TS3→ Random Lepacy
I'm about to start the 4th generation so I suppose it's kinda weird that I'm just starting a thread for it. But, when I first started I wanted to make sure I'd actually stick with it. Then, the forums were changing and I got frustrated. Anyway, here it is. Chapter Index (on my blog) I play mostly by theRandom Legacy rules. Each generation I add new packs and store content by their order of release like a normal lepacy. But, instead of playing in the pack worlds, we’re exploring custom worlds made only with content from those packs. Note: I tried to put all the chapter links here but my post got deleted. I don't know if there's a limit to the number of links?78Views3likes10CommentsThe Legacy Challenge Rules
Note, items in bold have been modified from the original posting. Please take note of them. Legacy Challenge The Legacy Challenge is a long, 10-generation challenge where you start out with a single founder and very humble beginnings and try to lead the family to fame, fortune and success over the course of 10 generations. Starting out Create a brand new game file. You will be using this file exclusively to play your Legacy Challenge. You may use an existing game file, but your Legacy family must immediately become the “Active Household” and not cease to be active for the duration of the challenge. You may select any neighborhood. The challenge begins with a single founder. Make this founder in Create A Sim. They may be male or female. They may be any age that can have children (YA, Adult and Elder for males, YA and Adult for females). You have full choice over their look, color and clothing. Custom content may be used if you like, including create-a-style custom patterns and colors. You may choose all 5 traits as well as their three favorite likes (food, music and color) and a lifetime want. No other sims may be created in the founder’s family. Be creative with the family name, you’ll be seeing it for quite some time. Now to place the founder. While you are free to choose either standard town, there is a very specific lot that must be used. If you move into Riverview, you must move into “345 Riverblossom Hills Drive”. If you move into Sunset Valley, you will be moving into “15 Summer Hill Court”. The common thread between these lots is that they are large, empty and cost $14,700. Yes I know that leaves you with only $1,300 in cash to build a house, that’s the point. All legacies start out with very humble beginnings and expect your founder to live like a hobo for awhile. If additional neighborhoods are made available with mods or EPs, or we gain the ability to plop our own lots down, they may be used, as long as the lot in question is completely empty and costs at least $14,700. Rules: No cheating. Plain and simple, no money or mood cheats. You may use custom objects, as long as their price and mood effects are in line with similar ‘official’ objects. Objects purchased from the Sim Store are considered 'official' as well as the ones included with the game. Aging and story progression must be on and lifespans set to the normal level. You are allowed to play with any Mod that does not give you a signifigant advantage over a player without the mod. The only specific mod I know of at the moment, Awesome Mod, is allowed. The Legacy family must be the “Active Household” during the entire challenge. You may never switch the active household to another family. If you want to take a break from Legacy play, it is recommended you play in another saved game slot. No Ambrosia! Your sims may learn the recipe for Ambrosia, but may not cook or consume the dish. Nor may ambrosia be used to resurrect ghosts. You may not ressurect dead sims via the Science lab. Sims may not consume life fruit to gain extra days to their lifespan. You may age sims up via the birthday cake only once the game prompts you with a reminder of their impending birthday, not earlier. You do not have to use the birthday cake to age sims up, you can wait for the game to force the age transition if you wish. Death Flowers may not be kept in inventory. You may gather and sell them, but cannot be used to ward off death Black Market Restriction: The Black Market is no longer being monitored by police. Kleptos, rummagers and theives are now allowed to liquidate their ill gotten goods for cash. Moving Sims in: Any sim may be moved into the Legacy Family via marriage or move-in except for the following: Sims created by the player Sims/households downloaded and imported from the exchange Sims that had previously lived in the Legacy household but had since moved out Sims that are identified by your sim as "Rich" are now fair game for all sims except your founder. All other sims are fair game. You are allowed to create/download/import sims and families into your Legacy neighborhood, they just cannot join the family. No sims/families may ever be merged into the Legacy family. If you wish to add members, they must be done in game. Challenge concepts Generation: Order of birth in relation to the family at large. Your founder is generation 1, your founder’s son/daughter would be generation 2, the grandchildren of the founder would be generation 3 and so on. The challenge ends the moment generation 10 is born. Founder: The sim you create in CAS who starts the family. Heir: The sim belonging to the family bloodline who is slated to bring in the next generation once he/she is old enough and finds a mate. Spare: A sibling of an heir, who can become an heir should anything happen to the current heir. Spares may be fed to the time stream or kept on the lot if you wish. They are eligible to earn legacy points for the family. Fed to the time stream: Moving a controllable sim out of the legacy house. A sim fed to the time stream no longer can generate legacy points for the family, but still may be interacted with. Legacy points that have already been earned by this sim still count towards your total, even after you move the sim out. Legacy Points: Your score for the challenge, earned in a variety of ways described below. The goal of the challenge is to get as many legacy points before the 10th generation. Legacy House: The lot initially moved into by your founder. You may not move the family to another lot during the entire challenge. All heirs must be born in this house (or rather, born from sims living at this house, even if they use the hospital to give birth) Bloodline: Any sim who can trace his or her family tree directly to the founder. Adopted sims are NOT part of the bloodline. Sims that are moved in are only considered part of the bloodline when they contribute to the birth of the next generation. Mate: A sim brought in from outside the family to reproduce with the current generation’s heir to produce the next generation. When the next generation is born, the mate becomes part of the family bloodline and eligible to earn points. Points: You earn points for your family in the following ways. Generation: You get 1 legacy point for your founder, and 1 point for every generation born until the 10th. You earn each point at the birth of the first child in each generation. Further births in that generation do not generate more points. Thus you can only earn a maximum of 10 total Generation points by completing the challenge and birthing the 10th generation. Lifetime wants: You gain 1 point for every unique lifetime want fulfilled by a family member. The sim in question must be living in the legacy house and be part of the family tree to earn this point. Once a specific liftime wish has been fulfilled by a sim, further sims fulifilling that wish will not earn you a legacy point for doing so. There are 32 unique liftime wishes in the game, meaning you could earn a maximum of 32 points in this category. Portraits: 1 point for creating a portrait of a family member and keeping it on display after their death. Like above, the sim must be part of the family tree and living in the legacy house to qualify for this point. You earn this point after the portrait is created, you do not have to wait for the sim in the portrait to actually die. Portraits are still worth their points even if the family member pictured is moved out of the house later on. The skill of the artist doing the portrait does not matter, as long as it features the sim in question it counts. Portraits may be of any size or style. Keep in mind that a sim must have a painting skill of at least 5 to get the option of painting a still life (needed to capture a sim’s picture). Sims must be of Young Adult or older and living on the Legacy Lot at the time of painting to count for a portrait point. Legacy House: Earn 1 legacy point for every $100,000 in net worth the house is worth. To get the net worth combine the "Furnished Value" of the house with the family's cash on hand. Round up. This category can have a maximum of 20 points earned, meaning a net-worth of 2,000,000 Aspiration Rewards: If a sim is able to earn 100,000 points worth of aspiration rewards, they earn your family 1 legacy point. You are free to spend aspiration points as you gain them, it is your lifetime total, not your current total, that matters for this point. Like the other sim-based points, this may only be earned by family members. You may earn