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linz1995
24th Feb 2011, 01:14 AM
The Time Lapse Challenge can take at least 10 generations. It takes place through the history of civilization, starting out with a small plot of land, you will need seasons at least and a coin. (other EPs recommended)

First, you make a clan, can have anyone, but needs at least have an able parent. No married couples and no children!
You can only marry townies or down townies!
No cheating (unless otherwise said)! It will ruin the fun!
You can only use objects, get jobs, go to community lots, ect. when said.
You may choose the aspiration of the sim
If you have a mod that allows children to not go to school then you may use it until said otherwise.
No creatures besides the genie until said they can be made.
Custom content recommended for the most fun!
Generations advance when you have a child.
Have Fun.

Generation 1:This starts when you move your first family in the lot. Your clan has found a nice piece of land to settle on, humans have learned how to farm, and your clan has decided to move on this land. Remember! You can't move once you enter the lot. After you move on this land you must start hunting (fish) or gather (grow food). You may only buy chairs, sofas, recliners, beds, tables, awnings (thatched roof from bon voyage recommended),food storage (fridge will be okay), and cooking device (can be stove). There wasn't any plumbing back then! So your sims will stink! Once you have a child you can advance to the next generation.

Generation 2: You are able to make some shelter but not anything fancy, only just to shield you against weather. You can't decorate the house, no wallpaper, you can't get doors, only archways, and no floors. Only walls, arches and rooftops (floor to be used as roofs is acceptable) Nothing else.

Generation 3: An advanced city was build around you're clan's bungalow, now your sims can get jobs (you may cheat to get the job you want, but no change in levels or college jobs) you may now go to community lots (You may buy a phone for transportation if you don't have BV but only use the phone for transportation) but skill objects weren't invented yet, so you can't purchase them which will make skill training difficult. School is now invented so send them children to school!

Generation 4: Roman era! Living in such a great empire as Rome, you can now move lots, you now have plumbing, candle lighting, and the option to decorate your house including statues, paintings, and you may have doors. You may only purchase instruments in the skill section. Witches can now be made due to epic tales of heroes who were demigods.

Generation 5: Rome has risen and fallen and the medieval times rose out of the ashes. Time to put those downloads to good work now! If your sim's net worth is less than 50,000 then they are to become peasants, all family members must quit their job and resort back to fishing and farming, also children can't go to school now if they are peasants. If the net worth is between 50,000 and 100,000 then they will be considered Lords or Ladies and they are able to get/keep their job. If your sim's net worth is beyond 100,000 they are considered royalty and are able to purchase any skill raising object. Sims may not change their social class for the current or next generation. Vampires and werewolves can now be made.

Generation 6: Oh no! The Bubonic plague has been introduced and your sim's are at risk! School is out of session again. Every time your sim goes to a community lot or interacts with a sim outside of the family, flip a coin. If it is heads, then your sim won't get sick, but if it is tails, then they are now sick! If your sim is sick, wait until the next day and flip another coin. If it is heads, then your sim recovers, if it tails then your sim will die! (You may use cheats to kill the sim) Zombies can now be made (via genie or witches)

Generation 7: Renaissance era! The invention of the printing press allows you to buy books, and the invention of guilds allow peasants to get jobs. School is back in session for all children.

Generation 8: The new world has been discovered. Your sim can go on vacation, college, or own their own business, and get college jobs if they went to college (if you don't own BV, Uni, and OfB. You may skip this Generation)

Generation 9: The Industrial Revolution has taken toll now. You may now purchase phones, television, cars, electric lighting, hire service, fire alarms, burglar alarm, however you must buy the lowest quality product, i.e. if you want to purchase a t.v. you must purchase the cheapest t.v. downtown is also available.

Generation 10: Modern time, you have made it to modern time! All furniture is unlocked! Aliens and robots can also be made too. Once you have a child in this Generation you can end the challenge with no penalty

Generation 11+: Your choice! You have the power to choose what will happen to your civilization! You may want them to become space faring, make them into elves or bring on nuclear apocalypse! You may do this until you get bored.

Point gainers :!:
+100 per generation created.
+10 per job taken
+50 per promotion before generation 7
+20 per promotion at generation 7 or above.
+50 per generation after 10
+200 for finishing generation 10.
+20 if your sim is a lord in medieval times
+50 if your sim is royalty in medieval times
+25 per sim who goes to college
+200 if sim owns 10 star business

Point reducers :(
-20 per death not caused by old age
-10 if sim is infected with the bubonic plague
-20 per repo man visit
-100 if one of you killed a family member on purpose
-100 if you end the challenge early
-300 if you lose the challenge
-25 per rule break

Have Fun! :bunny:

Firefish
10th Oct 2011, 06:33 PM
This sounds fun! Thanks for the good idea, i think I'll give this a try.. a few questions though-

when do you go up a generation? I know for gen. one its when you have a child, but after that?

Thanks! :)

FranH
3rd Nov 2011, 09:29 PM
I would add this one rule to the moving up the generation:

1. When the first born child becomes an adult, then you can move into the next generation with that child. Makes sense, as they become the second household in the town.

Of course that makes all the other children spares, but they can add to the population when they grow up, too.