The Disney Princess 10 Gen Challenge!
WELCOME TO: THE DISNEY PRINCESS 10 GEN CHALLENGE! SIMS 3: http://forums.thesims.com/en_US/discussion/760184/the-disney-princess-challenge-10-generation-legacy MY CHALLENGE: http://forums.thesims.com/en_US/discussion/809222/my-disney-legacy-challenge-11-jan?new=1 INFO: This challenge is based on the Disney Princess franchise and movies. Storytellers can follow the original stories or you can just roll with it. Some areas of this challenge ask for gender-specific heir/heiresses, this can be easily changed out if you're playing patriarchy or matriarchy. This challenge follows the original rules of the 10 Generation Legacy - although some rules may vary. If you own a particular expansion pack, then feel free to incorporate this however you would like, ideas will be provided as well with . Generation 1: Snow White "I'm wishing for the one I love to find me today" Founders have humble beginnings, so what's better than Snow White? To start, create Snow White. Storytellers may create her as a teenager and make her evil stepmother, but this is not a requirement. When Snow White becomes a young adult, this story begins. - Must be female - Must have 7 children (dwarfs) - Each child must have one negative trait (e.g Gloomy, Glutton) - Each child must have the same baby daddy - Each child must achieve something before their teenage years - this can be reaching level 5 in a toddler skill, reaching level 3 in all toddler skills, completing their childhood aspiration, or becoming an A grade student in school - Snow may never answer the door to strangers or talk to elderly women : Parenthood - each child must age up with at least one positive character trait. This number can be increased if you're looking for more of a challenge. Generation 2: Cinderella "A dream is a wish your heart makes when you're fast asleep" Although you had six brothers and sisters, you always did the cooking and cleaning. Yet, somehow you loved it, as it transported you away from your chaotic home life. When Cinderella becomes a teenager, this story begins. - Must have 'Neat' and 'Foodie' traits - Must clean the house every day and cook every meal - May not marry until her mother dies (This does not have to be of old age, but it may not be cheated) - Have a maximum of 3 children Generation 3: Tiana "The only way to get what you want in this world is through hard work" Your family has barely accomplished anything over the past two generations, and you're here to change that. This story begins when Tiana becomes a YA. - Must have 'Ambitious' trait - Father must die before the end of YA - Must have food Aspiration - Must marry a Sim with green (This can be hair, eyes, skin etc) : Dine Out - Tiana must own and run her own restaurant Generation 4: Aurora "I walked with you once upon a dream" Thanks to your mother's hard work, you have everything you always wanted in life, apart from love. Your father was overprotective of you, and rarely let you out of the house. This story begins when Aurora becomes a YA. - Must have the 'Lazy' trait. - May only have 3 or fewer friends. (Family can count if you wish) - Must meet future spouse at night while parents are asleep - Elope (you can run away if you wish) - Have a maximum of 2 children - (twin girls are preferred if playing Anna or Elsa next) Generation 5: Anna "We only have each other, it's just you and me" Your sister locked you away and you never knew why. As toddlers, you were the best of friends but now all you have are dreams. When Anna is a child, this story begins. - Lose all contact with your sister until YA - Find love with a criminal - Experience near death at the hands of your lover - Find someone new after becoming BFFs with your sister - Marry, have one child Generation 6: Rapunzel "You were wrong about the world, and you were wrong about me" Your mother never trusted you or the outside world. You never knew of her past, and never wanted to. All you ever got was solitude, but that didn't matter. When Rapunzel is a teenager this story begins - Must have 'Loner' and 'Art Lover' traits - Must reach at least level 8 painting before YA - May only ever leave the house for school - May never have friends until the wedding - Elope - you have no friends anyway, have kids : Parenthood - Rapunzel's parents are strict, but otherwise she tends to be estranged from her family and will sneak out past curfew Generation 7: Belle "People think I'm odd, so I know how it feels to be different" You always loved books and visited the library often. You never cared for looks, just beauty within. Everyone wanted you, but you turned them all down. You wanted to choose your own destiny. When Belle becomes a YA, this story begins. - Must have 'Bookworm' trait - Date at least 5 men - Meet the man of your dreams - an ugly Sim - Marry, have kids - Your spouse becomes beautiful (Changed in CAS) after the firstborn child : Get to Work - Belle's spouse is different as they are an alien. Generation 8: Mulan "Could it be, that if I were truly to be myself, I would break my family's heart" Your parents always wanted you to bring fortune back to the family and marry someone of high status, but you didn't dream of love, you dreamed of glory. When Mulan becomes a YA this story begins - Must have 'Active' trait - Must join Astronaut career - Fall in love with a co-worker once you reach the top of the career choice - Marry, have kids : Get Famous - Mulan's glory comes in the form of fame, and she quickly rises to fame through her achievements Generation 9: Jasmine "A whole new world, a hundred thousand things to see" You hated being rich and living like a princess. You find comfort in Raja, but nowhere else. All your father wants is for you to marry rich, but you want a life without riches. When Jasmine becomes a teenager this story begins. - Have a best friend (Raja) - You cannot leave the house unless it is for school - Must marry a poor street rat - Her lover must be in the criminal career - Have a maximum of 4 children : Cats and Dogs - Raja must be a pet and reach companions while children Generation 10: Merida "If you had the chance to change your fate, would you?" You always wondered why your mother gave up her riches for a poor boy. Your adventures lead you into trouble, and you were nearly always grounded. When Merida becomes a teenager this story begins. - Have the 'Self Assured' trait - Lose your siblings and mother in an unfortunate accident - Seek out a way to change the past but fail - You do not believe in love - never marry - You believe you are cursed - never have children - Grow up alone and regretful (These last three conditions are only in place because it is the last generation. If you wish to continue afterwards then Merida may marry and have kids) OPTIONAL GENERATIONS: Generation: Ariel "Someday I'll be part of your world" You've always loved the water and dreamed of becoming a mermaid. Sadly, this never came true but you did find the man of your dreams, and that was good enough. When Ariel becomes a teenager this story begins. - Must have a 'Loves the Outdoors' trait - Must own a pool and swim in it every day - Must marry a beautiful Sim with at least one trait the same as your own - Have kids Island Living - Ariel is a mermaid, adjust the above rules to fit the EP. Generation: Pocahontas "You think I'm an ignorant savage, you've been so many places, I guess it must be so." You come from different worlds, yet the love of your life is forbidden by your family. When Pocahontas becomes a teenager this story begins. -Fall in love with a "different" kind of Sim, (e.g a green or blue Sim) -Marry that "different" kind of Sim. -Run away and elope -Have a maximum of 4 kids Vampires - Pocahontas' different lover could be a Vampire Generation: Elsa "Yes I'm alone, but I'm alone and free" Your parents always questioned where your powers came from. You were a quiet type after... the accident. All you wanted was to be alone, unable to harm anyone. When Elsa becomes a teenager, this story begins. - Must have the 'Loner' trait - Must not talk to siblings until YA - Must be different in some way - Run away as a teenager (Storytellers may have her sister find her and bring her home) - Never marry and only have one child (it was an accident, you swear by it) Generation: Moana "One day I'll know, how far I'll go" You grew up as the heir to a legacy, born to rule over others; however, you want to explore and see the world. You know your choices make you who you are and you hope that one day they will show you the world. When Moana becomes a teenager, this story begins. - Must have the 'Loves the Outdoors' trait. - Must have 'Curator' aspiration - Must have a close relationship with her Grandmother (who dies before Moana becomes a YA) - Run away from home and meet Maui and become BBFs with him. - Marry and have children : Jungle Adventure - Moana must explore Selvadorada while running away from home Generation: Raya "The world's broken. You can't trust anyone." You grew up in a divided world, with conflict all around you. You have always believed in the magic of the world and in others until your trust was broken as a child. When Raya becomes a teenager, this story begins. - Must lose her father to an accident - Have a best friend (Tuk Tuk) - Explore the world as a young adult and make friends along the way - Make enemies with a rival but unite in the end (Namaari) restoring trust and friendship in the world - Marry and have children : Strangerville - Use the Strangerville story as a way of dividing the world following the gem breaking (If after any generation you wish to end the challenge, you may not have kids. It is entirely up to you. I go by the motto that it's your game, play how you want to play) ____________________________________________________________________________________________________________ Happy Simming!3MViews3likes3060CommentsDecades Challenge
