Forum Discussion
Kane_Was_There
10 years agoNew Spectator
DAY 20
THRESHOLD: 7
A disaster strikes and the town's power plant explodes!! Water can be purified for homes, but the fish population has been decimated. You can no longer fish. If you still have fish in your inventory, you can still cook with it, but after that no more fish for food.
Power is completely cut off. Water stays at the 10:00 AM-4:00 PM
Your original sim(s) should be aging up to adult if they are still alive.
DAY 18
THRESHOLD: 8
During the night, a band of street thugs with guns declare themselves the law since the police cannot control them. They are going house to house, taking what they want and killing anybody in their way. You hear screams followed by gunshots. You decide it is no longer safe and that you need to leave immediately.
~Each child in your household can carry up to three items, each teen can carry up to four items, and adults/young adults can carry 5 items. Toddlers cannot take anything
~Three units of food count for one item. (So if I had 6 scrambled eggs left, that would count for two items).
~You cannot carry large items like furniture with you. Only bring things that would fit in a suitcase/backpack.
~You must leave by 10:00 PM
~Move to one of the 20x15 lots in Oasis Springs. Bulldoze the existing house and evict the family if there is one living there.
~Build one small room, no larger than 10x10. There can be a small bathroom, but other than that, it has to be one room. On the outside, choose a wall pattern that would hide the house. Fill the lot with trees, but leave space for a garden.
~On the inside, pick a flooring/wall color that you would find in a cabin in the middle of the woods. Nothing luxurious. Place the cheapest of the following: dining table with two dining chairs, love seat, two beds, a bassinet, toilet, shower, wall mirror and candles. Notice how there's no kitchen. You can no longer have cake to age up a sim.
~Open the cheat console and take your money down to zero (type: money 0) Simoleans are no longer worth anything. You can no longer buy anything. However, you will be given opportunities to barter.
~There is no electricity and water is only available for two hours a day, from 8:00 AM-10:00 AM.
~If you have a kleptomaniac, they may go into town and swipe things. However, if it uses electricity, it is useless. Sell it and then set your money back down to 0.
~A new strand of the virus has been discovered. All immune sims are no longer immune.
~Also, the virus can be spread by close contact. If you are face to face with somebody, roll your check.
~One more thing, If you brought a radio, we're assuming it's battery operated. However, it cannot be repaired once it is broken, because the batteries have gone dead.
DAY 16
THRESHOLD:9
You are awakened by a loud BOOM in the distance, followed by laughing. It is still dark out, your best guess is 3AM. You look out the window and see nothing. To insure your safety, you send the sim with the best athletic to investigate. They walk for a few minutes before they see a fire burning in the distance. It looks like a band of street thugs attacked a house. You feel relieved until you hear a timid voice behind you. You turn around to find a young child (boy or girl). "H..Hello, please help me"
The child appears sickly and afraid. The child is in rags and is very dirty. You start a conversation, but the child is too scared to come close to you. No need to roll a virus check at this point. The child continues to tell you that the house that was burned was his/her home. Their last remaining family member, their older brother, got involved with bad kids in order to steal food and other supplies. However, a rival gang burned the house down, and his/her brother abandoned them and ran off with his "friends".
CHOICE
1. Tell the child to get lost. There isn't enough food as it is, and one more mouth to feed would make it worse. They run off, crying, into the darkness. You do not need to roll here. You go back home and get back in bed.
2. You decide to help her. It's a dangerous world, and they'll never make it on their own. You roll a virus check for the sim speaking with her. The threshold is 7, not the daily 9. If...
A. Your sim passes the check, the child is not infected. You can add him/her to your household, and nobody else needs to roll.
B. Your sim fails the first roll but survives, you may add the child to the household, but everyone else in the household must roll.
C. Your sim dies from the virus. The child runs away, fearing that they are already infected. You may dispose of your sim however you want.
~If you add the child, it can be male or female, but must be pale and thin, and cannot have fancy clothes. Their aspiration can be whatever, but their trait must be shy.