an additional point in this category from a sim if they somehow earn 200,000 points in their lifetime. . Birth and growing up Whenever a sim is born or ages up, they will often obtain new traits. Sometimes these traits are randomly assigned by the game. Other times the game lets you pick them. In the Legacy Challenge, all traits are random. If you are given the option to pick traits for any sim, you must hit the random button and accept the trait that is randomly assigned. The only exception is if you are playing with the "Family Trait" optional rule. If you are, and the family trait is one of the options, you may select that trait rather than hitting the random button. Death Sims that die on the family lot may be kept around as ghosts, or may be moved to a cemetery. It is up to you. If a sim dies and you forgot to get their portrait, making a portrait of their ghost does not count. If the bloodline is cut short by death, the challenge ends immediately. It is always a good idea to have at least one spare in case the heir perishes. Even if ghosts become playable, they may not earn any further points for the family. Ghost babies are not considered part of any bloodline. Bringing in the next generation. In order to bring in the next generation, a new sim must be born. Adoptions do not carry the family bloodline and thus don’t count. (You are still allowed to adopt sims if you really want to, but they won’t help point wise) If the heir is male, you must move their mate into the legacy family house before having a baby. If the heir is female, she may move her mate in, or simply get pregnant while off the lot. In either case, the heir and their mate don’t have to be married. Sims may be born at home or in a hospital, whichever you prefer. The moment the next generation is born, the heir’s mate officially becomes part of the family bloodline (and thus can earn lifetime want, aspiration perk and portrait points for you, provided they are living in the Legacy House). Optional Rules These are optional rules you may play with if you wish. They don’t affect your score in any way, and are merely tools to help establish a theme for your family. Family Trait When creating your founder in CAS, choose one of the founder’s 5 traits to become the ‘family trait’ for your legacy family. There after, every sim born to the legacy family must possess this trait by the time they reach young adulthood. If they do not inherit it at birth, you must choose that trait the moment you are given the option to. The remaining traits still must be rolled for. Matriarchy/Patriarchy Whatever gender your founder was, this must be the gender of every heir. Meaning if you started with a female founder, only female children may become the heir to bring in the next generation. Children of the other gender are still counted as part of the family bloodline and may still earn the family points, they simply may not bring in the next generation. A male dominant family is called a Patriarchy, a female dominant family is a Matriarchy. Story Teller A popular practice is to write a story for your Legacy family and upload it in chapters. If you feel the creative energy, why not try uploading your own story? There is no in-game bonus for doing this, but the addition to the community is always welcome! FAQ Why do I have to buy such a big lot. I barely have money in the beginning. Early poverty is a hallmark of the challenge. A large plot of land not only drains the available cash from your starting funds, it gives you the ability to build some epic sized legacy homes as you play through the generations and get more wealth. If I’m playing with the family trait option, does my sim’s mate have to have that trait too? No. Can I move in/marry sims into the legacy home that aren’t going to help bring in the next generation? Yes, keep in mind that they don’t earn any points for the family. Even sims that are destined to help bring in the next generation won’t count as part of the family until the next generation is actually born. Does the first born have to be the heir? No, as long as they are part of the bloodline and born on the legacy house they are eligible to be an heir, regardless of order of birth. They must be the proper gender if playing with the matriarchy/patriarchy option. Are collection items, such as rocks, insects and seeds subject to the black market restriction? No, you are allowed to sell any collection items you find...as long as they weren't stolen out of someone's house or garbage.996KViews1like3299CommentsThe Watcher Watches
54 The Watcher Watches: The Families The title always makes me laugh, remembering Peter Sellers, in the movie 'Being There', say to Shirley MacLaine "I like to watch" ! :D Well I must admit I Do like watching my sims, just to see what they do! I usually only direct them to help fulfill wishes, although sometimes I admit to doing this creatively! haha So my family, how did it begin? Starting in Moonlight Falls with Dante, Violet, and Argus, it was plain so see that Violet and Argus were getting to be an item. Dante was best friends with Belinda Crumplebottom, and they decided to move in together to my favorite house. (actually, the only house I like here!) Belinda wanted a child with Dante, and it pained him to let her down as he felt he was too young, and he wanted a more traditional family when he matured. He loved Belinda as friend, and even though she was so kind and lovely personality, she was not 'the One' for him. Belinda was swept off her feet by Don Lothario, they fell in love and married. When ever he would scare her she would retaliate by casting a spell on him! :D They enjoyed each other immensely! She has not had a child with Don so far though, she thinks an evil father would be, well, evil! Moving Forward : Dante Dante met a beautiful Faery named Tulip. https://i.imgur.com/ohy9LdF.jpg https://i.imgur.com/DbwX0n2.jpg The attraction was instant, and soon they fell in love. The more he was with her, the more he became convinced she was the One! And so, he convinced her to marry him. I say 'convinced' because She was a bit afraid that he was a Vampire. But, she did love him and she did say Yes! Dante was in heaven! He never drank from her, he only drank plasma orange juice. Their marriage was loving and solid, and then Dante wanted a child. Tulip always dreamed of babies, but would never get the wish for it. The Watcher (me) became convinced she was worried that Dante might bite the baby! :o One day as they were on a date, Dante started spamming me with wishes to turn Tulip! Even though I usually fulfill wishes, I kept clicking his wishes off. He Spammed me 7 times in half an hour! He wanted desperately to turn her! mmm maybe Dante knows something the Watcher does not! I decided to let him fulfill this wish! I wanted to know! For Science! "Are you sure, my love?" And Dante slips her a Potent Cure Potion, in case she wants to change her mind. "Yes, Dante, I'm sure." her voice was so enchanting, sounding like Elvan wind chimes to his ear. https://i.imgur.com/UjXBOBp.jpg https://i.imgur.com/QWYWqC9.jpg https://i.imgur.com/TY0g9G7.jpg https://i.imgur.com/jInS2mv.jpg and it was done! https://i.imgur.com/gueIUV4.jpg A few days later, Tulip went through the transformation! https://i.imgur.com/8L08Zbs.jpg https://i.imgur.com/l6bKgDp.jpg https://i.imgur.com/ceIkxDR.jpg https://i.imgur.com/XaB1tvk.jpg And she got the wish to have a baby with Dante only a few minutes later! In fact she got many baby wishes! How did Dante know this would happen? I am so glad he told me with his thought bubbles and spammed wishes! They are marvelous parents, there isn't a more devoted father, in fact Dante loves all babies & kids! 1st child Tula then and now https://i.imgur.com/NJgOfIF.jpg https://i.imgur.com/ATwmLul.jpg https://i.imgur.com/iHYfaJT.jpg https://i.imgur.com/8yUWYdD.jpg Tula's boyfriend Tristan--they live across the street in the family's other property, a 'Teen house', with a Chaperone https://i.imgur.com/ThqGhiA.jpg https://i.imgur.com/HmRZ4H7.jpg 2nd child Tana https://i.imgur.com/3YhmGab.jpg https://i.imgur.com/01ed1os.jpg https://i.imgur.com/fNuFa0a.jpg .10KViews1like1882CommentsThe Adam And Eve Challenge
