A not So-Merry Christmas Mix-up
Got my christmas story all up and ready! Still working on setting up stuff. But here's the first chapter. The hum of holiday chatter filled the air as Claire rolled her suitcase through the bustling baggage claim. Twinkling lights adorned the airport's pillars, and a massive Christmas tree stood in the center of the hall, its ornaments reflecting the glow of the season. Despite the cheerful surroundings, Claire felt like a snowflake caught in a whirlwind. Her plane had landed late, her connecting flight had been a race against time, and now she was juggling a long to-do list. She checked her phone: 7 days until Christmas. Plenty of time to make it to her parents' small-town home, bake her mom’s famous gingerbread cookies, and maybe even help with the local Christmas festival. “Just grab your bag and get out of here,” she muttered to herself, scanning the luggage carousel. Her stomach fluttered at the thought of seeing her family—especially her niece, Emma, who’d been begging her to come home for Christmas for weeks. Finally, a familiar black suitcase with a red ribbon tied around the handle appeared. Claire reached for it, but her grip faltered as her phone buzzed. She glanced at the screen, distracted, and only realized she’d grabbed the bag when it was already off the belt. “Gotcha,” she murmured, hauling it onto her trolley. She maneuvered through the crowd toward the exit, the frosty winter air outside calling her name. Just as she approached the sliding doors, someone behind her cleared their throat. “Excuse me! Hey, miss—wait!” Claire turned to find a tall man weaving his way through the crowd toward her. His cheeks were pink from exertion, and a slight dusting of snowflakes had settled on his dark curls. He wore a thick coat and carried a guitar case slung over his shoulder. “Uh, yes?” Claire asked, clutching her trolley. “I think you might have grabbed the wrong suitcase.” Her brow furrowed as she glanced down at the black suitcase. “This one? No, I don’t think so. It’s got the red ribbon on the handle. That’s mine.” The man smiled faintly, but there was a glint of determination in his hazel eyes. “Right. Except... I also have a red ribbon on my suitcase. It’s kind of my thing.” He gestured toward the identical bag he held in his hand. Claire blinked. “Oh no.” She crouched down, fumbling with the zipper, and peeked inside the bag. Instead of her cozy sweaters and Christmas gifts, there were stacks of sheet music, a Santa hat, and a box of what looked suspiciously like jingle bells. Her cheeks flushed. “Okay, maybe it’s not my bag.” The man chuckled, setting his own suitcase on the floor. “Happens to the best of us. Let’s just swap, and we’ll both be on our way.” Claire straightened up, handing the bag back. “Thanks for catching me. That could’ve been a disaster.” “It’s no problem. Traveling during the holidays can be chaos.” He extended a hand. “I’m Alex, by the way.” She hesitated a moment before taking his hand. “Claire.” “Nice to meet you, Claire.” Alex smiled warmly. “Well, have a Merry Christmas. Or... good luck with the rest of the trip, at least.” “You too.” They exchanged suitcases, and Alex walked away toward the rental car counters. Claire watched him for a moment, thinking about how kind he’d been—and how she’d almost walked off with a suitcase full of Christmas jingles. She shook her head, pulling her own bag along. But as she reached the exit, her phone buzzed again. She fished it out of her pocket, only to see a text from her sister: Don’t forget the Christmas presents, Claire! Her stomach sank. With a sinking feeling, she stopped, opened her suitcase again, and stared in horror at the contents. It was sheet music, Santa hats, and jingle bells. She’d grabbed the wrong bag again. Claire whirled around, but Alex was nowhere in sight. “Oh no,” she muttered, clutching the handle of the bag. “This really is a disaster.” Snowflakes began to fall outside, painting the airport windows in a soft shimmer. Somewhere in the distance, the airport’s speakers began to play “It’s Beginning to Look a Lot Like Christmas.” Claire sighed. Her holiday trip was officially off to a very Hallmark kind of start.26Views1like4CommentsThe People of Simbria: Sunset Valley
Well, hi there. This is a story (of sorts) that has been going on for a while, so it won't be starting with the first chapter, but it doesn't matter to much, because it didn't start with the beginning even when I first started sharing it on the old forum. 