any world, but can only live in Newcrest after they’ve graduated university.
Your sim CAN go to university even to live in a dorm for a period but ONLY if they meet certain criteria. If they do not meet them they can still attend uni, but from home instead. The criteria are as follows:
- The sim must be a young adult
- The sim may not have moved out of their birth home before they enroll in university
- The generation you are currently playing must be finished with their challenge and must not be returned to once your heir has started university – instead they are to be made into NPCs the moment you move to your dorm.
For anything else the general conditions of the first challenge still apply. There are some minor changes to the generations namely the following:
GENERATION 1 – THE GARDENER
ASPIRATION: FREELANCE BOTANIST – BUILD: PARK
Choose your starting lot carefully because this lot will be turned into the local park once you have completed gen 1
Rules:
If you have seasons you must choose Gardener as a career.
If you do not have Seasons you can choose any of these careers:
- Culinary
- Painter
- Manual labourer (part time job)
- Scientist (get to work)
- Social media – internet personality (city living)
- Civil designer – green technician branch (eco lifestyle)
The goal is to reach the top of your career, fulfill your aspiration and grow at least 8 plants to perfect quality before it's time for the next generation to take over. Once you are finished, evict your sim from the lot and remake the lot into a public park. The 8 plants must be a part of the park.
Additional challenges (choose your difficulty):
- Grow at least one of each type of plant on the lot before the end of the generation.
- Get the plants without buying any seeds at any stage of the generation. (Nor may any sim you control give your main sim any.) Seeds may be gained by finding wild plants and harvesting them/taking cuttings, grafting plants or appeasing gnomes (at most two times a year).
The generation is finished once you've fulfilled your aspiration, reached the top of your career and built your park. Move onto gen 2.
GENERATION 2 – THE BABY LOVER
ASPIRATION: BIG HAPPY FAMILY – BUILD: STARTER HOMES
This sim’s aspiration is to have a big happy family, they need some houses to live in though! Build the affordable starter home neighborhood (you can pick any 1 of the 3 hoods) and then watch in satisfaction as your big happy family moves into the neighborhood.
Rules:
Build the neighborhood first. No house may cost more than $55,000 to buy and 2 houses must be under $20,000. Move your family into any house they can afford in this neighborhood.
The careers available for generation two (what you choose will have impact for your possible choices later):
- Education
- Stay at home parent
- Any freelance career or part time job
As their children age up into young adults move them out and turn them into NPCs (the exception being the heir). You are allowed to move them into the houses you built if you want, but you can also make them homeless and let them find a house of their own.
The sim may go to university, but only if they choose the education career.
As a teen the sim must have the babysitter part time job.
Additional voluntary challenges:
- Make sure every child has a perfect toddlerstage reaching the highest skill level possible.
- In addition make sure every child reach the highest skill in everything and are all A-students.
- In addition to this make sure the heir (at least) has the highest character values without ever taking control of the child. (inspiration from the parenthood challenge. Parenthood needed for this to work!)
Once your aspiration is complete so is generation 2.
GENERATION 3 – THE AUTHOR
ASPIRATION: BESTSELLING AUTHOR OR ACADEMIC (OR BOTH FOR A HIGHER CHALLENGE) – BUILD: LIBRARY
Generation 3 will build the library and be a successful writer leaving many books and a library for future generation.
Rules:
The sim must attend university, and get a degree in Language and Literature. Whether or not they live in dorms or at home is dependant on if you are finished with gen 2 when they start as well as your own choices.
You sim may only have the Writer career and only choose the Author branch.
The home your sim lives in, will be turned into the library the same way the first house was turned into a park once the aspirations and career goals are filled. The library must include your objects from your career rewards, as well as at least one photograph of the library’s founder. It also must include research machines and computers for those who study.
Additional challenges:
- Before the aspiration is finished, the sim should have written at least one literary digest book from each category.
- Let the sim pay for their stay at university with money earned from royalties from books written as a teenager. Give no money to the student when leaving home, though funding for the first semester may be from household funds. They also complete both aspirations before the next gen takes over.