DAY 14
THRESHOLD: 9
It's just another day, until you notice a man with a cart walking by. You send the most athletic sim to go see what he's up to. You find out that he has some things, and is willing to barter. His offers are:
*Radio for 15 units of food
*Battery operated TV for 30 units for food (if it breaks, its batteries died)
*A water pump (two extra hours of water daily) for 50 units of food, a bed or a crib.
*A power generator (two hours of power daily) for 50 units of food or your table and chairs.
*A small child's toy for your mirror
*Three seeds for a book
*Next cheapest toilet for 25 units of food
*Next cheapest shower for 25 units of food
~If you can think of another deal to make, or something to replace one of the "prices" on something, go for it, but he's not a fool, and won't take a bad deal on his end.
~You can also try to rob him. However...
his son jumps out from behind a tree and a fight breaks out between you and him. The man pulls his son away and leaves, but he drops a radio in his haste. Nice job, but you have to do a virus check and he won't be back.
~You do not need to roll at all unless you try to rob him.
~If you trade for the radio, TV, toy, shower or toilet, you can use money cheats to buy them in build/buy mode. You can use the showhiddenobjects cheat as well to purchase three seeds if you made that deal. Just make sure to set your money down to zero when you're done :) .
DAY 12
THRESHOLD: 9
During the night, a band of thugs came by your house. They weren't brave enough to enter your house, but they took anything you had outside (if anything). They also tried to harvest your garden, but messed up and destroyed it. You may save any three plants, but other than that, all plants must be deleted (sell then set money to 0). Hope you have some food stored up to replant!
Another strand of the virus has been discovered. Sims are no longer immune.
DAY 10
THRESHOLD:10
Your sims are up bright and early at 8:00 AM. While eating breakfast, they hear a helicopter overhead. They run to the window to see a chopper with EMERGENCY SUPPLIES painted in red on the side. It's heading in the direction of the park.
CHOICE
Do you try to obtain some of the supplies?
If so...
1. Send at least one sim to the park
2. When you get there, you see a man in rags going through the supplies. He doesn't seem interested in sharing. You notice a package at make a run for it at the same time as the man.
3. If you brought multiple sims, the man backs down, and you get the package. If you come near anybody, roll your check.
4. If you came alone, find somebody and do whatever it takes to fight them. If you win, you get the package. If you lose, you don't get the package. regardless, you have to roll your check. The threshold for this only is 6 instead of 10.
What's inside the box?
1 sim: 400 simoleans worth of seeds (place a computer in the park, then order them or use the showhiddenobjects cheat), two booster shots (see down below) and an outdoor water pump. This allows you two water your garden for two hours outside of the 8:00 AM-10:00 PM time slot.
1+ sims: 300 simoleans worth of seeds and one booster shot.
BOOSTER SHOT: Takes two points off the threshold. So if someone needs to roll and the threshold is 10, the shot takes off 2, making the threshold 8.
~Your're in the park. Do with that what you choose.
DAY 8
THRESHOLD: 11
*Only applies if you added the child to your house on day 16*
The child comes up to you and confesses that she went and poked around her old house despite being told to stay inside at all times. They found a power generator that can provide three hours of electricity daily, but it needs to be repaired and needs gas. If you have a sim with level five handiness or higher, they can repair it, but you need to dig up gas. For every three rocks you dig up, you get an hour of electricity, with a maximum of three hours. The only downside is if you run into somebody, you need to roll.
DAY 6
THRESHOLD: 11
*skip if you tried to rob the trader on day 14*
The trader is back with all the same deals as before and a new one: the second cheapest bed for a love seat or crib
DAY 3
THRESHOLD:11
Everyone in your house that is not immune becomes ill. All members of the household must roll unless they are immune. There is no immunity from here on.
DAY 0
THRESHOLD: 12
The human population has been decimated, but somehow you've managed to survive. You hear that the government is looking for survivors to create a colony (Doomsday Colony challenge coming soon).
Note: the challenge ends after this day ends, so if you get sick on this day, you still have to roll and could die.
Like I said above, I am open to feedback, and would love to hear your suggestions for how to make the challenge better!