The Adam And Eve Challenge (Major Rule Update) PLEASE READ Follow us on Official Website Follow us on Facebook OVERVIEW. This challenge Is very much different from the normal Legacy Challenge. It is a On going Gen Challenge. Your family is going to have to learn how to come to grips with being a founding Family. Learning to weather the trails, tribulations and glory of starting a town. Cementing a legacy that rivals those of the Goths. In the Beginning there was Man and Woman. From the start.... From the start.... 1. Create a game save that is only for this challenge. The challenge begins with two Sims a Male and a Female. 2. It is preferred that they are started as Young Adults. 3. Please remember in creating your Adam and Eve that these are the ones that your whole game is based on. 4. The only Active household to be used are those Sims that are born of the genes of the First Two that are the "Founders". So those little traits and genes will have a big effect as time goes along. 5. You are never allowed to make any other Sim. Pets may not be created with them. 6. The only time you may play another Sim that is not of the family is one that is married into the family. 7. You may switch active house holds only to those that have the blood running through them of the Adam and Eve Sim. 8. After the first two Sims are created NO OTHER SIMS MAY BE CREATED FOR THAT FAMILY -You need a completely empty world. Lots can be laid out if you want, but none of them may be built at all and any community lots must be set to "No Visitors Allowed". How you obtain such a world, whether you empty out one of the premade ones or whether you have a custom one does not matter. I only draw the line at worlds that have a bazillion spawners for rare stuff all over the place. Remember this as you progress... 1.Each Gen MUST leave something behind. Be it a park gym or library in the families’ name. Be creative with this aspect of the challenge. 2.Your Adam and Eve can only start with $250,000. No other moneys are to be added for the length of the challenge. The reason that I say start with a small fortune is because that is what is to trickle down your generations. No Family ever started a town with no money. General Rules: -Aging may be set Normal - this challenge tends to punish you for setting it too long by making it take forever, and for making it too short by making meeting the requirements difficult. Keeping it at default. Also, story progression should be on. - No cheating! Especially by doing anything that helps with skilling and money - that's kind of the whole point of the thing. Generally speaking, mods/objects that make your game run better are okay, while mods/objects that make actually playing the game easier are not. Fixing bugs is never considered cheating - do what you have to in order to save your game. All mods that actually make it harder are always allowed. - When using Edit Town mode, you are not allowed to build any residences your Sim isn't immediately going to purchase or change the designation of any community lot from "No Visitors Allowed" unless it's about to be purchased or has been otherwise earned. -You may not abuse lots you don't have to buy by putting fancy skilling or mood boosting objects there so that your Sims don't have to buy them at home are not. Landscaping, tables and benches, that sort of thing is fine. Hot Tubs and grand pianos are not. Rabbithole lots should mainly be the rabbithole and landscaping. "Visitors Allowed" and "No Visitors Allowed" lots should be used sparingly and only for places without much in them (a lot that's merely a fancy pedestrian walkway or a subway station would be good examples). Small parks should be just that - if you can fish there then it's a fishing spot, and if it has skilling objects like chess tables it's a big park. Fire Stations need to be more fully outfitted to keep everyone working there happy, but I think you get the picture: be reasonable. -It's always acceptable to use mods or cheats whose effect is purely cosmetic (i.e. they make something look different but don't actually effect anything). When building you may use any fancy cheat codes to make it look nice you want, for both residential areas and community lots. You may also use buydebug to place things you need from there to make your lots fully functional - including spawners if you want to be able to, say, fish for Deathfish in the graveyard. But you may not abuse this by, for example, making a lot full of rare spawners just to make finding the good stuff easy. What you may not do is edit things like their traits and skills. -Each Sim may only earn 1 community lot for you. So if your Sim has maxed Cooking and has $61,500, then you may not get both the Diner and the Bistro - you'd need a second Sim to max Cooking to get both. And it must be the same Sim - if you have one Sim max Handiness and another max Athletics, you have not earned a Military Base. Also, lots that don't require any skills must still be earned by a specific Sim (and purchased with their household's money), and you may not change your mind about which one did it. - Your Sim may not sell any of the lots that they purchase. For any buyable venue, you may only edit it through the real estate system unless you're fixing a bug. If a venue becomes unowned due to Sims dying or whatever, another Sim must purchase it so that you can edit it using their money instead of the unending supply you get in Edit Town mode. - You may freely Kick out Non-Heirs, provided that the household you're moving them to a lot that is fully furnished. "Fully furnished" means that they've at least got a functional kitchen, bathroom, and enough beds for all the Sims living in it all enclosed by walls with flooring and wall coverings - you know, an actual house. Doesn't have to be a spectacular one. Though if every residence in your city is terrible then your city is terrible. - The only way to fail this challenge is if all Sims you could possibly control in the city die. (Which would seriously be an epic failure if you're much beyond your starting Sim.) - If you have World Adventures, any Sims who go on vacation are disqualified from earning any community lots. Sims who have already earned a community lot for you suffer no penalties. - If you have Ambitions, the rules for professions are as follows: Firefighters are allowed when you have a Fire Station. Investigators are allowed when you have a Police Station. Ghost Hunters are allowed when you have a Science Lab. Stylists are allowed when you have a Salon. Architectural Designers are allowed when you have a City Hall. (Note: all self-employed careers are unlocked by the City Hall, but that's just the way the games designed.) - If you have Generations, boarding schools are fully allowed. The inheritance reward is not okay –anything that give you money without earning it is NOT ok. Daycares are allowed with you have a City Hall. - All things Pets are allowed. - If you have Showtime, The Dusty Old Lamp is NOT allowed, you may not wish for money. A stage may be added to any normally earned Big Park. Stages may be included in any other lot, but the Sim earning the lot must be a level 10 performer in addition to the other requirements. Acrobat, Magician, and Singer are allowed when you have a Big Park with a stage. - If you have Supernatural, your starting Sim must start as a human. If one of the family members is turned to a Vampire that sim is considered DEAD. If one of the family members is a ghost that sim is considered DEAD. Similar to aging, you can set the moon to do whatever you want as long as you set it and leave it there. - If you have Seasons, you can set up the weather however you want as long as you set it and leave it there. - If you have University Life, Roommates are allowed, but at minimum they must be assigned their own bed. And if you lock them out of part of the house, they must be granted a similar space of their own. For example, if you lock them out of your private bathroom, then they must be provided with a private bathroom of their own. - If you have Island Paradise, Ports do not have to be earned but shouldn't contain anything beyond the port itself, mooring places, bike racks, parking spaces, and minor decor and landscaping. Houseboats have the same rules as regular houses. Lifeguards are allowed when you have a City Hall and at least one beach. Residential Lots - First, if you want to move a Sim out of your household and into a new one you may build a new house on condition that they immediately purchase it and move into it. This means that they need to be able to afford it, of course. - Secondly, you may move your current household into a new lot and build them a new home there, provided that at least one Sim is left behind to occupy the old house. - In all cases, you may not shortchange a Sim by giving them anything less than a fully furnished home (though it doesn't have to be spectacular - you can give them a small trailer home, but it has to be something they can actually live in). The current household you're playing is an exception since you're actually going to have to put up with it, so if you want them to live out on the lawn that's fine, but until you fix that you can't switch households. - Your current household may purchase additional homes, but these may not be sold unless you either bulldoze everything first or immediately have a member of the current household move into that lot. Rules for Moving Sims In or Out: - Sims may only be moved into a household using the social interaction and not by using Edit Town or a mod unless you're experiencing a bug or something like that. - If the Sim you're moving in is an NPC, SHE/HE may only be married into the household. - Sims may only be moved out of a household using their phone or computer, and not by using Edit Town mode unless you have a mod that eliminates getting extra money from the process. All Sims that are moved out no matter which method you use must be provided a home by you - you may not use the 'kick out' option or leave Sims on the clipboard if you're using Edit Town. - You may not move an entire family from one lot to another - at least one family member must be left to live in their old house. Story progression may cause vacant homes or homeless Sims, but you may