- The sim completes both aspirations, and the academic aspiration is completed before the sim leaves university. The sim must take at least three courses per term, so may stay at uni no more than 4 weeks.
Proceed to generation 4 once the library is built. Gen 3 might move into the house with gen 4 or can be evicted and turned into an NPC.
GENERATION 4 – THE ATHLETE (WELLNESS GURU)
BASE GAME OPTION: ASPIRATION: BODYBUILDER – BUILD: GYM (WITH A POOL)
SPA DAY OPTION: ASPIRATION: ZEN GURU – BUILD: SPA (WITH A GYM AND POOL)
This sim is all about body image, sims around town are looking chunky but there is no gym/spa venue. Become a renowned athlete and build a great spa/gym for Newcrest.
Rules:
Your sim may or may not go to university before getting started. If they go they must choose the biology field and must then choose the Bodybuilder branch once they start working.
If you choose not to attend university your sim may choose between either branch of the athletics career. No other career is open for this sim.
Once your aspiration and job are complete you can build the spa/gym (if you have spa-day it must be a spa, otherwise a gym), it also must include your career objects and also host a pool. If you have LMS’s live in business mod your gym can be at your home, thereby earning you money as well, though once the main sim has died the gym must be turned into a proper gym/spa venue.
If you use the live in business-mod, the building process can happen simultaneously as the aspiration and career happen. Otherwise you must wait until you’ve obtained both before you build your spa/gym. Note that if you build a spa – a gym must be included in the build.
Additional voluntary challenges:
Complete at least one more aspiration than the main one. These aspirations must be completed BEFORE you start on the bodybuilding one, and may be started already as a teenager. The number of aspirations decide the difficulty.
- Extreme Sports Enthusiast (Snowy escape – if you have this pack, this must be one of the aspirations you choose, though you can add even more if you have time and want to)
- Any wellness aspiration (Spa-day.)
- Serial Romantic (basegame)
- Party Animal (basegame)
- Friend of the world (basegame)
The generation is finished once the main aspiration has been fulfilled, the maximum of the career reached and the gym is built. Now move onto gen 5.
GENERATION 5 – THE SUBURBIA PARENT
ASPIRATION: SUCCESSFUL LINEAGE OR SUPER PARENT (PARENTHOOD) – BUILD: MIDDLE CLASS HOOD
This generation's main aspiration is to have a successful family and be a fantastic parent and lead a stable life.
Rules:
Build the neighborhood first. Move your family into any house they can afford in this neighborhood. No house may cost more than $135,000 simoleons to buy and 2 houses must be under $65,000 simoleons.
They may attend university before starting on their aspiration. If they do so, they must choose the Psychology major and they must have the soulmate aspiration while attending (whether or not you finish this aspiration or not is another matter). They can do this as long as gen 5 is done before they need to attend uni.
Your sim can choose to be in the educator career OR to be a stay at home parent, depending on your choices in gen 2. If gen 2 was a stay at home parent, this gen must be an educator and vice versa.
If they are a stay at home parent, they may still earn money with hobby, like painting or writing, or even a freelance career once their toddlers are kids and go to school.
If they choose the education career, the spouse and main sim must take turns to work from home as long as there are toddlers in the house so that no toddler ever have to go to daycare. That means that the spouse too must have a career where working from home is an option.
This is a sim who want their children to thrive and learn and experience things – a part of this is travel. Once every sim-year, this family takes their children on vacation into one of the other worlds for at least two nights. These trips are not for relaxing, but for their children to gain new skills. Depending on your packs – take the family one one-two vacations a year in the one of the other worlds with the exception of Britchester. Try to make time for one trip to each world you have in game during the challenge. Make sure each kid gain one skill point of some kind on each trip.
As their children age up into young adults turn them into NPCs with exception for the heir. You may give them any amount of money as they move out that you can afford. You are allowed to send one or all of the kids to university from home (gen 6 is never allowed to live in dorms) to guarantee them successful careers before they move out.