I've just started making and playing my decades challenge on youtube and the rules are too long for the description box. I figured here would be the perfect place to put them so I can link to them. It's still a work in progress (particularly the last 3 decades), but here goes. You start in the 1890's (I downloaded a bunch of appropriate clothing just to add to the feel) and I wanted to show the changing world in real time, which means the challenge starts out with some limits to marriage in regards to race and gender. You can totally choose to ignore those and any other rules, these are just the things I am playing with. Each new decade starts with the children growing into young adults (or teens if you prefer) 1890’s May only marry within their ethnicity May only marry and have a relationship with opposite gender Outside toilets No electricity (Lighting is a problem here, use candles or lanterns) Must always ‘try for a baby’ no just woohooing Girls born may only have the creativity bonus Women take care of the children and tidy the house, may help garden Female children may only move out once married. Male heirs only, if there are no boys, a married girl's husband may inherit Wooden furniture only (No upholstered beds only quilts and blankets) Old fashioned stove and fridge (I downloaded a pantry item to help with the aesthetics) No showers only bathtubs No jobs, money made through gardening, painting or woodworking Wooden walls and floors House must only be decorated with impressionist or classic paintings (Must have a cow plant ready for the 1910’s so start now) 1900’s Indoor plumbing (Still no showers) Electric lighting allowed Upholstery allowed Wallpaper allowed Phonograph music player allowed Jobs allowed (males only) Business career to level 6 Culinary to level 5 Entertainer – musician branch full career open 1910’s war years Male children ‘go off to war’ at adulthood (feed to cowplant, randomise through dice rolling - odds die, evens survive) Male children must take one of the following characteristics at adulthood (Assuming they have been to war and have suffered trauma) Gloomy Hot headed Clumsy Insane Lazy Squeamish Mean Noncommital Men of the family cannot work until they transition from young adulthood to adulthood (You may wish to move them to a separate household until this happens, then invite them over once a week to simulate wartime leave) Carpets allowed Painted walls allowed Men that marry the female children must also ‘go to war’ (Allowed one chance to have a baby first) Jobs (Male only) Business – Management branch Culinary – Chef branch Entertainer – Musician branch Painter – both branches 1920’s Womens rights Women can be chosen to inherit Women can work as a painter or musician until Children arrive Careers opened Criminal (bootleggers) – Boss branch Culinary (bootleggers) – Mixologist branch 1930’s Great depression Anyone in a career loses their job and must make money by scavenging through the neighbourhood for 2 weeks of game time Careers lost (business) Bills may only be paid after the electricity has been cut off (Water too if you want a harder version) All sims reaching adulthood in this era must take one of the following traits: Gloomy Noncommital Mean 1940’s WWII Male children ‘go off to war’ at adulthood (feed to cowplant, randomise through dice rolling - odds die, evens survive) Male children must take one of the following characteristics at adulthood(Assuming they have been to war) Gloomy Hot headed Clumsy Insane Lazy Squeamish Mean Noncommital Men of the family cannot work until they transition from young adulthood to adulthood (You may wish to move them to a separate household until this happens, then invite them over once a week to simulate wartime leave) Women must now work in one of the following careers: Athlete – Body builder career (Working as a health advisor to the government) Painter – Master of the real (Working as a propaganda minister) Culinary – Mixologist (Working as a pub landlady) Chef (Minister for food/agriculture) Entertainer – Either (Entertaining the troops) Every house must now own a radio and someone must listen for one hour a day Every house must have a garden (Dig for victory) One hot cooked meal per person per day, all other hunger must be dealt with produce from the garden 1950’s Korean war First male child gets conscripted, first female child becomes a volunteer nurse, both get fed to the cowplant at adulthood after choosing one of the war characteristics from the 1st and second world war Cheapest TV Available – only shows programmes from 6-10am and 6-12pm Cheapest pc available – Only used for writing Athlete – professional Branch available Writing career available House can be decorated with popart Showers allowed 1960’s sexual revolution and civil rights era Birth control! You no longer need to try for a baby with each woohoo Astronaut career available Secret agent career available Marriage available regardless of ethnicity Homosexual relationships allowed Better TV’s allowed (No Wall mounted flat screens) (time restrictions still apply) You may take time off for the birth of your baby 1970’s End of the vietnam war First two children (Of either gender) are sent to war (cowplant) as conscripts or volunteer nurses and must take a survivor trait First microprocessor allows 2nd tier computer to be used for gaming and writing only Environmentalist movement – Every child born must have one of the following: Active Self assured Loves outdoors Outgoing 1980’s All computers available for writing and playing games only Yuppie era – Every child born must have one of the following traits: Self assured Foodie Ambitious Materialistic Snob One person in the family must have a business/investor career TV time restrictions 6am – 2am You are allowed to go camping 1990’s – Internet! Computers have no restrictions! You are allowed to use your mobile phones! When the first child turns from a child into a teen your family become Y2k disaster preppers You must build a safe house on your property using the cheapest furniture and you must stay in there three days before your oldest teens birthday, no children etc are allowed to go to school 2000’s – Climate change All careers open Dad’s may take leave for the birth of their baby Flatscreens allowed 2010’s Gay marriage allowed989KViews1like322CommentsAshes to Ashes: A Legacy [Temporary Hiatus 4/4]
Welcome, and thank you for checking out https://i.imgur.com/BxWTgGk.png This is a highly dramatic, plot-driven legacy story that follows Alexander Rosebrook, the grandson of one of the characters in my now-complete SimLit story, Dust to Dust. Though reading Dust to Dust is not necessary to understand/enjoy this story, I will caution you that this story does contain SPOILERS for Dust to Dust. If you plan on checking out Dust to Dust, I strongly recommend that you read it before beginning this legacy. :) Please click the link at the top of this post to check out my story :blush: Thank you so much for reading!811KViews1like12010CommentsNot So Berry Legacy Challenge
Not So Berry Legacy Challenge Do you like the rainbow? Do you like the idea of playing with berry Sims but hate berry Sims? Do you want to mess around with aspects of the game you’ve never used before? Boy, do I have the challenge for you! Welcome to the Not So Berry Legacy Challenge, a ten generation legacy with a focus on bright colors and new experiences. Basic Rules: Each heir must represent the color of the generation (i.e. hair, makeup, clothing), but brightly colored skin is not necessary (these aren’t actually berry Sims, that’s the joke). Of course, this is optional but a big portion of the fun. The colors of the spouses don’t matter as they aren’t part of the challenge. Unless otherwise stated you can do whatever you please with them. Money cheats can be used, but not excessively. Suggestion: use freerealestate for your first home, but no cheats afterward. You may live wherever you please unless something is specified in the rules of a generation. Every generation is supposed to complete both the career and aspiration of the heir unless explicitly stated otherwise. Keep the lifespan on normal. If you play this challenge and want to share it with us, go ahead and post with #notsoberry on twitter, tumblr, or even the gallery so we can see!763KViews1like758CommentsThe Sims 4 I'm a Lover Challenge 10 Generations
The Sims 4 - I'm a Lover Challenge This is a rework of The Sims 3 I'm a Lover Challenge by bestfrienemies14. She created this a few years back and I love this challenge so much I cannot wait for someone else to rework it for The Sims 4. The Legacy Rules do not have to apply to this challenge. It is up to you whether you want to play with heir rules (i.e. first born, males or females, etc.) You can move lots throughout the generations. Creating the founder: - Can be Male or Female - Must be a Young Adult - Must have the Romantic trait - Must have the Soul Mate Aspiration Generation 1-"All I wanted was to be a romance writer and find my own true love." - Join the Writer Career - Write Romance Novels - Date one person throughout the Young Adult stage - Marry as an Adult (must marry the same person dated as young adult) - Have two kids as an Adult (must happen after marriage) - Have a date night every week (at least one date) - Stay with spouse until death do us part Generation 2-"My parents kept their romance going even with two kids, I want what they had." - Recommended Aspiration: Love - Soul Mate - Recommended Traits: Romantic and Non-Committal - Have at least two boyfriends or girlfriends - Start dating in high school - Go on five dates with different people - Find true love as a young adult - Get married to true love right away - Have at least two kids - Get Divorced as an Adult - Never remarry Generation 3-"My parents couldn't stay together and they loved each other so I chose to focus on my career." - Recommended Aspiration: Fortune - Fabulously Wealthy or Knowledge - Nerd Brain - Become enemies with Mom or Dad - Join the Doctor or Business career - Reach Level 5 of Career - Start looking for potential spouse - Go on Several Dates with one person - Get Married as an Adult - Have 2 kids - Reach top of Career Generation 4-"My parents didn't believe in love until they found each other, I think it's ridiculous." - Recommended Aspiration: Love - Serial Romantic - Have more than one Romantic Interest at a time - Never get Married - Move in with One of the Romantic Interests - Become Serious with them - Have one kid - Let kid find you cheating Generation 5-"My family was screwed up and I was scarred. I don't want that for my children." Recommended Aspiration: Family - Big Happy Family - Move out as soon as