not. Community Lots - Each one has some sort of requirement: - Base Game Rabbitholes: Criminal Warehouse - Maxed Athletics and Logic, and buy (not partner) the rabbithole. ($50,000) Bistro - Maxed Cooking, and buy (not partner) the rabbithole. ($37,500) Bookstore - Maxed Writing, and buy (not partner) the rabbithole. ($27,000) Day Spa - Buy (not partner) the rabbithole (Business Degree). ($50,000) Diner - Maxed Cooking, and buy (not partner) the rabbithole. ($24,000) Grocery Store - Maxed Gardening and buy (not partner) the rabbithole. ($27,000) Hospital - (Science and Medicine Degree), and buy (not partner) the rabbithole. ($105,000) Office Building - buy (not partner) the rabbithole. (Science and Medicine Degree) ($58,000) Science Lab - (Science and Medicine Degree) buy (not partner) the rabbithole. ($140,000) Stadium - Maxed Athletics and buy (not partner) the rabbithole. ($115,000) Theater - Max any instrument (Guitar, Bass, Drums, Piano) and Logic. ($58,000) City Hall - Maxed Charisma (no money requirement). Graveyard - Must purchase the lot (no skill requirement). Military Base - Maxed Handiness and Athletics (no money requirement). Police Department - Maxed Logic, Athletics, and Painting (no money requirement). School - Maxed Charisma and Logic (no money requirement). - Base Game Other Lots: Art Gallery - Maxed Painting, and must purchase the lot. Beach - Maxed Athletics or Scuba Diving, and must purchase the lot. Big Park - Maxed Logic and Gardening, and must purchase the lot. Fishing Spot - Maxed Fishing, and must purchase the lot. Gym - Maxed Athletics, and must purchase the lot. Library - Maxed Writing, and must purchase the lot. Pool - Maxed Athletics, and must purchase the lot. Small Park - Maxed Gardening (no money requirement). - World Adventures Other Lots: Academy - Maxed Martial Arts, and must purchase the lot. Chinese Garden - Maxed Photography, and must purchase the lot. Nectary - Maxed Nectar Making, and must purchase the lot. - Ambitions Other Lots: Consignment Shop - Maxed Sculpting, and must purchase the lot. Fire Station - Maxed Athletics and Handiness (no money requirement). Hangout - Maxed Charisma (or Mixology if you have Late Night), and must purchase the lot. Junkyard (regular or no visitors) - Maxed Inventing (no money requirement). Laundromat - Must purchase the lot (no skill requirement). Salon - Maxed Painting (no money requirement). - Late Night Rabbitholes: Film Studio - Maxed Charisma and Writing, Five Star Celebrity Status, and buy (not partner) the rabbithole. ($95,000) Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000) Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000) City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement). - Late Night Other Lots: Clubs (Disco, Dance, or Poolside) - Max any instrument, at least One Star Celebrity Status, and must purchase the lot. Bar (Sports, Local Watering Hole, Dive) - Maxed Mixology, and must purchase the lot. Lounge (Fusion, Vampire, Exclusive) - Maxed Charisma, at least Three Star Celebrity Status, and must purchase the lot. See Supernatural Other Lots for another way to earn a Vampire Lounge. - Pets Rabbitholes: Equestrian Center - Maxed Riding, and buy (not partner) the rabbit hole. ($115,000) School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement). Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000) Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000) City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement). Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000) Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000) - Pets Other Lots: Cat Jungle - Must complete the Cat Herder Lifetime Wish, and must purchase the lot. Dog Park - Must complete the Canine Companion Lifetime Wish, and must purchase the lot. Horse Ranch - Must complete the Jockey Lifetime Wish, and must purchase the lot. (Pet shops, for those with the limited edition of Pets, are earned by completing the Ark Builder Lifetime Wish and buying it.) - Showtime Rabbitholes: Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000) Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000) City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement). Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000) - Showtime Other Lots: Coffeehouse - Must earn a Big Park with a stage first, and reach Level 10 in any performance career (no money requirement). Live Show Venue - Must earn a Coffeehouse first, reach Level 10 in any performance career, and must purchase the lot. Private Venue - Must earn a Live Show Venue first, reach Level 10 in any performance career, and must purchase the lot. Big Show Venue - Must earn a Private Venue first, and reach Level 10 in any performance career (no money requirement). (Note: If you use the Flying V's Coffeehouse or Hoi Polloi Event Center from the lot bin, be aware that they respectively contain a diner and a theatre within the lot. To use them one Sim must meet the requirements for both - so, for example, to use the Flying V's Coffeehouse you must already have a Big Park with a stage, and the Sim earning it must have maxed cooking, $24,000 to purchase the diner on the lot, and be at Level 10 in a performance career.) - Supernatural Rabbitholes: Arboretum - Maxed Gardening, and Sim must be a fairy (no money requirement). Gypsy Wagon - Maxed Alchemy, Charisma, and Logic and buy (not partner) the rabbithole. ($16,000) Vault of Antiquity - Maxed Alchemy and buy (not partner) the rabbithole. ($22,000) Criminal Warehouse/Theater Combo - Maxed Athletics, Logic, and any instrument, and buy (not partner) the rabbithole. ($108,000) School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement). Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000) Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000) City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement). Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000) Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000) - Supernatural Other Lots: Elixer consignment store - Maxed Alchemy, and must purchase the lot. Supernatural hangout - Maxed Charisma (or Mixology if you have Late Night), must be a supernatural being of some sort, and must purchase the lot. Vampire Lounge - Maxed Charisma, Sim earning the lot must be a vampire, and must purchase the lot. See Late Night Other Lots for another way to earn it with that expansion. - Seasons Other Lots: Festival grounds - Maxed Cooking and Athletics (no money requirement). - University Life Rabbitholes: Administration Center - Buy (not partner) the rabbithole (no skill requirement). ($150,000) School of Art - Maxed Cooking or Mixology, Any Instrument, and Painting or Street Art and buy (not partner) the rabbithole. ($70,000) School of Business - Maxed Charisma, Writing, and Social Networking and buy (not partner) the rabbithole. ($80,000) School of Science - Maxed Gardening, Logic, and Inventing or Science and buy (not partner) the rabbithole. ($140,000) Stadium and Annex - Maxed Athletics and buy (not partner) the rabbithole. ($115,000) - University Life Other Lots: Arcade - Max Jock Group and must purchase the lot. Java Hut - Max Gardening and Cooking and must purchase the lot. Nerd Shop - Max Nerd Group and must purchase the lot. Rebel Hangout - Max Rebel Group and must purchase the lot. Student Union - Max all three Social Groups (no money requirement). University Hangout - Maxed Charisma and must purchase the lot. - Island Paradise Rabbitholes: School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement). Bookstore/Office Combo - Maxed Charisma and Writing, and buy (not partner) the rabbithole. ($85,000) Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000) Spa/Bistro Combo - Maxed Cooking, and buy (not partner) the rabbithole. ($87,500) City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement). - Island Paradise Other Lots: Resort - Maxed Charisma and must purchase the lot. Port - No requirements, see Rule #5 and Rule #19. Diving Area - Maxed Scuba Diving (no money requirement). - Into the Future Rabbitholes: Observatory - Maxed Advanced Technology, Logic, and Athletics and buy (not partner) the rabbithole. ($190,000) Bot Arena - Maxed Bot Building and Charisma, and buy (not partner) the rabbithole. ($115,000) Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000) Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000) - Into the Future Other Lots: Bot Emporium - Maxed Bot Building, and must purchase the lot. Cafeteria - Maxed Advanced Technology, and must purchase the lot. Gallery Shop - Maxed Advanced Technology, and must purchase the lot. Business Park - Must earn a Legacy Statue, and must purchase the lot. Wasteland - Maxed Bot Building (no money requirement). Future Lounge - Maxed Charisma, must earn a Legacy Statue, and must purchase the lot. Dried Up Beach - Maxed Laser Rhythm (no money requirement). -Portals are to be considered (relics) and can not be accessed until your family figures out what it is. -Discovery of what a relic does has to be (played out) By the A&E family. -A school is needed. -A science facility -A Military base -A degree in Technology form a Creditable University. -Once those are obtained that sim and family may visit the future. ONLY ONCE. -In order to have free reign to the future after the first visit your sim has to max out Advanced Tech Skill. These rules apply to Each Gen. IE…If your Adam sees the time machine. In order for him to use it he must. Go to college get a tech degree. Top out either a Science or Military career. Then travel to the future. Once back the portal is closed to him until he max out Advance Tech skill. Upon his death the next gen would have to follow these same rules to get to the future. -AS for bots. You are allowed ONE BOT PER FAMILY. Meaning Rosie the robot is passed along for gen to gen as if she is a prized possession aka (heirloom). All buildings that have to do with into the future stay in the future. They may not be built in your world. These rules are set this way to help keep the fun and balance to the Challenge. Acceptable and Unacceptable Mods: Those allowing more than 8 Sims in a household - Okay! Those modifying the way money is divided when Sims move in/out - Okay! Story progression mods - Okay! First cousin marriage - Not Okay!116KViews1like2733CommentsThe Walk of Life Legacy Challenge **NEW** --Be warned, this challenge is a beast! ^.^--