THRESHOLD: 7
A disaster strikes and the town's power plant explodes!! Water can be purified for homes, but the fish population has been decimated. You can no longer fish. If you still have fish in your inventory, you can still cook with it, but after that no more fish for food.
Power is completely cut off. Water stays at the 10:00 AM-4:00 PM
Your original sim(s) should be aging up to adult if they are still alive.
DAY 18
THRESHOLD: 8
During the night, a band of street thugs with guns declare themselves the law since the police cannot control them. They are going house to house, taking what they want and killing anybody in their way. You hear screams followed by gunshots. You decide it is no longer safe and that you need to leave immediately.
~Each child in your household can carry up to three items, each teen can carry up to four items, and adults/young adults can carry 5 items. Toddlers cannot take anything
~Three units of food count for one item. (So if I had 6 scrambled eggs left, that would count for two items).
~You cannot carry large items like furniture with you. Only bring things that would fit in a suitcase/backpack.
~You must leave by 10:00 PM
~Move to one of the 20x15 lots in Oasis Springs. Bulldoze the existing house and evict the family if there is one living there.
~Build one small room, no larger than 10x10. There can be a small bathroom, but other than that, it has to be one room. On the outside, choose a wall pattern that would hide the house. Fill the lot with trees, but leave space for a garden.
~On the inside, pick a flooring/wall color that you would find in a cabin in the middle of the woods. Nothing luxurious. Place the cheapest of the following: dining table with two dining chairs, love seat, two beds, a bassinet, toilet, shower, wall mirror and candles. Notice how there's no kitchen. You can no longer have cake to age up a sim.
~Open the cheat console and take your money down to zero (type: money 0) Simoleans are no longer worth anything. You can no longer buy anything. However, you will be given opportunities to barter.
~There is no electricity and water is only available for two hours a day, from 8:00 AM-10:00 AM.
~If you have a kleptomaniac, they may go into town and swipe things. However, if it uses electricity, it is useless. Sell it and then set your money back down to 0.
~A new strand of the virus has been discovered. All immune sims are no longer immune.
~Also, the virus can be spread by close contact. If you are face to face with somebody, roll your check.
~One more thing, If you brought a radio, we're assuming it's battery operated. However, it cannot be repaired once it is broken, because the batteries have gone dead.
DAY 16
THRESHOLD:9
You are awakened by a loud BOOM in the distance, followed by laughing. It is still dark out, your best guess is 3AM. You look out the window and see nothing. To insure your safety, you send the sim with the best athletic to investigate. They walk for a few minutes before they see a fire burning in the distance. It looks like a band of street thugs attacked a house. You feel relieved until you hear a timid voice behind you. You turn around to find a young child (boy or girl). "H..Hello, please help me"
The child appears sickly and afraid. The child is in rags and is very dirty. You start a conversation, but the child is too scared to come close to you. No need to roll a virus check at this point. The child continues to tell you that the house that was burned was his/her home. Their last remaining family member, their older brother, got involved with bad kids in order to steal food and other supplies. However, a rival gang burned the house down, and his/her brother abandoned them and ran off with his "friends".
CHOICE
1. Tell the child to get lost. There isn't enough food as it is, and one more mouth to feed would make it worse. They run off, crying, into the darkness. You do not need to roll here. You go back home and get back in bed.
2. You decide to help her. It's a dangerous world, and they'll never make it on their own. You roll a virus check for the sim speaking with her. The threshold is 7, not the daily 9. If...
A. Your sim passes the check, the child is not infected. You can add him/her to your household, and nobody else needs to roll.
B. Your sim fails the first roll but survives, you may add the child to the household, but everyone else in the household must roll.
C. Your sim dies from the virus. The child runs away, fearing that they are already infected. You may dispose of your sim however you want.
~If you add the child, it can be male or female, but must be pale and thin, and cannot have fancy clothes. Their aspiration can be whatever, but their trait must be shy.