possible - Never speak to parents again - Live in a "nice" house (decorated, large enough for family to grow) - Learn all traits before dating a Sim - Get married to a nice Sim - Have as many kids as possible - Have at least one kid die - Become anti-social Generation 6-"My parents lost one of my siblings and stopped taking care of us. I had to raise myself." Recommended Aspiration: Family - Successful Lineage - Always live with one Sibling - Cook and clean every day - Start dating when Sibling is working steadily and seems "okay". - Get married as an adult - Have two kids Generation 7-"My life was too perfect growing up and my parents loved each other too much. I refuse to fall into that trap." Recommended Aspiration: Creativity - Musical Genius - Join the Entertainer Career - Perform on lots frequently - Become famous - WooHoo with as many Sims as possible - Fall in love - Get married - Have 2 kids (twins) - Die before children are teens Generation 8-"I lost a parent and it was hard on all of us. I swear not to raise a family in this condition" Recommended Aspiration: Wealth - Mansion Baron - Live in poverty - Get a high paying job - Move in to a mansion or large house - Adopt a baby of the same gender as Sim - Get married - Adopt another baby of opposite gender - Have two kids of your own flesh and blood Generation 9-"My parents raised me to be polite. They also arranged me to get married to someone I have never even met before." Recommended Aspiration: Friend of the World - Meet the future spouse - Disapprove of them - Go on a date with them - Start to like them - Get married to them - Sleep in seperate beds - Have one kid Generation 10-"I was an only child whose parents barely knew each other. Maybe I can discover the secrets of love through my family's past." Recommended Aspiration: Knowledge Renaissance Sims - Visit every family member's grave - Build a cemetery for the family - Put each generation together in different spaces(including spouses and siblings)*different spaces means generation one(spouse and founder) is separated from generation two by a fence or wall - Get married to a poor sim - Have kids Also a side note. If a generation doesn't have a specific career you may choose what career you want. Thanks again. All rights go to bestfrienemies14 for originally creating this challenge. I just reworked it for the Sims 4. Let me know what you think down below, and any suggestions or changes! Origin ID: Tianyao28622KViews1like110CommentsThe Legacy Challenge Mega Thread
This thread is for all discussions, debates, questions, comments and other inquiries related to the Sims 4 version of the Legacy Challenge. The most up to date information can be found on my site. Sims Legacy Challenge The Challenge Rules are Live! simslegacychallenge.com/the-sims-4-legacy-challenge-rules simslegacychallenge.com/sims-4-legacy-challenge-random-trait-generator simslegacychallenge.com/sims-4-legacy-challenge-rules-succession-laws https://youtube.com/watch?v=H7pzJWTumls589KViews1like2824CommentsTS4 Parentcy Challenge
UPDATE 25/09/21: Adoptions are allowed! (excluding generation 1) I realise no adoptions wasn't a very inclusive rule and have removed it to be more inclusive! Rules No Cheats No Mods that can make the challenge easier or provide you with an advantage i.e mods that alter the prices of objects or bills or enable easier promotions etc Custom Content is allowed No quitting game without saving The heir is required to stay on the lot until they die No Lifetime Rewards (exception for gen 2 and Fertility Treatment) You are allowed to play other households as long as you do not interact with the sims involved with the legacy (so i.e I am going to change the clothes on one of the sims and I'm going to make one of their friends get married or something) When you move onto the next generation, the old heir/founder cannot earn points from their point chart, likewise, they cannot lose points either. Only skills that have been maxed by the heir to the next/of the current generation are counted for points. You may use the MC Control Center on other sims as long as they are not married to the heir, going to become the heir and/or related to the heir and still living in the household. Obviously if your sim gets abducted, there is nothing you can do about it, and that's fine. It'll be interesting to introduce alien blood into timeline. This counts for every generation: +25pts for every aspiration completed. GENERATION 1: SINGLE PARENT OF ONE (Two if they have twins, three if triplets) You create a sim. They venture out into the world to make a living. They reach level 2 of a career of your choice. They meet someone and become pregnant or impregnate someone. The other parent disappears. They are left with a baby to look after alone and this becomes their main focus until the child goes to school. 15pts for maxing a skill 25pts for maxing parenting skill -20pts for getting married before the child is a child -20pts for having a child GENERATION 2: WORKAHOLIC PARENT When the child becomes a young adult, you can begin their generation. They are completely focused on their career as their parent had not had much money to give them much stuff when they were little. When they reach the top of their career they focus on having a child. They retire. YOU MAY USE YOUNG AGAIN POTION! GTW: They can either reach the top of their career or own a retail store worth $250,000. DO: Own and run a five star restaurant 15pts for maxing a skill 20pts for retiring 25pts for reaching the top of their career/owning a retail store worth $250,000/own and run a five star restaurant -25pts if they have a child before they reach level 10 of their career GENERATION 3: PAINTER PARENT When your chosen heir becomes a young adult, you can begin their generation. They missed the presence of their parent as they were busy with concentrating on work, so they don't get a job, but make money from the paintings they paint. 5pts for reaching Level 5 in Painting Skill 15pts for reaching Level 10 in Painting Skill 15pts for maxing a skill (Not counting Painting) 30pts for making $500,000 from selling paintings -25pts for having a job GENERATION 4: COMMITMENT ISSUES PARENT When your chosen heir ages up to young adult, this generation begins. They hated how their parent spent their life just painting and did nothing else, and they swear that they will not commit to doing just one thing. You can choose any career, but they must have at least 3 and reach level 5 in each one. They have at least three different partners before they settle down. 2 points for every partner they have 10pts for every job they reach level 5 in -25pts if they get married without having at least three different partners GENERATION 5: NEGLECTFUL PARENT When the child ages to teenager this generation begins. When they age up to young adult, they get pregnant. When they have the baby they don't love it, they don't want it but they have to keep it. They neglect the child, only feeding and cleaning it. They just ignore the child and get on with their life. They don't have another child. 10pts for reaching the top of career 10pts for retiring 15pts for maxing skill -25pts for having more than one kid (unless abducted) -30pts for being friends, good friends or best friend with child after they age to child GENERATION 6: INSANE PARENT When the child reaches young adult, this generation begins. As they were neglected as a child, their parents never noticed how they weren't completely sane. They must have the traits Insane and Slob. They can have as many children as they want. They must get married and the husband/wife should do most of the housework and get a job. 10pts for retiring 15pts for maxing a skill 20pts for every marriage on lot 25pts for every marriage off lot -25pts for not having the traits Insane and Slob -30pts if they don't get married GENERATION 7: KNOW-IT-ALL PARENT When your chosen heir ages up to young adult, this generation begins. This sim is very clever and wishes to know all of the worlds secrets because their parent didn't try to learn anything. They have the traits Genius and Geek. They must max at least 3 skills and join the Scientist or Tech Guru career. They must marry a fellow geek. They can have 1 child for every two skills maxed. 10pts for maxing a skill 10pts for maxing career 35pts for maxing 3 skills 20pts for marriage on lot 25pts for marriage off lot 20pts for having baby on lot 25pts for having baby off lot -20pts for dying without maxing 3 skills -20pts for joining a career that isn't tech guru. -25pts if marry someone who isn't a geek. GENERATION 8: GETS AROUND PARENT When your chosen heir ages up to young adult, this generation begins. Their parent had a very uninteresting love life, and they're determined not to have such a boring life. Their aspiration should be Serial Romantic. They must have at least 3 different children from different men/women, all of which that they have married. 10pts for every successful date 10pts for maxing career 10pts for maxing a skill 20pts for marriage on lot 25pts for marriage off lot -20pts for having a more than one child with one particular spouse -20pts for having less than 3 children -20pts for different aspiration GENERATION 9: HOPELESS ROMANTIC PARENT When your chosen heir becomes a teenager, they can start their generation. They spent their childhood with their half-siblings, watching them go off with their other parent and going off with their own other parent. Not wanting the same separation for their children they decided that they would only marry their one true love. They must fall in love when they are a teenager (if there are no teenagers, you may download some from the gallery). They must then get married to their high school sweetheart as soon as they age to young adult and have a baby soon after they get married. They must have at least two children. 15pts for maxing a skill 25pts for marrying their high school soulmate 30pts for marrying their high school soulmate off home lot -10pts for marrying someone they didn't meet at school -25pts for having less than two children -30pts for getting a divorce -25pts for not getting married GENERATION 10: MISS/MR PARENT OF THE WORLD (COMPLETELY BASED ON GET TOGETHER SO OPTIONAL) When your chosen heir ages up to teenager, this generation begins. Listening to their parents stories about high school, they decided that they wouldn't let their whole life revolve around one other person. They want to be popular and be the leader of the most awesome club in school. When they age up to young adult, they decide that they don't want to just stop their club at high school, they want to be the leader of it forever. They keep gatherings regular. 