Welcome to the official thread for the Walk of Life Legacy Challenge (WoL)! This is a spin on the Careeracy, except this includes a much wider variety of vocations for your Sims. It takes any plausible method of making money--of which I've counted 57--and turns it into a generational requirement. See the list below of all possible vocations and the requirements that go along with that particular generation. Please note that this list includes all expansion packs. ---Rules--- 1. Any gender can be heir/heiress, unless playing a Patriarchy/Matriarchy. 2. All states of life are permitted with the exception of Simbots. (You may have Simbots in your household, but they cannot be heir/heiress.) 3. If you don't fulfill the requirements of a generation, you must either restart the legacy or try again on a later generation. 4. Members of the household (such as spares or mates) cannot complete the challenges. Only heirs/heiresses are eligible to complete the requirements. 5. In the event you don't have the appropriate expansion packs, substitute a more reasonable requirement to fulfill. If you don't have the appropriate expansion pack for the selected vocation, skip it. 6. Lifetime Rewards may be used if they do not affect the outcome of the generational challenge. 7. If an heir/heiress fulfills more than one generation's requirements (for example, completes both the Science and Fisher challenges), only one may be counted. The other must be completed by a later generation. 8. Traits can be either chosen or randomized, as long as the necessary traits to complete the challenge are in place. 9. You may choose any lifespan that you prefer. Note that some of the challenges are difficult to complete on Normal. 10. Choosing the generational vocation: Due to the trait requirements, it may be in your best interest to hand-pick the career your heir/heiress will pursue. However, if you wish to randomize it, you may. My suggestion for randomizing is to use this randomizer and choose the heir/heiress based on whichever child fulfills the trait requirements for the randomized vocation. You may also opt to "plan ahead" and roll the randomizer as soon as the first child of the next generation is born--that way, you have control over picking the appropriate traits to fulfill the requirements of the upcoming vocation.1.9KViews1like45CommentsA Battle For Your True Colors ***A NEW The Sims 3 Challenge*** Come Try It :)
Looking for a new challenge to give a shot? Why not try A Battle For Your True Colors, a different type of legacy challenge. Learn the importance and value of your Sims traits, and don't always take them for granted! After all, imperfections are what make you perfect. Introduction Automatically when creating a Sim we tend to assign all 5 traits, and that's what we consider "normal". Well, picture this: a sinister founding sim with only one trait, and after 10 generation transforming into a Sim of excellent quality. This challenge let's you experience the hardships of having traits, that can be both positive and negative, and how they truly impact your life. General Rules -Start off with a single founder -Spouses may or may not be pre-made (depending on your choice) -Starting off on any lot is completely fine -No money or mood cheats -HAVE FUN!!!! :mrgreen: How To Play The rules are fairly similar to a legacy, just make sure you follow the guidelines for each generation. Only the heir has to fulfill the tasks, unless it requires their spouses help to accomplish. A Battle For Your True Colors Generation 1- The Beginning -You may only have one trait and it must be negative (Evil, Neurotic, etc) -Start off in the Criminal Career -Have only one child (must only ever have two traits: both semi-negative ) -Have only one friend Generation 2- Times Are Tough -Be employed at Hogan's Deep Fried Diner -Have only one child (must have only two traits: one semi-negative the other neutral ) -Be fired/demoted twice -Never leave home (excludes work) Generation 3- Good or Bad -Master the Painting Skill -Have only one child (must only have three traits: all neutral) -Reach the top of two different part time jobs -Be married until an adult and then go through a divorce Generation 4- I Just Don't Know -Reach the top of the Business Career -Have only one child (must have only 3 traits: two neutral, one good ) -Have three serious relationships -Max the Writing Skill Generation 5- A Glimpse of Hope -Reach the top of the Professional Sports Career -Have only one child (must have only three traits: one neutral, two good) -Master two skills -Be engaged until your death Generation 6- Getting Better -Be a stay-at-home parent -Have only one child (must have only four traits: all good) -Teach your child all off their skills, help them with all of their homework as a child, and become their best friend -Master the Writing, Cooking, and Athletic Skills Generation 7- Just Good -Reach the top of the Political Career -Have only one child (must only have four traits: three good, one excellent ) -Only go as far in a relationship as boy/girlfriend -Only reach as high as level 9 in any skill Generation 8- Positivity -Reach the top of the Law Enforcement Career (either branch) -Have only one child (must have only four traits: two good, two excellent) -Have a party just to "celebrate" every other day -Marry your high school sweetheart Generation 9- Keeps Getting Better -Reach the top of any career (that's not negatively viewed) -Have only one child (must have all five traits: excellent) -Move to a mansion for a better life (Mansion must cost at least $100,000) -Master the "friendship" skill (have 10 best friends) Generation 10- The Curse Is Broken -LIVE YOUR LIFE TO THE FULLEST!!! -Have at least a minimum of three children :!: :!: :!: If you have any questions about how a certain trait is classified, just ask! :!: :!: :!:38KViews1like397CommentsShip Wrecked and Single Castaway Challenge -updated to add new challenge
I do not know if anyone has posted one of these before ... but I have been working on this challenge and creating it's rules and guidelines for some time now and decided it was time to post them here. The challenge is more simple and not as time consuming as a 10 gen legacy, but once completed can lead into a fun 10 gen legacy if you want. The concept is as simple as the title states ... you find yourself shipwrecked and alone on an island and must learn to survive, and eventually meet some of the locals, fall in love and marry. Then and only then you ready for free play or change into a normal legacy. I have built an entire world just for this challenge called Felicity Isles: http://www.thesims3.com/assetDetail.html?assetId=7021429# : it is CC free and here is a link to the CAW thread with world info http://forum.thesims3.com/jforum/posts/list/646136.page Picture slide shows: http://www.thesims3.com/contentDetail.html?contentId=444520 There are several other worlds that will also work nicely ... The Manave Isles by RFlong7, BYO Topical Island by Antylinds, and Isola by Ladyemillye and Rflong7, all of which are perfect for this challenge. The only requirements are to have a tropical island with some empty lots available to build on and at least one for the Manave Tribal home, where the chief and a few of the Island villagers live. Pre-requesites: Money means nothing - you are marooned on an island away from civilization as you know it ... you will need to learn a barter system and use island resources to survive. Resources - resources are anything you can harvest, or pick, collect on the land such as plants, rocks, metals, fish, etc (how else are you gonna get the resources to build a tent, sleeping bag, firepit and other survival items?) setting: seasons - easy - normal challenge use summer and spring only, no snow or hail harder challenges try adding fall and winter with full weather aging - easy - normal challenge turn off until all challenges are completed harder challenges try aging on with whatever level you like moon phase - easy - normal turn off full moon (1 cycle not full moon!) harder challenges try turning full moon on or even to full moon only! The rules are simple - no cheating when building and buying each square will cost 5 resources (sorry your money is no good) -- example firepit takes one square so gather 5 rocks -delete them once built example 2 - a roof made leanto is 3X3 squares and will cost 45 resources maybe bananas and flowers combination. anyway you get the picture and 5 per square keeps the rules and guidelines simple ... you can always up the amount per square if you find 5 is too easy Plumbing - is only allowed after building a dive well -- you will need to find all 5 dive well pieces plus the remaining 75 resources to build (dive wells are 16 squares=80 resources using 5 as the mulitplier) When moving always sell all furniture and you must start from fresh. Challenge #1 - You wash up on an empty island beach 1) collect enough resources to build a leanto (may use roof on ground or on top of posts) 2) make a sleeping bag 3) build a firepit and dive well 4) plant a small garden 5) You will also need to build your athletic skill to at least 5. Challenge #2 - Your on a small island but see a much larger island close by if you are strong enough you can swim there and maybe find help. 1) swim to the next island beach lot (challenge lot #2) 2) build a tent, firepit, and dive well 3) build a makeshift bathroom using only walls and half walls (no doors or windows) Roofs are allowed. 