DAY 14
THRESHOLD: 9
It's just another day, until you notice a man with a cart walking by. You send the most athletic sim to go see what he's up to. You find out that he has some things, and is willing to barter. His offers are:
*Radio for 15 units of food
*Battery operated TV for 30 units for food (if it breaks, its batteries died)
*A water pump (two extra hours of water daily) for 50 units of food, a bed or a crib.
*A power generator (two hours of power daily) for 50 units of food or your table and chairs.
*A small child's toy for your mirror
*Three seeds for a book
*Next cheapest toilet for 25 units of food
*Next cheapest shower for 25 units of food
~If you can think of another deal to make, or something to replace one of the "prices" on something, go for it, but he's not a fool, and won't take a bad deal on his end.
~You can also try to rob him. However...
his son jumps out from behind a tree and a fight breaks out between you and him. The man pulls his son away and leaves, but he drops a radio in his haste. Nice job, but you have to do a virus check and he won't be back.
~You do not need to roll at all unless you try to rob him.
~If you trade for the radio, TV, toy, shower or toilet, you can use money cheats to buy them in build/buy mode. You can use the showhiddenobjects cheat as well to purchase three seeds if you made that deal. Just make sure to set your money down to zero when you're done :) .
DAY 12
THRESHOLD: 9
During the night, a band of thugs came by your house. They weren't brave enough to enter your house, but they took anything you had outside (if anything). They also tried to harvest your garden, but messed up and destroyed it. You may save any three plants, but other than that, all plants must be deleted (sell then set money to 0). Hope you have some food stored up to replant!
Another strand of the virus has been discovered. Sims are no longer immune.
DAY 10
THRESHOLD:10
Your sims are up bright and early at 8:00 AM. While eating breakfast, they hear a helicopter overhead. They run to the window to see a chopper with EMERGENCY SUPPLIES painted in red on the side. It's heading in the direction of the park.
CHOICE
Do you try to obtain some of the supplies?
If so...
1. Send at least one sim to the park
2. When you get there, you see a man in rags going through the supplies. He doesn't seem interested in sharing. You notice a package at make a run for it at the same time as the man.
3. If you brought multiple sims, the man backs down, and you get the package. If you come near anybody, roll your check.
4. If you came alone, find somebody and do whatever it takes to fight them. If you win, you get the package. If you lose, you don't get the package. regardless, you have to roll your check. The threshold for this only is 6 instead of 10.
What's inside the box?
1 sim: 400 simoleans worth of seeds (place a computer in the park, then order them or use the showhiddenobjects cheat), two booster shots (see down below) and an outdoor water pump. This allows you two water your garden for two hours outside of the 8:00 AM-10:00 PM time slot.
1+ sims: 300 simoleans worth of seeds and one booster shot.
BOOSTER SHOT: Takes two points off the threshold. So if someone needs to roll and the threshold is 10, the shot takes off 2, making the threshold 8.
~Your're in the park. Do with that what you choose.
DAY 8
THRESHOLD: 11
*Only applies if you added the child to your house on day 16*
The child comes up to you and confesses that she went and poked around her old house despite being told to stay inside at all times. They found a power generator that can provide three hours of electricity daily, but it needs to be repaired and needs gas. If you have a sim with level five handiness or higher, they can repair it, but you need to dig up gas. For every three rocks you dig up, you get an hour of electricity, with a maximum of three hours. The only downside is if you run into somebody, you need to roll.
DAY 6
THRESHOLD: 11
*skip if you tried to rob the trader on day 14*
The trader is back with all the same deals as before and a new one: the second cheapest bed for a love seat or crib
DAY 3
THRESHOLD:11
Everyone in your house that is not immune becomes ill. All members of the household must roll unless they are immune. There is no immunity from here on.
DAY 0
THRESHOLD: 12
The human population has been decimated, but somehow you've managed to survive. You hear that the government is looking for survivors to create a colony (Doomsday Colony challenge coming soon).
Note: the challenge ends after this day ends, so if you get sick on this day, you still have to roll and could die.
Like I said above, I am open to feedback, and would love to hear your suggestions for how to make the challenge better!
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