10pts for starting a club 12pts for every club perk bought 12pts for every three friends made 20pts for building a special club lot -20pts for not hosting a gathering every week -50pts for deleting the club GENERATION 10/11: SEASONAL PARENT (COMPLETELY BASED ON SEASONS SO OPTIONAL) When your chosen heir ages up to young adult, this generation begins. They feel strongly connected to the weather and want to have a child in each season of the month to celebrate the different times of the year. 40pts for having four children from each season -20pts for having a child in the same season as one of their other children -40pts for not having four children from each season GENERATION 10/11/12: PARENT OF A THING (BASED ON VAMPIRES AND GET TO WORK) When your chosen heir ages up to young adult, this generation begins. They are obsessed and intrigued with all things other worldly, and spend all their time reading and watching and researching other beings. Their main goal in life is to meet beings different to themselves and become immersed in their world. 10pts for maxing the vampire skill 10pts for becoming a vampire 25pts for every child that is a vampire/alien 50pts if they have multiple children that are vampires, aliens and vampire-alien hybrids. -25pts for every child that is a normal sim LAST GENERATION: NOT A PARENT When your chosen heir ages up, this generation begins. They can do anything in this generation except have children. 10pts for maxing a skill 10pts for maxing a career 10pts for retiring 20pts for every marriage on lot 25pts for marriage of lot -50pts for every child born/adopted --------------------------------------------------------Leader Board---------------------------------------------------------- @jbear812 - 272 @SmsMnc14 - 112 (still in progress)574KViews1like293Comments[BETA] The Sims 4 History Challenge
IMPORTANT NOTICE: After more than a year of trying to get back to updating this challenge, only for life to throw something new in my face, I have accepted that I won't be working on this for the foreseeable future. HOWEVER, the awesome @Snowie has taken it upon herself to step into my shoes and keep this challenge alive, and she has my complete blessing to do so. If and when I return, we will figure out how to proceed. In the meanwhile, you can find the latest semi-unofficial updates here, and the matching scorecard spreadsheet here. My apologies for not keeping this challenge updated, and for taking so long to accept it, but I hope you'll enjoy it now that it is in Snowie's capable hands. /Cloudseeker LATEST UPDATE (February 29th): Fish and plants no longer count toward the money earning goal of the Prehistoric Era. The goal has been lowered to 20 000 simoleons to compensate. This is so that people won't have to decide whether to sell a fish or keep it for food. Also, the plants had the potential to make the goal absolutely trivial. The challenge-wide goal "earn 150 000 simoleons during a single Era" has been raised to 250 000 simoleons. I have added some clarification as to which social events are needed for the challenge-wide "earn 10 gold medals on each social event" goal. The cas.fulleditmode cheat is now allowed for modifying tattoos and other skin details, but ONLY for those purposes. Gaming Tables have been moved from the Roaring Twenties to the Old West. Both male and female Sims may now have multiple mates during the Prehistoric Times. Popcorn Poppers are now allowed from the Roaring Twenties onward. Movie Projectors are now allowed from the Roaring Twenties onward. Wishing Wells are now allowed from the Middle Ages onward. http://i57.tinypic.com/211rtz5.png ABOUT THE CHALLENGE The Sims 4 History Challenge is a Legacy-style challenge that takes your Sims on a journey through the history of the world. It spans 7 major time periods, referred to as Eras, from prehistoric to modern, across multiple generations of Sims. The selection of aspirations, careers, and objects you may use will be quite limited at first, but as you progress through the Eras you will unlock more and more options. You will be challenged to not only succeed in the long run, through a set of challenge-wide goals, but also on a per-Era level, as each Era has individual goals that can only be completed while that Era is active. The challenge is designed to be historically accurate on a general, foundational level, with a few changes and personal touches to keep it challenging and dynamic. I have tried to keep available careers, objects, etc appropriate to each Era, making modifications only where things would conflict or when they would just make playing the game a pain. The main inspiration for creating this challenge was the Through History Legacy Challenge for The Sims 3, as well as the Legacy Challenge. Many thanks to Cassalina and Pinstar/ImaginingMystic for inspiring me to do this. RECOMMENDED MODS/CC Please remember that downloading mods/cc is at your own risk. Though the chance may be small, they can possibly break your game. If you feel uncomfortable using mods/cc or simply don't care about things being time-appropriate, but still want to try this challenge, you are certainly free to do so. While this challenge technically does not require any mods or custom content, the following mods/cc are recommended in order to have as good an experience as possible. In addition to the listed mods/cc, feel free to download as many additional aesthetic mods/cc as you want, such as hair, clothes and time-appropriate object variations, to give your challenge a bit more life. However, you may not use any cheat mods, or mods that otherwise give you an advantage over people who do not use them. If you find a mod/cc that you think would be good for this challenge, let me know and I'll add it to the list if I think it belongs. Teen Careers For All Ages by Plasticbox (outdated, may not work) No More Culling by Dark Gaia To avoid the ghosts of family members being removed, allowing the related Modern Day goal to be properly completed. Nature Calls Wild Grass Toilet by LadyCadaver To give Prehistoric Sims a place to do their business. Not needed if you have Get Together. Notebook by Plasticbox To give Early Civilization Sims a way to write books before the invention of the computer. Typewriter by Ozyman To give Old West Sims a way to write books and do career-related activities before the invention of the computer. Empty Worlds by One Billion Pixels (recommended by @ewright9) Only download this if you do not want to manually delete all lots and households during the setup phase. DO NOT FORGET TO MAKE BACKUPS! No More Autonomous Phone Actions by SimsProductions (recommended by @ewright9) Stops Sims from constantly using their phones on their own. Not necessary if you play with autonomy off, obviously. SupeSpeed Mod by Artum (recommended by @ewright9) Use this to manually activate super-speed in case it doesn't automatically get activated when Sims go to sleep. Gain Hygiene from Swimming by Tanja1986 Use this if your Sims no longer gain hygiene from swimming in pools. Download the normal version, not the "Faster Hygiene gain from swimming" version. No Autonomous Roast at Campfire by ClaudiaSharon (recommended by @Anninhaliz) Stops Sims from autonomously roasting random stuff on the campfire. Not necessary if you play with autonomy off, obviously. SrslySims Tumblr by @SomaSin Multiple time-appropriate object variations created with this challenge in mind. The No More Culling mod is a script mod, and so it is important that it is installed correctly. Make sure that you place the .zip file directly in your mods folder (not in a subfolder), without unzipping it. You must also allow script mods in the game options. EXPANSIONS/GAME PACKS/STUFF PACKS To play this challenge as intended, you will need the Outdoor Retreat Game Pack, as it contains a number of items and gameplay mechanics that are necessary for the Prehistoric Era. Other EPs/GPs/SPs are not required, but you can use them if you wish. I have added special, optional rules for them, and those rules are colour coded so that you can easily see and disregard rules that relate to an EP/GP/SP that you don't have. The EP/GP/SP colour coding is as follows: Outdoor Retreat Get To Work Luxury Party Stuff Perfect Patio Stuff Spa Day Cool Kitchen Stuff Spooky Stuff Get Together Movie Hangout Stuff Romantic Garden Stuff CHALLENGE-WIDE RULES The following rules apply to the entire challenge, but may have exceptions during a specific Era, if the rules of that Era explicitly say so. All traits and aspirations, except for those of your Ancestors, must be decided randomly, using whatever method you prefer. I personally recommend using CreateARandomSim, as it allows you to easily select which traits and aspirations should be considered for randomization. A Sim's aspiration may never be changed, not even once it is completed. The only exception to this rule is if a Sim has an aspiration that is not allowed for the current Era, in which case you must change it to an allowed aspiration, chosen at random. Your challenge household may not move to a different lot during the challenge, and you may not play any households other than your challenge household. Your Sims may travel freely within the challenge World, and may travel to other Worlds if required by a challenge goal or an aspiration. Sims may be moved out of the household at any time, but moved-out Sims may never be moved back in. Sims that have moved out may also no longer contribute to any goals, but any contributions they made before moving out still count. Only spouses/mates may be moved into the household, but they may not bring in any money. To prevent this, make sure that they are not the only member of a household before moving them in, or use the money cheat to remove any money they may bring in. Moved-in spouses/mates may contribute to goals. The Lifespan setting must be set to “normal”. Sims may