4) start fishing and level up to 5 5) find the abandoned shack near by (the only things inside are inventing and sculpting tables - skill both to lev 2 - you may keep and use anything you make! Challenge #3 - After meeting a few of the local LLama people from the Manave Tribe befriend one then ...in edit town mode change the abandoned shack to residence, then in live mode move into the abandoned shack (there is already a dive well and firepit 1)must have one native friend 2)add a fully functional bathroom 3) build a bedroom with bed, end table and table lamp 4) meet the other castaways from the cruise ship living on Baran Banks (challenge lot 4) 5) make friends with Winford Rhinehart and move him and 2 others in with you. (the mooches found your nice home and invite themselves to move-in too! Challenge #4 - befriend one of the remaining castaways on Baren Banks. They were deserted by the Professor Rhinehard and other 2 and you find them starving. Disgusted with the others you decide to move-in and help them out. 1) befriend and move-into Baren Banks 2) build a dive-well 3) build a fully functioning bathroom 4) build a fully functioning kitchen/dining room with sink, counter, fridge, table and chairs 5) find an attractive native sim and ask to be boy/girl friend challenge #5 - You are in love, but before you can marry your love has asked you to build a honeymoon hut, just for the two of you, 1) move to challenge lot 5 and build your hut 2) must have dive well and firepit before building 3) must have fully functional bathroom, bedroom, and kitchen/dining room 4) to prove to your love your bravery take a sleeping bag and spend the night in the sacred burial grounds after touring the catacombs! 5)Take your love on a date to the SN hangout in the swamps nearby and propose marriage, challenge #6 - Your fiance accepts but tells you the chief will never approve of the marriage to an outsider unless you can prove your bravery by completing the House of Tuzu Tomb. 1) Move to challeng lot 6 2) build a nice farm/ranch home for the two of you to live in 3) adopt a wild horse for your stable 4) plant a nice garden with nice or better plants 5) complete the house of tuzu tomb 6) get married and live happily every after! These challenges are written with my new world in mind as all the lots will be in place ... if you choose a different world, you can still do this challenge .. but you will need to build the necesary lots or change the challenges to fit your world.2.4KViews0likes37CommentsSupernatural Family Tree Legacy Challenge (Updated 12/8/13)
I will be adding in Plant Sims in some fashsion or other. I need to confirm breeding possibilities before I know in what ways. I'll be testing out plant sims in the next week or two and then updating based on what I discover. This is a Supernatural Legacy which is an original concept by me where you set out to build a family tree that contains as many occult types from the Sims 3 as possible by the end of 10 generations. Goal: The main goal of this challenge is to have 1 of every supernatural available to you and last 10 generations accumulating a total of at least 200 points. The number of points accumulated will judge which caliber of family line you have achieved. The heir must complete a unique lifetime wish and 3 objectives to advance to the next generation. Rules: Founder- It will start out with a normal sim. This Sim can be created in CAS or a downloaded from the exchange. You may not use a townie as the founder. Spouses/Partners/Love Interests- Each generation must be involved with an occult to produce a child of the occult type different from the heir. They can either be created in CAS, downloaded from the exchange or a townie. They must be romanced and brought to at least Love Interest status without cheats but they need not stay romantically involved with the heir after they help produce a child. Heir- The child heir chosen must be a supernatural and after they are chosen all other children in the house must be moved out once they reach young adulthood. Household- A household can only have a maximum of 8 sims in it at a time for additions and births to count for points. Adding Supernaturals- You must only add existing supernaturals through game mechanics and not cheats. Objectives- Each heir must complete 4 of the listed objectives to advance in the challenge with at least one of which being a type that is specific to thier supernatural type (the non-occult founder has no specific objectives to human). A bonus objective will count as one of those objectives should you wish to complete one. Only one bonus objective can be filled by an heir per generation. Supernatural Types- Imaginary Friend (Generations) Ghost (Base/Supernatural) Vampire (Late Night/Supernatural) Werewolf (Supernatural) Witch (Supernatural) Fairy (Supernatural) Genie (Showtime) Alien Caliber- Depending on the number of points you reach by the end of the 10 generations your family will fall into one of 3 calibers. 200-300 Standard 400-500 Celebrity 600+ Super Star Scoring: + 2 : For each occult type born to the current heir + 1 : For adding an occult to your household + 3 : For any occult born with hybrid occult traits + 5 : For each objective met + 10 : For every bonus objective achieved by an heir + 10 : For each household member who achieves a unique LTW + 10 : For every household member who achieves 100,000 in wish points + 15 : For every unique bonus LTW by an heir Bonus Lifetime Wishes: Alchemy Artisian (Supernatural) Celebrity Psychic (Supernatural) Master of Mysticism (Supernatural) Zombie Master (Supernatural) Mystic Healer (Supernatural) Leader of the Pack (Supernatural) Greener Gardens (Supernatural) Magic Makeover (Supernatural) Paranormal Profiteer (Ambitions) Gold Digger (Base) Monster Maker (World Adventures) Fairy Tale Finder (Pets) Objectives: - Earn money only from gardening, bee keeping and/or Alchemy for 2 generations - Create a family graveyard on your property - Turn your child's imaginary friend real with the chemistry set - Max Chemistry and max Logic Skill - Find or purchase a lamp and free a genie - Resurrect a dead sim as a playable ghost using the Oh My Ghost Opportunity - Max Alchemy Skill and complete the Alchemy Skill Journal - Become abducted and have an alien baby and get an alien to join your household - Have a Butler or Bonehilda and be their Best Friend at the time of your death Bonus Objectives: - Buy one of these premium content items and use it on/with another sim once a week: Crystal Ball, Cauldron, Voodoo Doll or Hypnotizer - Buy a cowplant and feed a sim to it and use the milk to stay a young adult at least once - Use the weather stone and take advantage of its effects - Befriend a unicorn, adopt it and make it your best friend - Create/earn one Zombie, one Mummy & one Simbot and have them all in your household at once - Have one of every supernatural type as an ancestor in your family tree Supernatural Type Objectives: Vampire (Late Night/Supernatural) - Go hunting and drink from a Sim not in your household once a week - Use your powers on 20 Sims - Visit a Vampire Lounge - Turn 5 Sims into vampires and have a child with one - Grow your own plasma fruit bush and prepare a reciepe using it - Earn the Immortal LTR Witch/Wizard (Supernatural) - Make all your money with alchemy and/or your familiar's skills - Own a familiar (cat, horse, dog or minor pet) and be Bff with it - Max your broom riding skills - Max your white magic skills - Max your black magic skills - Earn the Magic Hands LTR Imaginary Friend (Generations) - Reach the top of the Daycare Profession - Reach the top of the Education Career - Complete either the Super Popular or Surrounded by Family LTW - Help each of your children throw a successful sleepover and hold a birthday party for each of your children for each lifestage up to YA - Max your skill in one