The heir may not move out until after your aspiration is complete, no matter what age they are.
Additional challenges – same as gen 2:
- Make sure every child has a perfect toddlerstage reaching the highest skill level possible.
- In addition make sure every child reach the highest skill in everything and are all A-students.
- In addition to this make sure the heir (at least) has the highest character values without ever taking control of the child. (inspiration from the parenthood challenge. Parenthood needed for this to work!)
Once your aspiration is complete so is generation 5
GENERATION 6 – THE CREATIVE GENIUS
ASPIRATION: PAINTER EXTRAORDINAIRE – BUILD: MUSEUM
Generation 6’s sim is an aspiring artist and thinks that Newcrest is lacking in museums for the more refined members of the community. Become a world famous artist and build a museum, you can even name it after yourself!
Rules:
Your sim may only have the Painter career and can only choose the Master of the Real branch.
Your sim may attend university and take a degree in fine art, but may NOT live in dorms but must stay in gen 6 home until finished with university. Only once uni is over may your sim move out and build their own home (or move into an existing home).
The house you build for your sim is what will turn into the museum, so build wisely while having a future museum in mind. Once your aspiration and job are complete move out your sim and complete the museum by removing any house hold furniture. The museum must must include your career objects AND at least 10 of your own painting of excellent quality. Make sure to include easels so future generations can learn painting at the museum.
Additional voluntary challenges:
- Use a mod for slower painting and less pay per painting.
- In addition to the painter aspiration, also complete the curator aspiration, using the crystals and objects in your museum. Try to find one of everything to display in the museum. This aspiration must also be finished before gen 8 starts, but is optional.
- Also complete the musical genus aspiration (in addition to the other two) – have a music room in your museum.
Once the main aspiration is complete and your sim has reached the top of their career move onto generation 7.
GENERATION 7 – THE BARTENDER
ASPIRATION: MASTER MIXOLOGIST – BUILD: BAR &/OR NIGHTCLUB
Generation 7 is all about rebelling against their middle class roots and having fun, there are now a few much needed community lots but nowhere to go to hangout and have a few drinks. Master Mixology and build a local watering hole (bar) for your sims to enjoy.
Rules:
You sim may only have the Culinary career and only choose the Mixology branch.
They may go to university as a young adult, but must live on campus. Pick the any field that this sim would find fun or easy, and be an active member in at least one of the social group (for added difficulty add more groups). The sim should go to all activities of their organisation as well as any other organisation’s bar nights – they must also throw at least one party a week themselves. (This Sim is all about partying after all, and if they flunk out as a result or take an eon to finish, they do).
You must complete the aspiration and get the top of the career branch before you can build, though if you use LMS’s live in business you can start building as you go earlier (but must still be able to take care of your ordinary job).
Once your aspiration and job are complete you can build the bar, it also must include your career objects (especially the bar). The bar should be on your home lot. Once finished, evict the sim, and turn it into either a bar or nightclub venue.
Additional voluntary challenges:
Complete at least one more aspiration than the main one. These aspirations must be completed BEFORE you start on the master mixologist one. For added difficulty complete more than one. You can choose one (or more) of the following:
- Serial Romantic (basegame)
- Party Animal (basegame)
- Friend of the world (basegame)
The generation is finished once the aspiration has been fullfilled, the maximum of the career reached and the gym is built. Now move onto gen 8.
GENERATION 8 – THE CHEF (OR ENTERTAINER)
ASPIRATION: MASTER CHEF – BUILD: RESTAURANT (DINE OUT REQUIRED)
BASE GAME ALTERNATIVE: ASPIRATION: JOKE STAR – BUILD: LOUNGE
Nightclubs and bars are all good and well, but there are better ways to entertain people. If you have dine out your sim must become a chef and must build a restaurant, but if you don’t have dine out, choose the base game alternative and build a lounge.