not be aged up manually except for when it actually is their birthday. Items that modify a Sim's age (except for the Birthday Cake), or resurrect dead Sims, may never be used. Sims are allowed to Plead with the Reaper to save a dying Sim, but they may not use a Death Flower to guarantee success. Cowplants may be grown, but not sold. Cow Berries may be sold, however. If you want to get rid of a grown cowplant, simply place it in your family inventory. Additionally, you may milk cowplants, but if you do, you must immediately sell the received Essence. Reward Potions, like the Instant Fun, Happy Potion, and Moodlet Solver potions may not be purchased or used until you have reached the Middle Ages. Potions of Youth are still forbidden, however. Cheats may not be used, except for getting out of glitched/bugged situations, or when you are explicitly told to use a cheat. EXCEPTIONS: moveobjects may be freely used for aesthetic purposes, cas.fulleditmode may be used to modify tattoos and other skin details (but NOTHING else), and bb.showhiddenobjects may be used to add ponds to community lots. Fishing in the hidden areas (Sylvan Glades, Forgotten Grotto, etc) may only be done by Sims that have reached level 10 in the Fishing skill. The different Eras have lists of what objects/furniture may be used during that Era, and they append to the objects allowed for the previous Era. For example, during the Middle Ages, you may use all objects that are allowed for the Middle Ages, Early Civilization, and The Prehistoric Times. However, to try and avoid walls of text in the rules, I have only listed objects that have some special functionality. For items not specifically allowed for an Era, the general rule is to use it only if it makes sense for that Era, but if you are unsure, it's always safe to just not use any items that aren't specifically allowed. Some community lots might however require objects that are not yet allowed for the current Era. In such cases, just place the objects in a room/basement without an entrance, so that Sims cannot get to them. Sims are allowed to craft anything they can on the woodworking table, and objects they craft may be used even if that type of object would normally not be allowed in the Era-specific rules. The "Copy" option on crafted items (Paintings, woodwork, etc) may not be used. If you want two crafted chairs, you'll have to craft two chairs. Ghost Sims, except for the ghosts of your Ancestors, may be moved into the household, and they may contribute to goals if they were eligible to contribute to goals while they were alive. However, only one Ghost Sim may be moved in per Era, and a moved in Ghost Sim must be Released to the Netherworld when you progress to the next Era. Instead of storing all of your urns/graves on your challenge lot, you may create a Generic community lot to act as a dedicated challenge graveyard. Alien Sims may not join the household until the Roaring Twenties. If a Sim should happen to be abducted and made pregnant before this, you must either terminate the pregnancy using a mod or cheat, or send the baby to its homeworld as soon as it is born. Crafted items sold in a personal store may not be restocked using the restock option, they must be re-crafted by a Sim in the household in order to be sold again. Clubs may be created and joined at any time. Use your common sense when setting club activities, so that they fit the Era. ERAS There are a number of general goals that cover the entire challenge, but each Era also has its own set of individual goals and restrictions that are specific to that Era. The goals are locked to their specific Era, and therefore can only be completed while in that Era. Restrictions, on the other hand, are additive, so everything that gets unlocked in one Era stays unlocked, for every Era after it, unless it is explicitly re-locked. In other words, if something is not directly stated as allowed or disallowed in the rules of your current Era, the rules of the previous Era apply for that particular thing. You progress to the next Era when a new generation is born, i.e. when the child who began the Era (or one of their siblings) has a child. Something like this, for example: http://i57.tinypic.com/2uz9ma1.png The only exception to this is the Prehistoric Era (this is further explained in the Prehistoric Era post). GETTING STARTED It is recommended that you start a fresh, new game for this challenge, since you cannot play any other households than your challenge household in that save file. Create your two Ancestors, one male and one female, both Young Adult, and both human. Give them a prehistoric/tribal look, and choose their aspirations and traits out of the ones allowed for the Prehistoric Era. Make sure their relationship is set to “Roommates”. Consider sharing your Ancestors on the Gallery, using the #HistoryChallenge tag, so that others may add them to their game. Choose either Willow Creek, Oasis Springs, Newcrest or Windenburg to be your challenge World. Newcrest is recommended, since it spares you the trouble of bulldozing everything. Select any empty lot in your chosen World (the largest available lot if you chose Newcrest) and move your Ancestors onto it. As soon as you regain control, exit back out to the “Manage Worlds” screen. If you did not choose Newcrest as your challenge World, select your Ancestors on their lot, and click “Move Family”. Move them to a 50x50 lot, bulldozing it and evicting any family already occupying it. If you did not download the Empty Worlds mod, and did not choose Newcrest as your challenge World, bulldoze all other lots in your challenge World. Delete all households except for your Ancestors. Place a Pool Venue and/or a National Park community lot somewhere in your challenge World. If you want to, you may also place a couple of residential lots in your challenge World. You may create these lots as you go, or place them from the Gallery, as long as they adhere to the rules of the Prehistoric Era. You may also move in a couple of additional households, if you wish. If you decide to create lots and/or households, consider sharing them on the Gallery, using the #HistoryChallenge tag, so that others may add them to their game. Finally, select your Ancestors and start playing. Use the following cheat to set your household funds to the proper starting amount: Open the cheat console Enter testingcheats on to enable advanced cheats OPTIONAL: Enter money 1000 to set the household's funds to 1000 simoleons, and buy some decorative trees, shrubs and rocks using that money. Note that this will increase your bills, and these objects cannot be sold until the end of the Prehistoric Era. Enter money 2500 to set the household's funds to 2500 simoleons Enter testingcheats off to disable advanced cheats Close the cheat console You are now ready to start the challenge! CHALLENGE-WIDE GOALS These are the long-term goals of your family. They can be contributed to and completed at any point in the challenge, by any Sim that is eligible for contributing to goals. They award points upon completion, no points are awarded for partially completed goals. A simple Excel spreadsheet for keeping track of these goals, as well as the individual Era goals, can be found here. If you'd rather keep track of your score using pen and paper, a printable PDF version can be found here. Also, @ewright9 has made a small sheet specifically for keeping track of the 50 000 simoleons goal of the Prehistoric Era, and it can be found here. Reach level 10 in every skill at least once - 1 point Earn 10 gold medals on each different type of social event - 1 point Only the base game social events are required. These are House Party, Dinner Party, Birthday Party, Wedding and Date. Earn 250 000 simoleons during a single Era - 2 points Reach level 10 in 2 different careers on the same Sim - 2 points Reach level 10 in 10 different skills on the same Sim - 3 points Have the same Sim earn at least 20 000 Satisfaction points - 3 points Complete each aspiration at least once – 4 points Complete at least 10 in-game collections – 4 points Represent each Era with a family portrait/photo – 5 points A "family" portrait means a single portrait with both parents and at least 1 child in it. The child must be older than the “baby” stage. The parents do not necessarily have to be the child's actual parents, as long as they are the parent figures of the household. The portraits/photos must be on display somewhere on the lot in order to count. Display the graves/urns of all deceased family members on the challenge lot or on a dedicated graveyard lot - 5 points The graves of family members that died while they were not part of the household do not need to be displayed. STORIES/LET'S PLAYS If you are writing a story or doing a YouTube Let's Play of this challenge and would like me to add it here, let me know! http://i61.tinypic.com/2vkhqw0.png The Ash History by @tammy329 http://i61.tinypic.com/2vkhqw0.png The Ravenwing History by @ewright9 (discontinued) http://i61.tinypic.com/2vkhqw0.png Meeshelby's History by @Meeshelby http://i61.tinypic.com/2vkhqw0.png Takareiame's History by @leiamoon http://i61.tinypic.com/2vkhqw0.png The Love And Pixels History by @LoveMeHateMe http://i61.tinypic.com/2vkhqw0.png Illyianna's History by @Illyianna2005 http://i61.tinypic.com/2vkhqw0.png Lilith's History by @Zoey95 http://i61.tinypic.com/2vkhqw0.png Hystoria by @OtterlyRidiculous http://i61.tinypic.com/2vkhqw0.png From the Dawn of Time by @SummerFalls http://i61.tinypic.com/2vkhqw0.png Lenei's History by @Lenei14 http://i61.tinypic.com/2vkhqw0.png Sarah's History by @Sarahkay http://i61.tinypic.com/2vkhqw0.png The Ackley History by @EGrace93 http://i57.tinypic.com/2q8a3yr.png The Wright History by @Lydiaa88 http://i57.tinypic.com/2q8a3yr.png Del Rey Simmer's History by Del Rey Simmer http://i57.tinypic.com/2q8a3yr.png The Oak History by @ewright9 http://i57.tinypic.com/2q8a3yr.png The Catty History by @kristinepunktum http://i57.tinypic.com/2q8a3yr.png Life in Stardust by @Spacey72659 http://i57.tinypic.com/2q8a3yr.png Caliente's History by @Shesgotstyle19 The following posts go through the individual rules and goals for the different Eras, one Era per post.555KViews1like1278CommentsThe Amazon Challenge (Updated For Sims 4) (Island Living Update!)