kind of sport or game. - Earn the Super Nanny LTR Werewolf (Supernatural) ( - Earn all of your money by hunting and your pack's hunting - Form a pack and go hunting with them once a week at least - Complete the butterfly, insect, metal and gem collections. Own a gem cutter and unlock all of the gem cuts - Catch 5 fairies - Turn 5 Sims - Earn the Alpha Wolf LTR Fairy (Supernatural) - Prank sims outside your household with your fairy magic at least once a week - Pick a special Sim outside of the family and be their fairy godmother/father by helping them with magic once a week. - Plant a garden and max the gardener profession - Max fairy magic skill - Earn the King of the Fae LTR Ghost(Base/Supernatural) - Reach the top of the Ghost Hunter Profession - Scare 20 sims - Visit the graveyard once a week and befriend 10 ghosts - Become friends with the ghost of every past generation's heir - Be resurrected using Ambrosia - Earn a LTR worth 60,000 or more Genie (Showtime) - Become friends with 10 supernaturals with 5 at least not being in your household - Free another genie after wishing for either world peace or misery - Clean the house and make repairs using genie magic 5 times - Clean every member of the household with genie magic once a week - Reach the top of either the Acrobat, Magician, DJ or Singer profession - Earn a LTR worth 60,000 or more Alien (Seasons) - Abduct 20 sims - Probe or use alien abilities on another sim not in the household once a week - Make an enemy and summon a meteor to hit them - Go on a weekly trip to scan for items and collect space rocks and other earth specimen forming at least 2 collections - Earn a LTR worth 60,000 or more Active Challenges Wild Moonlight by jbfairybird Seeking Something More by Froggiesim Supernatural Sundae's by xoxjennxox2.9KViews0likes30CommentsThe Pet Master Legacy Challenge (Revised 12/10/12)
12/12/12- In line with the new attraction system and seasons options the requirements for finding a spouse have been revised and are hightlighted in bold. Also the challenge has been made valid to be completed in any world in which you place the Pets EP related properties necessary in. Greetings everyone. I noticed that there wasn’t a legacy challenge that took advantage of all of the Pet content so the Pet Master Legacy was born. I primarily structured this for myself but I thought I’d share it just to see if anyone else wanted to try it. Introduction Your Sim has always loved animals and so they decided to structure their life around animal oriented goals. Each succeeding generation is based around a different animal or animal oriented goal with the ultimate goal of being known as a family with a legacy of pet masters. General Rules -Start off with a single founder created in CAS. -The Founder and all of the Heirs must have the Animal Lover Trait as one of their traits. -Place them in any world on a 64 x 64 lot. -Use the following cheat to reduce your funds to $1,800 and use it to build a house: familyfunds “Last Name” 1800 - Your entire Legacy must be spent in this house. You may move non-heirs and pets out at any time. -You may not create a spouse for your founder or any of your heir’s spouses in CAS. Each generation has specific requirements that have to be met for your sim to be involved with another sim. Unless specified you may meet your sims future mate through online dating or being called to go on a date. -You may not use any cheats or mods that give you an unfair advantage (example mood related cheats). -You may not gain a pet of a certain type until the generation for that pet type at least attains childhood. You you may keep the previous generation's pets to gain extra points for every generation that maintains a pet legacy using the previous generation’s pet types as described in scoring. -Aging and story progression must be on and lifespans set to the normal level. -The Legacy family must be the “Active Household” during the entire challenge. -You may not add days of life to your Sim by any means (i.e. Cow Plant Milk or potions). -You may not ressurect dead Sims by any means or use death flowers to prevent death. The only exception to this is if a pet autonomously saves your Sim from the Grim Reaper. -You may age Sims up via the birthday cake only once the game prompts you. How to Play This is a 10 generation legacy. When the current generation has completed all their tasks then it's time to move on to the next generation. You begin the next generation’s tasks once your heir is a young adult but skill building as they age in preparation is acceptable. Scoring and Story Teller are optional but the goal is for each generation to complete their tasks and you fail if they are not completed. Scoring: Scoring is optional but if you’d like to score and see how high of a score you get have fun. You earn points for your family in the following ways. Generation: You get 1 legacy point for your founder and 1 point for every generation born until the 10th. Lifetime Wishes: You gain 2 points for fulfilling the heir’s assigned Lifetime Wish and 1 point for every unique lifetime wish fulfilled by a family member. The sim in question must be living in the legacy house and be part of the family tree to earn this point. Portraits or Photos: 1 point for a young adult or adult in the family creating a portrait or taking a photograph of a family member with a pet and keeping it on display after their death. Legacy House: Earn 1 legacy point for every $100,000 in net worth the house is worth. Businesses: Earn 1 point for every animal related business you own that attains maximum level. Wish Rewards: If a sim is able to earn 100,000 points worth of aspiration rewards, they earn your family 1 legacy point. Pet Legacy: Earn 1 point for each generation you maintain a Pet Legacy with a dog, cat or horse. To count the pet type must have been owned by the legacy family since the generation they were introduced. You need not keep the parent(s) of the pet as long as one pet from that legacy is on the property at all times. The Pet Master Legacy Challenge Generation 1- Ichthyologist -Get married and have kids with someone you meet while on a fishing trip or who has the loves the outdoors trait and you go with on a fishing trip on a date. -Reach the top of the Angler Profession -Max your fishing skill -Complete the Presenting the Perfect Aquarium LTW Generation 2- Cat Lover -Own at least 1 cat -Earn your money solely using your cat’s hunting skills -Have at least 1 Cat max the Hunting Skill and achieve all Hunting Skill Challenges in the Journal -Complete the Cat Herder LTW -Get married and have kids with someone you meet on a trip to the Cat Park or who has the loves cats/animal lover trait and you go with to the cat park on a date. Generation 3- Dog Lover -Own at least 1 Dog -Earn money solely using your dog’s hunting skills -Have 1 dog at least max the Hunting Skill Journal and achieve all Hunting Skill Challenges in the Journal -Complete the Canine Companion LTW -Marry and have kids with someone you meet on a trip to the Dog Park or who has the loves the loves dogs/animal lover trait and you go with to the dog park on a date. Generation 4-Horse Lover -Own at least 1 Horse -Reach the top of the Horseman/Horsewoman Career -Complete the Jockey LTW -Have 1 horse at least max the Racing Skills and achieve all Skill Challenges in the Journal -Have one horse at least max their Jumping skills and achieve all the Skill Challenges in the Journal -Marry and have kids with someone you meet on a trip to either the Equestrian Center or Training Grounds or who has the equestrian/loves animals trait and you go with to either the Equestrian Center or Training Grounds on a date. Generation 5- Ark Builder -Reach the top of the Business Career because you’ll need silmolians to take care of all those pets -Marry and have kids with someone you meet on a trip to the Pet Shop or who has the loves animals trait and you go with to any animal themed property on a date. -Complete the Ark Builder LTW - Have 1 of every kind of minor pet. Generation 6 Zoologist -Reach the top of the Science Career in the robot Creature Cross breeder Track -Complete the Zoologist LTW -Marry and have kids with someone in the science career or who has the loves animals/dog/cat/ or equestrian trait and you go with to any animal themed property on a date. -Complete the Butterfly and Beetle Collections Generation 7- Animal Rescuer -Reach the Top of the Gardener Profession. -Complete the Animal Rescuer LTW -Adopt at least 1 stray dog, 1 stray cat, 1 wild horse and 1 wild unicorn -Find new homes for 6 Pets. -Marry someone you meet while out rescuing a pet and have kids or who has the the loves animals/dog/cat/ or equestrian trait and you go with to any animal themed property on a date. Generation 8- Fairy Tale Finder -Reach the top of the Author Profession for research -Complete the Fairy Tale Finder LTW -Get married to and have kids with a person you meet while out looking for unicorns or who has the equestrian trait and you go to any animal themed property on a date. -Take at least 1 unicorn and win one International Competition for each discipline (Race, Jumping and Cross Country) Generation 9- Hobby Pet Breeder & Shower -Have one dog at least max their trick skills and put on a dog trick show for your neighbors -Attend at least 1 Dog Show -Marry and have kids with someone you meet at your work that has a pet or who has the loves animals/dog/cat/ or equestrian trait and you go with to any animal themed property on a date. -Breed 3 Pets and adopt them out -Complete one LTW that involves reaching the top of a career Generation 10- Animal Activist -Reach the top of the Political Career Track -Complete the Leader of the Free World LTW -Adopt 4 Pets from the Animal Shelter -Marry and have kids with someone you meet from the animal shelter or is a pet social worker who has the loves animals/dogs/cats/ or equestrian trait and you go with to any animal themed property on a date with. If you decide to do this please link your challenge here. Pet Masters: The Amborse Legacy by jbfairybird The Thanatos Legacy2.1KViews1like27CommentsThe Mansionacy: A Never-Ending House! *NEW LEGACY!*