😛 'Original' thread is found here, but I wouldn't recommend checking it out, because it lost all the images in the forum transfer... The Concept In general, the story takes place in several towns spread across a country called "The United Kingdom of Simbria", and now that the concept is a little more clear than when I first started out on the old forum, I will not lump everything together in one thread, but instead create one thread per. town. So, this thread will focus on the inhabitants of Sunset Valley - the small town that everybody knows, and which in my world is located on the southwestern tip of this country. Sunset Valley Theme (Youtube) Prologue: The Original Families. Moving into town. The story of Sunset Valley began in 1977 sim time, when a young couple, Asgeir and Lucie Karlsen moved into town. They had moved all the way south from their hometown of Pamtere far, far to the north, hoping to settle in the city of Wad Nahadau, b ut the housing market in the city had proved to be much to expensive for them.... Asgeir aspired to be a world famous painter and writer and Lucie wanted to reach the top of the medical career. Since they used almost all of their money buying their first home at Water Lily Road 58 and as Asgeir's career as a painter and writer was a long way from taking off, they both started a job at the bottom ranks of the medical career. Camera technology was still very expensive and unaccessible to the general public back then. Only licensed photographers and the wealthiest of families usually owned one. Everyone else would either have to rent or borrow a camera, or go to the photograper to have their picture taken. Hence to tell this story, actors with pretty much identical looks and personalities were hired to reenact them moving into town.... Reconstructed photos of Asgeir and Lucie entering their new home for the first time. This is only what it might have looked like. Asgeir often woke up feeling grumpy and irritable in the mornings, but this worked well enough for a while, largely due to Lucies kind and friendly nature. Another couple, Ingmar and Eirin Motorsen, had moved to town just a month after Asgeir and Lucie. Ingmar wanted to move to town as he had read about the chess triumphs of H.K.H. Høigaffel and had early on felt compelled to become a world famous chess player as well. Ingmar was quite the slouch, but they needed food on the table, so he got himself a job in the medical career. His wife Eirin was a lucky and charismatic person, but often found herself struggling with forgetfulness and sometimes lapsing into periods of insanity randomly running off talking to herself. In spite of this, she got a job in the police force, where she is to this day doing quite well as a forensics specialist. A reconstruction of Eirin and Ingmar engaging in flirtatious conversation in front of their new home. It's not that it's a trailer... it's just very long and narrow. ;) Not quite one month after the Motorsen couple had moved to town, the young couple Egil and Frida Kråkesen moved in right next door to the Karlsens. Egil, a highly ambitious individual, quickly got himself a job in the business career, whereas Frida got a job in the medical career. Houses were much cheaper out here, compared to the capital city of Wad Nahadau, even in the suburbs. And who knows, they might just like it enough to make it their permanent residence. Reconstructed photo of Egil Kråkesen admiring his looks in his new home at Water Lily Road 72. Reconstructed photo of Frida Kråkesen reading the local newspaper in her new home.100Views1like8CommentsPrecious Joy Forsythe Legacy Challenge
I started a new legacy challenge - the Precious Joy Forsythe Legacy Family Challenge. Precious Joy Forsythe is the first-born of the 10th generation from the Precious Forsythe Legacy Family Challenge. These chapters are published every Friday at 8:00 Central Time [13:00 GMT - on November 8th it will be posted at 14:00 GMT] Background on Precious Joy when this challenge begins. I have been posting each chapter below individually. I just realized that a lot of the links were not functional. I have corrected this and will ensure the links work in the future.77Views0likes44CommentsPerfect Genetics Challenge
My new video series - Perfect Genetics Challenge - is now available for viewing on YouTube. https://youtu.be/iQUhw5SbutM This video is a little over 16 minutes. It is an introduction to my founder, Olivia. We first meet her in Create a Household. We see her first home and job. She meets her man and they start getting to know each other. This challenge ought to be colourful. Not only does Olivia have blue, purple, pink and yellow hair but she has a very pale blue skin and pinkish purple eyes. The challenge requires her to produce an heir, male or female, who has the exact same hair and eye colour. Once the heir is confirmed, the mother will concentrate on living her life until the heir is old enough to take on the challenge. There is no upper limit to the number of babies she might have to produce before the heir arrives. Consequently I've set the age spans to be reasonably long but will use cake to age the family up as required. I plan to stop the mother from having more babies once it is confirmed the heir has been born. The heir will age up from toddler to child when they have done all of their toddler skills. And from Child to Teen after completing all of the child skills and getting onto the honour roll at school. The teen will age up to young adult after they have been to a prom and have learned fishing and cooking skills and read all of the fishing and recipe books. This means they'll need to get to level 7 in fishing and level 10 in cooking before I will let them age up to Young Adult. They may learn other skills along the way and need to be at least A Grade students. If they haven't learned the required