Note: Original creator Isaria (mod the sims) all original content was created by her so the original idea is not by me. Amazon Challange You start as a young brave amazon woman who builds her tribe over the course of time. The Beginning -Begin with a YA Female -She needs to be beautiful -She needs to be Athletic and a Genius -You need to start in a empty lot (Preferably the biggest) Rules -Because its an amazon tribe only women. Men are allowed but only Male Slaves, Breeding Males and Tribal Sons -Men have their own quarters (must be small). They should not mix with females but only for breeding purposes. -Men should only be used for breeding and slaves. -Men for breeding have to be discarded (It's your choice on what to do.) -You can only create amazons with CAS every 2 weeks but you can invite townies to become amazons whenever you want -Slaves can be won in combat, an amazon (preferably the warrior) must fight him and if she wins you can add him to the tribe. -You can only have two male slaves (not including teens, kids or babies) too many men will spoil the tribe. -Males born in the tribe are to be used as slaves until their YA birthday. Then they have to be killed. Before killing a tribe son, a non related woman can use him for breeding purposes, once. A tribe-born male is cleaner than other males and if you wish, they can be buried in a special cemetery on the lot (this cemetery can NOT be mixed with deceased females, since male corpses will contaminate the female ones). -Men cannot leave the lot or get a job -Boys still go to school (There really isn't any other choice) -Newcomers shall not bring in any money. To get rid there money do this: Enter: Testingcheats true Then Money x (x is amount) -A women who gets engaged or married to a man is to be punished by death. -The heiress is the first born female of the creator she will take over in the event of the creators death. -A heiress can overthrow the creator but she must have the support of the amazons. This is usually done through a fight if she wins the creator will be executed but if she is unsuccessful she will be banished from the tribe. -The creator can not be married but other amazons can marry each other. -To get to a certain rank they need to at least have some skill-points in most of the specializations. They also need to have a fitting job (if possible). This is if nothing else is mentioned. Upon raising in rank, they can change to a more fitting career. Tribe rankings The Creator She is the first of the amazons and the highest ranking amazon. She is in charge of the whole tribe and is the most respected. Traits:Genius, Athletic Skills: Mechanical, Fitness, Charisma The Heiress She is the next in line to the throne and this rank is only given to the descendants of the creator. Skills: Mechanical, Fitness Warrior She is the strong and fierce amazon in charge of protecting The Creator and tribe. She will be in charge of conducting punishments and executions and is just below the heiress in the hierarchy. She must train in fitness and will not be able to have children but can take partners. She is fierce and is allowed to sentence amazons and slaves to death or punishment (unless they are a priestess, shaman or a heiress then they are judged by the creator). Traits:Active, Ambitious Skills: Fitness The Gatherer She is in charge of collecting food and gardening. She is not allowed to get a job she has to spend her days collecting and gardening. Skills: Gardening, Fishing Scholars Their job is to seek knowledge with reading and painting they may also collect valuables. She has to write books of past creators. Skills: Charisma, Logic, Painting, Writing Providers They cook and tend to the children and babies. They are also in charge of learning instruments and playing for the tribe. Skills: Cooking, Charisma, Guitar, Violin Newcomers and Tribe Family These are girls born from the creators and heiresses. And the ones added in without a field yet. Skills: Added when ranking chosen Elders They are the aged amazons and the ones you go to for wisdom. They will be given a well respected funeral. They cannot take on any career Sons of the tribe Will be used as slaves until the age of YA, there after they can be used once for breeding, before being killed. Slaves A maximum of two can be in the tribe at the same time. These need to have a small place to live, since they shouldn’t mix with the females too much. They take care of things like cleaning, repairing and such. If a slave interacts with a female without permission, he will be punished. Can’t work, or even leave the lot. If they try to escape, they’re to be punished. Tips! *Different ranks should wear different colours and clothing. *Here are some face paints that would look great on your amazons. (http://tinyurl.com/hqoa8ly) *To have woohoo with a slave and not have a relationship you can create a club and have one activity be woohoo but an easier method is through the mc command woohoo module that allows woohoo without a relationship. !!Outdoor Retreat Update!! & !!Jungle Adventure Update!! Your amazons can now venture further than ever before here are some of the new things added for Outdoor Retreat & Jungle Adventure. Tribe Rankings Shaman (Exclusive to Outdoor Retreat) The shaman is the amazon that connects with the spirits and sees the life giving nature of this world. She will be the one to seek for ailments and advice from the spirits. She will need the herbalsim skill which is gained through gardening she will also have to prepare herbal remedies. She must also once in her life journey to the hermits house to gain knowledge. Traits: Loner, Loves Outdoors Note: Elders are allowed to be shaman's Explorer She must go on quests for creator and travel to far worlds to seek new objects, sacred relics & creatures she will either go alone but she can take the shaman and the scholar if she chooses. Traits: Loves Outdoors, Outgoing Things to do Grand High Meeting Of the Amazons The amazons every week shall meet around the fire pit to discuss further plans for the tribe (it's also a good time for you to think about the future). During this the creator must talk to the shaman about what the spirits sees and her judgment of the spirits (Read next text). This can also be a time to introduce newborns to the rest of the tribe. Judgement of the spirits With this the creator must talk to the shaman during the amazon meeting where the shaman will give her a quest to complete in the sacred lands of granite falls or the home of the amazons in Selvadorada. She must go alone and complete the tasks that she was presented with by the shaman or a high priestess. !!Spa Day Update!! Tribe Rankings Sisters of The Moon (Priestess) Sisters of The Moon connects with the goddess's on a whole other level. She is wise and connects to the nature around her. She must master the wellness skill as taking on a seclusive life connecting with everything around her. Sisters are not allowed to be in any romantic relationships with other amazons or procreate with slaves so only amazons that have never slept with anyone else are allowed to take this role. Sisters of the moon must be chosen as soon as they are a child if it is decided that the girl will join the sisterhood she must go live with the other sister's who have their own hut (the sisters hut can be placed with the other amazons). Slaves are allowed NO interaction with the sisters with the consequence of death. They will need to take on a life of meditation and yoga and will perform ceremonies for the goddess (these ceremonies are entirely up to you). Note: You can have a specific goddess for your tribe so you may want the goddess of fire if so the sisters will dress in bright robes with similar colours to fire. The moon goddess is just the generic choice. Traits: Loves Outdoors (Can change depending on your goddess) Skill: Wellness Things To Do Sister Ceremonies With the introduction of the sisters you will host ceremonies to please the goddess's. These will run entirely up to you but some idea's are a sisters ceremonial mediation circle, slave sacrifice and food offerings. Although the moon goddess is the main goddess you are allowed to make your own up for your tribe. !!Get Together Update!! Amazons will now be closer than ever with this new addition. Tribe Rankings Entertainer This amazon is out to entertain the tribe gaining new skills set out to impress the rest of the amazons with her dancing. She must master the dance skill and under a full moon the Amazons will gather together to witness her beauty and elegance. She will use the bonfire to her full advantage and learn to dance with the fire. She also has to master all the instruments available to your amazons. Traits: Creative, Music Lover, Dance Machine Skills: Dance & Music Things to Do Amazon Club The amazons with a set ranking (no slaves, newcomers, elders or tribe family) will form the grand high council of the amazons (name is up to you) in this group they will come together to do the set out tasks chosen by you. You need to cater these tasks to your own amazon tribe (e.g. A nature tribe will do gardening and spend time outdoors). There are tasks that will be forbidden and they are any romantic interactions, slave activities, games, drinking or excessive eating as well as anything that will spoil the amazons. They must discuss the future of the tribe and strengthen their bond you can choose the place to meet but I recommend the natural pools and the ruins. If you have outer tribes they can form a club with you but you must create a separate club. New Place To Live The expansion added Windenburg which has great new areas to live. I recommend you demolish all lots on the island and move your amazons to the 64x64 lot there. Not only is it massive but it is very stranded and can be used for strong immersion purposes. It is close to the ocean which allows for alot of fishing and it is surrounded by ruins which would go very well with your tribe. !!Vampire Game Pack Update!! All Vampire Amazons This is an option if you want to try something new. All roles would stay the same even the gatherer since you still need to make money. Slaves would not be allowed to be turned since they would be more usefull as walking plasma packs and would still need to work in the daytime. The Creator is the only Amazon to be made into a vampire with CAS and if you want to turn an existing Creator then you'll have to cheat with cas.fulleditmode since The Creator holds the highest rank and can have no master. The Creator must turn all the amazons herself if an amazon is to be punished or executed eating garlic or trapping her in broad daylight works. Warrior (Vampire Pack Version) She is the strong and fierce amazon in charge of protecting The Creator and tribe. She will be in charge of conducting punishments and executions and is just below the heiress in the hierarchy. She must train in fitness and will not be able to have children but can take partners. If she is human she will make sure that no Vampires will come near the tribe so she must study cures and garlic items to protect the tribe. She is fierce and is allowed to sentence amazons and slaves to death or punishment (unless they are a priestess, shaman or a heiress then they are judged by the creator). Traits:Active, Ambitious Skills: Fitness !!Pet Update!! Pet Companions Now Amazons can have the companions they deserve. Out from the ocean came a new amazon called the beast tamer, she is a friend to all animals and is the amazon to train and care for pets (not including animals for worship). She is not meant to be the main companion and her role is mainly caring for animals like washing,feeding and training. She must also find strays or raise puppy's for those who request one. Pets can be for companionship, hunting or worship. Companionship pets are only permitted for high ranking amazons like the the creator and heiress (so they must have the highest relationship) the beast tamer must train them to obey all commands. Pets for hunting are permitted for warriors (only large dogs are used as companions for warriors), gatherers, explorers and shamans and must be trained by the beast tamer to better hunt animals and trained to obey all commands. These animals will hunt for creatures to sell and and be a fierce companion to the warrior. The last type of animal are the ones