I've decided to create another new Legacy challenge! Again, please provide me any feedback that you can to help me make this Legacy even better! And have fun playing this! If you want to check out any of my other Legacies, try out one of these Legacies! The Occult Dominancy: A Battle Legacy of the Creatures! The Perfecionacy: Building Perfect Sims If you want to share the mansions that you have built, go on ahead! Also, share the story of your Mansionacy as you play this Legacy! The objective of this Legacy is to construct the largest Mansion possible as your Generations pass on. Latest Update: April 28, 2012 •Added a link to the Perfectionacy! General Rules You cannot use cheats to gain an unfair advantage, including: -Going into Build/Buy Mode on another Sim's lot or a community lot. -Killing another Sim. -Increasing your motives. -Increasing or decreasing your relationship with another Sim/Pet. -Increasing your Household funds or individual funds. You are allowed to start in any world that you want, Player-made or EA-made! You are not allowed to use Mods, unless they are necessary for you to be able to have the game be playable! You are not allowed to adopt a child or Pet in the Founding Generation until the Founding Generation Requirements have been met! Unless you cannot play the game with it on, Story Progression must be on! Aging must be on. The Lifespan can be set to anything you want, or customized any way you want. Lifetime Rewards are allowed. The Founding Generation First, to start, you will need a Sim of any species! Also, keep in mind that the Founding Generation can only have 1 Pet of any species to start! You can use ANY Sim, whether from CAS, pre-made into the world, or downloaded from the exchange! CC is allowed! Like the original Legacy Challenge, you can only start out with 1 Sim in your Household, and you are not allowed to switch the active household at all during this legacy! In addition, the starting lot must be a 64x64 sized empty lot! If no 64x64 lots can be found, put in your own 64X64 lot! If there's no room, just go with the next biggest empty lot you can find or place. How to Play This instructions will tell you how to play this Legacy! 1) Founding Generation Before you do anything, your 1st Generation, or the Founding Generation, must complete these requirements! This means you must wait to add any Sims or Pets to the Household until this is done! First, your Sim must build 5 different rooms of your house before you get married or have a child. Your Sim will probably need to have a job for a while to be able to make these rooms. Then, once you get married OR if you have a child, you must build 5 more rooms. By the end of your 1st Generation, you should have 10 rooms. 2) Descendant Generations After you have your 1st child, every Generation must follow all these requirements before any of the Sims of the current Generation die, or before the Legacy is completed! Each of the following Generations do not have to build any rooms until they have married or until they've had a child! However, there are several limitations and catches to this... 1) For every new Generation (including Pets) that is made, 10 rooms must be built! 2) For every new individual baby (including Pets) that is born, 5 rooms must be built! These rooms do NOT count towards the 10 Rooms per. Generation requirement! 3) For every new Household member that is added to the Household, but not born into the Household (including Pets and Occults), then 3 rooms must be built! 4) You are allowed to delay building rooms to earn more Simoleons, but you must build the rooms before a Sim that you must build rooms for dies or moves out! 5) You are NOT allowed to build ANY rooms unless you're required to by above instructions! And no more than required! Failing the Mansionacy Legacy There are a couple ways to fail the Mansionacy Legacy. Feel free to continue playing the Mansionacy after this, but keep in mind that if you fail, the Points that may be earned are Legacy Points. No Mansionacy Points may be earned after this point! Fail by Debt If any of your furniture, no matter the value, is taken away from your home due to not turning in taxes, then you will fail the Legacy! Fail by Incomplete Rooms If the required number of rooms that must be built is not met before a Sim dies, before an entire Generation completely dies out, or before a Sim moves out, then the Legacy will be failed. You must assign a room to a specific Sim. You cannot "cross" requirements over to multiple Sims. For example, if you have 2 Elder Sims, and you have built all 5 rooms for 1 Elder but then the other died with no rooms built specifically for that Elder, then the Legacy will be lost since you did not build those rooms with the intentions of meeting the other Elders' requirements in mind. Fail by Disaster If at least 1 Sim dies of every non-Expansion Pack-associated-death on top of the lot property (people outside of the Household will also count towards this failure), then the Mansionacy will be failed. Completing the Mansionacy Legacy The Mansionacy Legacy is completed as soon as all of the 10th Generation's rooms are created for every child in the Generation. You must reach this goal before 10 Generation either dies out or makes a new Generation, or the Mansionacy will end! Earning Points There are several ways to earn points in this Legacy. Legacy Points A New Generation (+1 Point ) You will earn Points by simply making another Generation. Only 1 Sim can make a new Generation. Additional Sims of the same Generation do not count for Points. If you must, you may move out/release older Generations to make room for a new one. If the 10th Generation does not complete the Mansionancy, then the Mansionacy will end! Fulfilling a New Lifetime Wish (+2 Points) Every time a new Lifetime Wish that has not been previously achieved in the current Household is completed, +2 Points are earned for that Household. Any amount of Sims, and Sims of the same Generation, can each earn points. Portraits (+1 Point) If you make a portrait of a Sim before their death, you will earn +1 Point. If you make the portrait after the Sim dies, then no Points will be earned. Net Worth (+1 Point Per. $10,000) For every $10,000 in Net Worth (with furniture) that the Household's lot is worth, +1 Point is earned. If the value of the lot decreases a $10,000 mark, -1 Point is taken away. Mansionacy Points Construction (+2 Points) Every time that a new room is built, then +2 Points are earned. Destruction (-3 Points) If any rooms are ever torn down, or paint/items are taken away, and the room is not "replaced" by another room before going back to Live Mode, then -3 Points will be taken away! Every time that a Fire merely starts on your lot, Points are automatically taken away! Decoration (+5 Points) These Points are earned by building certain types of rooms. +5 Points are earned every time that a room is built that does not have any functionality. Functionality Rooms means Rooms such as a Kitchen, Living Room, Bathroom, Bedroom, Arcade, etc. A total of 5 Decoration Rooms for an individual Sim may be built! A total of 7 Decoration Rooms for a new Generation may be built! These points are earned only after: -The floors and walls are all painted. -10+ Decoration items of any type are placed in the room. Function (+6 Points) These Points are earned by building certain types of rooms. +6 Points are earned every time that a room is built that is made as a Functionality Room. (Gardens DO count as Functionality Rooms!) Functionality Rooms means Rooms such as a Kitchen, Living Room, Bathroom, Bedroom, Arcade, etc. A total of 3 Function Rooms for an individual Sim may be built! A total of 3 Function Rooms for a new Generation may be built! These points are earned only after: -The floors and walls are all painted. -3+ Functioning Items (Items that can be interacted with) of any type are placed in the room. Mansion (+100/+50 Points) The +100 Mansion Points are earned only when you complete this task before you complete the Legacy! The +50 Mansion Points are only earned if you complete this after you Complete the Legacy! Points are earned every time that 250 Rooms are built! Yes, the counting is tedious. But if you really want to get ahead, you should try to count these points! =)4.7KViews0likes7Comments