skills and done the required reading within 105 days they'll age up automatically. When the heir is about the age up to Young Adult, hopefully the day before the teen is ready to age up to young adult, I'll age the parents up to Adult. The Adult life stage is also quite long just in case the mother automatically ages up to adult before she has produced the heir. The Elder life stage is also long. Babies will need grandparents around for a while. I may reduce the length of the Elder life stage at some point if the elders are accumulating. Moonlit Falls is full of supernaturals and I won't worry about when that population ages up. I'll be using EA Story Progression so if the town population ages up very slowly maybe there will still be sims around town by the time my founder's descendants start moving into the general townie population. All babies born to the founder and her heirs will have randomised traits with the one exception that each heir must have the dislikes children trait. There are no restrictions on how the main household earns their income. They can go out collecting, or gardening or whatever they choose. I will be getting them the no bills ever lifetime reward asap because I have a bad habit of forgetting about the bills and have difficulty working out what the repo man has taken. Due to the lack of restrictions on how they earn/come by their money the game will have many and varied activities in it throughout this challenge. One of the first wishes my founder got is to travel to Egypt to buy a recipe book. I do plan to grant that wish soon. Perhaps she can go there on her honeymoon. She has already met her man. I made him specially for her. She's blue with purple and blue hair, he's green with green hair and eyes. But their skin colouring is subtle. I think that about covers it. I hope you decide to watch. I'm keeping the length of these episodes to around 10 to 15 minutes each. Please consider subscribing if you are going to watch the videos as that way you'll know whenever a new episode is posted.3.2KViews1like133CommentsThe Evergreen Legacy **Gen VIII Chapter 18-2**
Hi! Welcome to my latest story: The Evergreen Legacy. Based on my Sims Through The Ages Challenge, each generation is dedicated to a pack. New updates every Wednesday and Sunday 3pm UK time! Aurora Evergreen moved to Sunset Valley on her 18th birthday by order of her mother. She was reared with one goal in mind: The Mission. Follow her story as she infiltrates the media and the great families of Sunset Valley with a view to exposing the scandal that exiled her family. Will she reclaim her family’s name and the wealth they are owed? Or will she unearth secrets that put her at odds with the very people who set her on this path? Generation One: Aurora Evergreen (Base Game) Generation Two: Blair Evergreen (World Adventures) Generation Three: Francesca Evergreen (Ambitions) Generation Four: Hattie Evergreen (Late Night) Generation Five: Kressida Evergreen (Generations) Generation Six: Persephone Evergreen (Pets) Generation Seven: Winnie Evergreen (Showtime) Generation Eight: Andromeda Evergreen (Supernatural) Generation Nine: Quinn Evergreen (Seasons) Coming November 20244.7KViews4likes182CommentsTS3→ 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!116KViews1like2733CommentsMeet the Helmquists - a Sims 3 story
I love the scenery of the worlds of The Sims 3 so I posted some screenshots in the “I still love scenery” thread. @suzses suggested to me to create an own thread or blog of the journeys of my Sims. I thought about it and came to the conclusion, that I am lacking the ability to create a real “travel blog” without introducing my family to you. And then I thought that I would post about my family and their lives, including their travel destinations. But I play this family since 2012 and am overwhelmed with the amount of pictures I have taken since then and that it is completely nonviable to start at the beginning of this thread with the founding of the family. So I will gradually explain who is who during my posts. And after this long explanation: Meet the Helmquists and maybe you like them as well! The first picture is a small extract of the main family, but there are a lot more family members I play with. https://i.imgur.com/BJxeSHK.jpg In the top row there are (from left to right) Tristan van Gould/Freia Helmquist/Henning Helmquist in the second row are Travis Helmquist/Haldir Helmquist the long third row shows Misty/Emerson/Timon/Thor/Tius/Thom/Tara/Thalan/Haden/Torben/Timothy/Harlow/Heath and Tyler with his wife Stella they have two boys: Timian and Taius This post is about Tyler and Stella and their journeys at the beginning of every travel the both sit together and decide where to go https://i.imgur.com/t6tif4o.jpg at the moment they are in Willapa Valley (by 99simsonthewall) together with their son Taius https://i.imgur.com/cJDw7Pn.jpg two of the family dogs (T-Rey and Rasta) https://i.imgur.com/KRPorXn.jpg the family´s cat (Streuner) https://i.imgur.com/bWgGjYe.jpg and two horses (Franco and Gracia) https://i.imgur.com/qpuHE5u.jpg edited, because I deleted some of the pictures by mistake somehow :o5.6KViews1like913Comments