to be kept for worship. If a goddess is tied to a specific animal (i.e. cat goddess or goddess of nature) animals are kept with the high priestess and are to be cared for and worshiped by them. There are two ways to find pets the first is through CAS but if you choose this way it has to be created as a puppy and raised by the beast tamer till they are an adult. The second is for the beast tamer to go out and find strays in good condition and train them till they are fit enough to be given away. The pets must always be female if a mistake is made and the animal is male then it must be given up for adoption but if the animal is docile and relatively small they can be given to slaves. Beast Tamer She is one with nature and works with all animals. Her role is to train and care for pets and to give them away to select amazons. If an Amazon requests an animal it's the tamers role to either find a stray or raise a puppy from CAS to be the amazons companion. The amazon must train the animal to obey all the commands. In her spare time she is to make sure all animals have food and are clean. If she has a child she can train her to become a beast tamer by giving her a pet and teaching her how to care for the animal. Aspiration: Animal Skills: Pet Training Type of Pets There are three types of pets.. Companion The companion is only permitted to be kept by the creator or the heiress and is there to simply be around and keep the amazon company. Before the beast tamer can hand the pet over she must train the animal to obey every command. Breeds: The animal can be big or small, cat or dog it's really up to the amazon. Traits: If going through CAS you can choose any except territorial (cats) or aggressive (dogs) Hunter These pets are permitted to be kept by the warrior, shaman, explorer and gatherers. These animals are there to hunt for there masters and need to be trained to hunt and obey every command by the beast tamer. Breeds: The shaman and gatherers are allowed a cat or large dog preferably a breed that are known to be good hunters. The warrior or explorer are only allowed a large dog, again preferably a breed that is known for hunting. Traits: Hunter and adventurous is a must but you can pick a third (as long as it doesn't conflict). The Warriors are different as their pet has to have hunter and aggressive and you may choose the third. Worship These pets are to be cared for and looked after by the priestesses. The pet must in some way connect with the goddess and unlike the other animals is not trained or cared for by the beast tamer. Breed: Any, as long as it aligns with the goddess (i.e. Nature Goddess represented by the fox) Traits: Any, this animal is the physical embodiment of the goddess so they are already perfect. !!Island Living Update!! With this new ep your amazons will have a whole new world to live in as well as a new life state fit for your amazons. Your Amazons should be put into the Mua Pel'am hood as it has the largest lot available and is the most deserted allowing privacy for your tribe. Mermaid only Amazons So, with the introduction of mermaids comes the opportunity for mermaid amazons. For a mermaid tribe you will need two things to begin with and that is a creator and mermadic kelp. The creator will need to be a mermaid and will only be able to take in amazons after she has collected mermadic kelp (how you do this is your choice). The creator will choose who is blessed with the gift of mermadic kelp and it's up to you how this is judged. It can be due to an amount of time with the tribe or how much they've done for the tribe. You could simply give the kelp as soon as they enter the tribe. Slaves are not allowed to become mermaids as they have not earned such a gift. Off the Grid With the new lot trait, it is recommended that the tribes live off the grid (this is also available within the base game). This gives more for slaves and gatherers to do so be aware that this will create a more challenging game. It does also help that fishing is now far more in depth, so the gatherers are now more important than ever. Island Caretaker So, with the new amazon location comes a challenge of protecting the land. The caretaker is the one to make sure Sulani is kept clean and looked after. She makes sure the local wildlife is happy and the plants are thriving (she and the gatherer are to work closely together). She is the only one permitted to find shells and treasure and she has the greatest knowledge of what can be taken and what needs to be left alone. Traits: Child of the Ocean & Child of the Island Skills: Logic More to come... Note: The grand high meeting can be done without outdoor retreat. The warrior can be done without the Vampire GP.378KViews1like699CommentsThe Cult or Commune? Challenge
Cult or Commune? Challenge Overview Visit here for the latest version and the beginning of my cult story http://forums.thesims.com/en_US/discussion/854974/the-cult-or-commune-challenge#latest (Sorry, as a new member, I don't have rights to bold anything. Hopefully, that will change soon.) Have you ever wondered what it would be like to be a part of a commune, just living off the land? Or to lead a cult composed of people with ideas that just don't fit in with mainstream society? Have you ever thought about joining a group of people together just to see what you could come up with as a team? Then the Cult or Commune Challenge may be for you! You will recruit a group of people, develop your own customs, decide how to work together, develop your own code of dress, start up a collection of treasures, learn lots of skills, discover love, and have children to spread your ideas! Create your leader, gather your people, and you decide--cult or commune? Disclaimer: This challenge may be offensive to some--if you find cults or certain cult leaders grossly offensive. I am very interested in psychology and sociology. I have spent a lot of time studying the sociological elements of cults, as I find the group and leader dynamics somewhat fascinating. I, however, am in no way condoning killing people. I don’t even kill sims, to be honest. So I am not promoting killing (or drug use)--only group dynamics and leadership towards the good or the bad life. If you choose to kill, that is your decision; but this challenge is not glorifying murder or anything of that nature--nor is it meant to glorify killers. The character I created was loosely based on the personality of Charles Manson, as I recently read his biography and found him to be an interesting character. It is also not meant to be degrading to women, in any way, as I firmly believe in equal rights. However, oftentimes, women are not treated equally and I have made this fact evident in the challenge--to stay realistic. If you are still interested, please read on…. Getting Started Your Leader: Start a new game file and create your own person or an infamous person who started their own commune or cult. (ie. Charles Manson, Jim Jones, David Koresh, etc.) Choose your traits wisely. Insane will allow you to share your conspiracy theories. Creative will allow you to share your ideas. Genius will allow you to share your ideas and inventions. You will need at least one of these traits to be able to hook people with your ideology or philosophies. Decide: Will your leader be charming and alluring, yet domineering once people are in? Or will he be kind to the group members and help care for them? You may have a leader who contributes to the group or one who just bosses everyone around and has them do all the work for him. Will he or she be kind or controlling? Decide in the beginning: basically nice or mean leader? Aspiration: Friend of the World is a good aspiration to start with, because it will immediately have you introducing yourself to people and making friends, which is what you do when you start a commune or a cult. However, you may choose any aspiration that does not involve having a job; but try to choose one that will make sense for a cult or commune--such as big happy family or public enemy. Properties: Buy an empty property in Newcrest. The smallest one on the very top is recommended, because it has a pond near it for fishing and has a lot of people walking around, as well as a little community park right beside it. It also has a small plot right beside it, which can later be used to expand your commune into a second household. Whichever plot you choose, make sure you check it out first to make sure it will fit your needs of fishing and socializing--as you will not be able to move, until you make enough money to purchase a different lot. Also, you may not travel at first. You are isolated to the one neighborhood you choose. (Note: A neighborhood is the area you can view from your lot, the area you can walk around in without "traveling", or the area that "lights up" on the map view, when you hover over it with your mouse. It contains anywhere from two to five lots.) You may place one or two other household lots in the neighborhood to be your neighbors. However, try to find houses that fit the era of your commune leader. Charles Manson would be the sixties; Jim Jones would be the seventies; David Koresh would be the eighties, etc. If you create your own leader, you may choose any decade you want. Household Goods: Give your person a tent, fire pit (if you have Outdoor Retreat--otherwise, use the small grill), and one activity item. Charles Manson would have a guitar. David Koresh would probably have books. Jim Jones would probably choose a microphone. (Please note: You may not, however, make money from paintings or from writing yet. Too easy.) You must earn your toilet and shower. For the first couple of days, you must use the toilet and shower at other lots. You are essentially a mooch. Job: You may not have a traditional job. You are trying to get away from the enslavement of modern society. You also may not cheat, unless specifically directed to here. Whims: You may fulfill whims that fit the challenge. Any whim not fitting within the rules of the challenge must be quickly banished (click the “x”--if only it were this easy in real life, huh?) Mind over matter. Lifespan: You may wish to set your lifespan on long, because this could take a while. Rules and Guidelines for Recruitment: After day one, you will begin talking to sims passing by. You will try to find young, single females (or single male, if your leader is a woman) to begin your commune. If you find an irresistible attached person, you may ask them to move in. But try to go for the single, young adult or teen females (or males). They are the most vulnerable and naive--especially in earlier decades. You must get people to move in with you, without calling them on the phone. So you will need to do it upon first encounter, or when you happen to encounter the same person again. You may not call them on the phone to invite them over. You may not even use your phone, before the nineties (with the exception of people feigning for video games, which you will pretend is a handheld game). If they reject your offer, you are offended with them or you are embarrassed (depending on personality of your leader) and will never ask again. So be careful. (Don’t be alarmed: It is actually not difficult, at all, to get someone to move in with you.) As people move in, assign them roles according to their traits--the gardener, the fisherwoman or man, the entertainer, the cook, the collector, etc. to support the family. You MUST live off the land--plants, minerals, rocks, crystals, fish, and treasures you dig up. You cannot earn money through painting or writing, because it is unrealistically too much money. You are just trying to survive and enjoy nature and each other. It is not required that only one person cook or gather, etc.; but this should be their main job. Some people may have to have more than one main job or sometimes help others with their job, if they have nothing else to do. Collection: You should choose one collection to keep on the lot--either the statue dolls, or the rocks, or crystals, or one copy of all of them, if you’re feeling extra ambitious! But start up at least one collection for your family. I have started to collect the statues we dig up. The First Week: Day one: Buy your lot and your few allowed possessions--tent (or bed), fire pit (or grill), and one activity item. Set money to 0 Spend some time