Rules:
If you have dine out your sim may only have the chef career and only choose the culinary branch. Otherwise your sim must have the entertainment career and choose the comedian branch.
Your sim may go to university, may live in dorms if you choose to (and they meet the criteria) and should take the corresponding education to their aspiration (culinary or drama).
You must get the top of the career branch before you can build your restaurant, but must not have completed your aspiration before you run your restaurant. You may run the restaurant until the aspiration is complete and you start with the next gen (you can keep owning the restaurant as an NPC but may not actively run it).
If you instead build a lounge you build it after you have completed the other goals.
The restaurant/lounge must include your career objects as well as photos of the founding sim.
Additional voluntary challenges:
- Add another aspiration to complete before the last one. You can choose any of the following: Master Actor/Actress (if you have get famous and is in the entertainment industry), Angling Ace (for chefs). – if you choose the latter make your restaurant a seafood restaurant.
- Run your restaurant successfully into a five star restaurant before handing over to the next generation.
Once you are finished with your aspiration and career start gen 9.
GENERATION 8 – THE ASTRONAUT
ASPIRATION: RENAISSANCE SIM or NERD BRAIN SIM – BUILD: A LEARNING CENTRE/OBSERVATORY (GENETIC LOT OR LIBRARY LOT)
This sim is all about the world outside this one and this sim, really wants to get out of Newcrests – far, far away from it.
Rules:
Your sim must go to university, and must finish at least 2 degrees while there (but can live either at home in gen 7s house, in dorms or on their own in Newcrest while attending). One of these must be Physics but the other can be anything you choose (though if Interstellar Smuggler is the goal, villany is recommended as the second one).
Your sim must become an astronaut, and can choose either branch.
The house the sim lives in is what will be turned into an observatory – however, in order to have some residential lots left, this generation sim may buy and live in the library (turn it back into a residence) to expand it into a full blown learning centre/observatory. (turn it into a residential lot again and let the sim reside there, though this is not a requirement but an option). If they do so they may add onto the library but may not change the general library unless to improve it.
The learning centre/observatory must include all career objects, as well as a telescope, a microscope, research machines, computers, a robotics station and a weather machine (if you have seasons). Don’t forget the kids, experimentation tables, and kid bookcases are a must. The lot must also include a fully functional space ship.
The generation is over once they’ve reached the top of their career, fulfilled their ambition and successfully gone to space at least in their space ship.
Additional voluntary challenges:
- Do both the nerd brain and the renaissance sim aspirations and fulfil both before reaching the top of the astronaut career.
- Add academic aspiration as well
- Finish three degrees at university instead of two, while still having time to reach the top of your career and having fulfilled both aspirations before the next generation is young adults.
Once you are finished with the aspiration, gone to space at least once, and reached the top of your career, the sims moves out of the lot and its turned back into a library again – or turned into a generic lot if you chose not to live in the library. Start gen 10.
GENERATION 10 – THE BOSS
ASPIRATION: MANSION BARON – BUILD: UPPER CLASS HOOD
This sim is the last one and wants to establish a wealthy neighborhood now that they have reached 10 generations. They also want to own the largest house in Newcrest so everyone will know that they are the founders and the Legacy of Newcrest.
Rules:
Build all houses in the hood except your own, you will build it as you go along. You can give yourself a simple house to start. The houses may not cost under $150 000.
Your sim may have any of the following careers:
- Law – Judge branch
- Business – any branch
- Criminal – boss branch
- Politician – President branch (city living required)
Your sim must go to university, must live in one of the fancier campus houses while there, and must choose the degree corresponding to the job they want to choose. While at university they must complete one aspiration that is not the main one. They must also seriously try to get into the secret society while there.
This one is a little different as you will complete the house and aspiration at the same time.
THE CHALLENGE IS COMPLETE ONCE THE MANSION BARON ASPIRATION IS COMPLETE.
Additional difficulty for the challenge as a whole:
Try to cover as many possible careers in your game by giving the spouses the careers that isn’t included in the main challenge.