contemplating and developing your skill with the skill object you chose or reading your books. You may fish, if you want. You may not talk excessively to anyone. You are alone and a stranger. Feel the solitude today. This is the day your leader feels lonely and decides he wants to create something bigger than himself. Day two: Try to get one person to move in with you. Try to find a person who is a bit eccentric or who is creative, childish. You are limited to one person per day to move in. Try to develop some more skills--such as fishing, guitar, or painting. Remember, you can paint, but not sell. Painting and writing are strictly hobbies. Writing on a computer doesn’t even start until the eighties; but you cannot sell books yet either. You are literally living off the land. Try to collect some things--plants, frogs, and/or treasure to sell. Note: You can choose to write and sell songs, since this venture, for some reason, is very limited in the game. I believe you can only publish one song per week. Day three: You are now allowed to begin purchasing bathroom items for your lot--hopefully you have saved up some money. Acquire a second tent, if you can. Continue building your skills. Plant and begin tending a garden for food and funds. You may pursue another female, once you have a second tent. Begin singing or telling stories around the campfire and form your group’s nightly rituals. Generally, daytime should be for working and gathering and nighttime for enjoyment, hobbies, and relaxation. It is no easy feat living off the land and escaping mainstream society and jobs. You may purchase things like outdoor seating, picnic table, mood-inspiring objects, or an outdoor grill, as you have the funds--but NOT activity, skill-building, or fun items just yet. Only comfort, hunger, and hygiene items at this point. Remember, whatever you buy should make sense for the outdoors. There are several things you can do for fun with the items you are allowed and each other. Day four: Pursue another female (or male). You may have your leader have romantic relationships with the members, but you don’t have to. You may have group members visit other lots, but only within the neighborhood. If your leader is very controlling, female members cannot leave the lot without a male escort. Keep fishing, collecting, planting, etc. to make sure you have everything you need. Don’t forget to start up your collection (see above). You may add and visit a community lot to your neighborhood--such as a bar or a park. Try to stay within the theme of the era you are living in. You will probably have to make it yourself or at least modify it. Also, remember you are living in the boonies--whatever you build should not be extravagant. Don’t forget to flatter your members, to keep them hanging on your every word. Also, make sure you fill their heads with plenty of your ideas and/or conspiracies. Day five: You may now have one of the females pursue a male--using her good looks and charm. I mean, what else could convince someone to move out into the wilderness with a bunch of crazy people? Bring him to your leader or your leader to him to make sure he approves and gets along with him, before inviting him to move in. Goals and Beliefs: You should begin thinking about what type of commune you are building, based on the traits and aspirations of the people you have gathered. Will you be a peace, joy and love type of commune, which only does good? Or will you be an evil clan that destroys others and makes tons of enemies? Or somewhere in between--with both types trying to live together? Begin to set your own parameters for your group: What are your beliefs? What are your goals? What are your rules? Write them down. Do you want to raise children with the ideology which you hold true? Do you want to befriend the community and do good deeds? What do you want to achieve? Use the members’ aspirations as a guide. Remember, those closest to the leader will have the most leverage, when it comes to setting goals. For example, if the one closest to him desires a mansion, then this goal holds more weight with the leader. Your male members may never usurp the authority of your original leader, unless he dies. He may have relations with the same women, but he is never above the leader. He must obey the leader, especially if the leader is domineering. The males become his henchmen and help keep the women in line. Day six: You may have a female pursue another male today. Don’t forget to see how he interacts with your leader, before moving him in. After six members, you will begin to add more slowly--one per week (assuming you have room). Try focusing on getting everyone friendly with each other. Or, if you prefer, you can have confrontations between certain individuals. Your sims may pair off as couples or, if you think you can get away with it, get very friendly with any or all. If everything is going fine, you may begin trying for a baby, if you wish. It doesn’t really matter which couple pairs off--everyone is fair game. Just remember, you may want to mate your leader--he may want to have an heir to continue on the commune or, if he is domineering and selfish, he may select another child and take him as his own. When children are born into cults or communes, they are often considered the child of all members equally. Set your trademark dress code: Example-all of my members must wear sandals or flip-flops. This is all I have for now, but Charlie may come up with another rule at any time. (Hint: You can change clothes in the tent.) Onward: Each week-- On Saturdays: You may add another community lot and take a group outing outside of the neighborhood. Be careful what you spend on your day out! Shopping day is tomorrow! You may add one more member to the group each week (assuming you have the space). On Sundays: You may purchase one more money-making item, one more skill-building item, and add an additional room, as funds permit. Building a pool would be considered a skill-building item. If you don’t have the funds, you will need to save up for next Sunday. I like to visit one of the stores in Magnolia Promenade to pretend we are shopping and also to interact with other people. Building: Keep in mind that the group members are building the house themselves. It should not look the Hilton. It should look like a cabin. You are out in the country or wilderness. Don’t forget to stay within the era. Defectors: Some people are just not cut out for this kind of life--such as ambitious people, who really desire to have a job. If you decide someone doesn’t fit the group or if they get too unhappy and/or make others unhappy, or get disrespectful with the leader, you may decide to kick them out or they may decide to quit and run off. Then you will have room to replace them; but you will also lose everything you have invested in them. So choose wisely. Don’t forget to leave some room for children. Generations: After the firstborn becomes a teen, you may advance ten years. After they become a young adult, you may advance another ten years. Therefore, this may allow for additional objects you have not had before--such as a better TV or possibly a computer. But you still may not call people to invite them over to ask them to join, although you may use your phone to socialize. For every generation born, you may expand out to another "neighborhood" within the world you are living (Newcrest). (It just occurred to me, this would have been an awesome challenge for the desert world. However, it would need to be cleared out first.) Breeding artists: Once you have a child, you may begin raising them up to be an artist, in order to spread the ideologies you have created within your group. You may choose one type of artist (painter, writer, or musician) per generation, in any order. All of the adults help raise the kid. Painter: Painters must have: Completed the creativity aspiration, as a child Have a parent who has maxed the painting skill by the time the kid (2nd gen painter) becomes a young adult. They have been instructed and taught by their parent, but they will go above and beyond their parents, by selling their work. Must have the creativity and art lover traits. Before you begin selling paintings, you must decide what your style will be and it must match the style of the group. So, if you are mushroom-eating psychedelics, probably the surreal style would best suit you. You must give every painting a name that centers around the philosophy of the group. You are trying to spread the word. You may only paint one painting per day (real painting usually take weeks or months) and it must be small or medium. You must paint at least 20 paintings within the appropriate style to complete this goal. Writer: The writer must: Complete the Knowledge aspiration, as a child Must also be read to, as a child, almost everyday. They must visit a library a few times, while growing up--at least once as a child and once as a teen. They must have the creativity trait. You must self-publish your first five books. You may publish up to two books per week. You must name each book you write after the ideology of your clan. So, if my ideology is living off the land, I may write a book called "How to Beat the Street and Live in the Heat" (yes, I realize this is lame...lol)--or whatever. Be creative! Or if your group believes in aliens, it may be called “UFOs Among Us”. You must publish at least 10 books to complete this goal. Musician: The musician must: Complete the motor aspiration as a child. Must have a radio to listen to, as soon as they age up. Must have a parent who has maxed out an instrument, by the time the kids ages to young adult. Must spend time around the campfire, singing with their parents. If you don't have the campfire, have their parent mentor them in instrument. They must have the Music Lover trait. You must name each song after the beliefs of your group. You may publish up to one song per week. You must publish at least 5 songs to complete this goal. Expanding: If you wish, you may expand your commune to a second household, after you have purchased everything you feel you need for the first lot. You will need to designate the second household's sub-leader--someone who is in charge, when your leader is not there. You may rotate, switching between households, if you want and also visit each other, throw parties together, etc. You may move people between the households, as you see fit. Completing the Challenge: The challenge can be successfully completed, after you raise all three artists--one per generation--and complete the other goals you have set for your group, based on your aspirations--such as build a house, raise children together, throw great parties, become friends of the world, public enemy, or after completing everyone’s aspirations--or the possible ones, without having jobs. You set your own goals. Stories and sharing: You may elaborate your story however you want; and I encourage sharing your progress on the challenge here and anywhere you want. I would love to see them! The Rules (Review): No cheating--unless it’s to reset a glitch or something of that nature. Absolutely no money or need cheating. You must begin with a tent (or one bed), fire pit (or grill), and one activity item and wait until Day 3 to buy bathroom items. You cannot have a traditional job and none of your members can get traditional jobs. You must get people to move in with you, without calling them on the phone. You MUST live off the land--plants, minerals, rocks, crystals, fish, and treasures you dig up. You cannot earn money through painting or writing, at first, because it is unrealistically too much money. And there are limits to how often you can sell in later generations. You may, however, earn money through writing songs with a guitar or violin. (Or a piano, once you make a house.) Set your money to 0 after buying your lot, your tent, your fire pit, and your activity item. Try your best to stay within what is realistic for the era you are living in. You must have at least three females, before you can begin inviting males. (Or vice-versa, if you choose to have a female leader.) You must wait until each weekend to add additional community lots, skill-building, or fun items. (Up to one of each, per weekend.) There are many requirements for raising artists. Please review lists above.238KViews1like56Comments